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Question D202PF Codebase

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18 Dec 2025 01:29 #10952 by ptrayal
D202PF Codebase was created by ptrayal
Hello:
  This is a fork of Gicker's d20 base that I started years ago converting to Pathfinder.  I had worked to make this one a bit more modular so that code could handle multiple "D&D worlds", such as FR, DL, and even generic Golarion.  After a long hiatus, I've started working on it again and have it almost cleanly compiling under modern GCC.  Just wanted to throw it out there as a fully functional d20 codebase.

github.com/ptrayal/d202PF
The following user(s) said Thank You: thomas

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25 Feb 2026 14:30 #10988 by ptrayal
Replied by ptrayal on topic D202PF Codebase
Even though I don't have a public copy for people to play on, the code base continues to be updated. Areas, not so much, but the code base itself, help files, logging, and other things continue to see improvements.

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06 Mar 2026 19:53 #10991 by ptrayal
Replied by ptrayal on topic D202PF Codebase
Just released a big feature (though still in development), which is the implementation of traits .  The trait system is now implemented in it's base form, but still need to add a lot of the benefits throughout the various systems.

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27 Mar 2026 14:09 #11009 by ptrayal
Replied by ptrayal on topic D202PF Codebase
Some more updates getting implemented:
  • Started implementing Sorcerer bloodlines.
  • Continued refining the Trait system (implemented traits now giving the proper bonuses)
  • The code is now cleanly compiling under gcc (Ubuntu 13.3.0-6ubuntu2~24.04.1) 13.3.0.
  • Major enhancements to the help system (allowing for fuzzy searches and better displaying of multiple help files).

The codebase continues to improve in terms of what the codebase can do and how close it aligns to Pathfinder 1E system.

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30 Mar 2026 19:17 #11010 by ptrayal
Replied by ptrayal on topic D202PF Codebase
Hello:
Implemented a whole new tracking system and dynamic weather system. Weather and tracking now take into account sky conditions, temperature, wind speed, fog level (if any), and tracking conditions. It's functional and working but there are some things it does not do like take into account seasons, allow forecasting of weather, do weather per zone, or things like that. Still, it gives us a completely usable tracking system that takes into account all sorts of different weather variables.

Also implemented five new sector types to help with the weather system.

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06 Apr 2026 19:37 #11013 by ptrayal
Replied by ptrayal on topic D202PF Codebase
More updates:
  • Improved the tutorial system some.  Will continue to improve, but has made it more modern and less walls of text.
  • Massive changes to the time system.  Moved everything to be based off of rounds (6 seconds).  A few things take longer now and a few things take less time.
  • CONFIG_PULSE_* now are all based off of PULSE_ROUND for consistency.
  • PULSE_ROUND (6s), PULSE_TURN (60s), PULSE_MINUTE (300s), PULSE_HOUR (1800s)
  • Taverns now have documentation for how they provide bonuses and it's more obvious for players (system isn't hidden to the point where I didn't know it was there).

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