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Post by Kaimontfendo on Jan 29, 2010 0:18:40 GMT -5
Ages (and ages) ago, I asked, "Could an advantage from one mod quickly and easily be applied to an action from a different mod? I ask because when adding a new advantage to the current version, I have to go through and select all the actions it could apply to. I guess what I'm trying to say is: Could you configure it so actions automatically allow advantages from other mods?" I got this answer. I could probably come up with an "Apply to all" function when adding new Advantages or Disadvantages, but that will have to wait for another release. Has that been changed yet? I haven't really been paying much attention for the past few... years?
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Post by Stain on Jan 30, 2010 21:12:53 GMT -5
There have not been any major revisions since that comment. The last release was just a bug-fix. I appreciate you bringing this back to my attention, but honestly I have no plans for another release. The possibility is not completely excluded, but I can say that at this point there are no plans.
I can understand how this would be tedious if you have a set of custom advantages/disadvantages that you run with consistently. Unfortunately, this would not be an easy feature to add, so it would have to coincide with other features.
If a feature were to be added that simply combines mods, would that meet your need? By doing this, you could just have a standard mod containing the custom advantages/disadvantages and just combine that with whatever new mod you may create. This would get around most of the concurrency problems that would occur with referencing other mods.
Or...do you really just want a function added that adds a particular advantage/disadvantage to all actions?
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Post by Brainstem on Feb 6, 2010 0:45:39 GMT -5
So I'm guessing there's no chance at a Mac version?
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Post by Stain on Feb 6, 2010 13:23:54 GMT -5
Never say never, but it would take extensive effort to port to a mac and at this point I'm not able to dedicate that kind of commitment to it. All of the resources I've researched online so far don't apear very promising. Things may change in the future (there's more I'd like to do), but this is where I am at the moment.
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Post by Revan on Feb 6, 2010 19:47:49 GMT -5
Great job on the character builder. I was wondering however if there is a way to add some of the house rules into the builder, such as energy battery and deep reserves. I've tried to add them myself, but the problem I come across is that while it allows you choose your modifier number, you have to make a new mod for each number in durability and even then the cost doesn't come out right. Also, would it be possible to create an add-on or component that would assist in item creation through both character creation stones and through the inventing action. I guess they would function more like a calculator in which we input the variables for what we need.
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Post by Stain on Feb 9, 2010 14:29:43 GMT -5
Thanks for using my program, I'm glad you like it! Those are both great ideas that I've been mulling over. Were another release to become a reality, those are the features I'd want to add.
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Post by skull on Feb 14, 2010 1:56:15 GMT -5
I think the only thing this needs is a "Open" action and modifier that allows you to set the Cost level and such, as well as name it so that if a power that is designed by the user can be inputted as well as any of the Spidey or house ruled ones.
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Post by Stain on Feb 15, 2010 8:53:10 GMT -5
You can already create custom actions/modifiers using the mod builder. However, the program cannot account for some of the house rules due to their unusual cost calculations. It sounds simple to just add the feature, but it would be considerably complex and time consuming.
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Post by Revan on Feb 18, 2010 16:44:26 GMT -5
You can put in the options. Use the part that says advantages to add the options and their cost level. Then go to the action on the action section and select the checkbox for the new option you just created. When you load the mod, the option will appear under the action. The same applies to disadvantages.
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Post by skull on Feb 21, 2010 12:00:22 GMT -5
Ok, So i think i have a handle on this now. Thanks for the help. I have one more question: I am trying to input an item that shows up frequently in my game, called the Tesla Gun. However, I am not sure I understand how this works as far as putting the right information in for the Mod builder. Or is it that you just put in the total cost and not worry about the advantages and disadvantages?
The Tesla Gun: +3 mod Range 4 2x damage Option to stun Limited number of shots per gun before needing recharging.
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Post by Revan on Feb 23, 2010 0:58:29 GMT -5
In the equipment section click add, then on the drop down menu select custom weapon. Bring the modifier up to 3 Add the 2x Damage option Add the stun option
Needing to recharge after you shoot would be the same as running out of bullets for a gun. It's up to the GM whether or not you will keep track of those things for the game. I guess if need be, you can create a custom disadvantage called Limited Ammo/Charge and make it a -1 CL if you really want to go that far.
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Post by Stain on Feb 23, 2010 14:45:27 GMT -5
You can do it just as Revan suggested. Alternately, if you wanted your 'tesla gun' to show up in the list of equipment when making a character, then you can use the mod builder to create a new equipment called 'The Tesla Gun' and just put in the total cost as a fixed cost. If the various advantages/disadvantages change depending on how it's used then you can just create the new equipment, leave it as a leveled cost, and set the available advantages/disadvantes. If you wanted, you could create a custom advantage called 'needs recharged...' in the mod builder and check the advantage in your tesla gun's profile so that it shows up.
In the mod builder, the advantages/disadvantes that you check just delineates what shows up as available options when creating characters.
Revan brings up another point in that much of what governs the creation/use of equipment depends heavily upon GM involvement, which is one reason why I hesitated to make this feature more robust.
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Post by skull on Feb 26, 2010 14:34:47 GMT -5
awesome. thank you
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Post by sinkat7 on Mar 2, 2010 3:29:26 GMT -5
this is probably one of the best inventions...ever =) thank you
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Post by Stain on Mar 2, 2010 15:15:22 GMT -5
Hey...wow, thanks. I'm glad you like it. It's nice that the sun is finally shining again
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