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Post by Stain on Jun 23, 2007 10:29:26 GMT -5
Thanks, guys! I really appreciate the encouragement.
Version 1.1 is almost ready for release. There's just a few more wrinkles to iron out, but I'm aiming to have it done by the end of July.
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Post by maximus on Jul 23, 2007 16:46:37 GMT -5
Not to criticize your work Stain (it's quite ingenius), but it might be nice to be able to have more than one custom weapon or equipment, and it would be really sweet if we could name them. Just a suggestion. It's a pretty sweet program.
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Post by Kaimontfendo on Jul 23, 2007 17:37:57 GMT -5
It's been a while since I used my beta of the latest version (Job hunts and road trips will do that), but I'm pretty sure it allows duplicates of certain things. (Most things you'd care to have more than one of, and you can also set it to allow duplicates of other things as well.)
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Post by Stain on Jul 24, 2007 14:41:53 GMT -5
Yes, you are right Kaimontfendo. The new version allows duplicates for the custom equipment. As far as naming your custom equipment, I'm toying around with an equipment builder that would allow this. Thanks for the input maximus! By the way, the new version is set to be released Monday, July 30th.
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Post by beryl on Jul 24, 2007 22:43:10 GMT -5
Yes, you are right Kaimontfendo. The new version allows duplicates for the custom equipment. As far as naming your custom equipment, I'm toying around with an equipment builder that would allow this. Thanks for the input maximus! By the way, the new version is set to be released Monday, July 30th. I'm looking forward to it with great anticipation!
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Post by Stain on Jul 30, 2007 21:47:44 GMT -5
Hey everyone, the new version is now available! We can now all celebrate and eat cake! ;D
I apologize for getting this up late in the day. Although it is still technically Monday in my timezone, for most people it isn't. I have compiled a list of excused for my tardiness (all of which are true, but none of which are very good).
*Mowed the lawn *Went fishing... *...Caught nothing *Took wife out to eat *I don't have internet at home *Had to compile the latest version of the code *<insert generic excuse here>
Oh, before anyone says anything...I just realized I forgot to update the readme file. I'll update that sometime tomorrow.
Bon appetit!
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Post by beryl on Jul 31, 2007 8:31:47 GMT -5
I had intended to reply, but I guess it got lost somewhere.
Beautiful job as usual, Stain. It works great, and the Export feature creates a result that looks great, too.
One thing to note: Line breaks do not transfer from the Notes and Specialties sections to the exported file. You must write them as though they were all on one line, because they will be.
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Post by Kaimontfendo on Jul 31, 2007 9:43:13 GMT -5
Stain, you lie!!!! You had two very good excuses for posting the new version late!!
Oh, and I just remembered I haven't downloaded the new version yet. I think I'll go do that. Bye!!
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Post by Stain on Jul 31, 2007 10:25:02 GMT -5
Lol, which two? ;D
Beryl, Wow! Thanks for the glowing review. Yeah the line break carry-over is an issue I discovered last week. A parsing routine should fix it, but I didn't want to delay the release any longer. It'll be in the next version.
I'm thinking of creating a couple threads relating to the program; one for people to post mods, and another for posting characters. I also had the idea of creating a sub-board here dedicated to these things. I am open to thoughts and ideas from anyone on this.
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Post by beryl on Jul 31, 2007 10:59:58 GMT -5
Two of my favorite house rules are Rapid Recovery and Energy Battery, which deal with your Energy.
Rapid Recovery is, at its core, a Healing Factor that only regenerates energy. Its cost level is equal to your Durability Number. This is easy: make a custom -2 CL Disadvantage for Healing Factor, and you're done. (You could also make your own modifier, but then it wouldn't affect the handy "regen" box you added)
The other modifier - Energy Battery - is is impossible to make.
In short, each level in Energy Battery adds 3 Energy to your maximum Reserve. Then it's priced funny: to find the cost, you take (Durability Number x Modifier Number), and pay that many red stones. Characters with Dur3 will pay 1 white for every level in Energy Battery, for example.
This is perfectly easy to fake, in terms of cost, using Enhanced Vision. Add a Note that it's not really Enhanced Vision, and you're set. At the very least, you can get the cost right.
I don't predict that anything resembling a solution to this problem will ever be added, but I thought I'd toss it out there for people who are also fans of these modifiers.
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Post by Stain on Jul 31, 2007 11:48:53 GMT -5
Beryl, I would like to tackle some of these special additions. You can do Rapid Recovery already fairly easily. Create the modifier in the Mod Builder, and then click on 'Special' and flag it as a 'Healing Factor'. Leave the cost level adjustment at 0. Save the mod, and then load it into the program. The program will adjust the regen rate in the character automatically. I created a quick example here: files.filefront.com/Rapid+Recoverymod/;8191828;;/fileinfo.htmlSave it to 'C:\Stainware\MURPG Character Builder\Mods\', or wherever you installed the program. Energy Battery would require custom coding to make it work, but I would like to add that and others sometime and allow the user to select whether to include them or not in the program settings.
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Post by beryl on Jul 31, 2007 23:25:31 GMT -5
Beryl, I would like to tackle some of these special additions. You can do Rapid Recovery already fairly easily. Create the modifier in the Mod Builder, and then click on 'Special' and flag it as a 'Healing Factor'. Leave the cost level adjustment at 0. Save the mod, and then load it into the program. The program will adjust the regen rate in the character automatically. It had occurred to me to do that, but I never bothered to check whether it'd adjust regen rates properly. I'll go do that now. Don't feel the need to add it on my account. That particular modifier requires all kinds of calculations to the point of being rather difficult to add (depending on how Energy is calculated), for the sake of one modifier.
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Post by Stain on Aug 1, 2007 9:00:15 GMT -5
It can be done.
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Post by beryl on Aug 3, 2007 12:43:40 GMT -5
Just a note:
(Edit - As a temporary fix) For Energy Battery, if you make it as a modifier with the Vision pricing, you can do it that way. You can then create several advantages for it to represent different Durabilities. Make sure to give them a fixed cost, though.
Dur 1, 0.33w (1r) Dur21, 0.66w (2r) Dur 3, 1.00w (1w) Etc.
That way, each level in Energy Battery will cost the correct amount.
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Post by Stain on Aug 3, 2007 14:27:32 GMT -5
I would prefer to code it in seperately rather than monkey around with enhanced vision. It'll work better that way. It's on the list for the next release.
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