C&C Hero Lab
Re: C&C Hero Lab
Been putting some time into the PDF character sheet.
It's coming along nicely, hope to have something out before the weekend.
BoomerET
It's coming along nicely, hope to have something out before the weekend.
BoomerET
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Re: C&C Hero Lab
Nice, looking forward to checking it out
"If you had not committed great sins, God would not have sent a punishment like me upon you."
-Genghis Khan
-Genghis Khan
Re: C&C Hero Lab
Released v.30, this version correctly computes armor class.
If a character with natural armor puts on armor, or carries a shield, then natural armor is ignored.
I've also started on a good path for PDF output, I'm liking how it's coming together.
The Fantasy Grounds converter will now populate inventory, but it won't create weapons from that inventory.
Those two areas are different in the FG XML.
BoomerET
If a character with natural armor puts on armor, or carries a shield, then natural armor is ignored.
I've also started on a good path for PDF output, I'm liking how it's coming together.
The Fantasy Grounds converter will now populate inventory, but it won't create weapons from that inventory.
Those two areas are different in the FG XML.
BoomerET
Re: C&C Hero Lab
My apologies for the corrupt download.
I bought a new notebook and the wireless is dropping after 10 seconds every time it connects.
I'll get a new update (0.32) up tonight.
Changes:
Made changes to support encounter builder
Added To hit line to PDF output.
BoomerET
I bought a new notebook and the wireless is dropping after 10 seconds every time it connects.
I'll get a new update (0.32) up tonight.
Changes:
Made changes to support encounter builder
Added To hit line to PDF output.
BoomerET
Re: C&C Hero Lab
Just uploaded v0.33
Added sanity checking for armor (ie, wizard trying to buy shield, armor, helm lets you know it's not allowed)
Also added a line displaying To Hit
I need verification on what those numbers mean, and where they come from, and if I should leave them blank for the player to fill in.
TO HIT = D20 + MOD + BtH + misc
I know BtH, that's already done, but MOD, right now I'm putting STR modifier, but misc I think I'll leave blank.
BoomerET
Added sanity checking for armor (ie, wizard trying to buy shield, armor, helm lets you know it's not allowed)
Also added a line displaying To Hit
I need verification on what those numbers mean, and where they come from, and if I should leave them blank for the player to fill in.
TO HIT = D20 + MOD + BtH + misc
I know BtH, that's already done, but MOD, right now I'm putting STR modifier, but misc I think I'll leave blank.
BoomerET
Re: C&C Hero Lab
I've updated to v0.34
This version adds being able to choose a weapon for Weapon Specialization (Fighter).
It also now shows + hit/damage column in weapons tab.
BoomerET
This version adds being able to choose a weapon for Weapon Specialization (Fighter).
It also now shows + hit/damage column in weapons tab.
BoomerET
Re: C&C Hero Lab
Working on a GUI Java converter for Fantasy Grounds, since I think that would be easier for people to use as opposed to a command line converter in Ruby.
It's coming along nicely, since the code is relatively easy to port from Ruby.
I'll include the link likely here and on the HL forums.
BoomerET
It's coming along nicely, since the code is relatively easy to port from Ruby.
I'll include the link likely here and on the HL forums.
BoomerET
Re: C&C Hero Lab
I'm about to push a new release, focusing on Spell Casters. Due to the way I've changed things (spells now include casting time, components, duration, etc.) you'll get an error popup if you already have spells assigned to that character.
My apologies, look for this update late Sunday.
I was spending time on the PDF output, but a user from G+ released an Interactive PDF, which I'm writing a Java program that takes the output from my Hero Lab plugin, and fills in the PDF, pure magic, so it looks much better than anything I could do in Hero Lab.
BoomerET
My apologies, look for this update late Sunday.
I was spending time on the PDF output, but a user from G+ released an Interactive PDF, which I'm writing a Java program that takes the output from my Hero Lab plugin, and fills in the PDF, pure magic, so it looks much better than anything I could do in Hero Lab.
BoomerET
Re: C&C Hero Lab
BoomerET wrote:I'm about to push a new release, focusing on Spell Casters. Due to the way I've changed things (spells now include casting time, components, duration, etc.) you'll get an error popup if you already have spells assigned to that character.
My apologies, look for this update late Sunday.
I was spending time on the PDF output, but a user from G+ released an Interactive PDF, which I'm writing a Java program that takes the output from my Hero Lab plugin, and fills in the PDF, pure magic, so it looks much better than anything I could do in Hero Lab.
BoomerET
Is that a separate entity from Herol Lab and FG? If so, I'd love a link to DL it. I only have Hero Lab for Mutants and Masterminds and only the free version of FG.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
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- Greater Lore Drake
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Re: C&C Hero Lab
If you want to use the C&C stuff in Hero Lab you need to purchase the Authoring Kit. It's about equivalent to the price of an additional rule system. Not sure what you can do with the free version of FG.Treebore wrote:s that a separate entity from Herol Lab and FG? If so, I'd love a link to DL it. I only have Hero Lab for Mutants and Masterminds and only the free version of FG.
My C&C stuff: www.rpggrognard.com
Re: C&C Hero Lab
Working on adding items to combat tab, coming along quite nicely, spent most of today figuring it out.
Still have questions, but it's workable.
I hope to release an update on Wednesday.
Also, the external PDF creation/filling is going well.
BoomerET
Still have questions, but it's workable.
I hope to release an update on Wednesday.
Also, the external PDF creation/filling is going well.
BoomerET
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Re: C&C Hero Lab
I think last time I looked at the Hero Lab C&C stuff it was almost enough to put my single-classed character in, but was lacking magic equipment. I am curious how/if you'll handle multiclass/class-and-a-half. I'd probably not bother enforcing the xp cost, hit dice, or weapon selection in those cases.
My C&C stuff: www.rpggrognard.com
Re: C&C Hero Lab
Aergraith,
The multi-class/class and a half, if/when I get to it, will likely have to be a re-work of how I currently do it.
Will likely have to be similar to how the Pathfinder ruleset does it.
I noticed that you can't create magical weapons/armor/etc.
That's just plain wrong, I'm going to have to add that, and will likely start work on it this week with an initial release next week.
Not sure how to go about it, allowing bonus/penalty on to hit/damage?
And magic armor, going to have to look at that.
Ring, Rods, Staves, Wands, Scrolls, looks like I've got a lot of work ahead.
BoomerET
The multi-class/class and a half, if/when I get to it, will likely have to be a re-work of how I currently do it.
Will likely have to be similar to how the Pathfinder ruleset does it.
I noticed that you can't create magical weapons/armor/etc.
That's just plain wrong, I'm going to have to add that, and will likely start work on it this week with an initial release next week.
Not sure how to go about it, allowing bonus/penalty on to hit/damage?
And magic armor, going to have to look at that.
Ring, Rods, Staves, Wands, Scrolls, looks like I've got a lot of work ahead.
BoomerET
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- Greater Lore Drake
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Re: C&C Hero Lab
You've made great progress so far. So it's not entirely thankless: thanks.
Would a donation make it easier to work on?
Would a donation make it easier to work on?
My C&C stuff: www.rpggrognard.com
Re: C&C Hero Lab
I appreciate the gesture, how about if we're ever at a Con, we hop out for a beer?
Or the next time you're in San Francisco, we go get lunch?
I have yet another idea, you answer my questions about how this plugin should work.
I'm about to add fields for weapons, since I don't currently have what I think are the necessary fields for +/-'s.
Can a weapon have different values for to hit/damage?
For example, I imagine a magical weapon, that's +1 to hit, +3 damage.
So I'll need at least two new fields.
BoomerET
Or the next time you're in San Francisco, we go get lunch?
I have yet another idea, you answer my questions about how this plugin should work.
I'm about to add fields for weapons, since I don't currently have what I think are the necessary fields for +/-'s.
Can a weapon have different values for to hit/damage?
For example, I imagine a magical weapon, that's +1 to hit, +3 damage.
So I'll need at least two new fields.
BoomerET
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Re: C&C Hero Lab
Yes, that is possible. You can probably ignore for now the idea of damage vs. type as that can just go in the description.
Even with a non magical weapon; am Expert weapon can be + to damage only or both damage and attack if you pay 25 times more. (PHB p. 48)
A simple magic weapon will always have the same + for attack and damage, but special weapons may have different attack and damage bonuses, such as the Featheredged Sword (M&T p. 104) which has +3 to hit and +1 to damage.
Even with a non magical weapon; am Expert weapon can be + to damage only or both damage and attack if you pay 25 times more. (PHB p. 48)
A simple magic weapon will always have the same + for attack and damage, but special weapons may have different attack and damage bonuses, such as the Featheredged Sword (M&T p. 104) which has +3 to hit and +1 to damage.
BoomerET wrote: I have yet another idea, you answer my questions about how this plugin should work.
I'm about to add fields for weapons, since I don't currently have what I think are the necessary fields for +/-'s.
Can a weapon have different values for to hit/damage?
For example, I imagine a magical weapon, that's +1 to hit, +3 damage.
So I'll need at least two new fields.
BoomerET
My C&C stuff: www.rpggrognard.com
Re: C&C Hero Lab
I got involved with the adding magical weapons, so the weapon update won't go out today as I had planned (it's done, but it's incorporated into the mess that is adding customized weapons.
So, I won't likely have an updated until Friday.
BoomerET
So, I won't likely have an updated until Friday.
BoomerET
Re: C&C Hero Lab
Boom,
Just updated the download link per your instructions on the HeroLab forums for C&C. Great progress so far thanks for doing this. Was looking at the Data Files in the authoring kit. If you have a list of stuff or some place where you need help, let me know. I'm not an XML expert or even beginner. That being said, I can do data entry pretty quick. So adding in information like Spell Descriptions, or fields for Spell Components, info on the Barbarian class and other such things, I might be able to help with some cliff-notes from you.
Just updated the download link per your instructions on the HeroLab forums for C&C. Great progress so far thanks for doing this. Was looking at the Data Files in the authoring kit. If you have a list of stuff or some place where you need help, let me know. I'm not an XML expert or even beginner. That being said, I can do data entry pretty quick. So adding in information like Spell Descriptions, or fields for Spell Components, info on the Barbarian class and other such things, I might be able to help with some cliff-notes from you.
De Oppresso Liber
Pro Deo Et Patria
Pro Deo Et Patria
Re: C&C Hero Lab
Thanks TheMetal1,
I'm having a lot of fun doing it.
BoomerET
I'm having a lot of fun doing it.
BoomerET
Re: C&C Hero Lab
Just released version 0.42
This version allows you to modify weapons. Right now it's only to add 0 to +5 on hit and/or damage.
TheMetal1, data entry isn't much of an issue now. I have the complete Players handbook in XML format now, so all it takes is some simple parsing and BOOM, I've got the data.
I'll certainly take you up on your offer though when the need arises.
This version allows you to modify weapons. Right now it's only to add 0 to +5 on hit and/or damage.
TheMetal1, data entry isn't much of an issue now. I have the complete Players handbook in XML format now, so all it takes is some simple parsing and BOOM, I've got the data.
I'll certainly take you up on your offer though when the need arises.
Re: C&C Hero Lab
Making progress on Multiclass characters.
You can select them, but the backend code does no sanity checking or computations.
That's going to take some time.
BoomerET
You can select them, but the backend code does no sanity checking or computations.
That's going to take some time.
BoomerET
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Re: C&C Hero Lab
Tim, please get this guy some RPGNow credit or something, this is a big deal for growing the game.
My C&C stuff: www.rpggrognard.com
Re: C&C Hero Lab
Guess I shouldn't let this little tidbit out, as it's quite premature.
I'm attempting (during Hero Config screen) to add other sources, right now there's a placeholder for Haunted Highlands.
Nothing actually happens, but it's a start.
BoomerET
I'm attempting (during Hero Config screen) to add other sources, right now there's a placeholder for Haunted Highlands.
Nothing actually happens, but it's a start.
BoomerET
Re: C&C Hero Lab
Sweet, save one for the upcoming Codex of Aihrde, there should be lots more new character class stuff in there too! Thanks for your hard work!BoomerET wrote:Guess I shouldn't let this little tidbit out, as it's quite premature.
I'm attempting (during Hero Config screen) to add other sources, right now there's a placeholder for Haunted Highlands.
Nothing actually happens, but it's a start.
BoomerET
Re: C&C Hero Lab
All I've got to say is Wow.
My leveling code was easily 500 lines of code. I think I've got it about 82% complete, and significantly reduced, and that's with adding in the multi-classing.
Truthfully, it's the multi-classing that made me think in new directions.
Still haven't looked at class and a half, may not be able to do that.
I'll do my best to have a release out this weekend, but I suspect it may be pushed to Wednesday.
BoomerET
My leveling code was easily 500 lines of code. I think I've got it about 82% complete, and significantly reduced, and that's with adding in the multi-classing.
Truthfully, it's the multi-classing that made me think in new directions.
Still haven't looked at class and a half, may not be able to do that.
I'll do my best to have a release out this weekend, but I suspect it may be pushed to Wednesday.
BoomerET
Re: C&C Hero Lab
Squashed the last bug in computing multiclass for 2 and 3 classes.
However, there's very little validation now, since that part increased a bit due to adding multiclass.
I'm still shooting for a Wednesday update.
BoomerET
However, there's very little validation now, since that part increased a bit due to adding multiclass.
I'm still shooting for a Wednesday update.
BoomerET
Re: C&C Hero Lab
Yahoo!! Got the Spellcaster code working for # of spells, including bonus spells for Int/Wis.
Still not enough sanity checking for my taste, but I may have to release it anyways.
Question: Right now there's a tab for selecting classes, but where else would you like it displayed? Basic summary panel?
(ie, same panel that shows BtH, XP, Movement, AC)
BoomerET
Still not enough sanity checking for my taste, but I may have to release it anyways.
Question: Right now there's a tab for selecting classes, but where else would you like it displayed? Basic summary panel?
(ie, same panel that shows BtH, XP, Movement, AC)
BoomerET
Re: C&C Hero Lab
FINALLY!
# of spells for spell-casting classes (Druid, Cleric, Wizad & Illusionist) are correct for multiclass characters.
(Taking into account Int/Wis bonus spells)
I got some semblance of sanity checks in the multiclass.
Right now the only checking it's doing is:
If Assassin is chosen, then Paladin isn't an option (since Assassin must be non-good)
If Druid is chosen, then Paladin again isn't an option (since Druid must be Neutral)
If Paladin is chosen, then Assassin and Druid aren't options (refer to two Classes above)
Of course, you can over-ride this depending on your house rules.
I'm going to push the latest version out tonight. Let me know what you think.
BoomerET
# of spells for spell-casting classes (Druid, Cleric, Wizad & Illusionist) are correct for multiclass characters.
(Taking into account Int/Wis bonus spells)
I got some semblance of sanity checks in the multiclass.
Right now the only checking it's doing is:
If Assassin is chosen, then Paladin isn't an option (since Assassin must be non-good)
If Druid is chosen, then Paladin again isn't an option (since Druid must be Neutral)
If Paladin is chosen, then Assassin and Druid aren't options (refer to two Classes above)
Of course, you can over-ride this depending on your house rules.
I'm going to push the latest version out tonight. Let me know what you think.
BoomerET
Re: C&C Hero Lab
Now that multiclass is in the can, I had some time to get magic armor working.
Ok, so the only thing you can do is add 0 up to 5 to the defense bonus, it's it good start!
I'll get that released here in the next few minutes.
BoomerET
Ok, so the only thing you can do is add 0 up to 5 to the defense bonus, it's it good start!
I'll get that released here in the next few minutes.
BoomerET