C&C Hero Lab

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BoomerET
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Re: C&C Hero Lab

Post by BoomerET »

Been putting some time into the PDF character sheet.

It's coming along nicely, hope to have something out before the weekend.


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Re: C&C Hero Lab

Post by alcyone »

You should set up a paypal tipbox or somethin'.
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Re: C&C Hero Lab

Post by Breakdaddy »

Nice, looking forward to checking it out
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BoomerET
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Re: C&C Hero Lab

Post by BoomerET »

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.


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Re: C&C Hero Lab

Post by BoomerET »

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.


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Re: C&C Hero Lab

Post by BoomerET »

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.


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Re: C&C Hero Lab

Post by BoomerET »

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.


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Re: C&C Hero Lab

Post by BoomerET »

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.


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Re: C&C Hero Lab

Post by BoomerET »

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.


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Re: C&C Hero Lab

Post by Treebore »

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.


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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.
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Re: C&C Hero Lab

Post by alcyone »

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.
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.
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Re: C&C Hero Lab

Post by BoomerET »

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.


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Re: C&C Hero Lab

Post by alcyone »

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.
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Re: C&C Hero Lab

Post by BoomerET »

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.


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Re: C&C Hero Lab

Post by alcyone »

You've made great progress so far. So it's not entirely thankless: thanks.
Would a donation make it easier to work on?
My C&C stuff: www.rpggrognard.com

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Re: C&C Hero Lab

Post by BoomerET »

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.


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Re: C&C Hero Lab

Post by alcyone »

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.
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.


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Re: C&C Hero Lab

Post by BoomerET »

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.


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Re: C&C Hero Lab

Post by TheMetal1 »

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.

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Re: C&C Hero Lab

Post by BoomerET »

Thanks TheMetal1,

I'm having a lot of fun doing it.


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Re: C&C Hero Lab

Post by BoomerET »

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.

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Re: C&C Hero Lab

Post by BoomerET »

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.


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Re: C&C Hero Lab

Post by alcyone »

Tim, please get this guy some RPGNow credit or something, this is a big deal for growing the game.
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Re: C&C Hero Lab

Post by BoomerET »

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.


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Re: C&C Hero Lab

Post by dachda »

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
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!

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Re: C&C Hero Lab

Post by BoomerET »

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.


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Re: C&C Hero Lab

Post by BoomerET »

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.


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Re: C&C Hero Lab

Post by BoomerET »

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)


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Re: C&C Hero Lab

Post by BoomerET »

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.


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Re: C&C Hero Lab

Post by BoomerET »

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.


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