From: SourceForge.net <no...@so...> - 2008-05-23 21:16:23
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Documentation Feature Requests item #1918815, was opened at 2008-03-18 17:46 Message generated for change (Settings changed) made by maredudd800 You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=748235&aid=1918815&group_id=25576 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. >Category: None >Group: For 5.16.0 Status: Open Resolution: None Priority: 5 Private: No Submitted By: Joe Frazier, Jr. (jfrazierjr) Assigned to: Nobody/Anonymous (nobody) Summary: Need to Flesh out Docs for GMGen Initiative Plugin Initial Comment: Need the below information documented, specifically the sections about what happens when I click one of the hyperlinks on the Initiative tab's character (on the right hand side) One or two things I found to keep in mind in addition to whats documented below: 1) Spells don't always seem to show up (I have a 3.5e custom Magic system where the classes spells don't show up.. will look at the code and "BUG" that when time permits) 2) When attacking (ie, clicking on one of the weapons on the tabs on the right hand side, the behaviour is different depending on if there are combatants which are PCGen "characters" vs those that are made by GMGen using the "Add Combatant" button. The former allows section of the combatant and attack damage is applied to said character. --------------------------------------- > > Not sure where you are talking about "RH panel"??? If you mean the > > Character Sheet back in PCGen, yea, that's workable for the player, > > but not what I am getting at. > > Nope, I was meaning that in the Initiative Tab on GMGen there is a > right hand panel which has events and the various combatants in sub > tabs. Each combatant sub tab is an interactive character sheet, where > you can roll attack and damage for each weapon. > > > Hypothetical example (as DM): > > > > 1) Start a combat > > 2) Start Initiative > > 3) Character x is selected as the first in initiative order. > > 4) DM clicks a new button (which has been added to the GUI) which > > opens a new window that displays information about the currently > > selected character, either Player or NPC/Monster. The DM would open the tab for that character that is already there in the RHS of the GM Gen initiative tab display (it shows tabs for each combatant). > > 5) this new window would have a list of weapons along with a list > > of targets (ie, every character in the initiative window). The tab shows a mini char sheet with hyper-links for each equipped weapon; the character's grapple and unarmed attacks; each spell memorised or otherwise available; each saving throw and each skill that the character has. > > 6) DM selects the weapon (with multiple for a character with > > multiple hands/weapons) and selects the character to aim at. The DM clicks on the hyper-link for the weapon that he wants the character to use - this pops open a separate dialogue which has a dropdown at the top allowing the DM to chose the individual to be targeted with the weapon. Beside this is another dropdown to indicate whether the Full AC, the Touch AC or the Flatfooted AC should be used. Each attack is listed in this dialogue as a new line. The DM can apply a fudge to each roll if required as well as a range increment for missile weapons. Each line can be rolled separately (and targeted separately) or all at once, it also works out if there is a critical and applies that separately. The DM can fudge the damage at the end too. Once you hit OK, then the damage is applied to the targeted character(s). > > 7) a button to Roll for Attack is pressed (if possible, calculate AC > > directly and roll against it Yep - does this - see above. > > 8) for each attack, determine if a hit and roll damage. Yep - does this - see above. > > 9) click an "Apply" button which applies said damage to the target > > of the attack. > > The damage field for each weapon would be a text field allowing the > > DM to "fudge" the roll if desired (which is why there is a "Apply" > > button.) or if the players are rolling their own dice to input the > > numbers for calculations. Yes, this is handled too already! > > Sounds good! It's probably worth trying the interactive combatant > sheet I mentioned above and then enter a plugin FREQ for this. > > > Likewise, if the character is a spell caster, there is a list of > > spells with defined spell effects and you can target the appropriate > > characters. Spells set up in a specific way can then apply the > > affect to the characters targeted (bonus to X, or damage which is > > rolled, etc) > > There is some limited support for this, see the Cast Spell button in > the Initiative tab. I think that combined with the functinoality from > the temp bonuses tab (in the main PCGen application) would do the > trick here... Again please raise as a plugin FREQ. Clicking on the spells memorised hyperlink allows you to cast that spell for the character (it does not record the number of spells so cast, which would be a nice feature). It's mainly used to track the durations for on-going spells. The saving throw hyperlinks allow you to roll against the DC of some attack or threat. The skill hyperlinks allow you to do skill checks. The stat hyperlinks allow you to do stat checks. GM Gen is a pretty useful tool :) Note that all of these can be recorded in the Notes tab if you choose the option to log game data - this can be very handy when writing up your game log. Let us know when the newest beta is released and I'll test the things addressed already. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=748235&aid=1918815&group_id=25576 |