As some will know I have been working on a NPC Generator for a few months now and got some good feedback on one of the other topics concerning cleaning up the stat block. I am now making it about half way into the Equipment Engine part of it. Where it stands now, 98% of all the items in the DMG are handled in script files outside of the core exe. This means you can edit, remove and even add new items. I am expanding the functionality of the internal script engine to allow for the magic of items to effect the outcome of the stat block.
Example: This call in the script
equipment.ACModifier("Deflection", 1, "Cloak of protection +1")
Tells the program what to do with the item when it is selected. The system is pretty good about making sure if things should stack or not though this is not perfect yet. The key functionality I was aiming here was to allow others to add new items and for my own personal gaming needs I want a script file called "Dragon326" which would contain all the items from that issue of the magazine and be able to apply the logic of them to the stat block. Without the need for someone to fix a database or recompile a new executable. With the core engine now coded and me at a point of adding new items and functionality, I am asking if there is anything others have in mind they would like to see or it needs to do to meet their needs? Do not pay any attention to the plus items perhaps not matching the CR of the NPC, the function there is a default one and just for me coding at the moment, there is also a script for armor, shield and weapon so you can create your own method of figuring out what the strength of the item should be.
My personal goal is simple; to be able to create a npc stat block I will not have to edit because of equipment and such. I know the stat block is not perfect yet but it is getting there. I am focusing on equipment but have a list of small errors I have found or things I wish to test further like weapon combinations with Two Weapon Fighting and such. Also I think I forgot to code a feat or two.. *chuckles*
<Name> human Fighter 11/Sorcerer 5: CR 16; Medium Humanoid; HD 11d10+33 plus 5d4+15 (HP 124); Init 7 (+3 Dex, +4 Improved Initiative); Spd 30 ft.; AC 16 (+3 Dex, Cloak of protection +1, +1 Light steel Shield), touch 14, flat-footed 13; Base Atk +13; Grp +17; Atk +20 melee (1d6+6, +2 Pick (Heavy)); Full Atk +20/+15/+10 melee (1d6+6, +2 Pick (Heavy)); Space/Reach 5 ft./5 ft.; SA ; SQ ; AL CN; SV Fort +13, Ref +7, Will +8; Str 18, Dex 16, Con 16, Int 13, Wis 12, Cha 17.
Skills: Bluff +6 (+3 Cha), Climb +7 (+4 Str), Concentration +9 (+3 Con), Diplomacy +4 (+3 Cha), Gather Information +3 (+3 Cha), Handle Animals +11, Heal +4 (+1 Wis), Intimidate +11 (+3 Cha), Jump +8 (+4 Str), Knowledge (Arcana) +9 (+1 Int), Knowledge (History) +1 (+1 Int), Knowledge (Local) +1 (+1 Int), Knowledge (Nobility and Royalty) +1 (+1 Int), Listen +4 (+1 Wis), Ride +6 (+2 Dex), Search +4 (+1 Int), Spellcraft +1 (+1 Int), Spot +3 (+1 Wis), Swim +8 (+4 Str).
Feats: Alertness, Blind-Fight, Combat Expertise, Great Fortitude, Improved Disarm, Improved Initiative, Improved Precise Shot, Persuasive, Quick Draw, Shield Proficiency, Skill Focus, Weapon Finesse, Weapon Focus (Pick (Heavy)).
Sorcerer Spells Known (6/7/5, base DC = 13 + spell level): 0 -- acid splash, detect magic, ghost sound, light, ray of frost, read magic, touch of fatigue; 1st -- cause fear, hold portal, hypnotism, magic weapon, protection from law; 2nd -- blindness/deafness, darkvision, eagle's splendor.
Possessions: +1 light steel shield, +2 pick (heavy), cloak of protection +1, ring of major acid resistance, druid's vestment, ring of minor fire resistance, robe of eyes, potion of lesser restoration, potion of invisibility, potion of resist energy (fire) 30, potion of good hope, potion of water walk, potion of eagle’s splendor, 153000 gp
Any input, suggestions or comments are welcome..
Example: This call in the script
equipment.ACModifier("Deflection", 1, "Cloak of protection +1")
Tells the program what to do with the item when it is selected. The system is pretty good about making sure if things should stack or not though this is not perfect yet. The key functionality I was aiming here was to allow others to add new items and for my own personal gaming needs I want a script file called "Dragon326" which would contain all the items from that issue of the magazine and be able to apply the logic of them to the stat block. Without the need for someone to fix a database or recompile a new executable. With the core engine now coded and me at a point of adding new items and functionality, I am asking if there is anything others have in mind they would like to see or it needs to do to meet their needs? Do not pay any attention to the plus items perhaps not matching the CR of the NPC, the function there is a default one and just for me coding at the moment, there is also a script for armor, shield and weapon so you can create your own method of figuring out what the strength of the item should be.
My personal goal is simple; to be able to create a npc stat block I will not have to edit because of equipment and such. I know the stat block is not perfect yet but it is getting there. I am focusing on equipment but have a list of small errors I have found or things I wish to test further like weapon combinations with Two Weapon Fighting and such. Also I think I forgot to code a feat or two.. *chuckles*
<Name> human Fighter 11/Sorcerer 5: CR 16; Medium Humanoid; HD 11d10+33 plus 5d4+15 (HP 124); Init 7 (+3 Dex, +4 Improved Initiative); Spd 30 ft.; AC 16 (+3 Dex, Cloak of protection +1, +1 Light steel Shield), touch 14, flat-footed 13; Base Atk +13; Grp +17; Atk +20 melee (1d6+6, +2 Pick (Heavy)); Full Atk +20/+15/+10 melee (1d6+6, +2 Pick (Heavy)); Space/Reach 5 ft./5 ft.; SA ; SQ ; AL CN; SV Fort +13, Ref +7, Will +8; Str 18, Dex 16, Con 16, Int 13, Wis 12, Cha 17.
Skills: Bluff +6 (+3 Cha), Climb +7 (+4 Str), Concentration +9 (+3 Con), Diplomacy +4 (+3 Cha), Gather Information +3 (+3 Cha), Handle Animals +11, Heal +4 (+1 Wis), Intimidate +11 (+3 Cha), Jump +8 (+4 Str), Knowledge (Arcana) +9 (+1 Int), Knowledge (History) +1 (+1 Int), Knowledge (Local) +1 (+1 Int), Knowledge (Nobility and Royalty) +1 (+1 Int), Listen +4 (+1 Wis), Ride +6 (+2 Dex), Search +4 (+1 Int), Spellcraft +1 (+1 Int), Spot +3 (+1 Wis), Swim +8 (+4 Str).
Feats: Alertness, Blind-Fight, Combat Expertise, Great Fortitude, Improved Disarm, Improved Initiative, Improved Precise Shot, Persuasive, Quick Draw, Shield Proficiency, Skill Focus, Weapon Finesse, Weapon Focus (Pick (Heavy)).
Sorcerer Spells Known (6/7/5, base DC = 13 + spell level): 0 -- acid splash, detect magic, ghost sound, light, ray of frost, read magic, touch of fatigue; 1st -- cause fear, hold portal, hypnotism, magic weapon, protection from law; 2nd -- blindness/deafness, darkvision, eagle's splendor.
Possessions: +1 light steel shield, +2 pick (heavy), cloak of protection +1, ring of major acid resistance, druid's vestment, ring of minor fire resistance, robe of eyes, potion of lesser restoration, potion of invisibility, potion of resist energy (fire) 30, potion of good hope, potion of water walk, potion of eagle’s splendor, 153000 gp
Any input, suggestions or comments are welcome..