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    RPM: Beta features update

    Thanks, but don't buckle on me now. I'm thinking you'll set the highest standards before being happy, and will keep me honest ;) Theres a long way to go before the vision is realized. Until then, I'll try to make version 1 the best option out there anyway. The grail is generic in-game mechanics...
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    RPM: Beta features update

    Re: DazKaz feedback Thanks DazKaz. Haven't forgotten it. Spells, like skills now do, could have their own code to do things - like create new creatures. It just so happens I (hot of the press) have templates working, but the form of it isn't yet finalised. No can do. They are copyright, and...
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    RPM: Beta features update

    Thanks Charles. Very useful feedback. I re-did "Kytess" on my current, personal version , and it went a lot better. Thanks to your input, I've fixed numerous little database edits (Warrior HD, use of mighty bow in attacks, cloak of resistance modifiers, many weight/costs for items etc). There...
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    RPM: Beta features update

    Re: Re: Re:Templates Thanks for this Cergorach. Firstly, I've now put in the templates. You can add them in, and they appear in the statblock. Have to make them do all the right mechanics now... Interesting one. I've been wondering if I should actually remove functions that are not fully...
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    RPM: Beta features update

    Re:Templates "Templates" means different things to different people. What do you mean by it? Do you mean Vampire, Half-Dragon, Ghost etc.? If so, I agree. I would say that it's important, yet this is the first mention of it by anybody. The templates are in the "Race Template" window (hotkey...
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    RPM: Beta features update

    I've recently implemented the "Guide" to help out with confusion. The approach seems to be a winner, so it seems to be a question of putting more options, and option details in the guide. Will do for beta. You don't actually add race abilites when you create a new creature - they are...
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    RPM: Beta features update

    Hi Velik, It's not at all late. This is what the "beta features request" is all about. I simply rank the importance of all feedback, and do what I can to fit it all into the beta. Nice idea! I've often though about attaching creatures to a location, but avoided it since you can move them around...
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    RPM: Beta features update

    Re: Small Suggestions - Hiding ID fields: Good idea. I'll have a "Developer Mode" option to show this sort of thing. For either the beta, or after release 1, I'll have "Developer Mode" show all the little script windows for skills, feats etc where you can all your own new material, or modify...
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    RPM: Beta features update

    Problems needing you to update your Internet Explorer I've recently become aware that in the latest version of RPM, you actually need to have Internet Explorer version 5.0, or higher, installed. :( If it's lower, you'll get a "syntax" error when you start up RPM. The change which caused this...
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    Monster creator

    Sure. The rules go pretty much like this: - You select a "Type" (Aberration, Beast, Humanoid, Giant etc), and that pretty much defines the HD type (d6, d10 etc), the attack progression type (Ftr, Clr, or Wiz), and the saves chart etc. - I do have provision for skills progression, but haven't...
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    Monster creator

    RolePlayingMaster (RPM) will do this for you.
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    The future of RolePlayingmaster (RPM)

    Re: Script file request It's moved on since then. You'd need the current executable/database as well (smaller than a full release). Would you like that?
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    RPM: Beta features update

    Evolving beta: "Skills" gets some serious polish I've done some polishing work on the use of skills in RPM. Specifically, I've done all the little code scripts for all the skills from "Alchemy" to "Wilderness Lore". This is about using RPM in-game. The most important facets about in-game...
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    RPM: Beta features update

    Re: Mapper tilesets Thanks for the offer Anna. I've already forwarded material to somebody who offered (he may contect you). I'll let you know how it goes...
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    RPM: Beta features update

    Evolving beta: Monks, Barbarians and Options This is to keep you abreast of preparations for the beta. The New Features (actually more a polishing of existing stuff) Monks: If you add a level of monk to your character/NPC, RPM will now automatically give it a new "Monk Attack" attack with...
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    RPM: Beta features update

    RolePlayingMaster (RPM) is currently at the stage where I'm waiting on feedback to finalize the featureset of the beta release, (ie. for release 1). These features will be the ones I concentrate on for polish (fully working, with doco and possibly examples) in the first release. I'll use this...
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    The future of RolePlayingmaster (RPM)

    Thanks Dave. RPM is very definitely geared towards generic D20, rather than specific implementations of it (such as D&D). RPM isn't tied down by the structure of the database, and it is very possible to add new variables (such as "Wounds"), and add new little bits of script code, for things...
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    The future of RolePlayingmaster (RPM)

    Yep. To get all the features in and polished will take a lot of work. That's why I'm having this request for what people believe they need in release 1 (ie. in the beta). There's tons of features, and not everything can be done for the first full release. The plan is to discover what the most...
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    PRM Errors

    Sounds like an incorrectly applied update after all. Check "Note 3" on the download page. You need to have "Use Folder Names" checked, as well as "Overwrite Existing Files" in Winzip. That way the correct files go into their sub-directories. Let me know...
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    PRM Errors

    Okay. Generally when I get an error, it's the result of incorrectly applying an update.This doesn't sound like one of those. Can you tell me what you were doing? For example, just starting up the app, or creating a new character/creature, or performing a "Level Up", edit skills etc. Thanks,
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