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CS2: Scripting
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<blockquote data-quote="Twin Rose" data-source="post: 3029838" data-attributes="member: 2765"><p>The initial testing is done on the CS2 "Scripting" features that will make it much more powerful than the original - while maintaining the ease of use that users of CSX Enjoy.</p><p></p><p>For those unfamiliar with CSX, you can find out more <a href="http://shop.enworld.org/index.php?productsid=1&source=Forum" target="_blank">here</a>.</p><p></p><p>The "scripting" works in a way that you can use input variables in addition to simple input for things like "Affects", which drive CSX and now CS2. If you have an affect that references a table, for example, you might have a value that looks like this: "table(Sneak Attack, 2)" which references the table to determine the Sneak Attack value at 2 (in this case, it would return 2d6).</p><p></p><p>It can get as easy or complex as you like. It might look like this for example:</p><p></p><p>Value {table(Feat Advancement, {1})}</p><p>Variable 1: {GetCharacterLevel}</p><p></p><p>We're playing with the idea of the number of variables that a given affect can have, and how in depth tables and references can go.</p><p></p><p>Of course, you don't even need to do scripting. A given affect might, instead, look like this:</p><p></p><p>Value {1}d6</p><p>Variable 1: 2</p><p></p><p>Which returns a result of 2d6</p><p></p><p>Rather than messy "Custom points" in the previous version of CSX (which are powerful, don't get me wrong) you can custom design your points right in the affect editor.</p><p></p><p>Value for: Wound Points</p><p>Value: {dice(1,6)}</p><p></p><p>Which would roll 1d6 for a character with that affect, and store the randomly returned result for this "Wound Points" thing I just made up now.</p></blockquote><p></p>
[QUOTE="Twin Rose, post: 3029838, member: 2765"] The initial testing is done on the CS2 "Scripting" features that will make it much more powerful than the original - while maintaining the ease of use that users of CSX Enjoy. For those unfamiliar with CSX, you can find out more [url=http://shop.enworld.org/index.php?productsid=1&source=Forum]here[/url]. The "scripting" works in a way that you can use input variables in addition to simple input for things like "Affects", which drive CSX and now CS2. If you have an affect that references a table, for example, you might have a value that looks like this: "table(Sneak Attack, 2)" which references the table to determine the Sneak Attack value at 2 (in this case, it would return 2d6). It can get as easy or complex as you like. It might look like this for example: Value {table(Feat Advancement, {1})} Variable 1: {GetCharacterLevel} We're playing with the idea of the number of variables that a given affect can have, and how in depth tables and references can go. Of course, you don't even need to do scripting. A given affect might, instead, look like this: Value {1}d6 Variable 1: 2 Which returns a result of 2d6 Rather than messy "Custom points" in the previous version of CSX (which are powerful, don't get me wrong) you can custom design your points right in the affect editor. Value for: Wound Points Value: {dice(1,6)} Which would roll 1d6 for a character with that affect, and store the randomly returned result for this "Wound Points" thing I just made up now. [/QUOTE]
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