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Initiative 0.9.0 Released
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<blockquote data-quote="soulcatcher" data-source="post: 759636" data-attributes="member: 5940"><p>Download at: <a href="http://www.evilsoft.org/Software" target="_blank">http://www.evilsoft.org/Software</a></p><p></p><p>Mailing List:</p><p><a href="mailto:rpg-tools-subscribe@legolas.org">rpg-tools-subscribe@legolas.org</a></p><p></p><p>Initiative 0.9.0 (GPL, with some code that is covered under the OGL)</p><p></p><p>CHANGES:</p><p></p><p>1. Added Hit Point Tracking, Bleeding, Stabilization, Death & Raising.</p><p>Any existing exported characters from PCGen will already support using this.</p><p></p><p>We have played SO many games where the GM drops 50 orcs, or puts us into a castle siege. Tracking hitpoints in those situations is always a major pain in the .... well, with this & #5 below, it's *way* easier. As per usual, if you don't want it, you can turn it off.</p><p></p><p>2. Added ability to save combatants in table out to a .init file.</p><p>This is intended for saving pre-created encounters. Does not save current initiative.</p><p></p><p>As a GM, I wanted the ability to be able to prepare beforehand for what the party will be facing. Now I can create encounters beforehand, and save them for game time. Also useful with importing enemy character characters from PCGen.</p><p></p><p>3. Added ability to copy and paste new combatants.</p><p></p><p>My GM in my sunday game expressed frusteration with trying to load his enemies from PCGen. When you need to import an enemy, and make 10 of him, it's kind of irritating to have to load each seperate one from a file. now you can copy and paste combatants. look for the ability to copy a combatant and paste as many copies as you want all at once - for those fights with 100 orcs who are seigeing your castle</p><p></p><p>4. Fixed column width memory.</p><p></p><p>It has always irritated me that Initiative could remember the order of the columns I wanted (You did know that you can drag and drop them into any order you want, right?!?), but it would never remeber the column widths - well, that's fixed now.</p><p></p><p>5. Added # column</p><p></p><p>The first column now contains a number that increments in the initial order for a particular combat. I did this, so that you can assign a numbers token to miniatures, so that it's easy to tell *which* orc is the orc that just got nailed with the fireball. We've been using pennies that have been painted white, and have a black number on one side, and teh same number in red on the back - flip it when the players can tell the enemy has been injured</p><p></p><p>6. Misc other changes</p><p></p><p>Lots of other little bugs got fixed in this release - and I know there are still a few in there, which is why this is not 1.0. The only one I know of at this time is that sometimes, if you change the order of the columns, the combat (damage, heal, stabilize, kill, raise) sometimes don't work. if this happens to you, hit Edit->Preferences, and under Misc, check "Reset Preferences", and it should start working again.</p><p></p><p>Initiative:</p><p></p><p>Initiative is a tool that tracks initiative for a party, and for NPCs.</p><p>We found that in our gaming group, none of the players wanted to abandon</p><p>rolling for most things (attacks, damage, etc), but we did all notice</p><p>that initiative was particularly annoying to track. People would get</p><p>missed, combat was harder to keep track of, and rolling it didn't really</p><p>add to anyone's enjoyment of the game. So, the program was born - along</p><p>with the most important goal - only do as much as the user wants, and no</p><p>more.</p><p></p><p>The program tracks initiative, allows refocusing, rerolling, or for</p><p>the user to just type in a new initiative. at any time, you can just</p><p>tap the space bar, and it will take you to the next initiative. It will</p><p>also allow you to 'kill' combatants (and it will keep them, but skip</p><p>their initiative), and track spells, as well as their durations. It</p><p>keeps a log of the combats that happened in a session, to make it easy</p><p>for the GM to determining XP. Finally, as mentioned before, it can</p><p>import characters/parties from PCGen using templates.</p><p></p><p>As of 0.9.0, the program tracks the health of combatants as well,</p><p>keeping track of hit points, damage, bleeding and death. It also allows</p><p>you to pre-create encounters, and save them for game time.</p><p></p><p>This is the first of an intended series of apps that I plan on writing</p><p>with 6 goals:</p><p></p><p>1) Easy import from PCGen</p><p>2) Eases the GM's job</p><p>3) Good UI design</p><p>4) Only does as much as you want it to, and nothing more.</p><p>5) Easy communication between apps (for example, a combat program may expose the encounter to a treasure generator)</p><p>6) Open Source</p><p></p><p>Enjoy,</p><p>Devon Jones <mailto:rpg-tools-subscribe@legolas.org></p></blockquote><p></p>
[QUOTE="soulcatcher, post: 759636, member: 5940"] Download at: [url]http://www.evilsoft.org/Software[/url] Mailing List: [email]rpg-tools-subscribe@legolas.org[/email] Initiative 0.9.0 (GPL, with some code that is covered under the OGL) CHANGES: 1. Added Hit Point Tracking, Bleeding, Stabilization, Death & Raising. Any existing exported characters from PCGen will already support using this. We have played SO many games where the GM drops 50 orcs, or puts us into a castle siege. Tracking hitpoints in those situations is always a major pain in the .... well, with this & #5 below, it's *way* easier. As per usual, if you don't want it, you can turn it off. 2. Added ability to save combatants in table out to a .init file. This is intended for saving pre-created encounters. Does not save current initiative. As a GM, I wanted the ability to be able to prepare beforehand for what the party will be facing. Now I can create encounters beforehand, and save them for game time. Also useful with importing enemy character characters from PCGen. 3. Added ability to copy and paste new combatants. My GM in my sunday game expressed frusteration with trying to load his enemies from PCGen. When you need to import an enemy, and make 10 of him, it's kind of irritating to have to load each seperate one from a file. now you can copy and paste combatants. look for the ability to copy a combatant and paste as many copies as you want all at once - for those fights with 100 orcs who are seigeing your castle 4. Fixed column width memory. It has always irritated me that Initiative could remember the order of the columns I wanted (You did know that you can drag and drop them into any order you want, right?!?), but it would never remeber the column widths - well, that's fixed now. 5. Added # column The first column now contains a number that increments in the initial order for a particular combat. I did this, so that you can assign a numbers token to miniatures, so that it's easy to tell *which* orc is the orc that just got nailed with the fireball. We've been using pennies that have been painted white, and have a black number on one side, and teh same number in red on the back - flip it when the players can tell the enemy has been injured 6. Misc other changes Lots of other little bugs got fixed in this release - and I know there are still a few in there, which is why this is not 1.0. The only one I know of at this time is that sometimes, if you change the order of the columns, the combat (damage, heal, stabilize, kill, raise) sometimes don't work. if this happens to you, hit Edit->Preferences, and under Misc, check "Reset Preferences", and it should start working again. Initiative: Initiative is a tool that tracks initiative for a party, and for NPCs. We found that in our gaming group, none of the players wanted to abandon rolling for most things (attacks, damage, etc), but we did all notice that initiative was particularly annoying to track. People would get missed, combat was harder to keep track of, and rolling it didn't really add to anyone's enjoyment of the game. So, the program was born - along with the most important goal - only do as much as the user wants, and no more. The program tracks initiative, allows refocusing, rerolling, or for the user to just type in a new initiative. at any time, you can just tap the space bar, and it will take you to the next initiative. It will also allow you to 'kill' combatants (and it will keep them, but skip their initiative), and track spells, as well as their durations. It keeps a log of the combats that happened in a session, to make it easy for the GM to determining XP. Finally, as mentioned before, it can import characters/parties from PCGen using templates. As of 0.9.0, the program tracks the health of combatants as well, keeping track of hit points, damage, bleeding and death. It also allows you to pre-create encounters, and save them for game time. This is the first of an intended series of apps that I plan on writing with 6 goals: 1) Easy import from PCGen 2) Eases the GM's job 3) Good UI design 4) Only does as much as you want it to, and nothing more. 5) Easy communication between apps (for example, a combat program may expose the encounter to a treasure generator) 6) Open Source Enjoy, Devon Jones <mailto:rpg-tools-subscribe@legolas.org> [/QUOTE]
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