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MonsterCalc Development - IH Revised CR calculater (NEED YOUR HELP!)
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<blockquote data-quote="Wulf Ratbane" data-source="post: 1414793" data-attributes="member: 94"><p>Havilar, you may have noticed (or not) that I put in a call for programmers to bid on this project for me. So, I am also working on something. </p><p></p><p>Here is the advice I gave to my programmer on FULL ATTACK:</p><p></p><p>The user defines each attack based on a number of pulldowns for each attack.</p><p></p><p>But first, at the top, there is a check box, No Attack Forms. If this box is checked, the CR adjustment is -1.0, and it turns off the other entries. You're done with full attack, move on.</p><p></p><p>However, for each attack you want to define:</p><p></p><p>Pulldown 1: Primary, Multiattack (BAB-2), Secondary (BAB-5)</p><p>Pulldown 2: Type of attack (bite, etc.)</p><p>Pulldown 3: Normal/Oversized/Dominant</p><p>Pulldown 4: Type of Damage Die (1's, d2, d3, etc.)</p><p>User Entered Integer: # of damage dice</p><p></p><p>So for example, I might enter attack form #1:</p><p>Primary Bite Normal [# damage dice][damage die type]</p><p></p><p>The # of damage dice, and the damage die type, should default to the "design parameter" defined by the Size. However, the user can change these values (either by changing the number of dice, or a pulldown for the damage die type: 1's, d2's, d3's, d4's, d6's, d8's, d10's).</p><p></p><p>Notice that in my model, rather than require the GM to calculate average damage, I convert to a more user friendly model where you select the die types. So instead of making the user average the damage from a d6, I simply make sure that each d6 they choose costs them (x3.5). More user-friendly.</p><p></p><p>As UK suggests, I think if you had, maybe 6-8 of these, that would cover almost any creature, though the "killer app" would just have a button for "New Attack" that adds an iterative attack.</p><p></p><p>Wulf</p></blockquote><p></p>
[QUOTE="Wulf Ratbane, post: 1414793, member: 94"] Havilar, you may have noticed (or not) that I put in a call for programmers to bid on this project for me. So, I am also working on something. Here is the advice I gave to my programmer on FULL ATTACK: The user defines each attack based on a number of pulldowns for each attack. But first, at the top, there is a check box, No Attack Forms. If this box is checked, the CR adjustment is -1.0, and it turns off the other entries. You're done with full attack, move on. However, for each attack you want to define: Pulldown 1: Primary, Multiattack (BAB-2), Secondary (BAB-5) Pulldown 2: Type of attack (bite, etc.) Pulldown 3: Normal/Oversized/Dominant Pulldown 4: Type of Damage Die (1's, d2, d3, etc.) User Entered Integer: # of damage dice So for example, I might enter attack form #1: Primary Bite Normal [# damage dice][damage die type] The # of damage dice, and the damage die type, should default to the "design parameter" defined by the Size. However, the user can change these values (either by changing the number of dice, or a pulldown for the damage die type: 1's, d2's, d3's, d4's, d6's, d8's, d10's). Notice that in my model, rather than require the GM to calculate average damage, I convert to a more user friendly model where you select the die types. So instead of making the user average the damage from a d6, I simply make sure that each d6 they choose costs them (x3.5). More user-friendly. As UK suggests, I think if you had, maybe 6-8 of these, that would cover almost any creature, though the "killer app" would just have a button for "New Attack" that adds an iterative attack. Wulf [/QUOTE]
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