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<blockquote data-quote="Vascant" data-source="post: 1896614" data-attributes="member: 13927"><p>Can it be done, sure. Anything can be done.. just not worth it. Everytime I change the table structure either I have to figure out how to migrate user data to the new structure or not care who loses what data. Even in beta thats not a very user friendly move and does waste ALOT of time. The scripts method does what I want, handles the data even when it changes and gives user more power over how things are selected and handled. You cannot do that in a DB because the code is in the core exe then and not accessable to the user. I think you would be surprized at just how it really couldn't be done if you tried coding this yourself, I don't even like vbscript.. *laughs* but it is the best tool to accomplish the goal. When I tested XML, I ran into some small glitches which I could find work arounds for but they were not pretty. Who knows, maybe this tool is not for you. I admit initially when I started coding this I had a DB and kept banging my head because I was being locked into things and not extending functionality. Granted, can there be work arounds and make a DB work, yes I am sure of it but I end up spending more time on GUI's and DB Management then working on a NPC Gen. My goal is not manage to a DB but to build a NPC Gen that creates stat blocks that need no further editing. I could have even used a DB to store the script functions, but why?</p><p></p><p>The NPC Gen system is pretty cut and dry until you add equipment into the system, even if normal and not magical equipment. Now you are apply all the combat rules and a vast array of stat block modifications. *chuckles* I have coded Two Weapon Fighting rules 4 times so now modifiers are automatically applied now and are correct. I used to wonder why no one had created a full blown NPC Generator(And get it right) before or why Jamie didn't add equipment or prestige classes, now I know. Heck, Jamie even gave out his source code and no one managed to do it and it is 100% cleaner then mine. It took andargor to update it for 3.5e and again, the source code is still out for that version. When I first started this, it took me only a week to have fighters and rogues with a basic stat block, I realized then I wanted more out of this. I looked at the NPC's on WotC website and said, I want that. I want to be able to envision a NPC and have a stat block for it in under a minute, with setting up designer options, equipment and such. If there are any designers that read this, how much time do you spend on your NPC's stat blocks you have in your sourcebooks or for a Dungeon submission. Sometime tells me it is longer then a minute.</p><p></p><p>1.5 strength mod for damage when using 1 handed weapons, with 2 hands. The code is there for it I just need to figure out how I want to put it into the system. I will probably just have a check box in the Designer Option screen and have an event for it so you can code your own random method of determining if a NPC is using this rule. Using this flow:</p><p></p><p>Determine if NPC has a single 1 handed weapon:</p><p>Check DesignerOptions.BruteForce = Yes|No</p><p>Run NPC.Event.BruceForce = Yes|No</p><p>Apply modifier if results = yes.</p><p></p><p>The events always have the last say in matters, if you choose not to code an event then it will simply stay with the Designer Options screen results. An example is with Two Handed Weapon feat, after the system has determined all the feats and if he has "Two Handed Weapon", the system will automatically make sure he has the weapons to use this feat to his best advantage.</p><p></p><p>All weapons selections at this moment are based off class only but this will change when I move more of the system outside of the core exe. It only makes more sense of races to have the greatest chance to have racial weapons.</p></blockquote><p></p>
[QUOTE="Vascant, post: 1896614, member: 13927"] Can it be done, sure. Anything can be done.. just not worth it. Everytime I change the table structure either I have to figure out how to migrate user data to the new structure or not care who loses what data. Even in beta thats not a very user friendly move and does waste ALOT of time. The scripts method does what I want, handles the data even when it changes and gives user more power over how things are selected and handled. You cannot do that in a DB because the code is in the core exe then and not accessable to the user. I think you would be surprized at just how it really couldn't be done if you tried coding this yourself, I don't even like vbscript.. *laughs* but it is the best tool to accomplish the goal. When I tested XML, I ran into some small glitches which I could find work arounds for but they were not pretty. Who knows, maybe this tool is not for you. I admit initially when I started coding this I had a DB and kept banging my head because I was being locked into things and not extending functionality. Granted, can there be work arounds and make a DB work, yes I am sure of it but I end up spending more time on GUI's and DB Management then working on a NPC Gen. My goal is not manage to a DB but to build a NPC Gen that creates stat blocks that need no further editing. I could have even used a DB to store the script functions, but why? The NPC Gen system is pretty cut and dry until you add equipment into the system, even if normal and not magical equipment. Now you are apply all the combat rules and a vast array of stat block modifications. *chuckles* I have coded Two Weapon Fighting rules 4 times so now modifiers are automatically applied now and are correct. I used to wonder why no one had created a full blown NPC Generator(And get it right) before or why Jamie didn't add equipment or prestige classes, now I know. Heck, Jamie even gave out his source code and no one managed to do it and it is 100% cleaner then mine. It took andargor to update it for 3.5e and again, the source code is still out for that version. When I first started this, it took me only a week to have fighters and rogues with a basic stat block, I realized then I wanted more out of this. I looked at the NPC's on WotC website and said, I want that. I want to be able to envision a NPC and have a stat block for it in under a minute, with setting up designer options, equipment and such. If there are any designers that read this, how much time do you spend on your NPC's stat blocks you have in your sourcebooks or for a Dungeon submission. Sometime tells me it is longer then a minute. 1.5 strength mod for damage when using 1 handed weapons, with 2 hands. The code is there for it I just need to figure out how I want to put it into the system. I will probably just have a check box in the Designer Option screen and have an event for it so you can code your own random method of determining if a NPC is using this rule. Using this flow: Determine if NPC has a single 1 handed weapon: Check DesignerOptions.BruteForce = Yes|No Run NPC.Event.BruceForce = Yes|No Apply modifier if results = yes. The events always have the last say in matters, if you choose not to code an event then it will simply stay with the Designer Options screen results. An example is with Two Handed Weapon feat, after the system has determined all the feats and if he has "Two Handed Weapon", the system will automatically make sure he has the weapons to use this feat to his best advantage. All weapons selections at this moment are based off class only but this will change when I move more of the system outside of the core exe. It only makes more sense of races to have the greatest chance to have racial weapons. [/QUOTE]
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