Just for reference, here's the current list of minor fixes being worked on before moving on to new functionality:
1) That generator/table list on the right to be split into two lists - tables and generators.
2) There's some issues with the CAPS control syntax. I can't quite work out what it is, but it doesn't always work as expected. What I think is happening is that nested (through tables/generators) caps control statements are conflicting with each other, making it impossible to fully control the outcome. The easy fix for that issue, I think, is to simply say that only the top layer caps control statement applies.
3) Change it so that non-registered members can execute generators.
4) {loop: X} - While loop will currently accept the dice script to run a variable number of times, it does not currently accept variables. For example {loop: {1d4+1}} is valid, while {loop: $value} is not. This makes it hard to use a variable multiple times, or print the variable for example You have X random encounters then run a loop X times.
5) Mathematical processes on numeric variables - I've noticed that {$age: {2d6}}{$trueage: {$age+16}} works to give a result between 18-28 for $trueage, you can even do something like {$trueage: {$trueage+10}} and that works. However you can't do something like {$a: {2d6}} {$b: {2d6}} {$c: {$a+$b}} {print: $c}, as it throws a wobbler when you try to add to variables. Variables need to be able to interact.
6) Generator category called "Testing" has been set up for folks to play around with. Will be set so items in that category don't show on the front page. Folks will need to move their generators to a more appropriate category for it to show up there.
And here's a potential list of future functionality:
Mobile API
Allowing images as table fields
Data lookups
Repetition prevention
Embedding generators
CMS widgets and forum sideblocks
Importing tables as comma delineated lists
Pre-populating the die roll column with a 1-x sequence of numbers
1) That generator/table list on the right to be split into two lists - tables and generators.
2) There's some issues with the CAPS control syntax. I can't quite work out what it is, but it doesn't always work as expected. What I think is happening is that nested (through tables/generators) caps control statements are conflicting with each other, making it impossible to fully control the outcome. The easy fix for that issue, I think, is to simply say that only the top layer caps control statement applies.
3) Change it so that non-registered members can execute generators.
4) {loop: X} - While loop will currently accept the dice script to run a variable number of times, it does not currently accept variables. For example {loop: {1d4+1}} is valid, while {loop: $value} is not. This makes it hard to use a variable multiple times, or print the variable for example You have X random encounters then run a loop X times.
5) Mathematical processes on numeric variables - I've noticed that {$age: {2d6}}{$trueage: {$age+16}} works to give a result between 18-28 for $trueage, you can even do something like {$trueage: {$trueage+10}} and that works. However you can't do something like {$a: {2d6}} {$b: {2d6}} {$c: {$a+$b}} {print: $c}, as it throws a wobbler when you try to add to variables. Variables need to be able to interact.
6) Generator category called "Testing" has been set up for folks to play around with. Will be set so items in that category don't show on the front page. Folks will need to move their generators to a more appropriate category for it to show up there.
And here's a potential list of future functionality:
Mobile API
Allowing images as table fields
Data lookups
Repetition prevention
Embedding generators
CMS widgets and forum sideblocks
Importing tables as comma delineated lists
Pre-populating the die roll column with a 1-x sequence of numbers