Re: Features and a Question
Nyms said:
Concerning new feats, skills, spells, house rules, etc.
How about an automatic script generator for those that don't know how to script the prerequisites and expressions, vars, etc, etc.
A global definition of variables and their uses and how to use them (maybe there is one and I havn't found it yet) would be nice for those that would rather do their own scripting.
I'm bedding down the updates to the initial release before dedicating some documentation for this. I can give you the following for now though:
In the new patch you'll find it easier to add Modifiers to these things. For example, a specialized little dialog editor pops up showing you common variables to modify (such as skills or abilities). If you choose "Skills", a skills list will pop up for you to choose from.
You can also check out the "Game Explorer" (Alt+X), which shows you all the different database tables and their fields (Creatures, in particular).
As far as scripting is concerned:
- RPM uses a super-enhanced version of JavaScript. The details of where the scripts are is at the bottom of "Help | About".
- If you go into "Developer mode", you'll see "Expr" and "Vars" tabs appear in various windows (races, abilities, clases, feats, skills etc). The "Vars" are where you can create new variables (beyond the standard fields available in the tables). For example, if you want to implement StarWars rules, you can create new variables starting with "V_" which get stored in the "Vars" area.
Being able to customize rules would be great, as would being able to use the variant rules in the DMG.
Well its all open for you do do whatever you wish.
Possibly a future option to be able to select the campaign type (SW, CoC, Etc) or just mix and match rulesets together would be nice, and probably introduce a lot of bugs.
Options for Grim'n'gritty HP system etc would all be nice as well.
This is already there, since you can create a Source with the ability to put game mechanics behind specific items, races, abilities, classes etc in the Source.
I have an idea for the near future on how you can also include rule overrides for core rules (eg StarWars having a different way to calculate health - how you become stable, dying, staggered, unconcious or dead).
Also, how would I go about getting the scripting for the parry feat in Nov's Dragon issue, I can get the prerequisites working, but what about getting it to use the AoO's as parries?
E-mail me details, and I'll see what I can do.
The update has examples of how you can select actions such as "Charge" and "Attack of Opportunity", which are examples of special variations of game mechanics behind making an attack.
The "Actions window" (Shift+Alt+A) is a great example of how expandable RPM is. You can add virtually anything in there, and script it, with the desired popup menu hierarchy and sub-menus available when you select an option. You can also code in Qualify expressions, so that options not currently available won't appear.
RPM is a great tool and I solute you for giving it to us.
You're welcome
