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RPM: Beta features update
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<blockquote data-quote="Luke" data-source="post: 10428" data-attributes="member: 602"><p><strong>Evolving beta: Monks, Barbarians and Options</strong></p><p></p><p>This is to keep you abreast of preparations for the beta.</p><p></p><p><strong>The New Features</strong> </p><p>(actually more a polishing of existing stuff)</p><ul> <li data-xf-list-type="ul">Monks: If you add a level of monk to your character/NPC, RPM will now automatically give it a new "Monk Attack" attack with damage appropriate to level and size.</li> <li data-xf-list-type="ul">Barbarian: If you have barbarian levels, and click on "IsEnraged" in the new "Options" window, you'll instantly see the effect on Hp, AC, Con, Str and Will. All knock effects apply in RPM. If you click Enraged off again, stats return to normal.</li> <li data-xf-list-type="ul">Options Window: This new window gathers together all the options your character/creature has, and allows you to change them with quick mouse clicks. Virtually anything, such as a feat, class feature, magical item etc, can create an "option". Examples of options: - A barbarian's choice to "Rage". - A monk's choice to pay the penalty and get an extra attack with "Flurry of Blows". - The type of attack you want to make (standard, feint, trip etc). - The number of points you want to allocate as hit and damage modifiers, using your "Power Attack" feat.</li> </ul><p></p><p><strong>The Technical Background</strong> </p><p>I've finally started to fill out the script expressions you can place in just about anything (classes, class features, skills, feats, items, etc), and tie them altogether in the RPG engine.</p><p></p><p>RPM is a generic D20 RPG engine, and that means that it's not allowed to specially code RPG data and code as part of the executable application. The RPG stuff all comes from the database, and from little scripts that anyone (with the knowledge) can add to, or modify.</p><p>The monk is a case in point. It is one of the more unusual core classes, in that it gets an extra attack, and damage based on level, which isn't part of the very core standard rules. Due to it's scripting flexibility, however, RPM can create the special "Monk Attack", along with damage that grows as the monk gains levels. There is no special "monk coding" within the RPM executable.</p><p></p><p>In this way RPM enables the use of new and different feats, (prestige) classes, skills etc. - as a truly expandable D20 RPG engine, capable of automating your in-game mechanics (as per Barbarian rage).</p><p></p><p>If you're into expanding the core system, scripting isn't always needed. A standard "Modifiers" system with a consistent GUI allows you to do much of the calculation work for many things, such as feats, items, class features, or racial abilities. Where scripting is needed, existing scripts can often be examined and copied.</p></blockquote><p></p>
[QUOTE="Luke, post: 10428, member: 602"] [b]Evolving beta: Monks, Barbarians and Options[/b] This is to keep you abreast of preparations for the beta. [B]The New Features[/B] (actually more a polishing of existing stuff) [list] [*]Monks: If you add a level of monk to your character/NPC, RPM will now automatically give it a new "Monk Attack" attack with damage appropriate to level and size. [*]Barbarian: If you have barbarian levels, and click on "IsEnraged" in the new "Options" window, you'll instantly see the effect on Hp, AC, Con, Str and Will. All knock effects apply in RPM. If you click Enraged off again, stats return to normal. [*]Options Window: This new window gathers together all the options your character/creature has, and allows you to change them with quick mouse clicks. Virtually anything, such as a feat, class feature, magical item etc, can create an "option". Examples of options: - A barbarian's choice to "Rage". - A monk's choice to pay the penalty and get an extra attack with "Flurry of Blows". - The type of attack you want to make (standard, feint, trip etc). - The number of points you want to allocate as hit and damage modifiers, using your "Power Attack" feat. [/list] [B]The Technical Background[/B] I've finally started to fill out the script expressions you can place in just about anything (classes, class features, skills, feats, items, etc), and tie them altogether in the RPG engine. RPM is a generic D20 RPG engine, and that means that it's not allowed to specially code RPG data and code as part of the executable application. The RPG stuff all comes from the database, and from little scripts that anyone (with the knowledge) can add to, or modify. The monk is a case in point. It is one of the more unusual core classes, in that it gets an extra attack, and damage based on level, which isn't part of the very core standard rules. Due to it's scripting flexibility, however, RPM can create the special "Monk Attack", along with damage that grows as the monk gains levels. There is no special "monk coding" within the RPM executable. In this way RPM enables the use of new and different feats, (prestige) classes, skills etc. - as a truly expandable D20 RPG engine, capable of automating your in-game mechanics (as per Barbarian rage). If you're into expanding the core system, scripting isn't always needed. A standard "Modifiers" system with a consistent GUI allows you to do much of the calculation work for many things, such as feats, items, class features, or racial abilities. Where scripting is needed, existing scripts can often be examined and copied. [/QUOTE]
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