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<blockquote data-quote="wlmartin" data-source="post: 6340986" data-attributes="member: 6679380"><p><strong></strong></p><p><strong>FIRSTLY - ANYONE INTERESTED IN SEEING THIS WHEN DONE, PLEASE PM ME</strong></p><p></p><p>OK, well i got started on it and about a dozen subroutines and 150 excel tabs (each table and sub table) i am done with all but the parcel scripts and the armor scripts, all weapons and items are sorted</p><p></p><p>Making a lot of tables (ie instead of a single tab for each wondrous item slot, i broke them each down into the 6 different rarity categories) helped me with the code because I could simplify the code more and make it "if this, go here" rather than "if this, then this, then this then go here"</p><p></p><p>Should be done possibly by the end of this month</p><p></p><p>At present I am having the code stick the data in a spreadsheet for that type (so have one called MAKE SCROLL and MAKE WAND) where the variables passed to the MAKE [ENTER ITEM TYPE] subroutine are simply the rarity type and the number to grab, it simply crunches each individual as a loop and before going to the next increment, sticks the results on the next free slot on the spreadsheet.</p><p></p><p>I have stress tested these with 10,000 per rarity grouping for each item type (so as to flesh out any combinations like weapon bonuses and weapon qualities, and also avoid making Vorpal Hammers!!) and it all seems to be fine after a little debugging (where I kept making +20 items because I wasnt restarting the loops right)</p><p></p><p>So my next step when armors are done and the parcel scripts are done is where I put the data and what options I give the user to select the right parcel.</p><p></p><p>My thinking was... create a page where you input APL and speed of game (slow, medium, fast), it checks the encounter GP reward and provides that back as a lookup to the player instantly. </p><p></p><p>It then provides a choice of which GP entry to use on the parcel table (a dropdown that goes from smallest to largest) - the sum then adds it all up and you either have to assign more or leave as is for a lesser reward</p><p></p><p></p><p>Thats where I am</p></blockquote><p></p>
[QUOTE="wlmartin, post: 6340986, member: 6679380"] [B] FIRSTLY - ANYONE INTERESTED IN SEEING THIS WHEN DONE, PLEASE PM ME[/B] OK, well i got started on it and about a dozen subroutines and 150 excel tabs (each table and sub table) i am done with all but the parcel scripts and the armor scripts, all weapons and items are sorted Making a lot of tables (ie instead of a single tab for each wondrous item slot, i broke them each down into the 6 different rarity categories) helped me with the code because I could simplify the code more and make it "if this, go here" rather than "if this, then this, then this then go here" Should be done possibly by the end of this month At present I am having the code stick the data in a spreadsheet for that type (so have one called MAKE SCROLL and MAKE WAND) where the variables passed to the MAKE [ENTER ITEM TYPE] subroutine are simply the rarity type and the number to grab, it simply crunches each individual as a loop and before going to the next increment, sticks the results on the next free slot on the spreadsheet. I have stress tested these with 10,000 per rarity grouping for each item type (so as to flesh out any combinations like weapon bonuses and weapon qualities, and also avoid making Vorpal Hammers!!) and it all seems to be fine after a little debugging (where I kept making +20 items because I wasnt restarting the loops right) So my next step when armors are done and the parcel scripts are done is where I put the data and what options I give the user to select the right parcel. My thinking was... create a page where you input APL and speed of game (slow, medium, fast), it checks the encounter GP reward and provides that back as a lookup to the player instantly. It then provides a choice of which GP entry to use on the parcel table (a dropdown that goes from smallest to largest) - the sum then adds it all up and you either have to assign more or leave as is for a lesser reward Thats where I am [/QUOTE]
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