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Added in attribute modifiers for weapons.
I also got rid of the pc_form part of the url. Just fluff that isn't needed.
Just use:
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I take it back.
I need to do more testing/debugging it seems.
So takes you to the old welcome page and is the page to enter info to create a pc's pdf
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Thanks, I will try and test some more this weekend.
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For the Known Spells section I am going to put in spell level (like D1, M3, I2, etc).
For the notes, I am putting in the page of the players manual the page is on (which also matches the 2e Compleat book).
That leaves 31 characters in the space provided.
What should use use for that? A very abbreviated set of details, or Range, Duration, and any associated damage?
I think I'll see what happens content-wise with Range/Duration/Damage (dice?)
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Ok, updated app. Has spell level (probably broken for bards and rangers at the moment), page number of spell, range, and duration in the known spell notes.
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broken on safari again.
I'm able to navigate to the stats page, enter stats, then ok takes me to an aquamarine empty page with a box with a ? in it mid screen hard left.
Correction: Tried again. Totally fixed. Shoulder shrug.
Last edited by Iron Ranger (5/31/2019 9:58 pm)
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A friend noticed the default spell list for witches was wrong so I fixed that.
I also noticed that a silver dagger in the gear list wasn't getting put into the weapons tables so I fixed that.
I also, finally, added the saving throw.
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Doing an Awesome Job Gizmo! Looking Great!
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Thanks.
I think my dev for it will be a little slow for a few weeks. I need to finish/polish a talk for a conference and I really, really, really need to clean up the code.
It's grown enough that I need to refactor things and weed out some complexity and such that has cropped up.
It's doing basically everything I want it to do for this part. With minimal input it can create a decently completed character sheet that can be modified as needed after that point.
Last edited by gizmomathboy (6/03/2019 10:44 pm)
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Very nice! My player are happy!
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Great job! I added a little fix, though. It's now straight 3d6 as it should be ;)
!AhX2KmWKY-DKmbMrk8tmN6KFLWDcoA?e=8YCfLx
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kane wrote:
Great job! I added a little fix, though. It's now straight 3d6 as it should be ;)
!AhX2KmWKY-DKmbMrk8tmN6KFLWDcoA?e=8YCfLx
Thanks
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As it should be!
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On the TODO list is a button or something to randomly create a character.
I just haven't found enough TUITS yet for that.
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I found a mistake in my excel sheet; the first letter of the names of the classes were capitalized and, as such, not recognized by the generator. So I fixed it (same link). I added a second stat-block that is straight 3d6 (as it should be ;) )
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I've added some code so now you can specify gear:
ST: 17
DX: 10
CN: 14
IN: 17
WS: 12
CH: 12
class: fire lord
level: 5
Gear:
- <starter_pack>
- Hunting horn
- leather mask
- dagger x3
If "Gear:" is not present the character will be equipped with a class specific starter pack. The special entry "<starter_pack>" will add the starter pack items in addition to whatever else is specified.
If you list a weapon and want it to also be listed in the weapons blocks you will need to have a special prefix:
<h> : h(urled) weapons like daggers and darts.
<l> : l(aunched) weapons like bows and slings.
<m> : m(elee) weapons like swords and daggers.
if fits many types then <hm> : like daggers.
If more than 1 type of a weapon is carried, specify it like "arrows x20"
There is a limit of 36 mundane items
I think I might tackle magic items next.
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Well, adding stuff to deal with Magic Items was easy...which means I need to refactor that and the gear code...
Ok, enough updates for tonight I think.
ST: 17
DX: 15
CN: 15
IN: 17
WS: 15
CH: 15
class: fire lord
level: 5
Gear:
- <starter_pack>
- Hunting horn
- leather mask
- dagger x3
Magic:
- Hand Axe +2
- +1 Dagger
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Wow, fantastic work once again: greatly appreciated!
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Thanks gizmo!