Hi All, back with another update to the application which is an extension of the application, no new content as yet, but still a bit of development.
As previously said I have been working on expanding the click menu system for weapons and items to allow them to be maniuplated around the application. Just to reinterate this is a left click menu system that brings up options to choose.
The "Clear" option is still present, which is now grouped with "Insert", "Duplicate" and "Delete"
"Insert" moves all the slots beneath the current slot down, and inserts a blank slot.
"Duplicate" does a similar process except duplicating the slot.
"Delete" clears the slot and then moves all underneath up.
Speaking of moving, there are two grouped options for moving up and down. This will move the current slot up or down as selected, moving the next/previous slot to that current position. Moving up can't be performed if at the first slot, and moving down at the last and the options are disabled. This is then useful for having the weapons that are wanted to be printed on the character sheet being in the order you wish.
I have also included a moving to the equipment section grouping. This deletes the slot and as said moves the option to the specified equipment section. With this option however, all details setup for slot will be lost, with only the description plus quality and any special properties is displayed in the equipment section.
The application will prompt for permanant changes and cannot be changed unless all changes are reverted.
Armor and shield have the move to equipment options as well without any of the additional items listed above as these are single entries.
The equipment section for carried, stored and valuables all have click menu button included in their grids as seen below.
This has similar options as for weapons except that it only allows moving to the alternate equipment section.
I deliberately have not done a move option to weapon or equivilant option because with items being freetext, the weapon cannot always be guaranteed being present in the list of weapons or etc.
There was also some bug fixes included with some options not working correctly in the weapons for drill downs.
This section we look at thrown weapons. I made the decession to split between ranged and thrown weapons as there was enough subtle differences to warrant it.
The control again is based on the melee weapons control.
Instead of having a Finesse checkbox, a Quick Draw checkbox is present, as if the character doesn't have quick draw, the Rate of Fire is only once per round.
Pathfinder has introduced feats for improvised weapons, which are mostly used in a throwing capactity. When selecting the weapon, a choice is available for all melee weapons which can be thrown, or an actual improvised weapon choice.
The improvised weapon choice requies the user to enter in the details of what type of damage and etc is used. The only thing they can't change is the critical range and mutiplier which is also 20 and x2 for improvised weapons.
The improvised weapon master feat is the only feat that changes the threat range.
Splash weapons are also handled with the few choices available for selection.
Again many feats that are used for thrown weapons are circumstantial, so I have no automatically updated this, opting for the user to enter these as required.
I will be uploading the demo shortly with these changes.
Well I'm back from the Christmas break and have done some more developing and pleased to release the Weapons page fully. This section we look at ranged weapons.
The range weapons control is based on the melee weapons control, except with ranged weapons ammuntion comes into play. This required more space and thus only 3 ranged weapons can be entered.
Ammunition has its own quality, which is of better quality then the bow itself, its updated in the damage. Ammunition can also have its own properites, so a field is available to be entered.
Bows are fired at normal ROF, however Crossbows require the character to have the Rapid Reload feat or a Repeating crossbow to by able to fire more than once a turn. The BAB progression is automatically updated based on those rules.
Composite bows have strength ratings associated with them, which when a composite bow is selected, the strength rating can be entered. This effects the damage, and if the character does not have a equal or greater strength bonus as the strength rating, then suffers a penalty.
I choose not to handle two weapon fighting with crossbows which is possible, but gets very messy, so this will be required to be updated by the user.
The majority of the feats available to ranged weapons are circumstantial, so I choose not to automatically add those, again leaving this to the user for updating. Otherwise I have handled all the feats as the same as the melee weapons control.
Little while since my last update but glad to finally have something for you all before the Christmas break.
Weapons are being broken down into the three categories that they are used - Melee, Ranged and Thrown. At the moment only the Melee weapons are finialised.
Similar to the Armor control, the Melee Weapons control asks for the weapon to be entered.
A option is available for quality similar to armor showing the enchantment bonus. This is added to the bonuses which is a clickable field to show the different scores.
Like other controls I have tried to automate as much as possible, which requires input from how the weapon is to be wielded in most cases.
The options of how to wield the weapon included one-handed, two-handed, Two weapon fighting (with option of primary (light), primary, off-hand), double weapon (primary and off-hand) and natural attack options. Many of these options cannot be selected unless the weapon is allowed to be wielded this way.
The BAB progression is then updated based on how the weapon is being wielded such as only one attack allowed for a natural weapon.
All feats which affect weapons a checked against and applied against the bonus / progression or damage for the weapon. Such that if character does not have the improved two-weapon fighting feat, then they only get one attack with the off-hand weapon; or if they have the weapon focus feat they gain +1 to attack.
Profiencies are also checked and penalaties applied.
The damage is split into damage from the weapon, the damage gained from other sources such as strength bonus. This field is clickable to show the different scores.
The control also handles the weapon size being changed, adjusting the weapon damage based on a weapon of medium size to the currently selected size.
If I have missed anything for this control, please let me know as usual.