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Simon
Feb 4th, '04, 11:41 AM
I just finished adding in a new field to all Powers and Equipment: Special Effect.

This field will, appropriately enough, allow you to specify the special effects of the ability. All Powers and Equipment will show this new field in the edit dialog.

The only exception will be Powers placed inside an Elemental Control -- those Powers will inherit their SFX from the parent EC.

The setting for the SFX will be used to determine the graphic and color for the power when the character is used in Hero Sphere.

A new export tag has been made available to give access to this field, if desired.

Simon
Feb 4th, '04, 11:46 AM
On this note...I would be interested in hearing what "defaults" folks think should be present....basically the SFX field is a drop down list (editable). I've currently got the following pre-defined in the dropdown list:

Default
Fire
Water
Air
Electricity
Ice
Plasma
Light
Biochemical

You can (of course) specify SFX outside of those, but you'll need to type them in.

Any others that folks would like to see in the built-in list?

Ben Seeman
Feb 4th, '04, 11:52 AM
As a side note, the graphics and colors assigned in Hero Designer for each power will be based off of the SFX. The graphic and colors will later be editable in an upcoming version of Herosphere.

Killer Shrike
Feb 4th, '04, 12:12 PM
I would humbly suggest all of the SFX in the USPD plus a couple of "macro" SFX. This makes a certain amount of logical sense, as each of the USPD SFX are likely to be wanted as people enter powers from USPD into HD.

Acid
Alien
Air/Wind
Animal
Body Control
Chi
Cosmic Energy
Cyberkinesis
Darkness
Density Alteration
Dimensional Manipulation
Earth/Stone
Electricity
Emotion Control
Fire/Heat
Force
Gravity
Ice/Cold
Illusion
Kinetic Energy
Light
Luck
Magic/Mystic
Magnetism
Martial Arts
Matter Manipulation
Mental/Psionic
Metamorphic
Mutant
Precognition
Radiation
Serum Based
Shape Alteration
Size Alteration
Sleep/Dream
Solar/Celestial
Sonic
Speedster
Strength/Toughness
Stretching
Telekinetic
Teleportation
Time
Vibration
Water
Weather
Wood/Plant
Miscellaneous

Simon
Feb 4th, '04, 12:24 PM
That can be done.....I'll just wait for Ben to finish off the mapping for each of those into HS ;)

Killer Shrike
Feb 4th, '04, 12:36 PM
Sweet :D

Simon
Feb 4th, '04, 12:41 PM
I've got them all added in...I've also expanded the use of them so that you can now define SFX on any ability in the system, except for Disads. Skills, Perks, Talents, etc.

Dr.Device
Feb 4th, '04, 12:55 PM
Very Cool. I was hoping for something like this, but never got around to putting in a feature request.

I have a couple of ideas that I think might make this even more useful.

1. Allow multiple special effects on a single power. Many powers have two special effects (a source special effect & a manifestation special effect, so to speak). An example would be there difference between a Magic Fire blast and a mutant fire blast.

2. Add an option in the expanded effect advantage for adjustment powers to specify what special effect they work against.

Aroooo
Feb 4th, '04, 12:56 PM
Do you have to have an entry in this field?

Aroooo

Simon
Feb 4th, '04, 12:58 PM
Originally posted by Dr.Device
Very Cool. I was hoping for something like this, but never got around to putting in a feature request.

I have a couple of ideas that I think might make this even more useful.

1. Allow multiple special effects on a single power. Many powers have two special effects (a source special effect & a manifestation special effect, so to speak). An example would be there difference between a Magic Fire blast and a mutant fire blast.

2. Add an option in the expanded effect advantage for adjustment powers to specify what special effect they work against.
1) Just type in the "multiple effects" to the field provided. Having multiple drop downs is unnecessary and would just clutter up the screen.

2) That should be defined when purchasing the Advantage. Type it into the space provided.

Simon
Feb 4th, '04, 12:59 PM
Originally posted by Aroooo
Do you have to have an entry in this field?

Aroooo
???

I've got a (now long) list of pre-defined special effects and, like everywhere else, you can type over the values with your own, if desired.

Killer Shrike
Feb 4th, '04, 01:04 PM
Youve probably already thought of this, but I'd just like to put in for an export template tag for SFX, with a conditional IF_SFX tag to go with it.

Thanx!

Killer Shrike
Feb 4th, '04, 01:06 PM
Also, for legacy characters made before the SFX feature, it would seem to be optimal if the SFX drop down is left blank rather than defaulting to the first ordinal SFX. Just making sure, so that dozens of characters dont suddenly have all their powers set to "Air" SFX or somesuch :D

Simon
Feb 4th, '04, 01:08 PM
Originally posted by Killer Shrike
Also, for legacy characters made before the SFX feature, it would seem to be optimal if the SFX drop down is left blank rather than defaulting to the first ordinal SFX. Just making sure, so that dozens of characters dont suddenly have all their powers set to "Air" SFX or somesuch :D

If no SFX have been defined "Default" will appear in the field.

Simon
Feb 4th, '04, 01:09 PM
Originally posted by Killer Shrike
Youve probably already thought of this, but I'd just like to put in for an export template tag for SFX, with a conditional IF_SFX tag to go with it.

Thanx!
Alread in, but there is no "IF_SFX" -- the SFX are always present...on all abilities.

Aroooo
Feb 4th, '04, 02:48 PM
Originally posted by Killer Shrike
Also, for legacy characters made before the SFX feature, it would seem to be optimal if the SFX drop down is left blank rather than defaulting to the first ordinal SFX. Just making sure, so that dozens of characters dont suddenly have all their powers set to "Air" SFX or somesuch :D

This is what I was talking about. I was also thinking along the lines of non-supers genres where listing SFX was not really important. I would prefer a blank entry as opposed to "Default"

Aroooo

Simon
Feb 4th, '04, 02:49 PM
Originally posted by Aroooo
This is what I was talking about. I was also thinking along the lines of non-supers genres where listing SFX was not really important. I would prefer a blank entry as opposed to "Default"

Aroooo
Don't use an export template with the SFX field and you'll be fine. Default is going to be in place for any ability which does not have any SFX define.

Aroooo
Feb 4th, '04, 02:52 PM
Thats cool. As long as I have an option for exporting I'll be happy.

Thanks!
Aroooo

rjcurrie
Feb 4th, '04, 03:06 PM
Wouldn't it make sense to make this optional via Preferences or Campaign Rules? I'm not sure I'm really all that fond of a mainly useless (I know the chance of me ever using it is very small) field cluttering up the Power dialog. This strikes me as being a lot like Cost Multipliers and should be handled in a similar manner.

Simon
Feb 4th, '04, 03:08 PM
Originally posted by rjcurrie
Wouldn't it make sense to make this optional via Preferences or Campaign Rules? I'm not sure I'm really all that fond of a mainly useless (I know the chance of me ever using it is very small) field cluttering up the Power dialog. This strikes me as being a lot like Cost Multipliers and should be handled in a similar manner.
No. If you don't want to use it, then just ignore it.

This is not that difficult, folks.

It's not a part of the display in the app...it's just a field in the edit dialog. It will only be shown if you use an export template that has a specific tag to export it.

Now, stop friggin' bitching about something you have not seen yet. Cripes. Everytime I mention a change, I get a whole slew of folks griping about it....before they ever even see it.

Simon
Feb 4th, '04, 03:13 PM
I will also point out that SFX are a core part of the system. Per Steve Long.

Again, if you don't think you'll ever use them, that's great and wonderful. Don't use them. But they are going to be in the edit dialog and they are going to remain there.

Aroooo
Feb 4th, '04, 03:33 PM
I didn't mean to come off sounding like I was griping - so apologies if I did. I think this is great for Supers, I've been using the comment field for that for now - so this will be cool. My biggest concern was for legacy characters, which you and KS covered.

We get used to something, and then any mention of change freaks us out. Like when they tried switching coffee brands at the office :)

Aroooo

Ben Seeman
Feb 4th, '04, 03:38 PM
But this isn't even a change to existing functionality. It's an extention. If'n ya don't wanna use it, ya don't hafta.

Killer Shrike
Feb 4th, '04, 03:45 PM
Originally posted by Simon
No. If you don't want to use it, then just ignore it.

This is not that difficult, folks.

It's not a part of the display in the app...it's just a field in the edit dialog. It will only be shown if you use an export template that has a specific tag to export it.

Now, stop friggin' bitching about something you have not seen yet. Cripes. Everytime I mention a change, I get a whole slew of folks griping about it....before they ever even see it. Well, Im all for it; its one of the features I requested for version 2 many months ago, and Im glad to see it added in now. This program just keeps getting better and better -- and it started out as really excellent to begin with.

Derek Hiemforth
Feb 4th, '04, 04:02 PM
(With apologies to Monty Python's The Book Shop)

"I saw it over there! Hero Designer!"
"Hero Designer?"
"Yes."
"H-E-R-O?"
"Yes."
"D-E-S-I-G-N-E-R?"
"Yes."
(sighs) "Yes. Well, we do have that, as a matter of fact."
"The expurgated version."
(pause) "I didn't quite catch that."
"The expurgated version."
(exasperated) "The EXPURGATED VERSION of Hero Designer??"
"The one without the SFX!"
"The one without the SFX?! They've all got the SFX! The SFX is a standard part of Hero! The SFX is in all the software!"
"Well I don't like them!! They... they wet their nests!"

;)

Killer Shrike
Feb 4th, '04, 04:43 PM
Just for kicks, I found the What do you want in v2 thread. Here is what I wanted at the time:

Hey Dan, thanx for the open line.

Here are the things I want to see in a new version of HD, or at least the ones I can think off currently:

1) Customizable Power List.
Possible


2) Increased performance; even just a 5% increase would be welcome. I know the overhead in parsing XML intimately, but I notice that the app seems to have a lot of trouble keeping up with the powers list specifically, particularly when bubble sorting items up and down the list.

Much better than 5% increase :D

3) Right Click dropdowns. Im a rightclik-a-holic and I really miss that functionality.
Done

4) A way to add a power to a compound power and a way to get a power out of a compound power.
Done


5) A customizable list of drop down options, or better yet an option to have HD append anything typed into the various combo drop down boxes into a custom file by object type so that the drop downs build themselves.
Not possible to the best of my knowledge

6) A SFX line for all powers, also on a combo drop down.
Done as of now



7) A 'Package Deals' tab where a complete package can be entered all in one place rather than broken across 2 or more screens.
Save as Template handles this better; DONE



8) For characters with VPPs, an extra Powers tab for each VPP (or maybe a combined one and the lists could be employed to differentiate) allowing the tracking of a list of possible powers for that VPP; optimally this list would be treated as a virtual prefab list or a pallette for the VPP, allowing the VPP to be reassigned quickly. Also an Export tag to get at those powers in a Printout if desired.
Doable via the Equipment tab, which is also now turned ov via a checkbox; DONE



9) A 'Set cost to 0' option for Powers, similar to the Everyman skill option on skills. This can be useful when stating out equipement in campaigns where that equipment does not need to be paid for in CP.
As 8


10) A "Standard Effect Rule" option for all applicable powers, with a conditional option to add non-Standard Effect dice of effect if desired as per FREd.
Done


11) I saw that you stated the Martial Arts are getting an overhaul, but I would just like to add my voice to the clamor for Custom Martial Arts building, and calculating Strength into the damage.
Normal manuevers have the STR, v3 for the Customs?; .5 DONE


12) The same thing applies to the powers HKA and HA; If the app could calc any advantages and apply the users choice of Primary/Secondary/None for Strength that would be tres cool.
Not possible


13) I think the general power modifiers list in HD works very well in general (Im very impressed with some of the drill down chains and its intelligence in suppressing invalid modifiers), but I would really like to see improvement on the default lists of Power Modifiers for various Powers; frex, currently, 'Does Body' shows up as a default option for an EB, even before NND or AVLD is applied. Maybe give Steve an output for the default modifer list for each power and let him indicate which are valid for a given power, which arent, and which would do better consigned to the general list or are conditional for v2.
Done


14) Improvements in the way Followers, Vehicles and Bases are handled; ideally a way to point to the file or files for those entities, and have the costs automatically roll up. :)
Not done to the best of my knowledge


15) Character versioning (I see you already intend to look into this)

Deffered due to complexity -- always got "Save As" though


16) Some general non-character specific simple tools on the main file bar. The tools I can think of off hand:

a) A MPH/KPH calculator -- let the user enter in the numbers themselves so you dont have to bother with the multiplicity issue, then copy & paste the results into a note field if they so desire.
Not done


b) Damage Calculator -- Select from a drop down any 'attack' power from the active character and have it calculate the Min, Max, and Average damage for that attack.
Not done


c) Pre-rolling tool -- the applet would take the Active character, and output a series of X damage rolls for each of that characters Attack Powers (including strikes and non-velocity based Martial Manuevers with the Damage and Exert bases)
Not done


d) Character Validator -- Select a Template, enter in AP limits, DC limits, OCV\DCV limits, or DEF Limits if desired (blank for no limit), and the app will validate the active character. The validator would idicate if the character satisfied the Template and each of the specified limits.
Done, more or less


The online Repository would be HUGE! Its something I wanted to see with v1, back when HD was just a topic of discussion rather than an actual product in fact. I will do the dance of joy if you can pull that off in v2.
Not done


so 10.75/17 of my personal wishlist was hit. Thats pretty good! If only Santa were so thourough :D

Simon
Feb 4th, '04, 06:24 PM
Some of those will still be coming (like the custom maneuver builder)....just need the time to work them out ;)

Trailblazer
Feb 5th, '04, 06:39 AM
Thank you, Dan, for adding this. It will save me from having to add the info as notes or relegate it to the background section. Just wanted to voice my appreciation. :)

Daryl

rjcurrie
Feb 5th, '04, 07:57 AM
Dan, would it make sense to include a container like <!--IF_NOT_DEFAULT_SFX--> ... <!--/IF_NOT_DEFAULT_SFX>? This would mean that export templates could display the <!--SFX--> tag for those Powers that have an explicit SFX specified but not display anything when the default is chosen. This would allow the same export templates to be used by those of us who do not wish to use SFX and those who do.

Just a thought,

Rod

Dr.Device
Feb 5th, '04, 09:31 AM
Originally posted by rjcurrie
Dan, would it make sense to include a container like <!--IF_NOT_DEFAULT_SFX--> ... <!--/IF_NOT_DEFAULT_SFX>? This would mean that export templates could display the <!--SFX--> tag for those Powers that have an explicit SFX specified but not display anything when the default is chosen. This would allow the same export templates to be used by those of us who do not wish to use SFX and those who do.

Just a thought,

Rod

Or you could just use the new replace tag to replace "Default" with ""

Killer Shrike
Feb 5th, '04, 10:02 AM
Originally posted by Dr.Device
Or you could just use the new replace tag to replace "Default" with "" No, the IF_NOT_DEFAULT tag could be used to control the layout, whether or not a "SFX:" label shows up, a table element, a lot of other things REPLACE wouldnt allow.

I think Rod's request is reasonable as it does allow the Export Templates to be more unified -- if you dont use the SFX field for some reason, you should probably still be able to use the same Export Templates without having "DEFAULT" spit out on every power.

Snarf
Feb 5th, '04, 10:03 AM
Wow, this is awesome. It's exactly what I needed for the campaign I'm starting.

You rock Simon!

Dr.Device
Feb 5th, '04, 10:08 AM
Originally posted by Killer Shrike
No, the IF_NOT_DEFAULT tag could be used to control the layout, whether or not a "SFX:" label shows up, a table element, a lot of other things REPLACE wouldnt allow.

I think Rod's request is reasonable as it does allow the Export Templates to be more unified -- if you dont use the SFX field for some reason, you should probably still be able to use the same Export Templates without having "DEFAULT" spit out on every power.

Oh, I think it's a reasonable request, too. I was just mentioning an alernative way of dealing with it, in case an IF_SFX doesn't make the cut.

I did oversimplify what it would take with the replace tag, but it is perfectly doable. You would just include everything you would otherwise put betwen the IF_SFX tags in the replace statement (subbing "Default" for the SFX tag). That should give exactly the same results as an IF_SFX tag pair.

Still, it would be simpler to just have the IF_SFX tag pair.

Simon
Feb 5th, '04, 11:18 AM
As Dr. Device stated, it could certainly be done with a REPLACE tag.

All the same, I've got the conditional container added in, since it doesn't hurt anything to have it.

Arknight
Feb 5th, '04, 11:28 AM
Dan be da man! :)

Seriously, I had totally missed this thread until now, and I must say that the whole idea is great!

Please keep up the utterfantabulosoriffic work! :-)
TC

Killer Shrike
Feb 5th, '04, 12:02 PM
Originally posted by Simon
As Dr. Device stated, it could certainly be done with a REPLACE tag.

All the same, I've got the conditional container added in, since it doesn't hurt anything to have it. Good things come in threes :D

KA.
Feb 5th, '04, 10:28 PM
Originally posted by Simon
No. If you don't want to use it, then just ignore it.

This is not that difficult, folks.

It's not a part of the display in the app...it's just a field in the edit dialog. It will only be shown if you use an export template that has a specific tag to export it.

Now, stop friggin' bitching about something you have not seen yet. Cripes. Everytime I mention a change, I get a whole slew of folks griping about it....before they ever even see it.

Dan,
Thanks for the great new feature!

You must feel like the guy who brings in homemade Chocolate Chip cookies to work.
Before they even hit the table, a crowd starts in with:
"Do they have walnuts? I only like them with walnuts!"
"Walnuts, you're crazy! I only like them with pecans!"
"I can't eat any. I'm allergic to nuts!
"I thought you said they didn't have nuts! Do they have nuts?"
"You know Dan, next time you should bring in some with Walnuts, some with Pecans, and some without Nuts.
Oh, and some with Raisins! I love Raisins!"

"Dan? Dan? Where are you going? . . . Dan?"

:)

KA.

Fitz
Feb 6th, '04, 06:03 PM
Originally posted by Killer Shrike
a) A MPH/KPH calculator -- let the user enter in the numbers themselves so you dont have to bother with the multiplicity issue, then copy & paste the results into a note field if they so desire.
Not done

Take a look at http://www.mactyre.net/october/ROLEUTIL/WINCNVRT.ZIP

It's a little shareware windows utility for converting between Hero and real-world units for speed, distance and STR vs. mass

It's not quite what you wnated (not being built in to HD) but it's a handy little tool nonetheless