Simon
Jul 21st, '03, 12:13 PM
By request, I'm going to be using this thread to list the features that I'm implementing in v2. I will only put entries into this thread when the features have actually been implemented (i.e. when I know that they will definitely be part of the release), so if you don't see something that you think should be in v2, don't fear....just check the feature/request list thread and see if it's planned.
To bring things up to date, I currently have the following implemented for v2:
<ul>
<li>Application preferences which allow you to specify general, "application-level" parameters, such as:<ul>
<il>Restore window position/size on startup</li>
<li>Remember dialog position/size</li>
<li>Load characters on startup</li>
<li>Load prefabs on startup</li>
<li>Use Modifier Intelligence</li>
<li>Number of decimal places for rounding</li>
<li>Character template directory</li>
<li>Export template directory</li>
<li>Use metric units of measurement</li>
<li>Display active points on abilities (by default)</li></ul></li>
<li>Performance improvements. Big ones.</li>
<li>Hierarchical template structure that makes creation of custom templates MUCH easier. This structure also allows changes to a main template (one of the built in ones) to "flow through" to any template that uses/references it.</li>
<li>JPG, GIF, and PNG image formats now allowed</li>
<li>Full detail listing on available prefab screen/list</li>
<li>Complete revision of Modifier Intelligence. All modifiers are now listed, with "unavailable" modifiers explaining why they cannot be selected (in reasonably simple words)</li>
<li>Sorting on purchase lists. You can currently sort by Display, by Real Cost, or by Active Cost in ascending or descending order.</li>
<li>Popup menus (yes, I caved on this one)</li>
<li>Removal of initial creation dialog for "simple" abilities. For example, when you select "Acrobatics" from the skill list, it will just assign itself to the character, bypassing the creation dialog. If you then edit the ability, you can add in levels, Modifiers, etc. This should streamline the creation of most characters.</li>
<li>The ability to directly open and edit Prefabs....as well as having only those fields that a Prefab can use available when defining one (for example, there is no Characteristics tab when working on a prefab).</li>
<li>Full implementation of the Language Familiarity Chart in FREd</li>
<li>New "Campaign Rules" section, allowing you to specify many parameters which affect the construction of a character, including:<ul><li>Base Points</li>
<li>Disad Points available</li>
<li>What to do if total available points are exceeded (ignore, warn, nothing)</li>
<li>What to do if available disad points are exceeded</li>
<li>Max points from one category of disad, and what to do if exceeded</li>
<li>Max active points per Attack Power, and what to do if exceeded</li>
<li>Max active points per Defense Power, and what to do if exceeded</li>
<li>Max points in Skills and what to do if exceeded</li>
<li>Max points in Perks, and what to do if exceeded</li>
<li>Max points in Talents and what to do if exceeded</li>
<li>Max points in Martial Arts and what to do if exceeded</li>
<li>Max points in Powers and what to do if exceeded</li>
<li>Max total value in Equipment (price), and what to do if exceeded</li>
<li>Active points per END</li>
<li>Active points per END (for STR only)</li>
<li>NCM Selected</li>
<li>User can change NCM selection</li>
<li>Equipment allowed (specifies whether to show the equipment tab or not) -- this has been moved here from the template, so you could have a Superheroic character with equipment, if you chose.</li>
<li>Monetary units for equipment pricing</li>
<li>Placement of units on equipment price display (prepend or append)</li>
<li># "CU" per monetary unit for equipment. This allows for automatic cost conversion between equipment lists developed under different units of cost.</li>
<li>Decimal places to show on the cost of equipment</li>
<li>Whether to use the Language Familiarity Chart</li>
<li>If Language Familiarity Chart is used, whether to penalize Languages that do not have at least a 1-point similarity with a language that the character already knows.</li></ul></li>
<li>Skill Enhancers no longer "locked" to the bottom of the purchase lists</li>
<li>Purchase lists will expand horizontally to take up all available space, rather than having a fixed width (as they do in v1)</li>
<li>Equipment now allows you to specify its weight, whether it is carried or not, and the cost. Export tags will be made available for total carried weight, total weight, and total value of equipment.</li>
</ul>
There's likely a few small things that I'm currently forgetting, but that's the bulk of it so far.
I'll continue to post to this thread as I implement new features.
To bring things up to date, I currently have the following implemented for v2:
<ul>
<li>Application preferences which allow you to specify general, "application-level" parameters, such as:<ul>
<il>Restore window position/size on startup</li>
<li>Remember dialog position/size</li>
<li>Load characters on startup</li>
<li>Load prefabs on startup</li>
<li>Use Modifier Intelligence</li>
<li>Number of decimal places for rounding</li>
<li>Character template directory</li>
<li>Export template directory</li>
<li>Use metric units of measurement</li>
<li>Display active points on abilities (by default)</li></ul></li>
<li>Performance improvements. Big ones.</li>
<li>Hierarchical template structure that makes creation of custom templates MUCH easier. This structure also allows changes to a main template (one of the built in ones) to "flow through" to any template that uses/references it.</li>
<li>JPG, GIF, and PNG image formats now allowed</li>
<li>Full detail listing on available prefab screen/list</li>
<li>Complete revision of Modifier Intelligence. All modifiers are now listed, with "unavailable" modifiers explaining why they cannot be selected (in reasonably simple words)</li>
<li>Sorting on purchase lists. You can currently sort by Display, by Real Cost, or by Active Cost in ascending or descending order.</li>
<li>Popup menus (yes, I caved on this one)</li>
<li>Removal of initial creation dialog for "simple" abilities. For example, when you select "Acrobatics" from the skill list, it will just assign itself to the character, bypassing the creation dialog. If you then edit the ability, you can add in levels, Modifiers, etc. This should streamline the creation of most characters.</li>
<li>The ability to directly open and edit Prefabs....as well as having only those fields that a Prefab can use available when defining one (for example, there is no Characteristics tab when working on a prefab).</li>
<li>Full implementation of the Language Familiarity Chart in FREd</li>
<li>New "Campaign Rules" section, allowing you to specify many parameters which affect the construction of a character, including:<ul><li>Base Points</li>
<li>Disad Points available</li>
<li>What to do if total available points are exceeded (ignore, warn, nothing)</li>
<li>What to do if available disad points are exceeded</li>
<li>Max points from one category of disad, and what to do if exceeded</li>
<li>Max active points per Attack Power, and what to do if exceeded</li>
<li>Max active points per Defense Power, and what to do if exceeded</li>
<li>Max points in Skills and what to do if exceeded</li>
<li>Max points in Perks, and what to do if exceeded</li>
<li>Max points in Talents and what to do if exceeded</li>
<li>Max points in Martial Arts and what to do if exceeded</li>
<li>Max points in Powers and what to do if exceeded</li>
<li>Max total value in Equipment (price), and what to do if exceeded</li>
<li>Active points per END</li>
<li>Active points per END (for STR only)</li>
<li>NCM Selected</li>
<li>User can change NCM selection</li>
<li>Equipment allowed (specifies whether to show the equipment tab or not) -- this has been moved here from the template, so you could have a Superheroic character with equipment, if you chose.</li>
<li>Monetary units for equipment pricing</li>
<li>Placement of units on equipment price display (prepend or append)</li>
<li># "CU" per monetary unit for equipment. This allows for automatic cost conversion between equipment lists developed under different units of cost.</li>
<li>Decimal places to show on the cost of equipment</li>
<li>Whether to use the Language Familiarity Chart</li>
<li>If Language Familiarity Chart is used, whether to penalize Languages that do not have at least a 1-point similarity with a language that the character already knows.</li></ul></li>
<li>Skill Enhancers no longer "locked" to the bottom of the purchase lists</li>
<li>Purchase lists will expand horizontally to take up all available space, rather than having a fixed width (as they do in v1)</li>
<li>Equipment now allows you to specify its weight, whether it is carried or not, and the cost. Export tags will be made available for total carried weight, total weight, and total value of equipment.</li>
</ul>
There's likely a few small things that I'm currently forgetting, but that's the bulk of it so far.
I'll continue to post to this thread as I implement new features.