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Simon

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Everything posted by Simon

  1. The target is starting at 10 BODY. The attack is doing 12 BODY in energy damage. The target has 8 ED, so 4 BODY gets through, leaving them at 6 BODY (shown on the screen).
  2. Flash Defense: Not going to be easy...it _is_ a Defense Power, so you can output it along with all other Defense Powers using the IF_DEFENSE container...but isolating to just Sight and Hearing is going to require some fairly complex shenanigans with regex (see below for general guidance). Movement: you're correct in why the MATH container is going to return -1 -- the field is non-numeric (has either m or " appended to the end...plus secondary values, etc.). It may be possible to do what you're after with some regex... Regex in general: it's really not for the faint of heart, but can be extremely powerful if you take the time. I'd recommend reading up on regex in general and then digging into some of the minor idiosyncrasies that Java's implementation of it has. A general tip: adding in a unique string to the output can help. For example, if trying to isolate Flash Defense from a list of all Defense Powers (such as what you would get using the IF_DEFENSE container), have each entry export it's normal/desired output plus some additional identifying information that you can use in your regex to identify each entry. The REG_REPLACE would key in on those identifying strings and remove them, plus any other operations you want to perform on the contents. Not going to be easy, but with enough work (likely a LOT) it should let you get at what you want. The main warning I'd put on this is that the MATH container is evaluated before the REG_REPLACE container (intentionally)...so you wouldn't be able to perform post-regex math processing unless you're dealing with an export format that allows for scripting (like HTML), in which case you could use JavaScript to perform mathematic operations on the exported output (that's been transformed by the REG_REPLACE process) and then output it in the proper location on the sheet.
  3. Again, please read the friendly manual. The specifics of what you print and where/how it lays out is entirely in the purview of the export format.
  4. Not errata. As I explained in the thread you cite and as Steve has stated on multiple occasions, he uses increased damage differentiation rules from APG in many of his write-ups. Under these optional rules, 1D6-1 is 12 points.
  5. From Steve Long (way back in 2012): So, again, the RAW is clear. The deviations you're seeing in the examples are due to Steve's predilection for using some rules from APG in his writeups (though he explicitly did not want those to become cannon and had me keep HD at the RAW of 2 DC = 10 points = 1/2D6, 1D6-1). It would have been significantly easier to code HD to have 1/2D6 killing = 10 points and 1D6-1 killing = 12 points...but that's not RAW and not what Steve wanted.
  6. You found errata. Congratulations. The point remains that according to the rules as written and as validated by Steve Long and as coded into HD and as used in numerous examples and as shown in multiple locations within 6E1, 6E2, and 5ER, Killing Damage is broken down by full damage classes only and follows 1 DC = 5 points = 1 pip 2 DC = 10 points = 1/2D6, 1D6-1 3 DC = 15 points = 1D6 4 DC = 20 points = 1D6+1 5 DC = 25 points = 1 1/2D6, 2D6-1 ...and so on ad infinitum. You're either intentionally being obtuse about this or you're actively trying to make an issue where there is not one.
  7. You're saying that a chart in the rulebook which literally shows 2DC killing costing 10 points and being either 1/2D6 or 1D6-1 is not clear enough for you?
  8. I'm unsure how there's any confusion in regards to my post. 1D6-1 is 2DC and costs 10 points per RAW. See 6E1 462 and (more specifically) 6E2 page 97.
  9. Before things go too far off the rails (too late, I know)...let's inject some facts into things. 1. You're focusing in on issues with granularity in the system. The more you focus on granularity, the worse it gets....kind of the nature of the beast. So no, you don't get to say that "1D6-1 is 10 points, so 3D6-3 should be 30 points" -- as that completely ignores the granularity inherent in the system...and then arbitrarily re-applies it at the end. 2. RAW, which HD follows, is 5 points per DC. 1D6-1 and 1/2 D6 are both 2DC. Why? Because granularity. You can't have partial DC, per RAW. Lacking partial DC, you should be limited to 1 pip (1 DC), 1/2 D6 (2 DC), and 1 D6 (3 DC) for killing damage...but there's that nagging desire for 1D6-1...so you go with rounding in the player's favor and call it 2 DC. What does 2 DC cost? 10 points. 3. APG is not RAW. It expands on RAW. In this particular instance, it specifies optional rules to allow for partial DCs....making 1D6-1 2.5 DC. If 1DC is 5 points, and 2 DC is 10 points, what does 2.5 DC cost? 12 points, when rounding in the player's favor. Dealing with both partial DCs and partial points is not something that anyone wants to deal with, methinks.
  10. I have no idea what you're on about. Please read the friendly manual - I think you have some very fundamental misunderstandings about...well, a lot of things, actually.
  11. If you're talking about html export formats, they can be read by any application that reads/understands HTML...that’s kind of the point. Specific formatting (page breaks, font sizes, etc) are entirely dependent on the export format chosen.
  12. The information on points spent is on virtually every tab...including (and especially) the basic info tab.
  13. That is exactly what I said - basic bookkeeping. You had not spent the base points + disads (also shown on the basic info tab, along with the experience). No need to spend XP when you have points available.
  14. By spending all other available points - base points, disads, etc. It's simple bookkeeping.
  15. Under 5E rules, the radius of an AOE: Radius ability is based off of the Active Points. You can either simply note that the actual radius is 4", purchase as AOE: Any Area (with similar note), AOE: One Hex with two levels of x2 Radius purhcased, or any number of other routes that you may come up with.
  16. May want to look under the Power Frameworks menu at the top of the Powers tab.
  17. The height & weight numbers that Shrinking displays are based on the starting/base values entered on the Background tab. A character that is normally the size and weight of an ant will have different values listed than a 6'2" 220lb character.
  18. 6th Edition removed Figured Characteristics, yes. While HD will help to guide you in constructing rules-legal characters (or even changing the rules for your own use), HD is not intended to be a replacement for the rulebooks (or knowledge of the rules).
  19. Offhand, I'd say that you're creating a 6th Edition character and expecting HD to make calculations according to your understanding of 5th Edition rules. Note: 6E removed Figured Characteristics.
  20. Moving this, since it is not about HD.
  21. For the sake of thread longevity (this is the second and final attempt at a non-political news thread), if there's any question about whether a given story would be better in the politics thread, put it in the politics thread.
  22. So far (from what I understand) J6C, DOJ, and Jones' ex-wife are all seeking to attain the phone records....and I don't think there's anything keeping the parents' lawyers from delivering.
  23. Shut down HD, delete the file appPrefs.xml, start HD - problem solved. Your monitor setup likely changed at one point and you have HD set to remember dialog positions and sizes.
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