Jump to content

Simon

Administrators
  • Posts

    14,360
  • Joined

  • Last visited

  • Days Won

    8

Posts posted by Simon

  1. A lot to unpack there...

     

    To start, JRE refers to Java Runtime Environment -- it's the "virtual machine" that Java creates to run applications, not a file type.  You're not going to see any .JRE files.

    .HDE files are HERO Designer export formats -- you don't run/execute them, you load them into HD.

    HD6.jar is the executable for HD (as explained on the download page).  If it's not launching HD when you double-click it, then you don't have Java installed (or don't have it properly installed, as we went through above several years ago).

    Go to www.java.com and click the button to "Download Java" -- install that on your system and you should be good to go.

  2. Templates:  you can use the generic "<POWER ... />" container for any number of new/additional Powers.  There are similar tags in most other categories/sections (other than Characteristics, which had to go with a fixed number of custom options).

     

    Compound Power: While you can't put a List into a Framework or other List, you can put a CP into a Multipower and an MP can have Common Modifiers.  Again, not really looking to overcomplicate things, so would prefer to avoid adding another layer of Common Modifiers.

     

    Tags: ah, export format tags.  So long as you've added those to the current version of HTMLWriter.java, you can send me your copy to go over -- assuming that they're cleanly implemented, I have little problem merging that into the main source.

     

    Other mods: I'm really not a fan of forking the source -- that just creates a massive number of logistical issues on my end of things. Posting individual .java or .class files that you've written would be ok (i.e. not part of the core HD source) -- they're not really of use to folks that don't have either HD or (more importantly) the source code. Posting anything more than that would likely start to run afoul of the licensing.

  3. To run through the list in order:

     

    • New Powers from APG2 - these are not considered cannon, which is why they are not included in HD by default. If you built them all using custom template (rather than code), you should talk to Jason about providing it as a character pack.
    • Common Modifiers on Compound Powers - not the purpose of Compound Powers and will create issues when combined with Lists that also contain Common Modifiers (the proper way to assign Common Mods to a Compound Power).
    • New tags - not entirely sure what you're referring to here, can you elaborate?
    • Slot Cost for MPs - this one is more of a personal opinion...and mine tends towards keeping things simple (the way they are)
    • .reg file - feel free to post this either in this forum or the Downloads section of the site.  I won't include that with HD itself as I try to keep it as platform independent as possible.

     

  4. 6E1 page 395

    Quote

    As a good guideline for whether two abilities should be Unified, ask yourself: does it make sense that all of these abilities would be Drained at once by a single use of Drain? Are they that closely related? Can you conceive of a special effect for a Drain that would affect all of the Unified abilities at once (for example, a fire extinguisher or lack of oxygen for Fire Powers)? If the answer to any of these questions is “No,” then associating the abilities together with Unified Power might not be a good idea.

     

  5. Short answer: the same way you would do with pen and paper.

     

    Longer answer: per 6E1 Invisibility is purchased against a Sense Group (for IR, this would be the Sight Group).  Only affecting some (or one) part of the selected Sense Group would be a Limitation...most would use Limited Power. The value of the Limitation would be up to the GM, based on how limiting it would be within the campaign/world.

  6. It depends.

    It depends on the character doing the blocking.  It depends on the attack being blocked.  It depends on the surrounding situation/environment.

    It is entirely possible to block a punch with no limbs - simply moving into the strike at the proper time, preventing it from gaining any power (and leaving the blocker in an advantageous position).  It is also entirely possible that having a single arm occupied would prevent a character from being able to effectively block a downward, angled strike.

    So:  up to the GM's dramatic sense (story telling).

  7. Chiming in here just for some clarification:  the screenshot you posted earlier doesn't show HD "melting" into HCM - all windows/dialogs shown are for HCM and look like an issue with the window manager (either at the system level or Java in communication with the system...but either way, largely outside of the application code/control).  Other than the distorted dialogs, what else are you seeing?  Dinging when clicking outside of the dialog?  What happens when you move the top dialog slightly (forcing the window manager to redraw)?

     

    Do you have any examples of HD and HCM displaying the issues you're referring to?  Such a thing _shouldn't_ be possible unless you are launching the apps in a non-standard manner -- Java runs in a "JVM" or Java Virtual Machine, meaning that each instance is pretty well isolated from others.

  8. Looking very much like an issue with your Dropbox integration. Let's start with the first file that's causing issues.  Please post the following file as an attachment:

    /Users/hasandavissolutions/Dropbox/HD3v/D-Rift Heroes/Rift Heroes Basic Character Classes.hdc

     

    Also, try saving that file to your Downloads directory and opening it from there.

  9. Look closer (in the book) - a piece of Equipment is built just like anything else in the system.  The Equipment tab looks like the Powers tab because that's what Equipment _is_.  The difference is in how characters pay for each item, which is why there are different fields available to specify cost, weight, etc. when defining a given piece of Equipment.

×
×
  • Create New...