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Switch to Forum Live View inCombat 4e: Open Beta
4 years ago  ::  Jul 25, 2009 - 8:17PM #31
lokiare
Date Joined: Nov 3, 2008
Posts: 14,707

tasiefer wrote:

Temp HPs don't work like that though. From the PHB, page 293:



Per the 1st and 2nd items, you don't just simply add the temp HPs to your current value. That's actually good, because otherwise it would mess with a *lot* of app behavior, but it raises the issue of how and where to display the temp HPs. Per the 4th item, you have to track both the current temp HP value and the amount that were initially added in order to prevent stacking. Lastly, what's the best UI to handle adding the temp HPs in the first place? The apps are already button-heavy, so I don't really want to add a "+Temp HP" button, but if that's what it comes down to...

Right now I'm mulling around two different options. The first is modifying the HP column renderer to that when the player has any temp HPs it displays "X+Y/Z" instead of "X/Z". The second is just not addressing temp HPs at all. They're really something for the player to keep track of, not the DM.

*Shrug* Anyone want to chime in with their opinion?


Actually I didn't contradict anything you said, so I have no clue why you even posted the list. The part about keeping the max temp hp value is not accurate. If you get 10 temp hp, and then get hit for 7 that puts your temp hp down to 3. Then you get another effect that has 5 temp hp. Guess what 5 is greater than 3 so you get 5 temp hp.

Taken in this light it is simple to implement using an extra box, and just have the amount taken from the box. Kind of like your hp box.

Look here to Check out my adventures and ideas. I've started a blog, about video games, table top role playing games, programming, and many other things its called Kel and Lok Games. I'm looking for players for a 4E fantasy grounds game.Swallowed Lich's Implement, help please.
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4 years ago  ::  Jul 25, 2009 - 9:41PM #32
tasiefer
Date Joined: Jul 13, 2009
Posts: 201
Ended up having more free time that I thought I would today, so v.92 is available on the site. Sorry I forgot to flag the last update as v.91 before building the .air file, but this one is flagged correctly.

v.92 changes:

  • Added tracking of temporary HP, displayed in "X+Y/Z" format
  • Modified alert boxes shown when importing encounters and clearing any existing characters
  • Modified behavior and text of health condition shown in the character info pane
  • Modified restrictions on several text input boxes
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4 years ago  ::  Jul 25, 2009 - 10:17PM #33
tasiefer
Date Joined: Jul 13, 2009
Posts: 201

lokiare wrote:

Actually I didn't contradict anything you said, so I have no clue why you even posted the list.


Well, my point was supposed to be that the UI was the more troublesome part, but I guess I didn't make it that well. You're right that the actual tracking of temp HP is and always was going to be simple, in fact I gave it a count and it's 6 lines of code. Making a tool's UI look and behave like it wasn't written by an engineer is always the harder part for most coders. In Flex, where it handles a lot of UI stuff for you, the temp HP UI and it's behavior ended up being 24 lines. If this thing was written in some other languages I can guarantee that the UI would be 50-75 LOC. Thinking about it, I could have shoe-horned something in with as little as 4 UI lines, but it wouldn't have been something to be proud of.

Either way, it's done now, so yay.

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4 years ago  ::  Jul 25, 2009 - 10:23PM #34
TiamatTheDragonGod
Date Joined: Oct 21, 2007
Posts: 448
Several Suggestions:

1) You really do not need to have the Name, Initiative and Hit Points displaying Twice. I would suggest that instead of having it seperatly showing only when selected, make each initiative line display all the information you need like so:

Init | Name | HP (including temp with a simple plus sign (ie. 22+3)) | AC | Fort | Ref | Will

The only think character stat wise you need to show in the character tab are their name (so you know who you selected) and the HP change/entry box.

2) The Effects info block is HUGE, a character is not going to have very many effects on him at one time, and even if he does, a little bit of scrolling doesn't cause any harm. Make that pane about a third of the current hight and about 80% of the current width. Also rename it Conditions, since that is what it is showing.

3) Move the selectable conditions and the Ongoing damage block above the new Conditions Info Block and you just saved yourself a wad of space.

4) Shorten the name box to approximately where the AC info box ends; that's plenty of space to ensure you have the right character selected.

5) Delete all buttons and info/entry boxes including the HP ones and except the name box and recreate as below (or just move/create them as explained):

Below the Name have 4 buttons: Hit (damage), Heal, Set (to easily update HP after a rest), Temp (to set temporary HP)
Below those 4 buttons have: An entry box and a "Set Init" Button.
(The entry box being tied to all 5 buttons listed above)

Below that have the remaining buttons in order downwards:

Promote
Demote
Delay Turn (which is what it's actually called and how it should work too)
Take Turn
Ready Action
Use Action

6) Create an Undo function.

7) Add the ability to Edit Character stats so you don't have to recreate them every time your characters level up or get a stat boosting item.

8) Instead of an arrow to indicate who's turn it currently is, have the line highlighted, (perhaps in green? since blue is 'currently selected') to once again save space.

Hmm, that's all I can think of for now.

Hope this helps at all, I use VCC (http://www.exnebula.org/en/vcc) at the moment, but it still doesn't quite do what I want it too. Yours has the potential to be more useful to me for various reasons.
I am the God of Dragons!

Hail Wizards and it's mighty awesomeness for finally addressing some of the issues we had with the old forums and website! It's about damn time this place got an overhaul!

Wahoo!
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4 years ago  ::  Jul 25, 2009 - 10:31PM #35
TiamatTheDragonGod
Date Joined: Oct 21, 2007
Posts: 448
updated while posting hence some additional thoughts:

Temp should clear upon hitting STOP (since they do not stay after encounters)
A button to clear all Conditions would be nice.

Something I noticed:

Prone is locked in when unconcious, this is however not always the case. You can be unconcious and non-prone.

I'm sure I'll have more thoughts...
I am the God of Dragons!

Hail Wizards and it's mighty awesomeness for finally addressing some of the issues we had with the old forums and website! It's about damn time this place got an overhaul!

Wahoo!
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4 years ago  ::  Jul 26, 2009 - 6:53AM #36
tasiefer
Date Joined: Jul 13, 2009
Posts: 201

TiamatTheDragonGod wrote:

Several Suggestions: ...


Great comments, thanks. I'll send you a PM with a detailed response on some of this since I don't want to flood the thread...

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4 years ago  ::  Jul 26, 2009 - 7:34AM #37
TiamatTheDragonGod
Date Joined: Oct 21, 2007
Posts: 448
cool!

BTW, I just re-read my post and it strikes me as a little arrogant... this is not intended.. I wrote it at like 2am last night! haha!

They're all just suggestion, this is by all means your project after all!
I am the God of Dragons!

Hail Wizards and it's mighty awesomeness for finally addressing some of the issues we had with the old forums and website! It's about damn time this place got an overhaul!

Wahoo!
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4 years ago  ::  Jul 26, 2009 - 9:10AM #38
Jhanzur
Date Joined: Dec 28, 2008
Posts: 536
2 thoughts after using the Air version:

- Is there anyway to load multiple compendium entries at once? Right now it displays the last one loaded in all windows.

- Can you make it so I can edit characters after I've put them in?
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4 years ago  ::  Jul 26, 2009 - 10:29AM #39
tasiefer
Date Joined: Jul 13, 2009
Posts: 201

Jhanzur wrote:

- Is there anyway to load multiple compendium entries at once? Right now it displays the last one loaded in all windows.


It's supposed to work the way you want, so looks like it's bugged right now. I'll get it fixed.

Jhanzur wrote:

- Can you make it so I can edit characters after I've put them in?


Hah. I just told Tiamat in a PM that if one more person asked then I'd add this in.

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4 years ago  ::  Jul 26, 2009 - 12:26PM #40
Eeyno
Date Joined: Jun 13, 2007
Posts: 24
Is there a way that you can edit characters? :D

I was going to ask for that until I saw the other guy ask for it. Grant it I could go edit the character file but if there is a way to do it within the program even better.

Ok now for something that popped up on me. Perhaps this is just how it will work but let me explain what happened.

I was creating a example encounter and was making up damage, healing etc. but testing out the program by going through several rounds until said mob was dead.

I kept clicking on the mob in order to then add damage to him then clicking on the next button to go to the next party member. The program then moves to the next character correctly but in my hurry I accidently added damage to the player instead of the mob.

I'm not sure if I was using the program correctly or not.
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