Thanks Ron I use this all the time and have Pinned a link in our guild forums also. It helps a lot thanks for your time and effort!
Thanks Ron I use this all the time and have Pinned a link in our guild forums also. It helps a lot thanks for your time and effort!
Role Players on Khyber
"Build bridges not walls."
Ron, thanks so much for the hard work! Your character planner is an amazing tool that makes planning characters a much more enjoyable task!!
Hey thanks for this. I have used it for all my characters and it gives me something to do when I can't log on and play(somewhat fills the DDO crack need.) ha
Anyway, I was playing with the armor and calc part of the new version. With Mithral chain shirt and Mithral Full Plate(I didn't try other armor types) the extra dex bonus doesn't show up.
Also, when loading a character with something in the relevent static bonus area(dodge and aura of good were the ones I had). And then switching to a new character or a character that doesn't have that relevent bonus. The bonus still shows up in that area. Now, the bonus isn't actually calculating in the AC numbers for the newly loaded character. It just shows that it is there. The only way I have found to clear the Relevent static bonus area is by shutting down the program and reloading it.
Looking forward to more and more updates!
Thanks again,
R
hehe, yep you are right. Thanks for letting me know, I'll fix that. That calculator has some tweaking that needs to be done to it. I'll try to get all those kinks worked out of it before we add any new calcuations to it.
The locus of my identity is totally exterior to me.
"On my business card, I am a corporate president. In my mind, I am a game developer. But in my heart, I am a gamer." - Satoru Iwata
Testing the output for the new enhancement system, don't mind me....
Code:Character Plan by DDO Character Planner Version 2.10 DDO Character Planner Home Page Ahlessa Do'rvena Level 12 Lawful Good Drow Female (6 Fighter \ 3 Paladin \ 3 Rogue) Hit Points: 129 Spell Points: 0 BAB: 11\11\16\21 Fortitude: 14 Reflex: 13 Will: 7 Starting Ending Feat/Enhancement Base Stats Base Stats Modified Stats Abilities (Level 1) (Level 12) (Level 12) Strength 16 18 19 Dexterity 13 13 16 Constitution 11 12 12 Intelligence 16 16 16 Wisdom 8 8 8 Charisma 14 14 14 Starting Ending Feat/Enhancement Base Skills Base Skills Modified Skills Skills (Level 1) (Level 12) (Level 12) Balance 5 7 7 Bluff 2 2 2 Concentration 0 1 1 Diplomacy 2 2 2 Disable Device 7 18 22 Haggle 6 6 6 Heal 1 1 1 Hide 1 3 3 Intimidate 6 6 6 Jump 7 8 8 Listen -1 -1 1 Move Silently 1 3 3 Open Lock 5 15 16 Perform n/a n/a n/a Repair 3 3 3 Search 7 16.5 23.5 Spot 3 8 13 Swim 7 8 8 Tumble n/a n/a n/a Use Magic Device 6 17 20 Notable Equipment Armor: +2 Full Plate Shield: Heavy Steel Shield Shield: Wharfrat's Plank Helm: Founder's Helm Level 1 (Rogue) Skill: Balance (+4) Skill: Disable Device (+4) Skill: Haggle (+4) Skill: Heal (+2) Skill: Intimidate (+4) Skill: Jump (+4) Skill: Open Lock (+4) Skill: Search (+4) Skill: Spot (+4) Skill: Swim (+4) Skill: Use Magic Device (+4) Feat: (Selected) Skill Focus: Use Magic Device Feat: (Automatic) Attack Feat: (Automatic) Drow Spell Resistance Feat: (Automatic) Elven Keen Senses Feat: (Automatic) Enchantment Save Bonus Feat: (Automatic) Exotic Weapon Proficiency: Shuriken Feat: (Automatic) Heroic Durability Feat: (Automatic) Immunity to Sleep Feat: (Automatic) Light Armor Proficiency Feat: (Automatic) Martial Weapon Proficiency: Rapier Feat: (Automatic) Martial Weapon Proficiency: Shortsword Feat: (Automatic) Martial Weapon Proficiency: Shortbow Feat: (Automatic) Simple Weapon Proficiency (ALL) Feat: (Automatic) Sneak Feat: (Automatic) Sneak Attack Feat: (Automatic) Spell Save Bonus (Drow) Feat: (Automatic) Trapfinding Feat: (Automatic) Trip Enhancement: Rogue Skills Boost I Enhancement: Elven Perception I Enhancement: Rogue Disable Device I Enhancement: Rogue Search I Level 2 (Fighter) Skill: Disable Device (+1) Skill: Search (+1) Skill: Use Magic Device (+0.5) Feat: (Fighter Bonus) Dodge Feat: (Automatic) Defensive Fighting Feat: (Automatic) Heavy Armor Proficiency Feat: (Automatic) Martial Weapon Proficiency (ALL) Feat: (Automatic) Medium Armor Proficiency Feat: (Automatic) Shield Proficiency (General) Feat: (Automatic) Sunder Feat: (Automatic) Tower Shield Proficiency Enhancement: Fighter Armor Class Boost I Enhancement: Improved Drow Spell Resistence I Enhancement: Elven Keen Eyes I Enhancement: Fighter Strategy Trip I Level 3 (Paladin) Skill: Disable Device (+1) Skill: Use Magic Device (+1.5) Feat: (Selected) Combat Expertise Feat: (Automatic) Aura of Good Feat: (Automatic) Smite Evil Enhancement: Elven Dexterity I Enhancement: Rogue Open Lock I Enhancement: Rogue Spot I Level 4 (Paladin) Ability Raise: STR Skill: Disable Device (+1) Skill: Search (+1) Skill: Use Magic Device (+0.5) Feat: (Automatic) Divine Grace Feat: (Automatic) Lay on Hands Enhancement: Fighter Attack Boost I Enhancement: Elven Enchantment Resistance I Enhancement: Elven Perception II Level 5 (Fighter) Skill: Disable Device (+1) Skill: Search (+1) Skill: Use Magic Device (+0.5) Feat: (Fighter Bonus) Improved Trip Enhancement: Elven Enchantment Resistance II Enhancement: Elven Keen Eyes II Level 6 (Rogue) Skill: Disable Device (+1) Skill: Open Lock (+5) Skill: Search (+2) Skill: Spot (+1) Skill: Use Magic Device (+2) Feat: (Selected) Skill Focus: Disable Device Feat: (Automatic) Evasion (Rogue) Enhancement: Improved Drow Spell Resistence II Enhancement: Rogue Dexterity I Level 7 (Paladin) Skill: Disable Device (+1) Skill: Search (+1) Skill: Use Magic Device (+0.5) Feat: (Automatic) Aura of Courage Feat: (Automatic) Divine Health Feat: (Automatic) Fear Immunity Enhancement: Fighter Strength I Level 8 (Fighter) Ability Raise: STR Skill: Disable Device (+1) Skill: Search (+0.5) Skill: Use Magic Device (+1) Enhancement: Elven Dexterity II Level 9 (Fighter) Skill: Disable Device (+1) Skill: Search (+1) Skill: Use Magic Device (+0.5) Feat: (Selected) Shield Mastery Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons Enhancement: Elven Enchantment Resistance III Level 10 (Rogue) Skill: Disable Device (+1) Skill: Open Lock (+3) Skill: Search (+1) Skill: Spot (+4) Skill: Use Magic Device (+2) Feat: (Automatic) Trap Sense Enhancement: Improved Drow Spell Resistence III Enhancement: Fighter Strategy Trip II Level 11 (Fighter) Skill: Disable Device (+1) Skill: Search (+0.5) Skill: Use Magic Device (+1) Enhancement: Elven Perception III Level 12 (Fighter) Ability Raise: CON Skill: Disable Device (+1) Skill: Search (+0.5) Skill: Use Magic Device (+1) Feat: (Selected) Improved Critical: Slashing Weapons Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons Enhancement: Elven Perception IV Enhancement: Fighter Critical Accuracy I
Last edited by Ron; 02-23-2007 at 02:02 PM.
The locus of my identity is totally exterior to me.
"On my business card, I am a corporate president. In my mind, I am a game developer. But in my heart, I am a gamer." - Satoru Iwata
Yes it does. I am in fact done except for calculating changes in spell points and saves from enhancements, which will take no time at all. I've already abstracted changes in abilities and skill points from enhancements into the text files.
Anyway, yes, the system is done and seems to work fine. I'm hoping the devs don't make a ton more changes to the enhancements. The text file for them is closing in on 9000 lines now, and I've gone through it line by line about a dozen times adding and changing stuff. I'm ready to be done with that part of it
The locus of my identity is totally exterior to me.
"On my business card, I am a corporate president. In my mind, I am a game developer. But in my heart, I am a gamer." - Satoru Iwata
Been using your character planner forever now, and I was wondering if you had a preliminary build that featured level 14 using standard PnP rules?
keep up the good work! your planner is a huge asset to the community!
Hehe, no I haven't even started dealing with the level cap increase yet. The devs are going faster than I can keep up with That task I will save until after the next release.
The locus of my identity is totally exterior to me.
"On my business card, I am a corporate president. In my mind, I am a game developer. But in my heart, I am a gamer." - Satoru Iwata
Hey everyone,
I have uploaded version 2.10 to the usual place. Check my sig for the link.
The major new feature of this one is the inclusion of the new enhancement system. The mechanics for selecting enhancements is significantly different than what it used to be, so be sure to read the directions that appear in the description box when you first click on the "Select Enhancement" instruction.
Note that the enhancement data is based on characters I ran through Risia from about a week ago through this weekend. Any changes to the system the devs make between then and when it goes live will, of course, cause the planner to be wrong. So (as always) don't take anything the planner says as written in stone, especially with regards to the enhancement system.
For equipment, I added helms and shields, so you now have five types of equipment that can be added (along with armor, robes, and docents). I did some major overhauling of the equipment system (although it's mostly internal, and you won't really notice a difference in practice). Because of this, I reset all the prefixes, suffixes, and clickies, and redid them from scratch from what I saw in the auction house. If there is a prefix, suffix, or spell clickie that you know FOR SURE should be on the list for a particular item and isn't, please let me know. I'll keep haunting the AH scanning for any I missed with the last pass. In the meantime, you can also adjust the list by modifying the Equipment.txt file in the Data directory. Just open it up with any old text editor, the format should be pretty obvious.
Anyway, I've gone on long enough. Here is the changelog:
Version 2.10
============
1) Corrected the level aquired of the Resist Energy spell for Rangers and Clerics.
2) Fixed the spell descriptions for Resist Energy and Protection from Energy.
3) Fixed a condition where multiclass characters could train Perform, Open Lock, or Disable Device before they had taken the appropriate class.
4) When a player makes a peice of equipment active that affects ability scores, that effect is now shown in the ability box next to the ability score in parentheses.
5) You can no longer change the current active instruction when the equipment screen is shown. This prevents weirdness from happening in the advancement box when the equipment panel is shown.
6) Removed the old enhancement system and added the new one. All enhancement effects are now softcoded (i.e. controllable by keywords in the text files).
7) Added shields and helms to the equipment lists. Players may now add these to their characters along with armor.
8) Changing equipment slots will now reset the various bonus, material, etc. selections.
9) When changing equipment slots, the equipment radiobuttons are now returned to their default state.
10) Retooled all equipment bonuses, materials, prefixes, suffixes, and clickie catagories to correctly handle item catagories rather than slots. This prevents problems with different types of items that can fit into the same slot (e.g. Shields and Weapons, or Docents and Robes).
11) Robes and Docents were given their own classes internally to distinguish them from other types of armor, which means they can now accurately be given their own sets of bonuses, prefixes, etc.
In addition, there are a few known issues with this release. These are slated to be worked on for the next version:
Known Issues 2.10
=================
1) On occasion, parent headings can become garbled. This most often appears on the known enhancement list, but can appear on any of them. A fix is in the works. For now, you can reset the parent headings if they become garbled by switching levels (e.g. hit level 2, then back to level 1).
2) The AC calculator is not yet set up for dealing with the new enhancement system. This will be fixed in the next version of the planner.
3) Prefixes for equipment desperately need a prefix modifier. While the system we have in place now (i.e. brute force) is adequate for the moment, it really needs an overhaul to make it more like suffixes. Planned in the next update.
4) The enhancements do not yet have graphics associated with them. They will be added in the next version.
Let me know if there are any other issues you run across other than those I just listed.
Ron
The locus of my identity is totally exterior to me.
"On my business card, I am a corporate president. In my mind, I am a game developer. But in my heart, I am a gamer." - Satoru Iwata
I have to DOwnload 2.1, But I didnt see this addressed in the fixed items and its present in 1.4/1.5 as well....
Rolling up my Dwarvern Cleric and when I added Dwarven Constitution II as my Level 12 Enhancement it only added one Hit Point to my character... going from 164 to 165. Seems COnstitution Bonuses to Hit points are not adding correctly.
Keep up the good work! GOnna DL 2.1 now!
EDIT: Ok, Got 2.1...
Con Bug still there...
Helms....
Wisdom Only Goes to +3 and when added, Doesnt seem to add to my Wisdom score.
Hmmm. Just to make sure I understand the proper behavior, you SHOULD be getting an extra 12 HP from that change, right? I'll take a look at it.
Which helm are we talking about? Helm of the Mroranon? Is there a number coming up in parentheses in the ability box?Helms....
Wisdom Only Goes to +3 and when added, Doesnt seem to add to my Wisdom score.
I actually just looked in the equipment file, and I see I didn't put in ability modifiers for the helms. I'll do that. If you want, you can put them in for the one you are after. You just need to add a couple of lines to the Equipment.txt file. For example, find the helms (they're toward the bottom of the file) and change the entry:
SLOT: Helm;
EQUIPMENTNAME: Helm of the Mroranon;
EQUIPMENTTYPE: Named;
DESCRIPTION: This powerful helm is an ancient keepsake of the Mroranon clan of the Ironroot Mountains. \par\par {\b Wisdom +6:} This item makes the wearer more in tune with her surroundings, granting a +6 enhancement bonus to Wisdom. \par\par {\b Intimidate +7:} Provides a +7 competence bonus to the wearer's Intimidate skill.;
to
SLOT: Helm;
EQUIPMENTNAME: Helm of the Mroranon;
EQUIPMENTTYPE: Named;
DESCRIPTION: This powerful helm is an ancient keepsake of the Mroranon clan of the Ironroot Mountains. \par\par {\b Wisdom +6:} This item makes the wearer more in tune with her surroundings, granting a +6 enhancement bonus to Wisdom. \par\par {\b Intimidate +7:} Provides a +7 competence bonus to the wearer's Intimidate skill.;
ABILITYMOD: Wisdom;
ABILITYCHANGE: 6;
That will tell the program this item should adjust your Wisdom by 6 points.
[EDIT: Ah, I just realized you are probably referring to the "Wise" prefix for helms. You are right, they only go to +3. They ought to go to +5, right? This is one of those things I was talking about when I said the prefixes need a modifier entry. But you can brute force it by adding more entries to the PREFIX section. Just add these under the current Wise entries:
PREFIXSLOT: Helm;
PREFIXNAME: Wise (+4);
PREFIXDESCRIPTION: This item makes the wearer more in tune with her surroundings, granting a +4 enhancement bonus to Wisdom.;
PREFIXSLOT: Helm;
PREFIXNAME: Wise (+5);
PREFIXDESCRIPTION: This item makes the wearer more in tune with her surroundings, granting a +5 enhancement bonus to Wisdom.;
That will give you the proper options. However, there is no way to make them actually show the effect in the planner. Prefixes and suffixes aren't set up for that yet. I'll put that on the todo list for the next version.]
Last edited by Ron; 02-26-2007 at 01:44 PM.
The locus of my identity is totally exterior to me.
"On my business card, I am a corporate president. In my mind, I am a game developer. But in my heart, I am a gamer." - Satoru Iwata
Yeah, +2 to CON Should add +1 HP FOr every Level....
You got it on the WIsdom/Helm stuff.... I'll have to look into adding that other stuff... Prety cool....
Seriously, this needs to be a sticky thread, cuz this character planner rocks the casbah.
Good Job man <hands you a cigar>
<=======>~~~
Ahhhhhh......
Shaamis is REBORN! Stronger!Faster! DRUNKER THAN EVER!!! - DeathSmile Guild on Hardcore - The Drunken Monk of Stormreach on all other servers!
Ah, thanks MT. I doubt we'll get stickied though. Excpet for one time when the planner first came out and was put on the "interesting threads of the week" list, the devs have never acknowledged its existance. I don't know why, they don't like me I guess
I'm now throroughly confused on how the Con bonus works for HP. I'm gonna have to ask, but I'll start a different thead on it.
The locus of my identity is totally exterior to me.
"On my business card, I am a corporate president. In my mind, I am a game developer. But in my heart, I am a gamer." - Satoru Iwata
Its easy ... HP = (Class HP +Con bonus) * level
So a level 10 fighter with 20 con would be 150
(10 fighter class + 5 Con bonus) * 10
+2 con would add +1 to the bonus (because bonuses go up on even numbers)
Add in feats (toughness) and Enhancements (toughness again) and your all set.
See, even the EULA says its a game and supposed to be fun. EvilDuckie-DuckieBotOriginally Posted by EULA
Thanks for the quick work on the enhancement system Ron! I'm gonna download it as soon as I get the chance. I have to say that this really needs to be stickied. So without further ado:
/votes for a sticky
Accomplishments:
Helping newbies on many occasions
Coordinating a smooth and successful Elite Vela takedown
Maybe if Ron add Barbarian Tastiness enhancemament (Barbarian levamel 1, progressimion 0, cost 1ap, enables purchamase of tasty ham from tavern) developamers would be more likelamally put it in actuamal game. Hmmm....