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Messages - MagicSN

#1
Herolab 4e Development / Re: File Naming Conventions
January 17, 2014, 10:01:14 AM
Personally I do not really like the "one file per feat" thing. It is often convenient to have several things in one .user file (but I am currently not working on any 4e scripts, so not really for me to decide ^^ - as mentioned, my group moved completely to D&D Next). Asides from that I think to have some sort of Naming convention would be a GOOD idea.
#2
Basically there are two things - the .dat files which are the "official" script files, and then .user files which are User Script files. When you do fixes you usually do .user files (and can specify that "this feat in the user file REPLACES the feat by this name from the official files - making the fixed version replace the buggy version).

Basically what I do is I backup all my .user files, and when I would need to reinstall I just install them again (but currently I am mainly on the (inofficial) D&D Next Hero Lab and there I directly edit the .dat files anyways as I did the complete implementation for Next ;-)

With 4e the big issue is that Wolflair has no licence to do a character editor, so they basically provice a script with which a player can generate the .dat files out of the content on the WotC webpage (using his user login on his DDI subscription). This process is not perfect and is the reason of those many bugs.

As to how I learned how to do this stuff - for one thing I read the existing scripts and analyzed them (and often did some trial-and-error). For another, there is a help menu in Hero Lab which brings you to a webpage by Wolflair where a lot of things are explained (script functions and whatever). Also the whole script language has similarities to other script languages (sometimes this was evil - I am working on Python Scripts at my job, and sometimes I got confused between Hero Lab Scripting syntax and Python Syntax - either at the job or at home when coding with Hero Lab ;-) ) Tiny stuff like is a comparision = or == and such...
#3
Quote from: Adamos on December 25, 2013, 09:17:11 AM
Hi,

Happy Holidays!!

Because I have so little experience with using the Editor, I depend on you and the others to make the fixes to the 4e.  There are still a multitude of issues with many of the feats, powers, and weapons, etc., but I greatly appreciate your extraordinary efforts.

Please continue these efforts to increase the completeness and usefulness of this product.

Thanks again,

Adamos

I have recently mostly worked on a D&D Next Module for Hero Lab. I have the playtest rules (+my personal houserules) in the meanwhile 100% implemented. Sadly Wizards of the Coast declined my request for permission to release it. So now I have the most wonderful D&D Next editor for only my personal usage ;-) (I plan asking them again, once Next has been officially released - hopefully they will in the meanwhile have realized then that they need a PC-based character editor).

Anyways, if there is any issues in 4e Hero Lab where I can help I suppose I could do some stuff, which is not all over the place, but this or that item or feat or such. In our group we currently do not play 4e anymore, though, so I would currently not do any "all over the place big/huge stuff" as to 4e Hero Lab Coding.

MagicSN
#4
Herolab 4e Development / Hero Lab Development
October 03, 2013, 02:43:03 PM
Hi!

How are you people? Any news on the development side? ;-)

Myselves I have been fairly busy lately, starting to develop Hero Lab for D&D Next ^^ (as I did not hear anything definite from the Lone Wolf people, and it sounded currently doubtful they do anything, I decided to start myselves).

The thing is already pretty nicely shaping up, though of course still a LOT of work.

Today I managed to do the level-base class features of D&D Next into my Hero Lab code (based on a changed version of the 4e Paragon Path code, the variable types even are still named "Paragon" in the source code ^^).

Major mechanics still to do are currently: Spells are currently only spellbook stuff listed, not memorizing stuff. This dual-mechanic will probably be quite some work to do. And stuff like "you can get a spell from a different class" as class feature and stuff like that (might be something in the 4e code I can "steal", though ;-) ).

My group is still playing 4e and we do not plan to stop, anyways, but still it has been some sort of pet project of mine to implement D&D Next Support for Hero Lab ;-) Of course still unsure if I ever can release this, due to WotC regulations :(

Some Screenshots:

http://img546.imageshack.us/img546/5063/q0cl.png
http://img841.imageshack.us/img841/5439/le27.png (this one is a really early one... you see the Cantrips still being called AtWill's here ^^)

But it's probably the biggest pet project I did up to now ^^ Well, maybe not, maybe porting Quake 2 to AmigaOS was my biggest pet project (and I actually finished that one!)

MagicSN

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