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Ron
02-04-2007, 12:00 AM
Hey gang,

I imagine this will be a fairly long post, so bear with me, there's a few things I want to mention and explain.

But first and foremost, the big announcement! As you may guess from the title of this post, I am done with version 2.00 of the planner, and I've posted it in it's usual place (http://www.rjcyberware.com/DDO). It is version 2.00rather than 1.60 because the planner has undergone the most massive amount of coding since version 1.00 in order to get it ready and able to handle equipment. In fact, the amount of code the comprises the planner nearly doubled from it's previous incarnation!

Despite the massive amount of code, the changelog for this version is quite short. Here it is in it's entirety:

Version 2.00
============
1) The Forum Export Level Selector will now show through level 12 instead of through level 10, so you no longer have to manually scroll to 12.

2) Fixed a bug where under certain conditions, the planner could miscalculate the character level for multiclassed characters. This bug most often manifested as multiclass characters recieving "level 0" spells in place of their high level spells, although it may rarely have affected other systems as well.

3) Removed the Improved Moble Spellcasting feat.

4) Users may now create and add armor to their characters.

5) Fixed the Heroes Feast spell description.

6) Added equipment listings to both the printout and the forum export.

7) Much additional work done on the statistics calculator screen. It will now calculate your total AC. However, it is limited to only using armor for equipment.

Alright, now the rest of it. Firstly, equipment is going to come in stages. The biggest and most complex part was adding the first type, which happens to be armor (or in fact any bit of equpment that goes in the armor slot, such as robes and docents). As of version 2.00, only armor can be added to your characters. More slot types are going to be going in with subsequent versions of the planner. They should come along quite a bit faster than armor did (the first one involved a whole lot of setup, and now that it's done, the rest of the slots won't need a whole lot of coding, mostly just research and data input into the database).

Secondly, it can be a bit complex to add armor to your characters. Equipment in DDO is a complex thing that involves a lot of materials and prefixes and suffixes and bonuses and so on, and there is just no way to make it completely easy. I did the best I could, and I hope with a little practice, y'all get the hang of it without too much trouble. There is a tutorial for the planner in the works, and in fact, mostly finished, over on DDOWiki (http://ddo.enterwiki.net/page/Character_Planner_Tutorial). If you've used the planner before, I suggest you at least read over the "Eqiupment" section. If this is your first time with the planner, you may want to read the entire thing. I'm not 100% finished with the tutorial yet, but the couple of parts that are missing you should be able to figure out with a little experimenting.

Thirdly, some equipment effects are not yet shown. These are the ones that affect your abilities and skills. There are plans in the works to display how your active equipment affects these items, and we hope to have them in by the next iteration.

Fourthly, there is the AC calculator. I think it is pretty accurate for a first pass, although sadly, because you can only add armor and no other type of equipment, it won't be a true representation of your AC. As we add more equipment types, it will get better.

Fifthly, speaking of the calculator, it hasn't been tested as thoroughly as I'd have liked. Given the number of permutations possible, doing so would be a pretty big task, so I'm going to leave the final testing up to you guys. If you see any weird stuff, let me know about it. I already know about a few quirks in the calculator that need to be worked out, but never assume I know about something until you tell me. If I don't know about it, I can't fix it! :)

Sixthly, the calculator is only calculating AC at the moment. The purpose of this screen is to calculate a variety of things (this is why "Armor Class" has a radiobutton next to it, even though there is nothing else to select, I anticipate in the future, there WILL be more selections). If you have suggestions on other types of calculations that could be added, let me know.

Finally, one last thing about equipment. At the moment, you can do things you shouldn't be able to do, like add docents to your Drow, or platemail to your Warforged, or create an armor that would be level restricted to 16 or so, things like that. I'll try to add some sanity checks as the equipment portion of the planner matures. Keep in mind it's a first pass, and it relies on you quite a bit to keep things honest. Just like the planner itself wasn't perfect at 1.00, equipment in 2.00 isn't going to be perfect either. We'll also be adding equipment icons that appear in the equipment panels (just like they do in game) and also in the scrollbox lists, almost certainly with the next version. They didn't make it into this version because quite honestly I'm exhausted and need to take a couple of days off, hehe.

If you have suggestions and/or bugs to report, please don't hesitate to contact me. Either post in this thread, or PM me, or contact me via the instructions in the "About" box of the planner. I will do my very best to help out with problems, and always appreciate feedback.

Ron

Tanka
02-04-2007, 09:22 AM
Very nice, Ron! An incredible upgrade to an incredible tool!

Thanks for all your hard work!

Ron
02-04-2007, 10:29 AM
Thanks Tanka, I'm glad the majority of the work is done, hehe. Adding in the rest of the equipment will be really quite trivial in comparison :)

I decided it was uncool to not have the tutorial finished, so I went ahead and finished it this morning. Although I'd like to add a few screenshot graphics to it, it is otherwise complete. I hope it is of some help for those new to the planner.

Sefuss
02-04-2007, 10:49 AM
Though I personally don't use it, what you do with this is awesome. My buddy was just talking to me about downloading it and trying it out. You are a credit to the ddo players, and I hope good karma rewards you accordingly. Keep up the good work:)

FoeHammer
02-04-2007, 10:51 AM
Thanks for all your 'extra credit' work.

I relied heavily on the character planner when I first started playing and still use it today to bounce ideas!

/cheers

Newtons_Apple
02-04-2007, 10:53 AM
I may get cube reprimanded for saying this, but DAMN!

winsom
02-04-2007, 11:15 AM
Take 1st level as Rogue then 2nd level as Bard.
The skill planner does not show Perform as a trainable skill for either class.

Thanks for coming out with Version 2

Ron
02-04-2007, 11:27 AM
Take 1st level as Rogue then 2nd level as Bard.
The skill planner does not show Perform as a trainable skill for either class.


Hmmm, I can't reproduce that. I get it coming up okay. Are you sure you're looking in the list of class skills (you haven't by any chance gone too far down the list and are looking at cross-class skills, are you?).

I may need you to send me a copy of your character save file to try to reproduce it.

prometheus303
02-04-2007, 01:37 PM
Take 1st level as Rogue then 2nd level as Bard.
The skill planner does not show Perform as a trainable skill for either class.

Thanks for coming out with Version 2

i was just about to comment on this...what is happening to me is that Preform is trainable for rogue at first level. I am not having the same problem of not being able to rasie perform though. I was designing a bard/rogue and noticed that the planner definately let me take perform with only having 1 level in rogue and none in bard.

With that said...you know i've been a huge fan of your work, and this edition is outstanding as well. Looking forward to teh complete package...that is if turbine quits changing stuff on you so you can keep up... :P

great work ron

Tanka
02-04-2007, 02:02 PM
In the Cleric spells section, Resist and Protection from Energy spells description is that of Resist and Protection: Acid.

Just thought you might want to change it to describe the new way those spells are selected.

Tenkari_Rozahas
02-04-2007, 02:04 PM
nice, though with the new enhancement system around the corner... your going to have fun with all those changes, along with more equipment.

Ron
02-04-2007, 03:03 PM
i was just about to comment on this...what is happening to me is that Preform is trainable for rogue at first level. I am not having the same problem of not being able to rasie perform though. I was designing a bard/rogue and noticed that the planner definately let me take perform with only having 1 level in rogue and none in bard.

LOL, how are you guys doing that?? I cannot reproduce that one either. Clearly something odd is going on with that skill. It's really weird how you guys can get it to be there when it shouldn't, or not come up at all, when it seems to work just fine here. I'll look at it and see if I can figure it out.

I don't suppose you can give me step-by-step directions on how you get it to malfunction? Does it happen consistantly?

Thanks for letting me know about the protection/resist spells, Tanka, I'll fix em for the next version.

Odysses
02-04-2007, 05:21 PM
Just wanted to say thanks for such an incredible tool too. Your planner has helped me out alot. Kudos to all your hard work :)

Craggath
02-04-2007, 05:34 PM
Another minor issue,

Resist Energy for Clerics is listed as a level 1 spell, not level 2 as it's supposed to be.

Edit: in the spell text file it's labeled as a level 2 spell, so I have no idea what's causing this.

Edit again: Fixed it! even though the Spellfile.txt said

SPELLNAME: Resist Energy;
DESCRIPTION: Gives an ally limited protection from acid damage, reducing acid damage taken by 10. The damage reduction increases to 20 at caster level 7.;
CLASSLIST: Paladin, Cleric, Ranger, Wizard, Sorcerer;
LEVEL: 2, 2, 1, 2, 2;
ICON: ResistEnergySpell;

the program reads the classes in a specific order, regardless of how they are typed in. It is paladin, ranger, cleric, etc. so the program read it as a level 2 spell for rangers and a level 1 spell for clerics because the it assumes the ranger value comes first. To fix it on your program simply do this:

LEVEL: 2, 1, 2, 2, 2;

problem solved!

Ron
02-04-2007, 09:52 PM
Resist Energy for Clerics is listed as a level 1 spell, not level 2 as it's supposed to be.

Edit: in the spell text file it's labeled as a level 2 spell, so I have no idea what's causing this.

Edit again: Fixed it! even though the Spellfile.txt said

SPELLNAME: Resist Energy;
DESCRIPTION: Gives an ally limited protection from acid damage, reducing acid damage taken by 10. The damage reduction increases to 20 at caster level 7.;
CLASSLIST: Paladin, Cleric, Ranger, Wizard, Sorcerer;
LEVEL: 2, 2, 1, 2, 2;
ICON: ResistEnergySpell;

the program reads the classes in a specific order, regardless of how they are typed in. It is paladin, ranger, cleric, etc. so the program read it as a level 2 spell for rangers and a level 1 spell for clerics because the it assumes the ranger value comes first. To fix it on your program simply do this:

LEVEL: 2, 1, 2, 2, 2;

problem solved!

Wow, thanks for doing the detective work for me! :) Nice job.

I'm a bit disturbed by what you've found though. Those class lists are not there just for looks, they SHOULD be controlling what classes get what spells and when. They ought not be order dependent. If the parser is somehow swapping ranger and cleric in that list, it suggests there's a more serious underlying bug in there somewhere.

I'll have to check out that parser and see what's going on. I haven't looked at the spell file loading parser in some time, so I don't remember what it's doing with that particular keyword. I suppose it's possible I coded it with an order dependence, and the fix is as simple as you've discovered. That would certainly be the easiest scenario, hehe.

Still trying to figure out what's going on with the perform skill. I simply cannot get it to malfunction at all. I'm guessing it has something to do with the interaction between the Rogue and Bard classes specifically, since those are the two special case classes with regards to skills (and both of you mentioned those two classes). I'm working on it....

prometheus303
02-04-2007, 11:39 PM
LOL, how are you guys doing that?? I cannot reproduce that one either. Clearly something odd is going on with that skill. It's really weird how you guys can get it to be there when it shouldn't, or not come up at all, when it seems to work just fine here. I'll look at it and see if I can figure it out.

I don't suppose you can give me step-by-step directions on how you get it to malfunction? Does it happen consistantly?

Thanks for letting me know about the protection/resist spells, Tanka, I'll fix em for the next version.

Ok this is what i do...and its really not that big of a deal i guess...but if you take a level of rogue as your first level, then select bard as your second level...then go back to your level one skills you will see preform listed as a trainable skill. It has worked the last three times i've opened the character generator.

It will charge you a skill point to raise the skill .5 ranks like its a cross skill so i'm assuming somewhere in the code it doesnt matter when you take a class you get access to those skills for all levels. if you arent playing attention and go back to change skills you'll be able to train skills that wouldnt be open to you. Just tested it for rogue as well..i took my first 8 levels as fighter then level 9 as rogue, went back to my first level skills and was able to train in disable and open locks.

hope that helps...

Dariuss
02-05-2007, 12:38 AM
Thanks for the new features Ron!

I've bee nlooking forward to having equipment in this thing since day 1. It's an awesome tool, and I really appreciate the work you put into it.

Cheers!

Ron
02-05-2007, 09:03 AM
Ok this is what i do...and its really not that big of a deal i guess...but if you take a level of rogue as your first level, then select bard as your second level...then go back to your level one skills you will see preform listed as a trainable skill. It has worked the last three times i've opened the character generator.

AHA! Yes, that's a huge help. I can reproduce that one, which means I can fix it. Cool, thanks a ton prometheus,

Ziggy
02-05-2007, 09:10 AM
thanks for the work ron. ill give this a go soon.

Hendrik
02-05-2007, 09:12 AM
Once again Ron, you do the community proud with your hard work!

Keep it up!!!

:cool:

Katrina
02-05-2007, 09:35 AM
This program is incredible!
Thank you very much for your hard work!!

Furgulder
02-05-2007, 09:57 AM
Ron you kick much tail! Thank you for all of your work with this planner.

Furg

Ron
02-05-2007, 12:03 PM
Thanks for the kind words, everyone. I'm glad people find it useful :) I know the equipment/calcualtor portion isn't so functional for real applications yet, but I've already started adding even more types of equipment (starting with shields) so it won't be long before hopefully they become at least as useful as the actual character planning itself.

Vinos
02-05-2007, 12:11 PM
It's people like you that make this game worth playing. It's a great tool and I appreciate all the hard work you put into it.

prometheus303
02-06-2007, 01:00 PM
Not sure if you have noticed this bug, but I figure another set of eyes cant hurt. When calculating AC for a character with pally auras, and you select the +5 aura enhancement in the AC calculator tab, it hads another +5 to your AC instead of bringing the total aura bonus to +5. Basically i can get my AC to +10 with both the aura enhancement taken at level 9 and by selecting the aura box in the calculator.

Also you have the pally aura for AC labled as aura of good in the AC calculator. Since you are planning on incorporating the saves calculator, at least i think you are, you might want to call it the bulwark aura or something to that nature so people can distinguish between the two. Just an idea, purely cosmetic...

also you are able to turn on combat expo and defensive fighting to calc AC, which is impossible since you can only have one active stance.

I'm trying to go over everything to see if i notice anything strange and i'll keep you posted of what i find, like i said earlier another set of eyes cant hurt. and again, great work on this

Zenix_Leviticus
02-06-2007, 01:09 PM
This is an excellent program!!

Many people in my guild have told they are experimenting with different builds
by using it.

I have an idea for you on it.

Factor in Tomes and the levels that you use them. For instance, INT gives
you more skill points if you go up a modifier. Now say a person took an
INT tome at level 1 and had a INT of 15 before and 16 after. They will
get 11 more skill points by level 12.

I was experimenting with my twinked 32 point build and couldn't factor in the
tomes. :)


All in all this is a kick arse program!!

Ron
02-06-2007, 01:39 PM
Not sure if you have noticed this bug, but I figure another set of eyes cant hurt. When calculating AC for a character with pally auras, and you select the +5 aura enhancement in the AC calculator tab, it hads another +5 to your AC instead of bringing the total aura bonus to +5. Basically i can get my AC to +10 with both the aura enhancement taken at level 9 and by selecting the aura box in the calculator.
Aye, you're right. Not to mention if you click all of them it makes it cumulative, which is probably not right, hehe. Same deal for Hero's Companion. Okay, I'll work on that. That's one of those quirks that needs fixing :)


also you are able to turn on combat expo and defensive fighting to calc AC, which is impossible since you can only have one active stance. Cool, got it, it's on the "to fix" list.


Factor in Tomes and the levels that you use them. For instance, INT gives
you more skill points if you go up a modifier. Now say a person took an
INT tome at level 1 and had a INT of 15 before and 16 after. They will
get 11 more skill points by level 12.

Yep, tomes are on the to-do list. You'll notice in the Equipment interface there's an icon for them already (below the equipment panel). I don't have them in yet, but they will go in at some point in the near future. They are somewhat more complex than standard equipment, since (unlike all other equipment) they affect how a character is built.

BlueLightBandit
02-07-2007, 10:13 AM
Okay, I can accept that I probably did something wrong... but I'm not seeing any actual equipment in mine...

I have no selectable base types, the only materials I have are Darkleaf and Flametouched. I have prefixes and suffixes and spells, but no spell charges.

I can post screenshots if needed. Just someone please tell me what I did wrong.

Ron
02-07-2007, 10:39 AM
You haven't selected a slot to fill. Currently, the only one that works is armor.

Once you click on the Equp. button, so that the equipment panel appears, click on the Armor slot. That will bring up your base types.

Garuda
02-07-2007, 12:03 PM
Thank you.

I have spent some evenings playing around with your program more than Turbine's.

Craggath
02-07-2007, 03:03 PM
Ron, this is my first version of the character planner but it really rocks. :)

Just another little thing I noticed: Warforged have two "Warforged resistances" feats. One feat is the outdated +4 to all saves vs. poison, paralysis, energy drain, etc. and one is the correct total immunities.

I did some more detective work and found that in the Feats file/text there were two listings of the warforged resistances. One, the outdated one, was alphabetized with the rest of the feats while the correct one was just tacked on to the end. I just deleted the outdated one on my planner.

You probably just forgot to delete the old one when they overhauled warforged.

I was thinking about the new enhancements and how you would work them into the planner. I don't know much about programming myself, but you may be able to use the same system for feats on the new enhancement system. You could set it up so people get 4 "enhancement feat/points" per level, and have the enhancement box follow the same rules as the feat box, adding new feats and keeping the old ones.

You already have the ability to require a certain in a class to take a feat, such as weapon Specialization, so you won't need to devise anything new for that. And you also have the capability to require a feat to take the next one (such as dodge to mobility), so you won't need to add that functionality either when upgrading energy of the zealot 1 for energy of the zealot 2.

That way you could just copy the feat program, name it enhancements, and put in all the new enhancements without having to write another program. Some changes will be necessary but I think they will be minor (such as not having the previous enhancement stack with the upgrade as toughness stacks with toughness)

geoffhanna
02-07-2007, 04:14 PM
I wouldn't even think of starting a new character without trying it out on the planner first.

Awesome tool, and many thanks!

winsom
02-08-2007, 02:42 AM
Rogue is misspelled in the class description. Shame! :D

Ron
02-08-2007, 09:59 AM
Just another little thing I noticed: Warforged have two "Warforged resistances" feats. One feat is the outdated +4 to all saves vs. poison, paralysis, energy drain, etc. and one is the correct total immunities.


Rogue is misspelled in the class description. Shame!

Oops :) Fixed and fixed.


I was thinking about the new enhancements and how you would work them into the planner. I don't know much about programming myself, but you may be able to use the same system for feats on the new enhancement system. You could set it up so people get 4 "enhancement feat/points" per level, and have the enhancement box follow the same rules as the feat box, adding new feats and keeping the old ones.
As it is now, the code for feats and enhancements isn't all that different, excpet that enhancements are limited to 4 and have some auto-replace coding. You're essentially right, they will become a lot more like feats. I'll just be removing the 4 slot limit, and putting in a scrollbox to display them, and probably be ripping out most of the auto-replace code. It all depends on what they actually implement.

Ron
02-11-2007, 12:06 PM
Hey guys,

Having just loaded up Risia and played with the new enhancement system for the first time, I'm going to take back everything I said about how it isn't all that much different. It is in fact almost completely different! :)

It's going to require a complete overhaul of the enhancement system in the planner. There is a whole new prereq type (progression), parent headings, costs (which are new, costs were ALWAYS 1 before, now they vary), as well as the usual class lists, races lists, and enhancement prereqs (and probably feat prereqs as well, I would imagine, though I didn't see any with my limited amount of playing with them).

I'll do my best to get the overhaul does as fast as possible once the system goes live. I realize that there will be an amount of time the planner will be behind the live game in this respect, and it will make it less than useful for character building. I can't do the coding too far in advance, but I will be gathering data as best I can to get ready so the new version can be ready as soon as possible.

I will say I think this is an awesome change that Turbine is making, and will be very good for the game. No longer will 2/3rds of your enhancement points be useless! Every point will now count. I really like it in terms of gameplay. I hate it in terms of the amount of work it's going to cause me in the planner coding :)

Craggath
02-11-2007, 07:29 PM
I found a complete list of all the enhancements. It's pretty good. You may have found it already.

http://www.ddo.com/forums/showthread.php?t=88791

Ron
02-15-2007, 03:28 PM
I found a complete list of all the enhancements. It's pretty good. You may have found it already.

Thanks Craggath. I used that list as a starting point. Quite an excellent job he did with it!

For whatever reason, I was thinking the enhancement system wasn't going live for another month or two, and that I had plenty of time to get things together. I'm sure I was just mentally blocking it from my conciousness :) I just realized last weekend that it's going live in less than two weeks, hehe.

So somewhat in a state of panic (because I'm very aware that the planner will become next to useless without the new enhancement system in place), I stopped everything else I was doing and began work on the new system. What most worried me was not the coding of the new system, but rather gathering all the data and putting it into a form that my program's text parser could understand.

In a three day marathon session of data research and writing (which started with the excellent spreadsheet done by Kruggar), I put together an all new Enhancement.txt file, which is now done enough to work and spans just over 7,200 lines of text. The reason I made an all new file is that the enhancements are so drastically changed that it was easier to start from scratch than to try to modify the old one.

Anyway, that's done, except for putting in the description and the icon fields. I have nearly all the graphics for the icons (since they are mostly exactly the same as the graphics from the old system), but matching the right graphic to each enhancement entry will take quite some time (there are over 800 of them, after all), and it may not be ready for the next release. The same deal goes for their descriptions, which I'll probably have to pull from the Compendium once it is updated. I think you can probably expect both of those fields to be filled in for the release after the next one.

As for coding, I have the new parser finished, so all that new text is now read into the program and stored in the appropriate databases, and I have the enhancements shown in a brand new listbox on the screen (that is race/class aware so it gives you all the right ones).

All that's left is to teach the program about costs and progression, and allow the user to select which ones they want and display them. And I'll have to make some modifications to the output (save file, printout, and forum export).

Really not that much. I was scared because I figured it would take at least two weeks JUST to put together the new text file (and it probably WOULD have, had I not forced myself to sit hour after hour typing in numbers and text strings, not to mention Kruggar gave me an excellent head start, heh). Once that was done, I got a lot more optimistic about being able to finish this on time. And now that I'm well into the coding, I can say with some confidence that we'll be ready to release with the new system in place at the same time it goes live in DDO.

On a different note, I am working on de-hardcoding some of the things that got hardcoded. Mainly effects. For example, any feat or enhancement that affects your abilities or skills or spellpoints or almost anything else is accomplished through hardcoded code. That isn't exactly ideal, and not what I was after when I began this project. Starting with equipment in the next version, and probably also enhancements, I'm removing all that hardcoding and putting those effects into the text files as keywords. That way if I get something wrong, you guys can change it without having to wait on me to release a new version of the planner. It won't happen all at once, just a few effects at a time per release.

So anyway, all this was to let you guys know I am on the job, and I should have a new release ready on or around the 28th.

Ron

Allasar
02-15-2007, 04:07 PM
Ron - don't you think it would make some sense to try and incorporate the work the JJ has done with the enhancement planner? For example, he already has the enhancement lists in an xml file, which you could parse just as well - equally, you could probably take his output and parse that. He wrote it as an .exe file, but could probably (if he so desired :)) change it to a dll and give you public methods you could call.

Just a thought - they're both excellent tools and it seems a shame not to try to cooperate if possible.

Ron
02-15-2007, 04:45 PM
Aye, I'm aware of JJ's program, and it's quite good. If I were just starting out on the planner, I'd probably see what we could do about combining or sharing code.

However, at this point, what he's done doesn't help me. I have seven (or is it eight?) different parsers in my program, but they all work under the same principles (which is scanning for keywords). Changing one of them over to an xml parser would be a massive amount of work at this point, which just duplicates work I've already done, hehe. Besides which, like I said, I finished the new parser for the enhancement file yesterday (the fact that it took me only a few hours to write is a testament to the fact that it is very similar to all the other working parsers I have in the code already).

As for sharing code, we could do. However, it's not as easy as you might think. For one thing, I'm writing in C++, while he is using .NET (which most likely means he's either using VB or C#). It's not impossible for our systems to work together, but it does require a bit of setup work.

I'm not against working with JJ, if he's interested, but it's more of a long term project than something that can be thrown together in less than two weeks :)

GreenGurgler
02-15-2007, 05:43 PM
THANK YOU VERY MUCH !!! This is GREAT !!!

I have been using this tool you created for a while now and it really shows your love of the game (and tinkering with these kinds of things).

Keep it up! I only wish you could get some 'pay' from Turbine for making such a useful tool for people to tinker with.

Time to go get the newest version.

:D :D :D

Olaustt
02-15-2007, 05:48 PM
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! :D

Fosheezees
02-15-2007, 06:03 PM
Ron, thanks so much for the hard work! Your character planner is an amazing tool that makes planning characters a much more enjoyable task!!

Ryean
02-16-2007, 02:41 PM
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

Ron
02-16-2007, 04:52 PM
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.

Ron
02-20-2007, 08:17 AM
Testing the output for the new enhancement system, don't mind me....


Character Plan by DDO Character Planner Version 2.10
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

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

Craggath
02-20-2007, 10:22 AM
Testing the output for the new enhancement system, don't mind me....


Character Plan by DDO Character Planner Version 2.10
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

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

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: Paladin Bulkwark of Good I
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




Awesomeness. Since it looks right does that mean that you're almost done with the enhancements? :)

Ron
02-20-2007, 11:12 AM
Awesomeness. Since it looks right does that mean that you're almost done with the enhancements? :)

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 :D

DagazUlf
02-20-2007, 11:53 AM
Dying to see the new release of your planner, and I hate to make you look at the huge file again... but, I think it's Bulwark and not a Bulkwark of Good. ;)


Testing the output for the new enhancement system, don't mind me....


Character Plan by DDO Character Planner Version 2.10
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Enhancement: Paladin Bulkwark of Good I

Ron
02-20-2007, 12:07 PM
Dying to see the new release of your planner, and I hate to make you look at the huge file again... but, I think it's Bulwark and not a Bulkwark of Good. ;)

LOL, so it is. Thanks for catching that, I just fixed it.

Ninety
02-20-2007, 09:44 PM
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!

Ron
02-20-2007, 10:25 PM
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.

Ron
02-26-2007, 09:30 AM
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

Impaqt
02-26-2007, 11:54 AM
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.

Ron
02-26-2007, 12:31 PM
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...

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.



Helms....

Wisdom Only Goes to +3 and when added, Doesnt seem to add to my Wisdom score.
Which helm are we talking about? Helm of the Mroranon? Is there a number coming up in parentheses in the ability box?

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.]

Impaqt
02-26-2007, 12:57 PM
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....

Shaamis
02-26-2007, 01:51 PM
Seriously, this needs to be a sticky thread, cuz this character planner rocks the casbah.

Good Job man <hands you a cigar>


<=======>~~~

Ahhhhhh......

Ron
02-26-2007, 03:03 PM
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.

SneakThief
02-26-2007, 03:41 PM
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.

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. :D

Craggath
02-26-2007, 04:18 PM
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

Kargon
02-26-2007, 05:23 PM
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....

Craggath
02-26-2007, 05:29 PM
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....

Why restrict it to barbarian? Other classes pine for Tasty Hams too! It should be a universal feat that is granted to every level 1 character, like Attack.

Or they could just put Tasty Hams back in game....

TreknaQudane
02-26-2007, 11:48 PM
I was messing around with this earlier.

With a level 1 human character (fighter) I was picking some feats.

I'm able to pick up Point Blank Shot but not Precise Shot for my Human Bonus (or any)

The only requirement for Precise Shot is PBS, sort of an odd bug.

Killbilly
02-27-2007, 02:04 AM
Was just playing around with the new planner a bit, and I noticed that the following named armors have no descriptions listed.

Nullcloth Gown
Disc of Lesser Acid Resistance (never heard of this, is it a mistake?)
Docent of Acid
Dinks' Wraps
Wight Hide (may be an error since there is an armor called Wighthide Armor right underneath it.

Also, just a thought, but you might want to add in a later version what the base armor type is. On some of the armors it's listed in the description, but in a lot of them, it isn't.

Ron
02-27-2007, 08:31 AM
I was messing around with this earlier.

With a level 1 human character (fighter) I was picking some feats.

I'm able to pick up Point Blank Shot but not Precise Shot for my Human Bonus (or any)

The only requirement for Precise Shot is PBS, sort of an odd bug.

Hmmm, I cant reproduce this. It seems to work just fine here. Can you confirm? And if so, give me step by step directions on what you did?


Was just playing around with the new planner a bit, and I noticed that the following named armors have no descriptions listed.

Nullcloth Gown
Disc of Lesser Acid Resistance (never heard of this, is it a mistake?)
Docent of Acid
Dinks' Wraps
Wight Hide (may be an error since there is an armor called Wighthide Armor right underneath it.

That's becuase I haven't been able to find them :) Every description in the planner comes from one of three sources, screenshots listed in the static reward list, the database over at gamebanshee, or from me standing at the Auction House hunting through the listings and typing them in manually :) If they aren't in any of those three places, then I don't have descriptions for them. All of these are listed in the static rewards list here on the forums, but they seem to be incredibly rare :) BuckGB (the maintainer of the DDO equipment database (www.gamebanshee.com/dndonline/equipment.php)), Cataclysm (keeper of the Definitive Static Rewards and Unique Chest Loot (www.ddo.com/forums/showthread.php?t=69886)) and I have been hunting for these for a while. It's possible they don't drop anymore.

Sanadil
02-27-2007, 09:23 AM
Not really a bug found, but when you save your character, it adds a space between the end of their name and the .txt if there is no last name entered in for them.

One other suggestion, and I'm not sure how you'd do it, but its hard to tell what levels you took which enhancments on. If you want to go back and remove an enhancment to get something different down the line, currently I have to print off the whole thing to see what I took when, then I can remove it.

A print preview screen would be great too, or something like it, so you can see an overall like you do when its printed, without having to actually print it. The print out is just layed out in such a way that its much easier to read then whats in front of you with the planner itself.

This is a great tool ron, keep it coming.

Tanka
02-27-2007, 10:16 AM
That's becuase I haven't been able to find them :) Every description in the planner comes from one of three sources, screenshots listed in the static reward list, the database over at gamebanshee, or from me standing at the Auction House hunting through the listings and typing them in manually :) If they aren't in any of those three places, then I don't have descriptions for them. All of these are listed in the static rewards list here on the forums, but they seem to be incredibly rare :) BuckGB (the maintainer of the DDO equipment database (www.gamebanshee.com/dndonline/equipment.php)), Cataclysm (keeper of the Definitive Static Rewards and Unique Chest Loot (www.ddo.com/forums/showthread.php?t=69886)) and I have been hunting for these for a while. It's possible they don't drop anymore.
Aw man, pretty sure I pulled a Wight Hide last night and sold it.

I really should write down all the items with no pictures from Cataclysm's thread and screenshot when I find one.

Tanka
02-27-2007, 11:40 AM
OK, weird bug.

I'm making a WF Paladin with 32 points (don't ask me why, I'm crazy like that).

At level 4, he has the following:

Str: 17
Dex: 12
Con: 12
Int: 8
Wis: 12
Cha: 15

Adamantine Body
WF: Slashing

Paladin Attack Boost 1
Paladin Bulwark of Good 1
Paladin Resistance of Good 1
Paladin Devotion 1
Paladin Charisma 1
Warforged Combat Training 1
Warforged Construct Thinking 1
Warforged Healer's Friend 1

His saves are:
Fort: 10 (I can see that)
Ref: 186
Will: 20 (Maybe, but I doubt it)

Houston, we have a problem.

Ed: I went into the Forum Export to see if it went over there, and apparently his Reflex is 1,867,522,162.

Ed #2: OK, found it. When taking the Paladin Resistance of Good, it bumps it to the crazy numbers.

Ron
02-27-2007, 11:55 AM
Wow, nice reflex save :)

Hehe, okay, I'll take a look at it. Probably something to do with the new enhancement system.

Tanka
02-27-2007, 11:59 AM
I'll try to do it again with a non-WF, or with a WF without the Construct Thinking Enhancement line.

Tanka
02-27-2007, 12:04 PM
Yup, it's just the Resistance of Good lineup. Took it with a Human and got the same thing.

TreknaQudane
02-27-2007, 12:11 PM
Ok, it turns out that its only when you have a ranger level you cannot chose precise shot earlier than 11 even if you meet the prereqs.

Ron
02-27-2007, 12:44 PM
Yup, it's just the Resistance of Good lineup. Took it with a Human and got the same thing.

Okay, thanks Tanka, I just found the bug and fixed it. Any enhancement that affects more than one save type will cause that problem. You'll see the fix in the next release.

Trenka: Ah, I gotcha. Yeah, that's a long standing issue. Any feat you get automatically with any of your races or classes the planner will not allow you to select early. So because Rangers get Precise Shot automatically at level 11, you cannot take it at level 1 through 10.

Of course, DDO WILL allow you to take those feats if you wish, before you would get them automatically. It's a discrepancy I've known about since version 1.0, but it's never REALLY been an issue, since the vast majority of feats you get automatically you get at level 1. However, there are a few that cause this problem. I'll see if I can make some changes in the code to let you take these feats early.

Tanka
02-27-2007, 12:45 PM
Okay, thanks Tanka, I just found the bug and fixed it. Any enhancement that affects more than one save type will cause that problem. You'll see the fix in the next release.
Awesome, thanks for being so quick. :cool:

Craggath
02-27-2007, 07:16 PM
Hate to break it to you Ron, but Warforged still have two warforged resistances feats. Forget to save when you made the change? ;)

Grenfell
02-27-2007, 11:08 PM
Hmm...

I can't seem to select Fighter Attack Boost II as a lvl 4 Dwarf fighter with 10 progression and enough AP's....

/gren

Thuban
02-28-2007, 02:25 AM
How come the Drow in your program can't have a 32 point build?

Blind_Skwerl
02-28-2007, 02:45 AM
Technically, with the bonuses, drow are already a 32 point build. Also, when you get the 1750 favor and get to make a 32 pointer, drow isn't an option for it.

Killbilly
02-28-2007, 03:59 AM
That's becuase I haven't been able to find them :) Every description in the planner comes from one of three sources, screenshots listed in the static reward list, the database over at gamebanshee, or from me standing at the Auction House hunting through the listings and typing them in manually :) If they aren't in any of those three places, then I don't have descriptions for them. All of these are listed in the static rewards list here on the forums, but they seem to be incredibly rare :) BuckGB (the maintainer of the DDO equipment database (www.gamebanshee.com/dndonline/equipment.php)), Cataclysm (keeper of the Definitive Static Rewards and Unique Chest Loot (www.ddo.com/forums/showthread.php?t=69886)) and I have been hunting for these for a while. It's possible they don't drop anymore.
Ah. I didn't realize that you were only copying the info from screenies rather than the descriptions listed. I don't have any screenies, but I can tell you from experience that the Docent of Acid and Dinks' Leather Wraps are described accurately. I was the one who initially posted the info on the wraps to Cataclysm's guide, and I've seen a couple of the docents in the AH. If I ever come across either of these again, I'll be sure to snap a screenie.

Tanka
02-28-2007, 05:31 AM
How come the Drow in your program can't have a 32 point build?
As Blind said, Drow are not an option for a 32-point build in-game.

Ron
02-28-2007, 09:08 AM
Hate to break it to you Ron, but Warforged still have two warforged resistances feats. Forget to save when you made the change? ;)

Sonofa..., how the hell did that get back in there? I KNOW I deleted it. Weird. Okay, I'll delete it again.


I can't seem to select Fighter Attack Boost II as a lvl 4 Dwarf fighter with 10 progression and enough AP's...
Thanks Gren, you are right. There's an error in the text file with the REQUIRES field. Just fixed it.


How come the Drow in your program can't have a 32 point build?
Because Drow are not allowed to have 32 point builds in the game either :) By Design.

Dworkin_of_Amber
03-01-2007, 10:44 AM
Hey Ron... noticed something odd..

Create new char.
Human
Rogue Level 1
Paladin Level 2
Jump to L12
Spend 6 AP to unlock Paladin's Resistance of Good.
Select RoG...
Saves jump from 8/6/4 to 9/107/131 :eek:


Also, I know we don't have the Feats for L14 yet... but any thought of adding up to L14 for character design? Specifically as the higher level AP's require Char Level 11 (like Bulwark of Good and Resistance of Good)... desigining multi-class character need 14 levels to design, given that we get L14 in 1 month... just a thought..


And by the way, thanks for the AWSOME tool!!! I love this thing!

Ron
03-01-2007, 11:33 AM
Yeah, I got that one. It turns out when I did the parser for the enhancements, I forgot to set up the save effects to read in as a vector rather than just an integer. Basically what it means is that any enhancement that affects more than one type of save is going to bork the numbers. I fixed that yesterday.

I think I'm probably going to release a new version, maybe as early as this weekend. I've already fixed a fair number of bugs with the new enhancement system, and fixed three of the four "Known Issues". I think they're significant enough to warrant a new upload, especially with that Saves bug (and also an HP calculation bug that was fixed).

It all depends on how far I can get. I have a good start on getting the enhancement graphics back into their correct places, and I'd like to finish, and if I have time, maybe get one more equipment type in. We'll see how it goes.

Not to mention, I wouldn't mind getting a little DDO play time in while the Anniversary event is going on :)

As for the level cap increase, yes, I'll be working on that soon. I can at least set up for the new spells and get the interface all ready, even if we don't have all the data. But it will be a couple of weeks before that's ready, at least.

prometheus303
03-01-2007, 02:33 PM
Not sure if anyone else has asked this yet, but is there a reason you didnt include +5 abilities to helmets? And I also noticed that +3 was the highest WIS and INT modifier for helms as well...just curious...doing a fantastic job as always...we are also missing V and VI levels for all the spell damage adjustments...i'm sure inputting all that stuff is a pain in the arse...but figured i'd stop by and ask...

Thuban
03-01-2007, 02:48 PM
As Blind said, Drow are not an option for a 32-point build in-game.

That's true, but they should start with 32 points anyway shouldn't they? When I used this program it only gave me 28 points to build with.

My drow started with 32 when I made him in game.

Ron
03-01-2007, 02:51 PM
Not sure if anyone else has asked this yet, but is there a reason you didnt include +5 abilities to helmets? And I also noticed that +3 was the highest WIS and INT modifier for helms as well...just curious...doing a fantastic job as always...we are also missing V and VI levels for all the spell damage adjustments...i'm sure inputting all that stuff is a pain in the arse...but figured i'd stop by and ask...

Aye, there's a reason :)

I put in values based on what I saw in the AH at the time. I knew there were other possibilities, but I didn't want to spend a ton of time on it, because I knew it was a stopgap measure that I was going to rip back out and redo anyway. All those prefixes that have variable entries have been redone now such that they are like the suffixes (once you put in Wise, you can then put in a value between 1 and 5 for the bonus). And yeah, the Charismatic, Clever, and Wise prefixes now go to +5, and the spell modifiers now go to +VII (I'm anticipating that we'll see VII once level 7 spells become available).

Anyway, long explanation. The short of it was I was very unhappy with the prefix situation but I didn't have the time to fix it. So I put in the bare minimum until I could get a better system in place. That's done now, and you'll have all the options available for the next release :)

Ron
03-01-2007, 03:03 PM
My drow started with 32 when I made him in game.

I promise you you didn't :)

A drow's base numbers start off higher than the average race (by exactly 4 points as it turns out). Because of this, they can only start with 28 points to spend. They never ever get a 32 point option, no matter how much favor you have.

cnynridr2
03-01-2007, 03:30 PM
Thx a bunch for the planners. I have been using and they help alot. Nice job!

Ron
03-01-2007, 04:13 PM
Because the devs just took Risia down through the weekend, I can't finish the enhancement icons. So no new character planner release this weekend. Look for it next week (presuming the devs bring Risia back up again).

Thuban
03-01-2007, 06:18 PM
I promise you you didn't :)

A drow's base numbers start off higher than the average race (by exactly 4 points as it turns out). Because of this, they can only start with 28 points to spend. They never ever get a 32 point option, no matter how much favor you have.

Oh you're right. I'm not thinking. I got thrown off because I started with a 20 charisma. I was thinking it had to be cus of 32 points.

prometheus303
03-01-2007, 07:15 PM
Yeah, I got that one. It turns out when I did the parser for the enhancements, I forgot to set up the save effects to read in as a vector rather than just an integer. Basically what it means is that any enhancement that affects more than one type of save is going to bork the numbers. I fixed that yesterday.

I think I'm probably going to release a new version, maybe as early as this weekend. I've already fixed a fair number of bugs with the new enhancement system, and fixed three of the four "Known Issues". I think they're significant enough to warrant a new upload, especially with that Saves bug (and also an HP calculation bug that was fixed).

It all depends on how far I can get. I have a good start on getting the enhancement graphics back into their correct places, and I'd like to finish, and if I have time, maybe get one more equipment type in. We'll see how it goes.

Not to mention, I wouldn't mind getting a little DDO play time in while the Anniversary event is going on :)

As for the level cap increase, yes, I'll be working on that soon. I can at least set up for the new spells and get the interface all ready, even if we don't have all the data. But it will be a couple of weeks before that's ready, at least.

I know you work way to hard on this thing, and I applaud your efforts!!! Definately sounds like a much easier format to use and upgrade. I do believe you might want to include +6 to the stat enhancements...since they are definately dropping with the +1 loot table increase...and we will be seeing this level on a daily basis once mod 4 hits the shelves. Again great work with this and i'm glad to finally be able to use just your builder to plan out my characters...i felt dirty using that other guys enhancement program (which was very good indeed) :P

Ron
03-02-2007, 07:30 PM
Ok, it turns out that its only when you have a ranger level you cannot chose precise shot earlier than 11 even if you meet the prereqs.

Just as a followup to this, if anyone is interested. I went through every feat that you get automatically and wrote down any of them you get beyond level 1 (i.e. level 2-12 autofeats).

I then went into the character creater in game and checked them to see if you could take them at level 1. Much to my surprise, there are ONLY 2 feats that do this, and they both belong to Rangers. Precise Shot and Improved Precise Shot, which they get at level 11 automatically but can select as early as level 1.

I was under the impression the planner was wrong from day 1, but in fact, it's only been wrong since the level cap went to 12 ;)

Ron
03-08-2007, 12:16 PM
Well folks,

I've been done with the coding for 2.20 for a few days now. What I've been waiting on is for Risia to come back up so that I could finish the enhancement graphics. I got through about 100 of them or so before they took it down. I also wanted to update the costs, progressions, etc, since they changed slightly from the previous incarnation of Risia.

But, with the announcement that Risia is now down through at least next Tuesday, I can't see waiting on it any longer. I want to get this version out there to fix the Saves and HP calculation bugs, and also there's some new stuff (swords!), and a few other things.

So I'll be uploading a new build sometime today. I'll post the notes once I've done so.

Impaqt
03-08-2007, 01:16 PM
I think I found another Bug Ron.. My Dwarf Build was unable to take Dwarven Faith III even though I has spent 35 Action Points and had I and II.....

WolfSpirit
03-08-2007, 01:46 PM
Great Job Ron, you should be rewarded by Turbine!
I used your first version to create my Expert Crossbowman/finesse fighter, Do almost all (except rogue work) that is my current and only Char. (Deleted all my Gimped ones till I feel a reroll need)
I will continue to use your gift for every Char I create as it worked out so well with Quasaar. Thanks for your Hard work!

Puke
03-08-2007, 01:59 PM
I downloaded version 2.10 and this is the first time using your program, which I think is a great tool. I'm sure the problem is due to user error, but I can't figure out how to get my TWF Human Fighter the "Fighter Haste Boost II."

It shows the cost is AP:2, Level 4, Progression 10 but I have AP:2, Level 4, Progression 14 and I can't grab it.

Also, how do I increase a stat as if I've fed my character a tome? I see a little tome icon in the equipment list but I can't figure it out.


Character Plan by DDO Character Planner Version 2.10
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Pukindog Johnston
Level 4 Lawful Good Human Male
(4 Fighter)
Hit Points: 64
Spell Points: 0
BAB: 4\4
Fortitude: 5
Reflex: 3
Will: 1

Starting Feat/Enhancement
Base Stats Modified Stats
Abilities (Level 1) (Level 4)
Strength 18 20
Dexterity 15 15
Constitution 12 12
Intelligence 10 10
Wisdom 10 10
Charisma 8 8

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 4)
Balance 4 5
Bluff -1 -1
Concentration 1 1
Diplomacy -1 -1
Disable Device n/a n/a
Haggle -1 -1
Heal 2 3.5
Hide 2 2
Intimidate -1 -1
Jump 4 7
Listen 0 0
Move Silently 2 2
Open Lock n/a n/a
Perform n/a n/a
Repair 0 0
Search 0 0
Spot 2 3.5
Swim 4 5
Tumble n/a n/a
Use Magic Device n/a n/a

Notable Equipment

Level 1 (Fighter)
Feat: (Fighter Bonus) Dodge
Feat: (Human Bonus) Mobility
Feat: (Selected) Two Weapon Fighting
Enhancement: Fighter Armor Class Boost I
Enhancement: Fighter Attack Boost I
Enhancement: Fighter Haste Class Boost I
Enhancement: Fighter Item Defense I

Level 2 (Fighter)
Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
Enhancement: Fighter Critical Accuracy I
Enhancement: Human Improved Recovery I

Level 3 (Fighter)
Feat: (Selected) Two Weapon Defense
Enhancement: Fighter Armor Mastery I
Enhancement: Fighter Jump I
Enhancement: Fighter Strength I

Level 4 (Fighter)
Feat: (Fighter Bonus) Spring Attack
Enhancement: Fighter Armor Class Boost II

Impaqt
03-08-2007, 02:06 PM
The Tome feature hasnt been implemented yet... But it does seem that ther eis a Progression bug somewhere that preventing us from selecting some enhancements.

Ron
03-08-2007, 04:12 PM
But it does seem that ther eis a Progression bug somewhere that preventing us from selecting some enhancements.

They aren't so much bugs as they are typos. It's difficult to type in some 850 enhancements without making mistakes here and there, and you guys are finding them, hehe (and thanks for letting me know!). Fortunately, they're easy to fix. I just corrected the dwarf and fighter ones, so they'll be in the update tonight.

Impaqt
03-08-2007, 04:13 PM
They aren't so much bugs as they are typos. It's difficult to type in some 850 enhancements without making mistakes here and there, and you guys are finding them, hehe (and thanks for letting me know!). Fortunately, they're easy to fix. I just corrected the dwarf and fighter ones, so they'll be in the update tonight.
You Rock Ron!

Ron
03-08-2007, 04:22 PM
You Rock Ron!

LOL, well thanks :D

BTW, when you see something like that happen with the enhancements, the first thing to do is to let me know about it. The second thing to do is to pop open the Enhancements.txt file (in the DataFiles subdirectory), go to the offending enhancement, and see if you can find a typo, either in the one that is malfunctioning, or the one that comes before it. Especially make sure the ENHANCEMENTNAME and REQUIRES: fields match the way they ought to.

It's an easy way to fix your version to get your build the way you want it without having to wait on me for a new version to be uploaded.

Sensei
03-08-2007, 04:39 PM
Love it Ron. Great tool!

one thing though, I don't know why I knowticed but your Elf weapon prof. discription said shortsword. Now I and be 100 percent sure but I think thats suposed to be shortbow.

Again great job!

Ron
03-08-2007, 06:20 PM
Hmmm, thanks Sensei, I'll check into that.

In the meantime, version 2.20 has been uploaded.

OPTIONAL STEP
If you are the type that just unzips over the top of your old version, you may want to go to your old version directory and delete the "Graphics" folder before unzipping the new one. The reason for this is that all the graphics have been moved into sub-folders. You can leave them where they are and just unzip over them, it just means you'd have a lot of graphics in the parent folder that are never used. If you don't want to bother, then there is no harm in leaving them where they are.

Here are the changelog notes for version 2.20:

Version 2.20
============
1) Corrected HP calculations. They will now properly account for the character's constitution bonus when it changes between levels.

2) Dwarves will now only get the Dwarven Waraxe proficiency for free if they have at least one level of Fighter, Paladin, Barbarian, or Ranger. If they do not have a level of one of these four classes, they no longer receive the feat (although they can purchase it if they have the requirements).

3) Fixed an issue where an enhancement that affects more than one save type (e.g. Resistance of Good) would put garbage values into the save numbers.

4) Removed deprecated Warforged Resistance feat.

5) Fixed a typo with Fighter Attack Boost enhancement that would prevent the character from taking the second and third tier. Also fixed typos with Fighter Haste Boost I and Dwarven Faith II that caused the same problem.

6) Added missing requesites for Cannith Repair enhancements.

7) Corrected an issue where parent headings could become garbled.

8) Parent headings will now remember their collapsed setting when a box is refilled.

9) Changed the Paladin Armor Boost enhancement to Paladin Armor Class Boost.

10) If the Planner cannot locate an image file, it will no longer pop up a message box complaining about it. Rather, it will quietly load a "NoImage" file in its place.

11) Added a prefix modifier field. Prefixes that have variable entries (such as Charismatic, Potency and so on) will now allow to the user to input these values. As a result, redundant entries in the equipment file prefix section were removed.

12) Reorganized the graphics folder to catagorize the graphics.

13) Rangers may now take Precise Shot and Improved Precise Shot before Level 11 as a selection as long as they fulfill the prereq requirements. They still automatically get these feats for free at Level 11.

14) Two new equipment types added, shortswords and longswords. Shortswords may be equiped in either hand.

15) Added the new Mod 4 spells.

16) Equipment Prefixes and Suffixes which affect abilities (such as Charismatic) will now show the ability change in the ability box in parentheses when the equipment is made active (similar to how named equipment items already work).

17) Added level bars for levels 13 to 20. Reorganized the bars to fit in the area better. Level bars 13-20 are currently disabled.

18) Updated all enhancement progressions and costs based on Risia data. Note, however, that in the meantime, Risia was updated again, and some of the costs are now out of date.

Known Issue:
==========
As the text files have grown ever bigger, they've taken longer and longer to load. At this point, the load time when you start the program is starting to get a bit excessive. I'm aware of it, and will be going over the text parsers to make them a bit more efficient in the next version, which hopefully will speed up the load times a bit.

Let me know if there are any problems.

Ron

Craggath
03-08-2007, 06:54 PM
eeexxxcccelllllent.

/rubs hands

/evil grin

/twitches fingers in anticipation

Thuban
03-09-2007, 12:00 AM
Quick question...

I was making a 32 point build elven rogue. I couldn't decide whether I wanted to start with a 20 DEX or a 20 INT. Then I saw that the builder wouldn't let me start with a 20 INT, only a 20 DEX? How come?

P.S. Out of curiosity, knowing that this is a min/max game, is having a 18 INT and a 16 DEX to start okay? All my other stats would be at 10 cus I don't like having negatives. I get the feeling I'm dumb for not making one of the main stats a 20.

Killbilly
03-09-2007, 04:53 AM
Quick question...

I was making a 32 point build elven rogue. I couldn't decide whether I wanted to start with a 20 DEX or a 20 INT. Then I saw that the builder wouldn't let me start with a 20 INT, only a 20 DEX? How come?

P.S. Out of curiosity, knowing that this is a min/max game, is having a 18 INT and a 16 DEX to start okay? All my other stats would be at 10 cus I don't like having negatives. I get the feeling I'm dumb for not making one of the main stats a 20.

You can't put more points into a ability than it takes to get an 18. Racial bonuses are the only way you can take a stat up to 20 at starting. A 32 point build does not allow you to put more points into a given ability than you normally could. I don't know why so many people think that unlocking 32 point builds lets you put more points than normal into an ability, but it is a fairly uncommon misconception.

Thuban
03-09-2007, 08:46 AM
You can't put more points into a ability than it takes to get an 18. Racial bonuses are the only way you can take a stat up to 20 at starting. A 32 point build does not allow you to put more points into a given ability than you normally could. I don't know why so many people think that unlocking 32 point builds lets you put more points than normal into an ability, but it is a fairly uncommon misconception.

Oh I see what you're saying. Elves get a +2 Dex bonus that's why they can go up to 20.

Well then I guess my question is, wouldn't a Drow rogue be best because I can take both INT and DEX up to 18 instead of being a regular elf and having to settle for a 18/16 combination?

Ron
03-09-2007, 08:50 AM
Quick question...

I was making a 32 point build elven rogue. I couldn't decide whether I wanted to start with a 20 DEX or a 20 INT. Then I saw that the builder wouldn't let me start with a 20 INT, only a 20 DEX? How come?

As Killbilly says, at creation, you cannot raise an ability score higher than 10 points from it's base. So if it starts at 8, you are capped at 18. If it starts at 10, you are capped at 20. That's not to say you cannot raise them later (like at level 4 when you get an ability point to spend).


P.S. Out of curiosity, knowing that this is a min/max game, is having a 18 INT and a 16 DEX to start okay? All my other stats would be at 10 cus I don't like having negatives. I get the feeling I'm dumb for not making one of the main stats a 20.

Not at all. In fact, there's a school of thought that says any character that maxes an ability score at creation is a gimped character, because you are seriously sacrificing your other scores to get those last couple of points (the cost to go to +9 ability is 3 points, and the cost to go to +10 is another 3 points, consider you could take a +0 ability all the way to +6 for the same cost you spent to go those two points).

Craggath
03-09-2007, 05:49 PM
Ron, heres a link to the new racial enhancements.

http://www.ddo.com/forums/showthread.php?t=92534

Barbarian/fighter

http://www.ddo.com/forums/showthread.php?t=92868

Paladin/wizard

http://www.ddo.com/forums/showthread.php?t=92869

Hope this helps.

And as always TYVM for your great work

Tanka
03-11-2007, 11:43 AM
Can I request an updated screenshot on your website? It's still one of the old 0.1 Alpha version.

Ron
03-11-2007, 12:00 PM
Done. I've been meaning to do that forever, I just never got around to it. Sometimes you just have to give me a nudge :D

prometheus303
03-11-2007, 12:30 PM
Just a thought here...I've noticed that the field for the enhancements is rather small considering the amount of trees that can be expanded. Is there another way of listing the enhancements in a bigger window without causing you to much leg work. This is really only a cosmetic issue, and I'm not sure how anyone else feels, but I find it difficult to browse the enhancements with such a small window. Like I said, its really only cosmetic, and maybe I'm the only one, but I figured I'd ask anyway. Thanks again on a wonderful product your doing a spectacular job.

Oh, and another question which I'm not sure if you have already answered or not, but when do you expect tomes to be functioning? Thanks again..

Morilmen
03-11-2007, 09:06 PM
Thanks for your work on this awesome program!

I found a tiny data problem. The Quick Draw feat has a BAB +1 reqirement in the game and the planner does not reflect this limit. I found this out when I was designing a rogue and tried to pick Quick Draw at level 1.

Allasar
03-12-2007, 09:29 AM
[QUOTE=prometheus303;1009175]Just a thought here...I've noticed that the field for the enhancements is rather small considering the amount of trees that can be expanded. Is there another way of listing the enhancements in a bigger window without causing you to much leg work. This is really only a cosmetic issue, and I'm not sure how anyone else feels, but I find it difficult to browse the enhancements with such a small window. Like I said, its really only cosmetic, and maybe I'm the only one, but I figured I'd ask anyway. Thanks again on a wonderful product your doing a spectacular job.
QUOTE]

Agreed - it's a little hard, especially when you're moving back and forth through the list. Another nice feature would be a toggle to only show the enhancements that you can afford based on your available APs, and/or to click off the enhancements for a given class in order to filter/limit the list.

Great work though - it's been a godsend!

Ron
03-12-2007, 09:47 AM
Just a thought here...I've noticed that the field for the enhancements is rather small considering the amount of trees that can be expanded. Is there another way of listing the enhancements in a bigger window without causing you to much leg work. This is really only a cosmetic issue, and I'm not sure how anyone else feels, but I find it difficult to browse the enhancements with such a small window. Like I said, its really only cosmetic, and maybe I'm the only one, but I figured I'd ask anyway. Thanks again on a wonderful product your doing a spectacular job.

Do you mean the field where you select the enhancement, or the field where your known enhancements are shown (or both?). I can expand them a little, but there's not a whole lot of room in there, heh. You're right, I'd like the selection field to be a little bigger, I'm just not sure where to get the space from. I'll give it some thought and see what I can come up with :)


Oh, and another question which I'm not sure if you have already answered or not, but when do you expect tomes to be functioning? Thanks again..
Pretty soon. I was getting ready to do them when the enhancement thing hit, and I had to stop everything else to work on that :) Tomes require new coding, while the other types of equipment do not (at least not very much), they only require data input. Once everything calms down with the enhancements (which should be this week), I can reserve some coding time for the tomes.



I found a tiny data problem. The Quick Draw feat has a BAB +1 reqirement in the game and the planner does not reflect this limit. I found this out when I was designing a rogue and tried to pick Quick Draw at level 1.
Yep, you're right. I just fixed it, thanks for letting me know.


Agreed - it's a little hard, especially when you're moving back and forth through the list. Another nice feature would be a toggle to only show the enhancements that you can afford based on your available APs, and/or to click off the enhancements for a given class in order to filter/limit the list.
Yeah, at some point I'm going to add some toggles. That's why I left a bit of extra space under the enhancement selection box. It may be a couple of versions off, though, before that happens.

Palmetto
03-12-2007, 10:47 AM
The "Ranger Jump" enhancement does not seem to progress beyond "Ranger Jump I".

Ron
03-12-2007, 10:59 AM
The "Ranger Jump" enhancement does not seem to progress beyond "Ranger Jump I".

Thanks, fixed.

Tanka
03-12-2007, 11:07 AM
Done. I've been meaning to do that forever, I just never got around to it. Sometimes you just have to give me a nudge :D
And you should update the link in your sig. :p

Ken_Dorak
03-12-2007, 11:57 AM
With the level cap raising to 14, when do you think you'll unlock levels 13 & 14?

Ron
03-12-2007, 12:20 PM
As soon as I have the relevant data. I already have all the spells in. All I really need are spell progressions, new enhancments, and any new feats that are auto-aquired by classes/races at 13-14. I think everything else is taken care of, unless I'm forgetting something. It'll take me a couple of hours of coding time, but it's really minor stuff.

So as soon as I get the data, I can be ready with a new version that day.

Ken_Dorak
03-13-2007, 11:32 AM
I have a quick question regarding barbarian stuff.

I have yet to build a barbarian, but am considering it. Using the planner and making a dwarven barbarian, you get both the dwarven toughness and barbarian toughness enhancements. However, they both effect your hit points even without taking the toughness feat.

Is this the way it truly works, or is it a bug? I just want to know so I can continue to work on this build.

Ron
03-13-2007, 11:44 AM
It's a bug. In version 2.20 (which is the one you have), the enhancement system takes into account all the enhancement prereqs, except for 1) Feats, 2) Race restricted enhancements that are also class restricted, and 3) Class restricted enhancements that are also race restricted.

In your case, take the Toughness feat before taking the enhancements, and you'll be okay.

These additional prereqs have been added into the 2.30 version of the planner (which is the one I have). The release of that one will most likely happen on Wednesday or Thursday (I'm just going through the enhancement list one last time to make sure everything in the planner matches up with what is shown in game, and I have just a few more races/classes to run through).

Ken_Dorak
03-13-2007, 12:20 PM
Right on, thanks for the help.

By the way, thanks for taking the time to make this sweet program. It's definately a bonus to the game and you should be commended for the work you've done to help improve players gaming with DDO.

mrtreats
03-14-2007, 07:25 PM
Hey ron not sure if anyone mentioned it but you cant select the ranger energy of the wild II no matter what you have for points also i could not take any ranger jump

Ron
03-14-2007, 08:01 PM
Hey ron not sure if anyone mentioned it but you cant select the ranger energy of the wild II no matter what you have for points also i could not take any ranger jump

Fixed and Fixed. Thanks for the heads-up.

Ron
03-15-2007, 07:57 PM
Okay, version 2.30 is now available. First here's the changelog, then there's a bit of news. This is a pretty minor set of changes just to fix a few things, add some graphics to the enhancements, and make everything start up much more quickly.

Version 2.30
============
1) Changed some of the keywords in the equipment file so the parser will not confuse them.

2) Optimized the keyword scanner in the parsers. The data files will now load much more quickly than previously.

3) The Quick Draw feat now properly has a BAB 1 prereq.

4) Added graphics for all enhancements.

5) Race, Class and Feat prereq restrictions were added to the enhancements. For example, now ONLY elven wizards can take Elven Arcanum (previously any elf could take this enhancement).

6) Fixed various typos in the Enhancement data file that could prevent enhancement choices from becoming available when they should.

7) All race and feat enhancement cost, level, and progression requirements have been checked against the live game. Hopefully they should all be 100% accurate now.


Now for the news:

If you haven't seen my other thread, I've decided to take a break from the planner for a bit. I'm totally headed for burnout city, heh. So I'm going back to my own personal coding project for a while, as well as actually getting to *play* DDO a bit more.

That doesn't mean I won't come back to it. I'll definitly still do bug fixes and any changes that are needed because of anything that changes in the game. And down the road, I'm sure I'll be back to it to add more features. It's just for now, I'm sick and tired of looking at it :)

Don't let that stop you from sending me bug reports and other sorts of feedback. I will still be fully supporting the planner as long as I continue to be a DDO player.

Namelessone
03-15-2007, 08:17 PM
Hey Ron, every time I try and load a file the program closes. I created a new character and saved the character. I then tried to load the file, but the same thing happened. Any help ^^

Ron
03-15-2007, 08:28 PM
Oh, bloody hell. Yeah, I'm getting that here too. It wasn't doing that yesterday.

I'm on it. I'll upload a new version when it's fixed.

Ron
03-15-2007, 08:54 PM
Okay, got it. Version 2.35 has been uploaded. I won't post a changelog, it's real easy, just fixed the crash bug.

Namelessone
03-16-2007, 11:15 AM
Okay, got it. Version 2.35 has been uploaded. I won't post a changelog, it's real easy, just fixed the crash bug.
Thanks a bunch Ron!! Great Job so far ^^)

Tanka
03-17-2007, 10:37 AM
Hey Ron, great job as always on the latest version.

I know you said you were done coding it for a while, but any chance you could make it so the dropdown memory with Enhancements switches back to its first state when you open the program when you Clear and start a new character?

Example: I just worked on one character, a Fighter, "minimizing" the Enhancements I won't use. I finished it and went to work on another character, a Paladin, and the Enhancements I minimized were still minimized.

Any chance that could be changed to non-minimized upon hitting the Clear button?

Ron
03-17-2007, 11:03 AM
Sure, that's a good idea. And really easy to do (it's one line, heh). I'll put that on the list for the next version.

Tanka
03-17-2007, 11:05 AM
Awesome, thanks!

prometheus303
03-17-2007, 11:51 PM
i'm am truly sadden to hear that you are depriving us of your amazing work, but I can truly understand where you are coming from. i would love to see this program make it to level 20, but i'm sure it takes away from your playing time. As well as turbine not making it easy on you with there millions of changes every day. with that said, i just wanted to let you know that you have ranger: favored enemy: damage I and II listed as 2 AP's. thanks for all your hard work and your updates will be missed...

Ron
03-18-2007, 09:56 AM
Thanks, prom, fixed. And don't worry, I'll still be updating the program. I'm not going away entirely, I just won't be adding new features for a while. Bug fixes and minor stuff will still be happening, including raising the level cap right along with Turbine :)

Tanka
03-18-2007, 10:50 AM
Thanks, prom, fixed. And don't worry, I'll still be updating the program. I'm not going away entirely, I just won't be adding new features for a while. Bug fixes and minor stuff will still be happening, including raising the level cap right along with Turbine :)
Any chances of releasing portions of code for the userbase to add item functionality, or is that still in your list of plans?

Hey, I bet the userbase would even love to help bulk up the database of item lists, given the proper syntax.

Ron
03-18-2007, 11:59 AM
Any chances of releasing portions of code for the userbase to add item functionality, or is that still in your list of plans?

No, because it would be a nightmare in terms of version control. I've tried that sort of thing before, and it just doesn't work. Even having just two people working on the same code is really difficult. You need some sort of CVS for that, which I don't have (SourceForge would be one option, but it comes with strings attached, i.e. must be Open Source).


Hey, I bet the userbase would even love to help bulk up the database of item lists, given the proper syntax.

Y'all already have it. Just open up the Equipment.txt file and it's pretty obvious :)

Tanka
03-18-2007, 12:27 PM
No, because it would be a nightmare in terms of version control. I've tried that sort of thing before, and it just doesn't work. Even having just two people working on the same code is really difficult. You need some sort of CVS for that, which I don't have (SourceForge would be one option, but it comes with strings attached, i.e. must be Open Source).
Fair enough, just looking for options.


Y'all already have it. Just open up the Equipment.txt file and it's pretty obvious :)
Everything's in place for tomes and such?

Ron
03-18-2007, 01:52 PM
Everything's in place for tomes and such?

Well, no, not for tomes. If it were just a database matter, I'd have put them in by now :) Tomes require some somewhat substantial coding work.

What the community can add (if they so desire) is new prefixes and suffixes, or any item type that's already there (helms, shields, and so on). You could add new types that aren't there (such as rings or tomes), but they wouldn't show up, because I have to add lines in the parser to deal with reading them in, and if they go in slots that aren't turned on yet on the equipment panel, I have to add in a small amount of code for that as well.

Tanka
03-18-2007, 02:11 PM
So right now we can update weapons, shields, armor and helms, correct?

I have been noticing that the Calc section doesn't take into account material types (specifically Mithral/Elven), nor Enhancements (specifically Fighter's Armor Mastery).

Ron
03-18-2007, 11:10 PM
So right now we can update weapons, shields, armor and helms, correct?
Correct, although for weapons you are limited to longswords and shortswords. I don't think any others would work. However, if someone went to the trouble to put together a particular item type that I don't already have in there, then I would add it in and spend the time to make it work. It only really takes a few minutes to add a new type once the database part is done.



I have been noticing that the Calc section doesn't take into account material types (specifically Mithral/Elven), nor Enhancements (specifically Fighter's Armor Mastery).

Yeah, I know. The calculator needs some love. It was designed for the old enhancement system, not the new one, and yeah, it needs to learn how to deal with aspects of equipment other than base type and bonus. It's not really as polished as it needs to be. It's one of those things I'll get to :)

Tanka
03-19-2007, 10:05 AM
Thanks for the responses. I'll see about collecting some information on Shortswords and Longswords and getting all their prefexes and suffixes listed. :)

Tanka
03-21-2007, 11:35 AM
Just a quick question, Ron. Did anyone point out the pre-req for Greater Spell Focus being Spell Focus? Can't seem to find it in the thread.

Ron
03-22-2007, 09:23 AM
No, but that makes sense :) Thanks, I'll add that in.

Viza
03-22-2007, 09:30 AM
Great job!

GHOSTRYDER
03-22-2007, 01:25 PM
congrats for finally getting what you deserve
i think its great and use it for everything from planning characters to looking ahead and seeing when my character gets what

thanks for putting in the time

Ziggy
03-22-2007, 02:30 PM
congratz for getting sticky.:eek:

Mad_Bombardier
03-22-2007, 02:40 PM
Huzzah, sticky! Grats, Ron.

Craggath
03-22-2007, 03:39 PM
Woot! Stickyfied with Turbine powers of Stickyfication!

Dworkin_of_Amber
03-22-2007, 03:58 PM
Hey, I was playing around with the text files, and I managed to get Kopeshes working in the Equipment screen already. Question for you Ron... do you have a Text parser or some other program you use to create the Equipment file, or is it all by hand? I'd like to help however I can to contribute since you are taking a break.

Ron
03-22-2007, 05:13 PM
They're all done by hand. How'd you get Khopeshes working? I'd need to make some modifications to the parser to get new equipment types in! Anyway, if you put in an equipment type and send me the text data for it, I'll make it so the planner works with it. I am taking a break for a bit, but adding new types of equipment is pretty minor once the data's all been put in.

BTW: Thank you guys for the petition for stickyfication. And thank you Turbine for doing it.

Palmetto
03-22-2007, 06:39 PM
BTW: Thank you guys for the petition for stickyfication. And thank you Turbine for doing it.
And thank you for your very hard work.

Dworkin_of_Amber
03-22-2007, 11:51 PM
Well, unfortunately after d/l'ing 2.35, I overwrote my modified Equipment file...

But I cheated... I added them using EquipmentType: Longsword, and when I loaded it, Kopesh was listed along with Longsword and Shortsword... I tried using EquipType: Kopesh and defining Kopesh in the XXXSLOT: keys, but that didn't work, but I don't think the program knew how to handle it... but it did work.

I just now tried it again, and it works... I added the following lines at the end of the Equipment.txt file:


EQUIPMENTSLOT: Longsword;
EQUIPMENTNAME: Kopesh;
EQUIPMENTTYPE: Standard;
EQUIPMENTDESCRIPTION: A Test Kopesh.;

EQUIPMENTSLOT: Longsword;
EQUIPMENTNAME: Dagger;
EQUIPMENTTYPE: Standard;
EQUIPMENTDESCRIPTION: A Test Dagger.;

EQUIPMENTSLOT: Longsword;
EQUIPMENTNAME: Rapier;
EQUIPMENTTYPE: Standard;
EQUIPMENTDESCRIPTION: A Test Rapier.;



And sure enough, Kopeshes, Daggers, and Rapiers show up in the Equipment list, but I can build a +5 Acid Burst Adamantine Kopesh of Pure Good in my Char Planner.

Also: Holy and Holy Burst appear to be missing from the Prefixes, so you can't make custom Holy/Holy Burst Weapons... I figured out how to add it myself... but I think it needs to be added! :)

Ron
04-04-2007, 12:05 PM
Alright guys, I'm working on unlocking the next two levels (13-14) on the planner. I figure it should be done by this weekend, barring any problems. Really, it's not much more than a matter of inputting the new data. I'll see about throwing in two or three more weapon types while I'm at it :)

Tanka
04-04-2007, 12:07 PM
Alright guys, I'm working on unlocking the next two levels (13-14) on the planner. I figure it should be done by this weekend, barring any problems. Really, it's not much more than a matter of inputting the new data. I'll see about throwing in two or three more weapon types while I'm at it :)
Sweet!

BrotherAsmodi
04-05-2007, 02:52 PM
Do you have any idea when more of the Equipment (non weapon) will be added?

Also does anyone have a more complete custom/manually edited EuipmentList.txt file?

Korbein

osirisisis
04-05-2007, 03:24 PM
I like it alot good job ron.

I think it needs more equipment. When U can put a +6 str. ring a belt of greater false life, and a koas guard on your toon and see the AC and averge Attack damage stats for each weapon in the game I think this thing would be grand. How do I find AC also I used the +5 mith full plate but couldnt figure out my AC. How do I find my toons AC at level 12 with equment?

Ron
04-05-2007, 03:33 PM
Do you have any idea when more of the Equipment (non weapon) will be added?

I don't have an ETA. I've stopped working on the planner full time to get some DDO play time in, as well as work on my own game engine, so updates won't come as fast as they once did. But I will, with every release, keep adding more stuff. It's a bit of a tedious job adding all that equipment in, heh.

All that being said, I will release new versions on a reasonable timescale. It won't be *months* in between releases. Probably every time I get stuck on my engine, which happens a fair amount :) Oh, and also whenever the devs make a change to the game that requires a change to the planner (like upping the level cap for instance).


I like it alot good job ron.

I think it needs more equipment. When U can put a +6 str. ring a belt of greater false life, and a koas guard on your toon and see the AC and averge Attack damage stats for each weapon in the game I think this thing would be grand. How do I find AC also I used the +5 mith full plate but couldnt figure out my AC. How do I find my toons AC at level 12 with equment?

Use the Calc. button to get to the AC calculator. You can only set active equipment in the calc section that you've already added to your character (through the equipment screen). At some point I'd like to make it so you can also check out equipment you haven't previously added to your character, but I haven't quite figured out how to handle that yet.

Again, I'll be adding more equipment with each new release, a bit at a time.

Thuban
04-05-2007, 03:58 PM
Can someone who seriously understands character building in DDO please contact me by private message. I'm trying to create a multiclass rogue, and I've got a bunch of questions. I want to multiclass it with some melee like fighter or barbarian, but not sure how.

Ron
04-05-2007, 04:54 PM
Your best bet is to ask in the Rogue forum. Go ahead and play with the planner and make a build. Get an idea of what you want to accomplish and how you want to play. Post the build and ask for advice. I've found that the folks on this board are extremely knowledgable about their preferred class, and are generally quite friendly.

But do make sure you don't just post a build. Also give people some idea of how you intend to play and what your goals are (primarily ranged, trapmonkey, high saves, etc). Also, if you are twinking, you might mention any significant equipment (like tomes or vorpal blades) you intend to pass down to your character.

Ron
04-05-2007, 06:52 PM
Well guys, I worked on the planner today, and bascially, I'm done. With the last major update I set up the planner to run through level 20, and unlocking new levels is fairly trivial now. It takes more time to put in the new data into the text files than to update the code at this point, heh.

What's stopping me from releasing right now is one thing. I don't have the spell progressions for Sorcerers and Bards for level 13 and 14. I need these before I can release a new version (basically, I need to know how many level 1 spells a sorc gets at level 13, how many level 2, and so on, and similarly for level 14, and also for bards).

Everything else I think I have. I am missing images for level 13 and 14 spells, but I think I can get those from the compendium, so no worries there. I just need those spell progressions. So if you know them, send them to me and I can release the next version of the program.

Sarge
04-06-2007, 05:41 AM
GGGGGGGGGGGGreat job!

Can u add tomes into the planner because i usually use tomes after i build my level 1 character so i can the benefit out of 14 int or con with a tome.

Sargee

Longinus
04-06-2007, 05:55 AM
I don't know if this has been mentioned before or not, but I've come across an odd bug in the character planner. If I switch focus away from the planner while it's running through the 'Load X file' routines, the planner hangs.

That is, when I launch the planner and then switch to Opera to see what the weirdos on the cleric boards are yammering about today, then switch back to the planner, it's locked up and has to be force-shutdown.

Ron
04-06-2007, 06:31 AM
I don't know if this has been mentioned before or not, but I've come across an odd bug in the character planner. If I switch focus away from the planner while it's running through the 'Load X file' routines, the planner hangs.

That is, when I launch the planner and then switch to Opera to see what the weirdos on the cleric boards are yammering about today, then switch back to the planner, it's locked up and has to be force-shutdown.

Hmmm, I can't reproduce that, Longinus. Try as I might, it loads in the background just the same as in the foreground. Are you using Windows XP or a different operating system? I can't think of any reason why it ought to lock up, heh.

Which version are you using? With the release of 2.30 (and higher) I optimized the loading routines, they shouldn't take more than a couple of seconds to run through all seven files. If you are still having issues with this, I'd suggest not changing it's focus until it finishes loading. In the meantime, I'll look over the routines again and see if I can find anything that might cause that.

Longinus
04-06-2007, 09:25 AM
Win XP, and I can't remember the version. It's on my laptop and I haven't bothered unpacking it this week since I'm off work. :)

I did get to the workaround on my own, and since you can't reproduce it, I suspect it's an interaction between the CharGen, OS, and one of the Utility Programs that run on the laptop, probably the PoS Wireless configurator.

Will test some more next time I get out the laptop to play with things, but since it seems unique to me, that's good. :)

Ron
04-06-2007, 10:34 AM
Win XP, and I can't remember the version.

Okay, we'll definitely get the new version. The load times were sped up roughly 20 times over what they were in the pre 2.30 versions. If you have to wait for the program to load, then you have an old version. Don't do that to yourself, the new one loads so fast you won't have time to minimize it and switch to something else before it's done :)

osirisisis
04-06-2007, 10:59 PM
Is there +5 str. rings and +2 tomes and stuff like that on the planner yet?
I thought I heard someone got a khophesh to work how did they do that?

Ron
04-07-2007, 08:52 AM
Is there +5 str. rings and +2 tomes and stuff like that on the planner yet?
No, not yet.



I thought I heard someone got a khophesh to work how did they do that?

He cheated by giving them a base type of longsword. Certainly that will work, although the khophesh is one of the new types going in with this next release.

Ron
04-07-2007, 03:25 PM
Hello everyone.

I've just uploaded version 2.40 of the planner. The most important change is this unlocks levels 13 and 14, so you should be ready for Mod 4 when it comes this week. I also added quite a few more weapon types to the equipment lists.

Here's the current change log:

Version 2.40
============
1) Added new enhancements from Mod 4.

2) The Clear and Load buttons will now reset the collapse state of any collapsed parent headings back to the open state.

3) Unlocked levels 13 and 14.

4) Removed a couple of redundant spells from the spell data file.

5) Added Khopeshes, Clubs, Daggers, Handaxes, Morningstars, Kamas, Light Maces, Shortbows, and Longbows to the equipment files.

6) Added several missing equipment descriptions.

7) Equipping a two handed weapon in your right hand will unequip any item you have in your left hand.

8) Similarly, if you equip an item in your left hand, it will unequip any two handed weapon you have active.

As always, let me know if there are any issues.

Ron

mrtreats
04-07-2007, 08:27 PM
ok at 13 my fighter can only pick human wisdom II i picked strength the first time but i can only pick wisdom
http://img1.putfile.com/thumb/4/9621263726.jpg (http://www.putfile.com/pic.php?img=5169607)

Ron
04-07-2007, 09:15 PM
Dang. Confirmed. I'm on it.

[Edit] Well, it appears that only strength is malfunctioning. The rest seem to work fine. However, I have no clue at the moment why that is. I can't see anything different with the strength adaptibilities than with the others. Maybe it needs another set of eyes. If anyone wants to pop open the enhancement text file and take a look at it, I'd appreciate it. I'll keep staring at it and see if I can figure it out.

[Edit2] I just figured it out. There are typos in the enhancement text file. Look under the Adaptability II entries, and under all of them in the REQUIRES field, change the entry:

Human Adaptability Stength I

to

Human Adaptability Strength I

(notice the missing r in the first one). You need to do this for Charisma II, Constitution II, Dexterity II, and Intelligence II. I'll put out a new version tomorrow that fixes this, but I'm going to hold off until then in case any more emergency fixes need to be done first. But if you need these tongiht, make that series of changes and all will be working.

Tanka
04-08-2007, 07:01 AM
I haven't been able to take Fighter Attack Boost IV since at least 2.35. Past L10, have the progression requirement, have the APs... Grayed out.

Ron
04-08-2007, 07:17 AM
Fixed, thanks Tanka. Any others? Now's the time to get them in while I'm working on it :)

Hitari
04-08-2007, 11:05 AM
rogue's extra action boost I costs 3 in the planner, isnt it 2 in game?

Ron
04-08-2007, 11:15 AM
Yep. Got it, thanks.

Hitari
04-08-2007, 11:21 AM
you can get inspired damage 3 without taking inspired damage 2

Ron
04-08-2007, 01:20 PM
Awesome, thanks Hitari, that's two you've gotten now :)

DianWeiYan
04-08-2007, 01:35 PM
When taking a halfling 12/1 cleric/paladin to level 14 13/1 cleric/paladin, I go from 750 sp to 465sp.

I took mental toughness and improved mental toughness if that helps.

Hitari
04-08-2007, 05:14 PM
Barb Extended Rage IV cannot be taken,
also halfing keen ears II, III, and IV can be taken without taking the first one
and ranger extra action boost 2 cannot be taken even tho i have the Reqs. might apply to all extra action boost 2s

Ron
04-08-2007, 07:42 PM
When taking a halfling 12/1 cleric/paladin to level 14 13/1 cleric/paladin, I go from 750 sp to 465sp.

I took mental toughness and improved mental toughness if that helps.

Fixed, thanks. I forgot to add mana progressions to some of the classes for the two new levels. Oops


Barb Extended Rage IV cannot be taken,
also halfing keen ears II, III, and IV can be taken without taking the first one
and ranger extra action boost 2 cannot be taken even tho i have the Reqs. might apply to all extra action boost 2s

First two fixed. Can't reproduce the last one, seems to work fine here. I did find a mispelling in one of the prereqs for ranger extra action boost 1 (resistence), maybe that was causing an issue?

[What the hell is wrong with the forums?]

Tanka
04-08-2007, 07:53 PM
[What the hell is wrong with the forums?]
http://forums.ddo.com/showthread.php?t=97669

Not sure. Problems on (now) four people's ends (including you).

Methinks the DDO servers went kersplodey.

Hitari
04-08-2007, 08:53 PM
ok, nvm bout the ranger action boost, im not lvl 14 ranger, thought you only had to be 13, nice

FATTEST
04-09-2007, 07:58 AM
I have a MC Rog(6)/Ftr(4)/Ran(2), when leveling up to 13 (as a fighter), I do not have the option to increase my disable device skill (both arrows are disabled). I can however increase Open Lock. Build posted below.


Character Plan by DDO Character Planner Version 2.40
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Level 13 Lawful Good Dwarf Male
(5 Fighter \ 6 Rogue \ 2 Ranger)
Hit Points: 209
Spell Points: 0
BAB: 11\11\16\21
Fortitude: 13
Reflex: 11
Will: 3
Starting Feat/Enhancement
Base Stats Modified Stats
Abilities (Level 1) (Level 13)
Strength 18 20
Dexterity 12 15
Constitution 16 18
Intelligence 12 12
Wisdom 10 10
Charisma 6 6
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 13)
Balance 1 8
Bluff -2 -2
Concentration 3 4
Diplomacy -2 -2
Disable Device 5 24
Haggle -2 -2
Heal 0 0
Hide 1 2
Intimidate -2 -2
Jump 4 5
Listen 0 0
Move Silently 1 2
Open Lock 5 20
Perform n/a n/a
Repair 1 1
Search 1 18
Spot 0 7
Swim 4 5
Tumble n/a n/a
Use Magic Device n/a n/a

Notable Equipment
Level 1 (Rogue)
Feat: (Selected) Toughness
Enhancement: Rogue Disable Device I
Enhancement: Rogue Open Lock I
Enhancement: Rogue Search I
Enhancement: Rogue Spot I
Level 2 (Fighter)
Feat: (Fighter Bonus) Power Attack
Enhancement: Dwarven Armored Agility I
Enhancement: Fighter Critical Accuracy I
Enhancement: Fighter Toughness I
Level 3 (Rogue)
Feat: (Selected) Cleave
Enhancement: Dwarven Toughness I
Enhancement: Fighter Armored Agility I
Enhancement: Fighter Item Defense I
Level 4 (Rogue)
Enhancement: Dwarven Armor Mastery I
Enhancement: Dwarven Constitution I
Level 5 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Giant
Enhancement: Rogue Dexterity I
Level 6 (Ranger)
Feat: (Selected) Weapon Focus: Slashing Weapons
Enhancement: Dwarven Armor Mastery II
Enhancement: Dwarven Armored Agility II
Level 7 (Fighter)
Feat: (Fighter Bonus) Great Cleave
Enhancement: Dwarven Toughness II
Level 8 (Rogue)
Enhancement: Dwarven Constitution II
Enhancement: Fighter Strength I
Level 9 (Rogue)
Feat: (Selected) Nimble Fingers
Enhancement: Rogue Disable Device II
Enhancement: Rogue Open Lock II
Level 10 (Rogue)
Enhancement: Rogue Search II
Enhancement: Rogue Spot II
Level 11 (Fighter)
Enhancement: Fighter Armor Mastery I
Level 12 (Fighter)
Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
Feat: (Selected) Skill Focus: Disable Device
Enhancement: Dwarven Toughness III
Level 13 (Fighter)

Ron
04-09-2007, 05:22 PM
Looking into this, FT. Not sure what's going on there yet.

mrtreats
04-09-2007, 05:58 PM
Dang. Confirmed. I'm on it.

[Edit] Well, it appears that only strength is malfunctioning. The rest seem to work fine. However, I have no clue at the moment why that is. I can't see anything different with the strength adaptibilities than with the others. Maybe it needs another set of eyes. If anyone wants to pop open the enhancement text file and take a look at it, I'd appreciate it. I'll keep staring at it and see if I can figure it out.

[Edit2] I just figured it out. There are typos in the enhancement text file. Look under the Adaptability II entries, and under all of them in the REQUIRES field, change the entry:

Human Adaptability Stength I

to

Human Adaptability Strength I

(notice the missing r in the first one). You need to do this for Charisma II, Constitution II, Dexterity II, and Intelligence II. I'll put out a new version tomorrow that fixes this, but I'm going to hold off until then in case any more emergency fixes need to be done first. But if you need these tongiht, make that series of changes and all will be working.

Sweet thanks i changed it if i had thought about it i would have looked i guess i never thought it would be that easy to fix :) i code in class and dont like to do it to much at home ... IM LAZY :)

Also im sure you got it to work but this part i had to add the strenght to it as required

PARENTHEADING: Human: Adaptability;
ENHANCEMENTNAME: Human Adaptability Strength II;
DESCRIPTION: Grants a +1 increase to Strength score.;
RACELIST: Human;
LEVEL: 13;
PROGRESSION: 44;
COST: 4;
ICON: StatStrength;
LOCK: Human Adaptability Constitution II, Human Adaptability Charisma II, Human Adaptability Dexterity II, Human Adaptability Intelligence II, Human Adaptability Wisdom II;
REQUIRES: Human Adaptability Charisma I, Human Adaptability Constitution I, Human Adaptability Dexterity I, Human Adaptability Intelligence I, Human Adaptability Wisdom I;
ABILITYMOD: Strength;
ABILITYCHANGE: 1;

and on this one i had to remove strenght II as locked after taking I or is it locked after?

PARENTHEADING: Human: Adaptability;
ENHANCEMENTNAME: Human Adaptability Strength I;
DESCRIPTION: Grants a +1 increase to Strength score.;
RACELIST: Human;
LEVEL: 5;
PROGRESSION: 18;
COST: 2;
ICON: StatStrength;
LOCK: Human Adaptability Charisma I, Human Adaptability Constitution I, Human Adaptability Dexterity I, Human Adaptability Intelligence I, Human Adaptability Wisdom I, Human Adaptability Strength II;
ABILITYMOD: Strength;
ABILITYCHANGE: 1;

but thats all i found wrong thanks for telling me where to look i was at work and had the time to fix it :)

mrtreats
04-09-2007, 06:24 PM
Character Plan by DDO Character Planner Version 2.40
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

MrTreats
Level 14 Lawful Good Human Male
(14 Fighter)
Hit Points: 210
Spell Points: 0
BAB: 14\14\19\24
Fortitude: 10
Reflex: 7
Will: 3

Starting Ending Feat/Enhancement
Base Stats Base Stats Modified Stats
Abilities (Level 1) (Level 14) (Level 14)
Strength 18 21 26
Dexterity 16 16 16
Constitution 12 12 12
Intelligence 10 10 10
Wisdom 8 8 8
Charisma 8 8 8

Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 14) (Level 14)
Balance 3 3 3
Bluff -1 -1 -1
Concentration 1 1 1
Diplomacy -1 -1 -1
Disable Device n/a n/a n/a
Haggle -1 -1 -1
Heal -1 -1 -1
Hide 3 3 3
Intimidate 3 16 17
Jump 8 25 26
Listen -1 -1 -1
Move Silently 3 3 3
Open Lock n/a n/a n/a
Perform n/a n/a n/a
Repair 0 0 0
Search 0 0 0
Spot -1 -1 -1
Swim 4 8 8
Tumble n/a n/a n/a
Use Magic Device 1 7.5 7.5

Notable Equipment

Level 1 (Fighter)
Skill: Intimidate (+4)
Skill: Jump (+4)
Skill: Use Magic Device (+2)
Feat: (Selected) Toughness
Feat: (Human Bonus) Weapon Focus: Bludgeoning Weapons
Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
Enhancement: Fighter Critical Accuracy I
Enhancement: Fighter Toughness I

Level 2 (Fighter)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Feat: (Fighter Bonus) Rapid Reload
Enhancement: Human Improved Recovery I
Enhancement: Fighter Strength I

Level 3 (Fighter)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Two Handed Fighting
Enhancement: Fighter Armor Mastery I
Enhancement: Fighter Tower Shield Mastery I

Level 4 (Fighter)
Ability Raise: STR
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons
Enhancement: Fighter Critical Accuracy II
Enhancement: Fighter Toughness II

Level 5 (Fighter)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Enhancement: Fighter Intimidate I
Enhancement: Fighter Jump I

Level 6 (Fighter)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Improved Two Handed Fighting
Feat: (Fighter Bonus) Weapon Specialization: Bludgeoning Weapons
Enhancement: Human Adaptability Strength I
Enhancement: Fighter Strength II

Level 7 (Fighter)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Enhancement: Fighter Critical Accuracy III
Enhancement: Fighter Toughness III

Level 8 (Fighter)
Ability Raise: STR
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
Enhancement: Fighter Armor Mastery II

Level 9 (Fighter)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Improved Critical: Bludgeoning Weapons

Level 10 (Fighter)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Feat: (Fighter Bonus) Greater Weapon Focus: Slashing Weapons
Enhancement: Fighter Strength III

Level 11 (Fighter)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Enhancement: Fighter Toughness IV

Level 12 (Fighter)
Ability Raise: STR
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Feat: (Fighter Bonus) Greater Weapon Focus: Bludgeoning Weapons
Feat: (Selected) Greater Weapon Specialization: Slashing Weapons
Enhancement: Fighter Armor Mastery III

Level 13 (Fighter)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Enhancement: Human Adaptability Strength II

Level 14 (Fighter)
Skill: Intimidate (+1)
Skill: Jump (+1)
Skill: Use Magic Device (+0.5)
Feat: (Fighter Bonus) Greater Weapon Specialization: Bludgeoning Weapons
Enhancement: Fighter Tower Shield Mastery II


Thats the finished product also is it possable to add a checkbox to make it so we can get the caractergen to print in this style i like how it shows the lvl by lvl without realy looking i like to print it out and have it on my desk i curently have it there but i have to look and i am LAZY or maybe add a button that prints from the forum view in that viewjust a thought :)

Ron
04-09-2007, 07:04 PM
Also im sure you got it to work but this part i had to add the strenght to it as required
Err, I'm not really sure what you are getting at here. Looks the same as my version, though, so I think it's okay, whatever you did :)



and on this one i had to remove strenght II as locked after taking I or is it locked after?
Ah, no, that's not correct. You cannot take the same two stats for HA for both I and II. So, yes, the lock is on purpose. In your final build, you took HA Strength I and HA Strength II. You can't do that in game. Taking HA Strength I unlocks all the HA IIs *except* HA Strength II. Similarly, HA Constitution I will lock out HA Constitution II, and so on.

mrtreats
04-09-2007, 07:20 PM
Err, I'm not really sure what you are getting at here. Looks the same as my version, though, so I think it's okay, whatever you did :)


Ah, no, that's not correct. You cannot take the same two stats for HA for both I and II. So, yes, the lock is on purpose. In your final build, you took HA Strength I and HA Strength II. You can't do that in game. Taking HA Strength I unlocks all the HA IIs *except* HA Strength II. Similarly, HA Constitution I will lock out HA Constitution II, and so on.

AH that sucks ok cool thanks

Ron
04-11-2007, 10:29 AM
Okay, I promised an update last weekend and didn't give you one. That's because more bugs came in than I thought, and I wanted to get them all. While almost all of them required trivial changes to the text files, a couple of them needed actual debugging and code work.

The big one was the one FT sent in about the skill points. I THINK I may have killed it, but I haven't been able to reliably reproduce the problem, which makes it hard.

Anyway, the point being, if there are no further bugs and no further information on that skill bug, I'm done, and I'll be uploading a new version tonight. This is a bug-fix only release, there won't be any new features or equipment in this one.

Ron

DagazUlf
04-11-2007, 11:52 AM
Is that tonight as in Hawaii tonight, or more like London tonight? :D


<obsessively clicking refresh in browser>

Craggath
04-11-2007, 03:24 PM
Is that tonight as in Hawaii tonight, or more like London tonight? :D


<obsessively clicking refresh in browser>

Guess. :D

Ron
04-11-2007, 03:52 PM
Errr, sorry, missed the post for some reason :)

By "tonight" I mean roughly 3 to 4 hours from right now.

Ron
04-11-2007, 05:53 PM
Okay, new version 2.45 has been uploaded. Here's the changelog

Version 2.45
============
1) Fixed a typo that was causing Human Adaptibility to malfunction when Strength I was selected as the first enhancement.

2) Fighters will now be able to properly take Fighter Attack Boost IV.

3) Rogue's Extra Action Boost I now properly costs 2 AP.

4) Fixed the prereq for Inspired Damage III to require Inspired Damage II.

5) Barbarian Extend Rage IV can now be taken.

6) Halfling Keen Ears now have the proper prereqs.

7) Added spell point progressions for levels 13 and 14 for Clerics, Paladins, and Rangers.

8) The Barbarian Power Attack Enhancement will now properly become available once the character has the proper prereqs.

9) Fixed a parser error that in some instances could cause spell points or the various saves to load in incorrect values.

Tearrin
04-12-2007, 07:20 PM
Ron,

I was playing around with Version 2.45, planning out my pally build. I selected Drow Male as my race/sex combination. I spent my Ability points ending up with:

STR: 14
DEX: 16
CON: 12
INT: 10
WIS: 12
CHA: 16

I then took 7 levels of Paladin, spending my skill points in Diplomacy and Use Magic Device. I put my level 4 ability point into Charisma. I took Skill Focus: Use Magic Device at 1st Level, Dodge at 3rd Level, Mental Toughness at 6th level. At 8th Level I took a level of Rogue maxing out Use Magic Device and Diplomacy. I spent the extra point in Haggle. I put my ability point into Wisdom to raise it to a 13. I then took 4 more levels of Paladin. I kept Use Magic Device maxed out. I took Toughness as my 9th level feat. At 12th level I should be a 11 Paladin/1 Rogue. I should get 3rd level spells with my 11th level of paladin, since I have a 13 wisdom I can also cast them. All of that worked just fine. I put the ability point into Charisma again. Worked just like it should. The problem was in selecting my 12th level feat. It would not let me select Improved Mental Toughness even though I met the requirements.

I did it multiple times repeating what I did above and got the same results. If I stayed straight Paladin all the way to 12th level it let me select Improved Mental Toughness as a feat. Since both DDO's compendium and your character planner list the only requirements for Improved Mental Toughness as having Mental Toughness and the ability to cast 3rd Level Spells, I should be able to pick it up as a 11/1 Paladin/Rogue hybrid at 12th level as well. That's the only thing I've noticed so far.

mrtreats
04-12-2007, 08:21 PM
ron ya have greater dispel magic and dispel magic, greater in the spells

mrtreats
04-12-2007, 10:13 PM
Also has anyone else had problems saving caracters in Vista im using x64 and if my caracter has a name i cant save i have to remove the name to save changes

Ron
04-14-2007, 11:56 AM
...The problem was in selecting my 12th level feat. It would not let me select Improved Mental Toughness even though I met the requirements.

Tearrin, thank you for the detailed report. I love that kind of bug report, it makes it very easy for me to find the issue :)

You are right, it wasn't working properly. I've fixed it here internally, so the official fix will be in the next release. In the meantime, if you want to repair it in your own version, it's easy enough to do. Open up the Feats.txt file (in the DataFiles subdirectory) with a text editor. Find the Improved Mental Toughness Feat entry. It looks like this:

FEATNAME: Improved Mental Toughness;
FEATDESCRIPTION: Increases your maximum spell points by an additional 5 spell points for each level.;
CLASSLIST: Paladin, Ranger, Cleric, Wizard, Sorcerer, Bard;
LEVEL: 12, 12, 5, 5, 6, 7;
ICON: MagicalTrainingIcon;
PREREQ: Feat Mental Toughness;
PREREQDESCRIPTION: Mental Toughness Feat \par Ability to cast 3rd level spells;
ACQUIRE: Train, Train, Train, Train, Train, Train;

Change that to:

FEATNAME: Improved Mental Toughness;
FEATDESCRIPTION: Increases your maximum spell points by an additional 5 spell points for each level.;
CLASSLIST: Paladin, Ranger, Cleric, Wizard, Sorcerer, Bard;
LEVEL: 11, 11, 5, 5, 6, 7;
ICON: MagicalTrainingIcon;
PREREQ: Feat Mental Toughness;
PREREQDESCRIPTION: Mental Toughness Feat \par Ability to cast 3rd level spells;
ACQUIRE: Train, Train, Train, Train, Train, Train;

(I just changed the Level entry for paladins and rangers to be level 11 rather than 12). Save the file and you'll be all set.

Treats: Thanks, I removed the redundant entry. I had a few of those in, not sure why, I think Turbine must have had them in the compendium with the comma at one point, then changed them to be without the comma, and I just put them in as new spells not realizing they were already in there.

As for Vista, sorry, but I simply can't support it at the moment. I don't have a Vista machine to test the planner out on.

mrtreats
04-16-2007, 05:59 PM
Cool its understandable im glad to give some help where i can thanks for the quick responces and the great upkeep on this program.

I had an idea the other day not sure how do able or how much work it would be to do (im willing to help or try it solo if i had a point in right direction). I like to keep track of what favor I have and what quests I have to do I duel screen so it would be cool to be able to have a program that had a list with all the quests and what favor they give that could keep track. I wanted to do it and add it to my copy of the caracter planner so it was attached to my caracter. I was looking at maybe a drop down list with the quests and simple checkboxes for the dificulty that i did and below that would be the factions and it would give a running total on all the factions and total favor much like in game.

I have some skills with VB and C++ i use visual studio 05 to do my programming was wondering what you use so i can easly intigrate the 2 if i get the time to start it.

Here is some quick work i did this is what i was think it would look like
http://www.putfile.com/pic.php?img=5243597

Ron
04-16-2007, 07:35 PM
Yes, having a quest list in the planner has been brought up before, and it's one of those things I'll get to "at some point" :) It wouldn't be very hard to do, I could probably throw it together in a week or so, but it may be some time before it happens, as I don't work on the planner full time anymore.

In the meantime, your program looks like it has promise! Keep going, and let me know how it progresses.

I've also built a php/MySQL version of the same sort of thing that will output to a web page. There are links in my sig for that, and you can check the post at http://forums.ddo.com/showthread.php?t=97742 for more info.

moorewr
04-17-2007, 08:18 PM
When I see a series of numbers listed for the Base Attack Bonus, what am I looking at?

I certainly grok the first number, but both in the forums and in the Character Constructor it lists 2 or 3 entries for BAB, as in +5/+5/10 -- what does that mean?

Thanks...

Craggath
04-17-2007, 08:52 PM
When I see a series of numbers listed for the Base Attack Bonus, what am I looking at?

I certainly grok the first number, but both in the forums and in the Character Constructor it lists 2 or 3 entries for BAB, as in +5/+5/10 -- what does that mean?

Thanks...

The Base Attack Bonus is a progression that varies by class. At 0 BaB a character makes 1 attack at a time, slashing right to left. At 1 BaB a character will get another attack per round, slashing right to left then reversing. This is shown as 1/1. At BaB 5 the character will add a stab at an additional +5 bonus to hit, so the BaB progression will look like +5/+5/+10, representing the Base Bonus of each strike. At 10 BaB this becomes +10/+10/+15/+20 because a spin at +10 bonus to hit is added on top of everything else.

Maldini
04-17-2007, 10:17 PM
Ron, you are the man.

That is all that needs to be said on the matter.

moorewr
04-17-2007, 10:19 PM
I am now enlightened!

Thank you...


The Base Attack Bonus is a progression that varies by class. At 0 BaB a character makes 1 attack at a time, slashing right to left. At 1 BaB a character will get another attack per round, slashing right to left then reversing. This is shown as 1/1. At BaB 5 the character will add a stab at an additional +5 bonus to hit, so the BaB progression will look like +5/+5/+10, representing the Base Bonus of each strike. At 10 BaB this becomes +10/+10/+15/+20 because a spin at +10 bonus to hit is added on top of everything else.

Saridha
04-19-2007, 09:46 AM
Awsome little peice of software development there bud :)

I would like to see the ability to give Statistic Bonuses from Tomes starting at level 2. This would mean that I can read a +1 int tome right after character creation and gain +1 skillpoint per level starting at level 2. (given your base inteligence at creation was 11)

+2 tomes might be a bonus as well given they are in the game.

Craggath
04-20-2007, 05:05 PM
Int tomes don't give you extra skill points even if they bump you to an even number. (At least not in DDO, I don't know about PnP)

Tearrin
04-21-2007, 01:18 PM
Ron,

I've got another one for you. I was playing around at work again, this time looking at making a Heavy Repeating Crossbow Halfling Master Jumper, and I ran into the following problem. I took Halfling Athletics I, but II never opened up as available.

I started by choosing Male Halfling as my race. I chose Paladin as my starting class. I left the name blank, and chose Lawful Good as my alignment. My Stats were as follows: Strength-6, Dexterity-16, Constitution-14, Intelligence-10, Wisdom-12, Charisma-16. For skill points I put 4 points in Jump and 4 points in Use Magic Device. For my feat I chose Rapid Reload. I chose Paladin for both levels 2 and 3 as well. I put my skill points into Jump and Use Magic Device each level. My 3rd level feat I chose Dodge. At 4th level I took a level of Rogue and put the ability point into Charisma. I put 3 skill points into Jump, and 3 into Use Magic Device. At 5th level I switched over to Fighter. I stayed Fighter all the way through 12th level. I put all my skill points into Use Magic Device keeping it at max ranks. I put both the level 8 and level 12 ability points into Dexterity. The feats I chose are below.

Exotic Weapon Proficiency: Repeating Heavy Crossbow (Fighter-1st)
Mobility (6th Level)
Point Blank Shot (Fighter-2nd)
Shot on the Run (Fighter-4th)
Skill Focus: Use Magic Device (9th Level)
Improved Critical: Ranged Weapons (Fighter-6th)
Weapon Focus: Ranged Weapons (12th Level)
Weapon Specialization: Ranged Weapons (Fighter-8th)

I took Rogue again at 13th level. I put 7 skill points into Jump and 1 into Use Magic Device. I took another level of Fighter at 14th, and put both skill points into Use Magic Device.

I waited until 14th level to spend my skill points, and chose the following:

Rogue Skill Boost I
Fighter Armor Mastery I & II
Fighter Critical Mastery I, II, & III
Fighter Item Defense I, II, & III
Halfling Dexterity I & II
Halfling Athletics I
Halfling Luck I, II, & III
Paladin Bulwark of Good I
Paladin Aura of Good Saves I
Paladin Extra Lay on Hands I
Paladin Extra Smite Evil I
Fighter Jump I, II, & III
Paladin Charisma I
Rogue Dexterity I
Fighter Strength I

That left me with 5 Action Points left over which I was going to spend on Halfling Athletics II & III, but II never Unlocked.

Hope that helps you narrow it down, cuz I looked through the text files and didn't find a cause.

Tearrin
04-21-2007, 01:18 PM
Deleted for Double Posting

Borror0
04-21-2007, 01:38 PM
Int tomes don't give you extra skill points even if they bump you to an even number. (At least not in DDO, I don't know about PnP)

I think this as been changed in Mod 3. It does in PnP.

Ron
04-21-2007, 05:35 PM
I've got another one for you.
Aye, thanks again Tearrin.

The issue is here, under the Halfling: Jump parent heading for Halfling Athletics 2 to 4:

REQUIRES: Halfling Jumping I;

Change that to

REQUIRES: Halfling Athletics I;

and II, and III (for Athletics III and IV, respectively), and it'll work. I've got it here, so it'll also be in the next release. Thanks for letting me know.


I think this as been changed in Mod 3. It does in PnP.

Yes, it INT tomes *should* increase skill points in game, and I believe they do (although I have no personal experience with them, heh). I'll be adding tomes some time in the near future.

~sturm097
04-21-2007, 06:52 PM
Yes, it INT tomes *should* increase skill points in game, and I believe they do (although I have no personal experience with them, heh). I'll be adding tomes some time in the near future.

Yes they do increase skill points if it takes you to an even number, I just created a rogue and used a +1 Dex and +1 Int at creation to get to 18'2 in both, and my skill points went up.

Also, just wanted to say great job on this, and thank you very much for all the time you've put into it.

Daffydd
04-26-2007, 12:24 PM
Just wondering how long it will be until the next release. I love the planner and want to setup my chars through lvl 14. :-)

Yaga_Nub
04-26-2007, 12:35 PM
Just wondering how long it will be until the next release. I love the planner and want to setup my chars through lvl 14. :-)

If you download the latest version then you can! :)

Great job as always Ron.

Ron
04-26-2007, 12:46 PM
Aye, level 14 was added into the planner with the release of version 2.40 just before Mod 4 went live :)

Torin17
04-26-2007, 02:49 PM
Hi Ron,

Awesome software! Thank you.

I have found a minor issue, I think, in version 2.45.

I specified, at level 1, a male drow. I then specified the level 1 class as rogue. I did nothing else at level 1. I then went to level 2 and specified paladin for the class. I went to level 3, 4 and 5 and did nothing but specify paladin as the class. At level 5 (paladin level 4) my first level cleric spells appears. Perfect. I then selected paladin for the class at levels 6, 7, 8 and 9 and my second level cleric spells appeared at level 9 (paladin level 8). I then selected paladin for levels 10, 11 and 12 and at level 12 (paladin level 11) my cleric level 3 spells appeared. I think the code is looking at the wrong level at this point as my level 3 cleric spells should not appear until level 13 (paladin level 12).

Let me know if this does not make sense.

Thanks again for all your work!

Torin

Tearrin
04-30-2007, 01:35 PM
Hi Ron,

Awesome software! Thank you.

I have found a minor issue, I think, in version 2.45.

I specified, at level 1, a male drow. I then specified the level 1 class as rogue. I did nothing else at level 1. I then went to level 2 and specified paladin for the class. I went to level 3, 4 and 5 and did nothing but specify paladin as the class. At level 5 (paladin level 4) my first level cleric spells appears. Perfect. I then selected paladin for the class at levels 6, 7, 8 and 9 and my second level cleric spells appeared at level 9 (paladin level 8). I then selected paladin for levels 10, 11 and 12 and at level 12 (paladin level 11) my cleric level 3 spells appeared. I think the code is looking at the wrong level at this point as my level 3 cleric spells should not appear until level 13 (paladin level 12).

Let me know if this does not make sense.

Thanks again for all your work!

Torin

Paladin's get 3rd level spells at level 11 not 12.

Torin17
04-30-2007, 05:20 PM
Should "Paladin Energy of the Templar III" be available at paladin level 11 then? Or is it correct that it is not available until paladin level 12?

Thanks for the info on the level 3 spells too!

Torin

Tearrin
05-01-2007, 07:23 AM
Should "Paladin Energy of the Templar III" be available at paladin level 11 then? Or is it correct that it is not available until paladin level 12?

Thanks for the info on the level 3 spells too!

Torin

I'm honestly not sure about the enhancement. It is probably level 12, since enhancements are done seperately from spells. There was a thread in the Paladin forums that answered the Spell question, not sure if there is one on the enhancements. I would go with the way the planner is set-up for spells and enhancements, I haven't found any that didn't show up when they were supposed to.

Ron
05-01-2007, 08:39 AM
Should "Paladin Energy of the Templar III" be available at paladin level 11 then? Or is it correct that it is not available until paladin level 12?

According to the compendium, Templar III is indeed a level 12 enhancement.

Yaga_Nub
05-04-2007, 11:51 AM
Ron,

Any update on when tomes will make it into the program?

Ron
05-04-2007, 12:06 PM
I plan to put them in with the next major update. However, when that will be is unknown at the moment. All my non-work related coding time is being taken up with my game engine project right now.

Tenatively, my plan is to finish Milestone 4 on my own project, then let that go out to testers. While that's being tested and a new milestone list is being put together, I'll do a major update on the planner, which will include tomes.

How long will all that take? No clue. I'm through most of the *really* difficult stuff on the M4 list, the rest of it ought to go pretty quick. But I learned long ago to not give out time estimates on coding projects :)

Also, if the devs to anything to the game that requires major work on the planner, I may stop the M4 work early to do that, and while I'm there I'll add in the tomes code.

prometheus303
05-07-2007, 02:41 PM
well apperently the devs are out to stop you achieving your milestone 4 goal...today they listed a huge change to spell points that three classes will be receiving...not sure how it will break down on a level by level point yet...but looks like all the old spell point progressions are out the window...

Torin17
05-25-2007, 01:37 PM
Hi Ron,

I was wondering if you have any plans to release an updated version with the new 4.1 enhancements in it (Way of the Mechanic, etc.)?

Thanks for the great program!

Torin

mrtreats
05-25-2007, 02:05 PM
Hi Ron,

I was wondering if you have any plans to release an updated version with the new 4.1 enhancements in it (Way of the Mechanic, etc.)?

Thanks for the great program!

Torin

lol i was gonna post that same question but figured he would and i would not be the first to bother him :) now that u started it are ya gonna make a new build to add the new stuff

Jundak
05-25-2007, 03:55 PM
Heya, Ron...

I'd like to start by thanking you for an incredible job creating this tool. Everytime I so much as have a fancy thought for a build (Power or RP-type), I open the planner and crack my knuckles.

I visit your site often, but there doesn't seem to be much activity there...so I guess my question is this: How often do you usually update the code for the enhancements, equipment, etc.?

With the recent additions to the feat (Woo-Hoo! Dragonmarks!!) and enhancement tables, I've been toying around with numerous build ideas. I'm (not so) patiently awaiting the next release of DDO CharGen to put these plans into shape. Honestly, I can put them together with v2.45, but it is sooooo much easier when I don't have to go back and manually edit! :D

Ron
05-25-2007, 05:06 PM
Soon, guys, soon. I'm going to be away visiting the parents this weekend (let them see the grandkids, heh), but I should have time next week to update the data files.

I may even get tomes done for the next one.

Yaga_Nub
05-29-2007, 06:47 AM
Soon, guys, soon. I'm going to be away visiting the parents this weekend (let them see the grandkids, heh), but I should have time next week to update the data files.

I may even get tomes done for the next one.

Ron,

I will worship you as a god if you get tomes in the next version. Right now you're like a saint maybe even some minor diety worshiped by a small tribe of aborginals. You really should step up and enter truly divine status. :)

Jorval
05-31-2007, 05:16 PM
blah...checking...

Mad_Bombardier
05-31-2007, 05:26 PM
I noticed when I built my Ranger today that at Level 2, in DDO, Rangers are supposed to get Rapid Shot AND its prereqs free, which means at level 2 we get Point Blank Shot as well. This is similar to how we get Improved Precise Shot at 11 and it retroactively grants us Precise Shot as well even if we haven't chosen it yet. Your planner doesn't give a Ranger Point Blank Shot at level 2, it only gives Rapid Shot, which means that the feat we take at 3 can't be one which has PBS as a prereq when in DDO we can do that.No, its not. In PnP and DDO, you get class abilities regardless of prerequisites, not including prerequisites. Rangers get Rapid Shot without pre-reqs at level 2. Rangers get PS and IPS together at level 11. However, in DDO, Precise Shot is functionally overridden by IPS and serves no purpose. I have no idea why they even grant it in the first place.

Mad_Bombardier
05-31-2007, 05:28 PM
Soon, guys, soon. I'm going to be away visiting the parents this weekend (let them see the grandkids, heh), but I should have time next week to update the data files.

I may even get tomes done for the next one.Better idea, drop of the grandkids for the weekend at the parents! Let them have some quality time. Then go home and enjoy the wife, play DDO, and/or update the data files. :)

mrtreats
06-01-2007, 12:28 AM
not sure if it was mentioned b4 but the human versitility I only needs 14 points to take it not the 18 from the planner

Ron
06-01-2007, 08:03 AM
Thanks Treats, I'll take a look at it.

Okay, I'm prepping to work on Tomes.

Tomes present a unique challenge, and to be honest, this is exactly the reason I didn't put them into the planner long ago. Here's the deal.

In game, when you use a tome at a particular level, you have already leveled to that level (duh). This means, in terms of character building, the tome does not affect your skill points or feat prereqs for that level. Do you see what I mean? If you are level 3 and use a tome to raise your intellegence from 12 to 13, you cannot then take Combat Expertise (prereq 13 int) at level 3, you already took your feat for that level.

So, how does this get represented in the planner. Two possibilities, either one of which could cause some confusion.

1) Use a tome. The change to stats shows up immediately, but you do not get the extra skills points or feat prereqs until the NEXT level. I can already see the bug reports now, "Ron, i used a tome to raise my INT to 13 but I can't take Combat Experitise! I have all the prereqs, what is wrong?".

or

2) Use a tome. The planner immediately allows credit for skill points and feat prereqs at that level. The assumption being that in-game, you would have used the tome at the PREVIOS level (so if you use it at level 2 in the planner, in game you would have used it at level 1). In the planner, we disallow the use of tomes at level 1.

Any preferences? Either way has drawbacks and could be confusing for the user.

Rentz
06-01-2007, 09:08 AM
while number 2 would work just fine for me and most others (because i would a$$ume that most people using the character generator have some idea of game mechanics/what they're doing), number 1 might be the "safest" / most true to in-game experience.

awesome work Ron!

Shaamis
06-01-2007, 09:14 AM
The tome is an "inherent" bonus, is there a possible way to designate the attributes of an inherent bonus to stats, just like and ehancement, racial, or level up bonuses?

When you look at your statistics in DDO, you roll over your attirbute stat, and it shows a breakdown of the addition, and types of bonuses to get the total result.

If there is some way you can assign attributes to a new statistic enhancement (Inherent bonus) can you assign what it adds to, and what it doesn't, for skill/feats, other purposes?

Sorry I am ignorant of the capabilities of your scripting :P I really do enjoy your application, and just wish DDO would come out with more CLASSES and RACES. (once again, not your fault)

Keep up the good work,

Ryan

Jundak
06-01-2007, 10:58 AM
while number 2 would work just fine for me and most others (because i would a$$ume that most people using the character generator have some idea of game mechanics/what they're doing), number 1 might be the "safest" / most true to in-game experience.

awesome work Ron!

/agree

Idea #2 is pretty solid, but I believe that #1 is probably more idiot proof. I don't know many people who save a tome that they really wanted until they level, anyway...darned thing usually gets eaten immediately.

Ron
06-01-2007, 11:19 AM
okay, so you guys think it wouldn't be too confusing to not get feat and skill points at the level you eat a tome?

So if I had a character at level 3 with an int of 13, giving me 4 skill points to spend at that level, and then eat a tome to go to int of 15, you won't get 5 skill points at level 3 (still at 4), but at level 4 you would get 5 skill points.

I can see this being really confusing, heh. I better but a disclaimer in the directions box for tomes about it.

Godrick
06-01-2007, 11:20 AM
Would it be possible to add "Ability increase (via tome)" in at each level but have the ability to skip it as you do with enhancements?

WolfSpirit
06-01-2007, 11:52 AM
Would It be possible to include a "tome" addition (or more since many use more than one ability tome) during the initial phase of the creation?

That is:

Lv one:
choose race,
class,
adjust ability scores, 28 or 32 pt. (Including a checkbox next to each ability score for +1 or +2 tomes)
Compile...

Then Etc.

If thats already in your thinking, then I vote for your second choice.:cool:

Yaga_Nub
06-01-2007, 02:08 PM
okay, so you guys think it wouldn't be too confusing to not get feat and skill points at the level you eat a tome?

So if I had a character at level 3 with an int of 13, giving me 4 skill points to spend at that level, and then eat a tome to go to int of 15, you won't get 5 skill points at level 3 (still at 4), but at level 4 you would get 5 skill points.

I can see this being really confusing, heh. I better but a disclaimer in the directions box for tomes about it.

Not to sound elitist or anything but I think that most of us that have tomes would be thinking of using them at 1st level. I know that is how I plan out all my characters. So as long as I can use one (or multiple) at 1st level everything else falls into place later on. I have 12 INT at creation, I get to my mailbox, get my tome and use it for a 13 INT. Now at level 3 I can take combat expertise. Use option #1, it's the safest method and probably what we are already doing anything.

DaveyCrockett
06-01-2007, 02:45 PM
Not to sound elitist or anything but I think that most of us that have tomes would be thinking of using them at 1st level. I know that is how I plan out all my characters. So as long as I can use one (or multiple) at 1st level everything else falls into place later on. I have 12 INT at creation, I get to my mailbox, get my tome and use it for a 13 INT. Now at level 3 I can take combat expertise. Use option #1, it's the safest method and probably what we are already doing anything.

Well, if you are adding support for all tomes (+1-+3), then I would suggest the option for adding them at any level, and having the side-effects (feats, skill points, etc) of said tome take place at the next level. I know +2/+3 tomes are bound, but many people have +2 tomes from the old days that they are saving for that 'perfect' build that they have stirrig around in there head.

Yaga_Nub
06-01-2007, 03:10 PM
Well, if you are adding support for all tomes (+1-+3), then I would suggest the option for adding them at any level, and having the side-effects (feats, skill points, etc) of said tome take place at the next level. I know +2/+3 tomes are bound, but many people have +2 tomes from the old days that they are saving for that 'perfect' build that they have stirrig around in there head.

Yup that's why I agree with option #1. For instance, If I get a +2 INT tome in DQ then I'm taking it right then. I don't expect it to magically pull up the level up screen and give me the extra skill point for that level. I know to expect it the next level. That's how the planner should work.

PS - Make SURE you can use +1 (maybe +2) tomes at level 1!

Ron
06-01-2007, 03:35 PM
Fair enough. We'll go with option 1. And yes, I'm adding +1 to +3 tomes in.

Wolfspirit and Godrick: Hmmm, you know guys, that's not a bad idea at all! I was planning on adding tomes through the equipment interface, but adding them instead through the instruction box is not a bad thought. Not bad at all. I will think on this, but my first reaction is that I like it a lot.

Ron
06-02-2007, 12:15 PM
Testing output. Sorry I have to do this, but it's never a good idea to send new code into the wild without first testing it :)


Character Plan by DDO Character Planner Version 2.50
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Jarina Wolfe
Level 14 True Neutral Human Female
(1 Rogue \ 13 Ranger)
Hit Points: 172
Spell Points: 200
BAB: 13\13\18\23
Fortitude: 11
Reflex: 14
Will: 4

Starting Feat/Enhancement
Base Stats Modified Stats
Abilities (Level 1) (Level 14)
Strength 14 16
Dexterity 16 18
Constitution 15 16
Intelligence 12 12
Wisdom 8 10
Charisma 8 8

Tomes Used
+1 Tome of Strength used at level 1
+2 Tome of Wisdom used at level 10
+2 Tome of Strength used at level 12

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 14)
Balance 7 8
Bluff -1 -1
Concentration 4 5
Diplomacy -1 -1
Disable Device 5 16
Haggle 3 3
Heal -1 0
Hide 3 4
Intimidate -1 -1
Jump 6 7
Listen -1 0
Move Silently 3 4
Open Lock 7 19
Perform n/a n/a
Repair 1 1
Search 5 16
Spot 3 15
Swim 6 7
Tumble n/a n/a
Use Magic Device 3 17

Level 1 (Rogue)
Feat: (Selected) Medium Armor Proficiency
Feat: (Human Bonus) Skill Focus: Use Magic Device

Level 2 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Reptillian

Level 3 (Ranger)
Feat: (Selected) Heavy Armor Proficiency

Level 4 (Ranger)

Level 5 (Ranger)

Level 6 (Ranger)
Feat: (Selected) Dodge
Feat: (Favored Enemy) Favored Enemy: Undead

Level 7 (Ranger)

Level 8 (Ranger)

Level 9 (Ranger)
Feat: (Selected) Mental Toughness

Level 10 (Ranger)

Level 11 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Elemental

Level 12 (Ranger)

Level 13 (Ranger)

Level 14 (Ranger)

Jundak
06-02-2007, 07:10 PM
Hehe...

Test away! Can't wait till yer finished, man...

*Cracks knuckles in anticipation*

Ron
06-02-2007, 07:31 PM
Heh. Well, you'll be happy to know then that I'm 99% done with tomes. They are in the planner, and work and everything. They save and load to the character save file, and export to the forums. The last thing left to do is to put them on the printout, and I'm done.

I'll also be finishing up putting the additions from 4.1 in. I've already updated the spell points and have put in the dragonmarks. I think all I'm missing are the new spells and enhancements.

I'm thinking I should be able to finish up by tomorrow. There's a fair number of new graphics to put in though, so that might be the holdup. We'll see how it goes.

Ron
06-03-2007, 11:47 AM
Alright everyone, I am done. Tomes are now available in the planner, which is now available (see the link in my sig). In addition to Tomes, I added in a bunch of graphics and all the new stuff from update 4.1. There is one known issue which I'll mention after the change log:

Version 2.50
============
1) Fixed the description of Divine Light for Paladins to refer to the Paladin level rather than Cleric.

2) Removed redundant "Dispel Magic, Greater" from the spell list (it's in as "Greater Dispel Magic").

3) Paladins and Rangers will now properly be able to take Improved Mental Toughness at class level 11 (previously this had erroneously been set at 12).

4) Improved Critical: Piercing Weapon was mispelled. If you took this feat, you'll have to put it back in again.

5) Halfling Athletics II-IV will now properly unlock.

5) Added Power Critical: Weapon, Crippling Strike, Indomitable Will, and all Dragonmark feats.

6) Removed the REQUIRED keyword from the race and class data files. It wasn't doing anything.

7) 32 point builds are now indicated as such on the forum export and printout pages in the abilities listing.

8) Ability raises at level 4, 8, and 12 are now shown on the printout (in the class level breakdown).

9) Added support for using tomes. Look for them in the instruction box.

10) The "Notable Equipment" Header in the forum export will no longer appear if the character does not have any equipment to show.

11) Updated all class base spellpoints to match the 4.1 update.

12) Paladins, Clerics, and Rangers will now properly get their level 3, 7, and 4 spells (respectively).

13) Added all missing graphics for spells and updated spell list to include new spells.

14) Added all missing graphics for feats.

Okay, one issue. If you are a human, the planner will allow you to take more than one type of Dragonmark (e.g. you could take both Least Dragonmark of Passage and Least Dragonmark of Sentinel). In game, you cannot do this. So if you are a Human, be sure to only take the one type in the planner until I get this fixed. You can (and are welcome to) upgrade your dragonmark (e.g. Take Lesser Dragonmark of Passage if you've already taken Least Dragonmark of Passage). This is perfectly legal in both the planner and the game.

This is only an issue for Humans (they are the only ones that have more than one type of dragonmark). I don't have the code in place to lock out feats when you take other feats (I do have it in for enhancements, but not for feats). I'll add that code in the next version.

No new equipment types in this one. Sorry. I hope I am forgiven, since I've given you tomes :)

Tanka
06-03-2007, 12:58 PM
Not worthy! Not worthy!

Craggath
06-03-2007, 02:03 PM
Awesome. Thanks Ron!

but I must ask...what about the new enhancements? the Rogue Way of the Mechanic etc. and the pally/cleric follower of so-and so?

Ron
06-03-2007, 02:53 PM
****! I knew I was forgetting something. Alright, I'm on it.

Jundak
06-03-2007, 05:50 PM
I wanted to say thanks one more time...this tool of yours has provided my guild with endless hours of fun. Most of us have begun playing new characters based upon the builds I present to them, helping us ignore the fact that we're running the same Harbor/Market stuff all over again.

If it's okay with you, I'd like to start posting a few of my "Concept Builds" on your site...mostly to get them torn apart by the populace and yourself. This will help me, I think, to create a more interesting build that still has an impact on the game itself.

Ron
06-03-2007, 09:42 PM
If it's okay with you, I'd like to start posting a few of my "Concept Builds" on your site...mostly to get them torn apart by the populace and yourself. This will help me, I think, to create a more interesting build that still has an impact on the game itself.

On my site? Well, you could, I have no problem with that. However, I should warn you, my site is not a DDO site specifically, and espeicially the people that come to the forums are not DDOers. They are programmer/modeller types. I dunno how much you will get from posting them on my site, as they aren't going to know the difference between a paladin and a bard :)

Sorry, guys, I was hoping to get an update out today to get the enhancements I missed. But they aren't exactly trivial in terms of prereqs. Turbine went a little crazy with the prereqs for the new ones, heh. I won't have any time to work on it tomorrow, so the best I can say is sometime this week, probably.

MrTreats, I cannot figure out what you are referring to with Human Adaptability. As far as I can tell, it's right as it is. Can you be a bit more specific on what is wrong?

Godrick
06-04-2007, 09:23 AM
Awesome work! This saves so much time on reroll characters. I can't thank you enough.

Jundak
06-04-2007, 09:40 AM
On my site? Well, you could, I have no problem with that. However, I should warn you, my site is not a DDO site specifically, and espeicially the people that come to the forums are not DDOers. They are programmer/modeller types. I dunno how much you will get from posting them on my site, as they aren't going to know the difference between a paladin and a bard :)

Pfft...ignore that whole thing, Ron. I think I enjoyed one-too-many "adult beverages" prior to writing that little paragraph. :o