Character Generator?

Alkalin3

Virtuoso
Has anyone ever spent the time to program one?

Is this something people would be interested in?

I've been toying with the idea of getting starting on it.

It'd be super helpful for me from a plot perspective being able to rapid generate cards with out doing math.

But, I wanted to gauge the interest first.
 
I would absolutely love a character generator! Be sure to include an EXP generator too, if you don't mind :D
 
I assume you mean something more elegant than just creating them in the character DB?
 
I should add that to my list of special projects, maybe with an option to pre-load templates you could save/edit. Ie Click Fighter button, and the 'with skills options' and it generates a Fighter with 4 profs, all the related skills and body.
 
Monsters are generated differently, but it could be useful for adding PC skills on top of a race (Kobold rogue mod for example)
 
Both of those things exist, and have for some time, in a variety of formats. They all have different functionality for different needs.
JP and I wrote this one: https://docs.google.com/spreadsheet/ccc ... sp=sharing
which I think might fit your needs, and Jimmy H (of "the reason you can read the ritual texts online now" fame) wrote an even better version of that one, but I'll let him post it, since I'm not sure he wants it made public yet.
 
I'm having some folk beta test my improved character generator (validation! XP tacker! Race modifiers!) right now, but I should actually be ready to post it along with instructions some time this weekend.
 
Lurin said:
I should add that to my list of special projects, maybe with an option to pre-load templates you could save/edit. Ie Click Fighter button, and the 'with skills options' and it generates a Fighter with 4 profs, all the related skills and body.

If I do it, the code will be open on github. Better bone up on your C++

I think a random character card generator would be neat. Especially if you weighed things like profs for fighters so that you could generate a pretty good 10th level fighter for example by just entering in 10 and random.
 
C++ I know, so that's no big deal :-)
 
A friend of mine made a fairly nice NERO International character creator in Ruby a couple years ago. All skill costs and things like that (mostly) come from a single YAML file that I've modified for Alliance. It's not perfect - I don't know anything about Ruby, so anything that's not handled within that file might be a little off. HP isn't calculated correctly, Artisan spell costs are off IIRC, not all of the skill prerequisites work quite right, etc. That said, it's more than good enough to throw together characters on the fly. I'll post a link later tonight.
 
Seriously, Jimmy's thing is pretty boss. I'd wait and look at it before you go spending a lot of time on writing something new, but that's just me. The one that I linked above works for nearly everything I've ever needed it for, the only thing it doesn't do is racial modifiers (Jimmy's does though). The catch is that you've got to not screw with the code. I just found that someone messed up the body calculator since I linked to it this morning. Quit it. I fixed it, but quit it. :P
 
Here is mine
pen_and_paper.jpg
 
KyleSchmelz said:
A friend of mine made a fairly nice NERO International character creator in Ruby a couple years ago. All skill costs and things like that (mostly) come from a single YAML file that I've modified for Alliance. It's not perfect - I don't know anything about Ruby, so anything that's not handled within that file might be a little off. HP isn't calculated correctly, Artisan spell costs are off IIRC, not all of the skill prerequisites work quite right, etc. That said, it's more than good enough to throw together characters on the fly. I'll post a link later tonight.

Please do. We can fork the project for Alliance use. I know enough Rails to probably make that work.
 
I got busy crafting this weekend and forgot all about posting the links. I believe the latest version of the program can be found here on Source Forge, and the Alliance data file is here on Google Drive. You can either just rename the data file to ncc_data.yml or go into Options, Settings, Game Data, and change the Game Data Filename to Alliance_data.yml.
 
KyleSchmelz said:
I got busy crafting this weekend and forgot all about posting the links. I believe the latest version of the program can be found here on Source Forge, and the Alliance data file is here on Google Drive. You can either just rename the data file to ncc_data.yml or go into Options, Settings, Game Data, and change the Game Data Filename to Alliance_data.yml.

That scale suit is awesome. I bought a ton of those scales years ago intending to make something. Never got around to it.
 
Thanks!

Just as a note, the YML file has the info in it to handle blade skill prerequisites in it, but for some reason they're handled separately. It stopped requiring the proper number of profs and backstabs when I added the extra classes (NERO doesn't have adept, scout, or artisan) for some reason. It also doesn't handle spell costs properly for those classes despite the structure for it existing in the YML file. It seems to give scholar cost as the default. Like I said, I don't know anything about Ruby, so I never dug into it very much.
 
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