File->Edit Character - Display a dialog box for choosing characters
to delete, view, edit, and save in HTML format. Think of your list
of characters as a library and you are going to check out one of the 'books'
(characters).
File->New
Character - This will Create a New Character. It is not needed
to push this button when the program initially starts. Note if you
are already editing a character this will NOT clear the Race, any Classes
or Level, nor the Ability Scores. You can just use these as starting
points for your new Character.
Configure->House Rules - Customize the rules for your game.
Think of a castle as a medieval house.
Configure->Dice Rolling - Customize the probabilities that RogueGenerator
uses.
Validate
Character - This button will highlight all fields that the program
thinks are invalid. A field becomes invalid if you manually edit
a field that the second field depends on. For instance, if you change
the Level then the XP, HP, and XP Worth will be invalid. If you manually
edit an entry RogueGenerator will assume that you know what you are doing
and will not mark those fields as invalid. For instance suppose I
changed the Level and Hit Points of a Character then only XP and XP Worth
would be invalid. Think check mark, because you are checking for
invalid entries.
Fix Invalid - This will correct all fields which are currently invalid.
There is no need to first push the Validate Character button. Think
tools because your going to fix the invalid entries.
File->Export HTML - It will save your character in HTML format.
Please note I did not steal this idea from the Core Rules 2 CD-ROM.
I in fact suggested it to TSR when it was in development. If your
character has a spell book with spells it will produce two files.
One will be the regulare character sheet and the second will be named <yourname>_spellbook.htm.
This second file contains detailed spell informaiton about the spells in
your spell book. Note: if you plan on posting the character to the
web I suggest using all lower case and using the underscore ( _ ) instead
of blank spaces.
Roll
Up - Randomly determine Ability Scores, Race, and Class(es).
This takes awhile because it is also calculating all allowed alternate
Races and alternate Classes.
Roll
Character Abilities - Randomly determine Level(s), XP(s), Hit Points,
Alignment, and Weapon Proficiencies. Also fill determine XP Worth
and XP Per HP. FYI Level is determined first and then XP randomly
determined somewhere in-between the lowest XP for this Level and Class
and the highest XP for this Level and Class.
Roll
Character Spells - Randomly determine what spells are in a Wizard's(or
Illusionist's) spell book and randomly determine what spells are currently
memorized.
Name - The name of the NPC. Up to 32 characters.
Race - The race of the NPC. The available races will change
dynamically as you change ability scores and classes.
Class - There are three boxes labeled Class. It
reads left to right with the left most being the Primary class, then Secondary,
and Tertiary classes. This allows for single class, dual class, and
triple classed characters. The available classes will change dynamically
as you change ability scores and Races.
Level - Each Class has an associated level. This level
is located directly beneath the corresponding Class.
XP - Each Class also has an associated XP (Experience Points).
This XP is located directly beneath the corresponding Class. The
Level and XP are closely linked, changing one without changing the other
will cause the unchanged Level or XP to be invalid.
Ability Scores - Strength, Dexterity, Constitution, Intelligence,
and Wisdom. Ability Scores will dynamically change as the Race is
changed, this is to reflect Racial adjustments in Ability Scores.
Also Percentile Strength will only be showed when appropriate.
Hit Points - Hit Points will be marked as Invalid if the Level
or Class is changed.
XP Worth - This is the Experience Point value for this NPC.
i.e. the number of experience points characters get for a successful encounter
or defeating this NPC.
XP Per HP - This is the Experience Points for every Hit Point
that this NPC is worth. This is leftover from the AD&D 1st Edition
rules and will be '0' if you are using 2nd Edition Rules.
Personality Tab - Alignment is displayed and can be changed
here. You will be able to chose any alignment regardless of class.
Eventually, anything to do with personality will be on this 'page'.
Weapons Tab - Displays melee specific data and the weapons you
are proficient in and the weapons which you own.
Weapon Grid - Displays the weapons you are proficient in and
the weapons and missiles which you have. #AT is the number
of attacks per round you have with the weapon, a value of 1.5 would indicate
you have 3 attacks for every 2 rounds.