RogueGenerator
To be done
Work in Progress
Complete
Notes
Jump to where
preview release 3 starts.
Make a set of tables which hold characters.
-
need name, race,class1, level1, class2, level2. class3,
level3, strength, dexterity, intelligence constitution, wisdon, charisma.
Make a form which allows you to select a character
from the list of stored characters
-
link it to the menu & speed bar of the mainmenu
form
-
After closing make sure the selected character shows
up in the window
Allow characters to be saved, deleted,
or cancel any modifications.
-
Use TDBEdit for the Name field; Need to figure out
when we will put tCFM in insert mode and when that will be cancelled.
Role/Re-Roll? OnEnter for Name?, on FormShow?
-
Need to check to see if a transaction is allready
in progress.
-
Do data validation and inform user what data is wrong.
-
Random level info is not being saved to the registry.
9/4/98
-
The level for SECONDARY and TERTIARY Classes must
-
"Disappear" when the Class is NONE or not selected.
-
Reappear when a Class has been selected, even for
Role/Re-Role
-
Perhaps a new role level for these which would have a mean and a standard
deviation.
-
Could use the way to role a level. Then role
a divisor(this will be selected in the Random Settings) which will determine
by how much it will differ; then subtract 1. Then subtract from the
PRIMARY level.
-
Need to tweek the formulae in RoleSubLevel.
-
Tertiary level is calculated and shows up when their
are no possible classes. Probably happens this way for Secondary
also.
-
Double check to make sure that we are changing the
level pointer in the database.
-
Make sure manual level changes still work.
-
Changes to attributes that result in a NONE do not
hide the level.
-
May want to use the fraction for the XP.
-
Secondary & Tertiary Classes
-
Tertiary class has no listing untill I role/re-role
and actually role a Tertiary class
Completed 3/9/98
When you do NOT Push the Role button and you enter
your attributes and then select a race you get in an infinite loop.
When you go from scratch, and chose race then
class; the resultant class does not turn up as selected.
Completed 3/10/98
Code Review
-
Maintanability
-
Optimize for speed.
-
Decided to keep it as is. 3/11/98
Check the X box for the dice rolls form.
Also check Xing then going back in and doing somethhing and cancelling
and OKing.
-
It works; however it should be investigated to see
if there is a better way. Perhaps trying to access the return codes
for the form even though we haven't actually exited the form yet.
-
3/12/98
Redo mainform
-
Get Rid of TNotebook
-
Mainform will display current character.
-
Needs to have a menu
-
Needs to have speed bars.
-
If your going to edit/view an existing character
you will need to choose the existing character from another form.
This will either set the Table pointers for us, or OnActivate for the mainform
will move the pointers around.
-
This menu will only be used/available from the main
menu.
-
Will we need it from any other windows?
-
Dim speedbar buttons when they are not appropriate.
-
Dim menu items when they are not appropriate.
HP
-
House Rules
-
Rolling
-
add in con adj.; add max con hp adj to class table.
-
Need to add HP to the CFM table and XP
-
Need to clear the HP when user hits Role Up.
7/6/98
-
Half-Ogre should get additional hit die at 1st level.
9/15/98
-
add Additional hit die at 1st level to Race table.
-
Add to rolling 1st level hp.
-
When user manually changes the level/con/Class the HP will need to be adjusted.
-
The HP adj for CON should be accurate (this is a
little complicated when considering muti class)
-
This is displayed only for Primary class. But
HP is calculated correctly for Multi-class.
-
Plan is that when user changes level the hp will
be marked as dirty. Also need to store old level.
-
validate button will show this as invalid
-
reconcile/fix button will add or subtract dice from
hp (according to level)
-
If user manually edits the HP it will be assumed
that they know what they are doing and HP will be marked as clean. 7/19/98
-
Change in Class should mark HP as dirty;
-
validate button will show this as invalid
-
reconcile/fix button will recalculate HP completely.
-
If user manually edits the HP it will be assumed
that they know what they are doing and HP will be marked as clean. 7/20/98
-
Change in Con will mark the HP as dirty IFF the con
adj. changed
-
validate button will show this as invalid
-
reconcile/fix button will recalculate HP completely.
-
If user manually edits the HP it will be assumed
that they know what they are doing and HP will be marked as clean. 9/2/98
-
Testing the New RoleHitPoints
-
Use new functions to do the above.
WHen Fighter is secondary class it should not
be possible to have a 0 for the level. 10/10/98
Cannot re-create.
When the XP for a 0 level Fighter is set to 0
it raises his level to 1.
XP and XP worth
-
Put XP calculation in Dice Roles
-
Use same style entry as random level
-
calculate XP by using (1/(user formulae))(min xp
level - max xp for level) + min xp.
-
default user formulae shall be d100. 9/4/98
-
Put XP worth in House Rules: 9/5/98
-
My rules: 1% of XP that NPC has + lvl/hp
-
2nd Edition Rules
-
1st edition rules: Allow user to decide how many
special or exceptional abilities each class has
-
Nickerson Rules -- need to ask Cliff how he decides
-
Add XP to Role Character Abilities 9/7/98
-
Add XP worth to Role Character Abilities. 9/7/98
-
Still need to do XP Worth 2nd edition
-
magic_items
-
missile weapons 4/12/99
-
armour class
-
Invalid XP & XP Worth
-
Need to set XP & XP worth to Dirty if level changes
9/13/98
-
If user manually edits Xp or XP worth said attrib
shall be marked as clean
-
Decrease/increase level as needed with XP change
-
if XP > MinXP for greatest level then level is not
adjusted correctly. 9/15/98
-
Unhandled exception when XP is greater than an int
9/15/98
-
Make sure that we don't get into a an endless loop,
changeXP-->changeLVL-->changeXP
-
Check invalids will Yellow XP & XP Worth if they
are dirty.
-
Fix Invalid shall adjust XP & XP Worth by amount
of level change.
-
XPPErHP Color needs to be set to clWindow when XPWorths
is i.e. at XPworth change.
-
Set XP & XP worth Dirty if class changes.
9/14/98
-
XP1 throws an exception because MinXP for qnextlevel1
is not Open yet. Evidentally we are pointing to the first record
in tCFM at this point. We really want to put into insert mode before
this. 9/18/98
Preview Release 1
-
Create help file.
-
Main page screen shot w/ explanations
-
Edit page w/ explanations
-
House Rules
-
Dice Roles
-
Explain issues such as why it takes awhile to change
an ability, race, or class.
-
Create web page.
-
Explain a little bit about what it presently does.
-
Explain about future plans.
-
Upload web page.
-
Create Installation program.
-
Test on Win95 and NT
-
Make sure version info matches that of dialog box
-
License information
Save As HTML 10/17/98
-
Create a class for this.
-
Class has functions for each table.
-
The whole HTML form will be built up into an AnsiString.
-
Table functions must be called in the correct order.
Even if they are all blanks.
-
.htm default but list .html
-
Save the directory the usery points to.
AL 10/24/98
-
Add allowed allignments for each class to the class_alignment
table 10/18/98
-
New table listing possible alignments and their weights
10/18/98
-
Changed so that each class is listed as well as all
possible alignments and their weights. If the alignment is not to
be chosen randomly then a zero is entered for the weight 10/19
-
Add alignment to the CFM table. 10/18/98
-
Add alignment weight to the Dice Rolls form. 10/19/98
-
restructure Dice Rolls so everything is in tabs 10/19/98
-
Add allowed alignments for each class to the house
rules section
-
restructure House Rules so that everything is in
tabs
-
make sure user only enters valid alignments
-
Alignemtn will not be in the house rules section.
User will be able to manually change the alignment to whatever he wants.
-
Add alignment to the mainform (perhaps a drop down
of possible alignments
-
Add random alignment to the Roll Character Abilities
button.
-
If any class changes; alignment is marked as dirty.
-
switch dirty stuff so that it no longer is another
variable. Just use the color clYellow to indicate dirty. Just
keep it the way it is. 10/24/98
-
Fix Invalid shall roll a new alignment only if alignment
is marked as dirty and the current classes do not allow the current alignment.
-
Add alignment to the export to HTML function.
Weapon Proficiencies & Specializations 10/24/98
-
Create Weapons table
-
everything in PH p.68
-
Number of hands to use the weapon
-
plus ROF and ranges,
-
Number of thrown weapons
-
weight
-
populate
-
second table needed for missile only weapons, like
arrows and sling bullets
-
link back to first table to indicate what weapon
is used to fire this missile
-
PH p.68 plus ROF and ranges
-
Number of missiles
-
weight
-
populate
-
class_weapons table
-
list allowed weapons for each class
-
Boolean AnyWeapon is true if the class can use any
weapon; false otherwise
-
populate
-
CFM_Weapon table
-
Add specialization to Class table
-
House Rules
-
Allow modification of Class_Weapons table (allowed
weapons)
-
Allow modification of specialization
-
Allow selection of Specialization benefits
-
Make tables of specialization benefits
-
populate tables - done with Scott Rules or Core Rules
Button
-
Allow modification of THACO table
-
Put in Metzger & Nickerson Rules (same rules
used)
-
Max prof
-
weapon level
-
weapon proficiency
-
THACO
-
Put in Core Rules
-
Max prof
-
weapon level
-
weapon proficiency
-
THACO
-
Allowed Weapons will not be set via the rules
buttons
-
Dice Rolls
-
Allow modification of Weapons and Missile_Weapon
tables weights
-
Missile table has duplicates in it
-
Allow modification of chance to Specialize
-
min and max Number of missile and thrown weapons
-
Add defaults
-
Main Screen
-
THACO;
-
need to put Class1, level1 etc. into CFM.
-
Should be done in the OnChange functions.
-
New tab for weapons
-
grid for weapons
-
need to add amount
-
ROF is being calculated incorrectly
2/1/99 3/9/99
-
Need to check ROF for everything and make sure it
corresponds to the ROF in the book -1. 3/9/99
-
add missiles
-
Missiles will NOT link back to the Weapon table.
They will only link back to the CFM table.
-
Roll Missiles 2/1/99
3/4/99
-
Put missiles into the displayed weapon table.
3/5/99 3/8/99
-
If you are specialized in a missile using weapon
then you get multiple entries for missiles
3/17/99 3/17/99
-
Allow user to buy/steal missiles. 4/4/99
-
Thrown weapons
-
Add (Thrown) to weapon name for clarity.
3/8/99
3/9/99
-
Increase Size of grid as neccessary
3/8/99 3/9/99
-
Weapon Speed for Magic Weapons 3/9/99
-
Need to add a check mark to modify the weapon speed
according to the plus of the MI, this should be added to the House Rules
form
-
adjust weapon speed if its a MI and user has the
above checked (this needs to ba added to the Weapon and Missile section
of LoadWeaponGrid.
-
Non proficiency penalties
3/16/99 3/16/99
-
Allow the adjustment of proficiencies 3/16/99
-
Enable and disable the Up Down arrows 3/16/99
-
Determine what weapon has been selected
-
Query the CFMWeapon table to positoin on said
Weapon
-
Increase/decrease said weapons prof. Can't go less
than 0.
-
There will be NO checks for to see if specialization
is allowed.
-
Reload the grid
-
position curser back onto the selected weapon.
-
Allow user to adjust amount of weapon or missile
3/17/99
-
Decrease missile amount raises an exception.
There is a problem with the index.
-
Allow for buying a weapon
-
Allow for taking a weapon 3/17/99
-
Open the qAllowedWeapon query sometime before the
Roll Character Abilities button is pushed. 3/22/99
-
Randomly roll for weapons
-
choose proficiency
-
a duplicate causes the proficiency to be increased
by 1
-
roll for number of proficiency slots 1/26/99
-
qCFMClass is giving a weird error
-
If you rolled for specializations the total number
of proficiencies is not updated 1/21/99
-
If you roll a second character up without saving
the first the weapon proficiencies are not cleared form the first character
(the 2nd character has profs from both the 1st and the second)
2/2/99
-
Can't use an SQL delete within a transaction.
Therefore try using a different database object with each CFM table.
Need to switch tScratch to tCFMWeaponAdd and then set the database to CFMWeaponDB
-
Thrown weapons (dagger) does not display strength
bonus for melee. 2/2 2/3/99
-
Druid lvl 20 does not roll for all weapon profs.
2/3 2/3
-
For some reason Druids(lvl 19, 20) are rolling specializations
in weapons. 2/4 2/23/99
-
CFMWeaponDB is NOT rolling back. 3/11/99
-
A high level character that may not specialize &
has few weapons to chose from may get in an infinite loop of retries.This
is not likely to occur because a 20 lvl Mage gets 4 proficiencies but has
5 weapons to chose from. This could occur if the user lessens the
number of weapons available to a Mage. See
mainmenu.cpp
-
Dissalow the short races from using large weapons.
4/5/99
-
Monk needs to have increased chance of knowing Kung-Fu.
4/5/99
-
Need to set the defaults in DiceRolls.
-
Elves get +1 to hit with longsword and bow4/6/99
4/7/99
-
HouseRules - let user select racial weapons, set
their tohit adj., dam adj,
-
DiceRolls - let user select racial weapons and set
the bonus weight.
-
Add bonus weight into the RollWeapon.
-
LoadWeaponGrid take into account racial adj to hit
and damage.
-
Add a Max. number of specialized weapons for each
class. 4/10/99
-
This will only be enforced for random rolls, There
will be no check to see if the user manually violates this rule.
-
choose magic weapons first and then chose proficiencies.
-
Save doesn't save the Weapon & Missile.
3/23/99
-
Load the alignment and weapon table when the character
is chosen from the Edit Character form.
3/23/99 3/26/99
-
Assert fails line 2345 mainmenu.cpp
-
Validate/invalidate
3/24/99 3/26/99
-
Working on sbReconcileFixClick(TObject *Sender)
3/24/99
-
Data in CFM_Weapon could be valid but LoadWeaponGrid
should be called again so that the THACO etc. is re-calced. This
is done in Check Valid.
-
Add to HTML output 3/26/99
-
Disable the Weapons to chose from when we are doing
processing. 3/26/99
Something is wrong with the Delete Character.
When you are currently editing a character that you have saved. 3/18/99
3/19/99
-
The Rollback isn't working 3/18/99
-
Multiple Deletes don't refresh the grid
-
Open a character does not load his weapons
-
One thing to note. If user is currently editing
a character and clicks the Edit Char button, says No to save the character,
then clicks on the character in the Edit Char form; the character will
be reloaded from disk and changes that the user made will be lost.
To go back to changed character the user should hit cancel.
Illusionist & Bard
-
Class table
-
Class_Level table
-
Class_Alignment table 4/11/99
-
Race_Class table 4/11/99
-
House Rules Nothing
to do here really.
-
Dice Rolls
-
Class 4/11/99
-
Alignment 4/11/99
There is a better way to select the alignment. Use select sum..
as ... etc.
XP is no longer calculated/displayed 3/21/99
Manually increasing level after rolling character
abilities results in an error saying that the dataset is not in edit or
insert mode. 3/21/99
Rolled a level '0' Thief. Not reproducable.
Roll, Roll Atributes, Change the Class, then
Roll gets a Key Violation. Pushing New Character corrects for this.
Need to have a try catch and display a user friendly dialog, or just call
new character in the catch. 3/31/99
Problems with records being locked by another
user.
If I chose to edit a single class character first,
then a dual classes char. the Level2 is not shown correctly.
4/1/99 4/1/99
New Character, Roll Up, Add a secondary class,
check invalid or fix invalid causes an EAccess violation. 4/3/99
Alow user to change attacks per Round in House
Rules. 4/14/99
Make sure that the House Rules Weapon Specialization/level
only gets added in when SPECIALIZED. 4/14/99
Double check all grids in House Rules and Dice
Rolls to make sure that you cannot insert, edit only applicable fields,
and that the different arrows work.
Preview Release 3 starts here
MU Spells. 5/?/99
8/22/00
dang! that took a long time.
-
Put all PH spells into database.
-
Copy other spells from the GM Helper into my database.
6/13/99
-
Add specialist Wizard.
-
Add tables to database 5/22/99
5/23/99
-
WizardSpecialist
-
WizardSpOpposit
-
RaceWizardSpecialist
-
Add Specialist to CFM table
-
CFMSpell tables 5/23/99
-
CFMWizardBook
-
CFMWizardMemorized
-
Random Settings 5/25/99
6/13/99
-
Allow for setting of weights for every spell.
-
Display Total_weight for a spell level
-
Chance for a specialist mage.
-
Variable numbers of spells in spell book. (more than
amount of spells can cast per day).
-
There is a problem with the defaults for this.
Too Many record locks, Paradox has a limit of 255 locks per table.
-
Increased chance for a specialist to have spells
from his specialty.
-
Defaults for all of the above.
-
Percent Spells memorized
-
House Rules. 7/2/99
-
Use chance to learn spell.
-
Automatically have read magic.
-
Bonus spells for high Int.
-
Allow for selection/deselection of source material
for spells.
-
This will be controlled in Dice Rolls by the user
putting a 0.
-
Include/exclude specialist mages.
-
This will be controlled in Dice Rolls by the user
puting a 0 for chance for a Specialist.
-
Use Manna spell points instead of certain spells.
-
Specific spells must be memorized,floating selection,
or combination of the two from spells in spell book.
-
Edit what spell schools a specialist can cast from.
-
Multi-School spells in opposition cast or not?
-
AD&D defaults
-
Just need to move cursor on some of the tables
-
Metzger defaults
-
Nickerson defaults
-
Setup the Wizard Spells tab. 7/4/99
-
Spell Book grid is greyed out and I cannot change
the Option->always editing????
-
List of spells displayed; need to call OnChange when
tab is shown and close the queries when tab is exited.
-
Spell book
-
Learn Spells
-
Add w/o checking for percent to learn
-
Delete from Spell Book
-
Free Spells
-
Something wrong with MemorizeWizardSpells we
get in an infinite loop because qWizardBookWeight is Eof but we keep trying
to Next it.
-
Not able to reproduce. An assert and a conditional
breakpoint was put in.
-
Believe this was due to a wizard not having any spells
for a spell level for which he could cast spells.
-
Need to open tWizardCost and then test subtracting
out free points and spells.
-
Memorize Spell button. Need to check to see
if there are enough free slots or points to memorize the chosen spell.
-
Test it
-
Free Spell Points
-
Memorized spells
-
Test forget/cast spells.
-
Extra spell points
-
Connect everything to queries
-
Write code for all the buttons
-
Specialists 11/30/99
-
Add SpecialistId to the CFM table (default of 0).
-
Add SpecialistId to the Class table (default 0).
This will take care of classes like Illusionist.
-
Change WizardSpecialist table to Specialist.
-
Drop the School field. We will use this new
table for Specialists of all Classes.
-
Add a MasterClass Field. If MasterClass is
NoMaster then this specialist is a class of its own.
-
We will use MasterClass and ability scores to get
the appropriate list of specialists a character can be.
-
Change so we can handle the new table (most changes
are in the Dice_Form).
-
Add a drop down list on the main form for Specialists.
-
Disable/enable on the MasterClass via OnClassChange
-
TData::AllowedSpecClassList
-
Working out the details of Enable& Visible in
OnClassChange
-
Adding Multiclass can be Specialists option to House
Rules
-
Test for Class2 & 3 change
-
Test for attribute change
-
Only list those specialists that the CFM can be.
-
If the SpecialistId in the Class table is Not 0 then
set it to the appropriate Specialist and don't allow user to change it.
-
Allow user to select No Specialist.
-
Test 5, 20th level mages
-
Multi Checked
-
20th level Illusionist,
-
2nd level spells are getting an Eof at a total weight
of 58 when we are looking for the 64th weighted spell.
-
1st level spell getting an EOF at a total weight
of 62, sum_weight 48, SpellId 45
-
Never Inside If (Specialist)... when selected spell
is SpellId 3
-
When ID is 4 sum_weight done twice for same record
-
Earth Element.
-
Abjurer
-
Water Element
-
Air Element.
-
Non-Specialist
-
Fire Element.
-
Transmuter
-
Wild Mage
-
Multi not checked
-
Enchanter - test out qSumWeightNoMulti change.
-
Need to add a AfterClose event for qNoMultiSpells
so that the lvl Param can be set.
-
Diviner
-
Conjurer Opposites are Invocation and Greater Divination
-
Need to change Lesser Divination and Greater Divination
to straight divination.
-
Possible conflicts with Universal School - No, Conjurer
will Oppose Lesser Divination and Greater Divination but not Divination
-
Invoker
-
Chance to learn spells is now also dependent on specialty.
-
Specialists cannot memorize spells from opposite
schools
-
double check qMultiSpells compare to qMultiOppositeSpell
-
qNoMultiOppositeSpell was giving error fixed but
need to test.
-
The No Multi Spells queries are not working. Need
to re-think how I am going to do Opposite schools.
-
Make Elementalists a separate table
-
Specialists get +15% to learn spells in their specialty
school
-
Specialists get -15% to learn spells outside their
school
-
Check to make sure the user isn't adding an illegal
spell to his spell book??
-
User can do anything if just adding a spell; but
when program will check when trying to learn a spell.
-
Optimize Spell Selection so we make a list of selected
spells so we only loop thru the list of spells once and we don't have any
exceptions.
-
Make helper funcs in CRandom... and Roll
-
Spell Book (RollWizardSpell)
-
assert Eof in the loop
-
qSumSpellWeightMulti is summing for duplicate SpellIds
-
test duplicate rolls
-
Add try around post for insert and up the reroll
count if it fails.
-
DiceRoll::Roll w/ TList
-
Memorized spells
-
Show Spell Schools for spells in Spell Book?
-
Some kind of pop up window, double click?
-
No, Lets wait for 3rd edition when there will be
only one school for a spell
-
Show the Specialist School(s)
-
Show the Opposite School(s)
-
Roll Specialist - Redo for SpellSchoolGroups
-
Test qSumSpellWeightMulti and qMultiSpells
-
Set Specialist to Visible and Enabled when appropriate
in RollClick, near the end.
-
If Specialist Visible then call RandomSettings.RollSpecialist
-
Roll against m_ChanceForSpecialistMage
-
Add Specialist.Weight to the AllowSpecialist query.
-
Write a generic function to randomly select something
from a table or query.
-
Random Spells
-
Memorize
-
RollWizardSpell; RandomCharacteristics line 1706;
infinite loop
-
Make into a generic function where you pass in the
weight
-
assert for eof
-
Query is returning 0 for the total_weight. Sometimes
-
2nd level spells Insert...Post is getting a key violation.
-
Assert fail in dice_roll after 4th level spell selection
for a 7th level Air Elementalist
-
Spell Points
-
Spell Points/ MemorizeWizardSpell could be optimized
by making a list of selected spell levels first and then rolling for each
spell level all at once.
-
Number of spells should be adjusted if your a specialist
-
Additional weight of specialty spells
-
Human Ill/F doesn't show specialist
-
Level advancement
-
Fix Invalids so that the folowing is redone:
-
Weapon Profs
-
HP
-
Use Roll2ndPlusLvlJp and Roll1stLvlHP from Data.
Roll1stLvlHP should only be used with Primary class.
-
This is done in the OldValues.RedoHp class
-
Spell Book
-
Memorized Spells
-
Free Spells/points should adjust as your level adjusts.
-
Use qWizardTotalSpells and compare to what is in
CFMMemorized and CFMFree
-
SpellData.LevelChange
-
If increased spells then show the appropriate increase
-
If decreased then erase everything from memorized
list and reload free list
-
Compile
-
LevelChange is called when program starts up and
an exception is thrown.
-
Test different combos of house rules
-
Illusionist bonus spells added twice - Changed so
the Class_Level doesn't have Illusionist Spells added in for you.
-
Memorization - Some Spells
-
Lists Total Free Spells instead of Remaning Free
Spells - SpellData.AdjustWizardFreeSpells
-
Changed QWizardTotalSpells so that bonus spells aren't
added in automatically. Need to change places that reference Total1stSpells
and add in Int bonus spells manually.
-
Clicking '-' triggers an assert
-
Memorizeing a spell for a 2nd level Illusionist does
not subtract the spell from his available 1st level spells
-
Test New AdjustFreeWizardSpell
-
Get a Key Violation when advancing a 2nd level Illusionist
to 3rd level
-
Error when going from lvl3 Illusionist to lvl2.
Could not create cursor error
-
Test SpellData.LevelChange
-
Half-Elf, adjust stats so can be Illusionist, change
to Human and Illusionist doesn't show up on the list.
-
Memorization - All Spells
-
After changing the HouseRules I get an assertion
in dmSpellData.cpp line 97
-
Looping thru tWizardMem in SpellDataLevel change
works bu then I
get a record/key deleted later on (possibly need to close/open some queries).
In process of trying the scratch query again.
-
Record/Key deleted error is in NumberPossibleSpells
and may be the result of a rollback.
-
Memorization - No Spells
-
Manna - Some Spells
-
Infinite loop w/ 4th level Water Element.
-
Now we get a -5 for Free Spell points for the same
guy
-
Need to do check against all spells, not just those
spells that are in the free list
-
Manna - All Spells
-
Manna - No Spells
-
Specialty change
-
Change to Yellow when specialty changes
-
Check Invalid
-
OldValues WizardSpellBook(), WizardMemorized();
- need a qNotInSchool
-
Test WizardSpellBook.
-
qAllowedSpecialist.SpecialistId isn't accurate, may
need to use tCFM instead, look into ramifications to qMultiOppsite... etc.
-
Fix Invalid
-
20th Level Abjurer with 18 Int got in an infinite
loop when rolling spells.
-
Assert line 1715 of Random_Characteristics
-
Its not selecting the higher number spells, if we
used a TClientDataSet and removed those spells selected this would run
much faster. Possible problems with total_weight.
-
Total_weight seems correct
-
Added distinct to qNoMulti but still got duplicate
spell_ids; Needed to change the SQL in the BeforeOpen event. Still
getting an assert.
-
Still not getting anything above Shield.
-
Re-wrote the Dice.Rol(..., TList) function to remove
duplicate
-
Added a Goto REROLL if eof. Its bad style but
it might just work.
-
The Allowed Weapons grid flickers when changing level.
Have to live with it.
-
Roll for spells in spellbook.
8/16/99 10/12/99
-
qWizardTotalSpells isn't working
-
Query to loop thru spells and read there weight isn't
working.
-
May be a problem with qSumSpellWeightMulti; infinite
loop when more then one second level spell in spell book.
-
Possible problem with transactions for spell book.
-
Test it out
-
Roll for memorized spells.
-
Edit/Chose spells
-
Edit/chose memorized spells
-
Spell Points 10/12/99
11/17/99
-
RollWizardSpell needs to Memorize the spell.
-
Working on RollSpellLevel
-
Tested for both All spells and Some spells
-
Allocate free points to a specific spell level.
-
MaxFreeSpellLvl
-
AssignFreeSpellLvl
-
Allow user to change the Free Spells
-
UpDown arrows are behaving wierd when they are not
connected to something.
-
INfinite loop cost isn't being subtracted out.
-
Test out buttons for other levels (besides level
1).
-
Forget/Cast is updating both the total free points
and the levels free points.
-
Change database to reflect changes in spell schools
as
detailed in Spells & Magic. 2/3/00
2/3/00
-
MAX Spell level.
11/18/99 11/19/99
-
Add DefaultSpellLevel field to the intelligence table.
-
HouseRules->Wizard Spells->Bonus Spells by Int Add
Max Spell level
-
Add copying of the DefaultSpellLevel to Spell level
to the WizardSpellTableDefaults function.
-
In CRandomCharacteristics->RollWizardSpells while
looping thru and choosing spells for the spell book; set a max spell level
(no longer is it 9).
-
Make a check in the '+' spell points to make sure
we can in fact cast spells of the given level.
-
Make a check in the Learn and Add to Spell Book to
make sure we can in fact learn this spell level.
-
Test to make sure that Free Spells are not assigned
to higher level than we can cast.
-
Max spells per spell level
11/19/99 11/22/99
-
In CRandomCharacteristics->RollWizardSpells
after rounding the number of spells in spell book, make sure this number
isn't higher than the MaxSpellsPerLvl for your intelligence.
-
In the Learn and Add to Spell Book make sure that
we still have slots available to put add another spell of this level to
the spell book.
-
TMenuForm::wsAddToSpellBookClick
-
Creating the House Rules results in an exception
3/7/00 3/8/00
-
Removed SplashScreen From auto-create need to test
it
-
Save as HTML 3/9/00
3/24/00
-
Add Changes to the YHTML class
-
Loop thru the Memorized spells and send the result
to the YHTML class.
-
SpellBook
-
Looek at the HTML source again and get rid
of SpellLevel
-
Test
-
Specialist
-
Also, when retreiving from library the Specialist
isn't showing up.
-
Display Specialty schools and restricted schools
on the spell book.
-
Randomly Rolling Spells before Rolling Character
Abilities results in Key Violation
-
KeyId is coming up 0; may need to Post to the tCFM
table first?
-
Infinite loop when posting
-
Get rid of the junk debug statements
-
Learning a Spell before Rolling Character abilities
doesn't work
-
Buying or Stealing a weapon before Rolling Character
Abilities gives an error saying that the Dataset is not in insert or edit
mode.
-
Rolling Spells then Rolling Abilities gives an Access
violation.
-
When rolling spells for a fighter he gets Read Magic
and Detect Magic in his spell book.
Pulled up Raistlin (lvl 19 MU) that was saved;
exited program and got an exception: insufficient table rights password
required for operation on CFMWeapon. Seems to work.
Level 1 Mage with 9 Int can't memorize any spells?
Clean up the database if there are invalid entries
8/22/00 8/22/00
-
Before Randomly choosing a weapon clean up CFMMissile
and CFM_Weapon
-
Before Rolling from spells clean up CFMWizardBook
and CFMWizardMemorized.
When Rolling Spells then Weapons I get an Access
violation.
Update the Help for Pr3 8/28/00
-
Main Screen, separate shot for Weapons and Spells
-
House Rules, plus new screen shot for Wizard House Rules
-
Random Settings
Bonus Spells for High int don't go to zero when clicking on Core Rules
button.
In House Rules - Wizard Spells- Spell Points change the column heading
from MaxSpell/Lvl to MaxSpell-Lvl.
Edit Class Race Combinations
Non-Weapon Proficiencies/Languages
Cleric Spells
Thief Abilities
Weapons
-
Allow mod of weapon characteristics
-
New Weapon Proficiencies
-
Break them down into basci elements like -1 AC, +1 Hit, + Damage etc.
-
Break them down into basic restrictions like must wear leather armor etc.
Armor
Gear
Combat
-
THACO
-
AC
-
#AT
-
Two-fisted fighting rules
Magic Items
Henchmen
Money
Personal
-
Height, Weight, Age
-
Restrict weapons by height & weight, or maybe easier todo by race
-
Family/Clan
-
Siblings
-
Birthrank
-
Religion
-
Hometown
-
Homeland
-
Social Class
-
Sex
-
Personality
Print
Export Character/backup
Import character backup
Edit/Add Races
Edit/Add Races
Edit/Add spells
Edit/Add weapons
Edit/add Magic items
Skills and powers
Other ADND supplements