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Savage Worlds Programming

Simulated dice for role playing games

Savage Worlds Programming

Postby arete » Wed Feb 15, 2012 11:29 pm

I was wondering if you can do some programming to get everything in there. I found the character listed on the boards, but I am going to be running other settings besides Deadlands.

I figured at worst I could write a script for each dice type and have it keep the higher of it vs the d6, but I wanted to see if there was a better way.
arete
 
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Re: Savage Worlds Programming

Postby jazzman » Thu Feb 16, 2012 5:36 am

I'm going to try to finish the cleanup on my last sheet for deadlands and get them all posted. I was actually going to include a base Savage Worlds sheet in which I would remove Guts from the display and any other game specific rolls. Just another day or two, keep your eyes open.

The sheets are not complete, but will give you a place to enter all of your traits(attribues and skills), to roll against them, enter weapons, a number of the attack special moves(3 round burst, double tap, wild attack, etc). So it should handle a lot of what you need.

After I get that posted, I think I'm going to start expanding the base Savage Worlds sheets, there's a lot that can be done, minimally:
Props for skills, weapons and spells, etc.
Add in spell casting(in current version if the spell does damage you could set the spell's damage up as a weapon, otherwise just use the skill rolls) Potential to roll from the spell list.
Tracking spell points.
Setup the base so that parts can be inherited up to other pages, such as to deadlands.
Setup a round reset and track some round specific stat mods. Basically so that temp mods like the parry from wild attack, full defense, etc. can be tracked and cleared.
Setup attributes to handle temp/permament raises/lowers, so from spells, injuries, etc.
Integrate the Panes aspect of the advances character sheets.
I have an idea of changing how I do the special move rolls, 3 round burst, etc, so that it could automatically adjust the ammo you used. I'm hesitant about that though because when you can spend the benny to re-roll damage, I don't want it to subtrack the ammo again. Additionally put error checking so that if you have a weapon with 1 bullet remaining and select the 3 round burst, it will give you an error and not roll.
jazzman
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Re: Savage Worlds Programming

Postby arete » Thu Feb 16, 2012 11:06 am

Awesome, I will be watching for it for sure. I am gming and i would like a script I am program in like they have for 7th sea if possible.
arete
 
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Joined: Wed Feb 15, 2012 11:24 pm


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