Karui Kage wrote:
Well, I've finally completed it. It was a project I started a long time ago, but eventually lost interest in (along with losing what code I had done at that point). Thanks to my Kingmaker group, however, I decided to spend a day or two over my break working on it. After manually rolling for just a few minor items in their kingdom's magic item slots, I dreaded what it would be like when they got more and more open slots to fill with magic items.
So, my desire for "click of a button" convenience strong, I hunkered down and coded this program up. I've learned a lot with C since my first attempt at this, and am proud with the final application that I've made.
What exactly does this program do, you might ask? Well it does a few things:
Individual Generation
This is the first tab you'll see when opening the program. It's pretty self-explanatory. Pick a number of minor, medium, or major items of specific types and click the button. It will pop out random choices based on your selections. If you're curious, Minor Rods and Minor Staves are missing for a reason, that being that the Core Book does not have any of those types.
City Generation
Using the rules in the Core Book for how many items of each type can pop up in various city sizes, this tab will genearate items for a certain city size based on your selection.
Kingdom Generation
What I, personally, will be using the most, this allows you to set how many slots of each Item Type your kingdom has (in a Kingmaker or similar campaign) and generate the appropriate items each month.
Those are the various sections. How do I calculate everything though? Well, I tried to be as comprehensive as I could, and this is what it comes down to:
- Randomly generated items are done so using the tables in the GameMastery Guide and the Core Rulebook.
- Armor and Weapons are done so that no two special abilities of the same type will be generated, and if two similar ones (shock and shocking burst) pop up, it will assign the better.
- Armor
...
Great Tool thank you!!!