MRQ Combat Assistant v1.25

Ucee

Mongoose
Hey everyone,

here's a cool web application I did to help out with RQ combat bookkeeping. It's also a simple character (or npc) creator tool. Hope you like it!

http://www.fxd.fi/demo/mrq-combat-assistant

v1.25 Update: Combat Round resolution fixed: click NEW COMBAT ROUND to roll Strike Ranks for all. Clicking 'Next Turn' will subtract a CA from all and Ready those who have CA left. Round count and elapsed time is tracked. POW and MP added. Added tabs for spells and notes. Merged 'options' and 'generate' on the first page.
 
Looks very good, but ...

I'm getting an error when I click "Generate" :

TypeError: Error #1009: Cannot access a property or method of a null object reference.
at NPCTile/reset()[C:\FX3\NPCCombatSheet\src\NPCTile.mxml:122]
at NPCTile/NPCTile::init()[C:\FX3\NPCCombatSheet\src\NPCTile.mxml:44]
at NPCTile/___NPCTile_Canvas1_addedToStage()[C:\FX3\NPCCombatSheet\src\NPCTile.mxml:2]
at flash.display::DisplayObjectContainer/addChildAt()
at mx.core::UIComponent/http://www.adobe.com/2006/flex/mx/internal::$addChildAt()[E:\dev\3.0.x\frameworks\projects\framework\src\mx\core\UIComponent.as:4982]
at mx.core::UIComponent/addChild()[E:\dev\3.0.x\frameworks\projects\framework\src\mx\core\UIComponent.as:4863]
at mx.controls.listClasses::TileBase/http://www.adobe.com/2006/flex/mx/internal::getMeasuringRenderer()[E:\dev\3.0.x\frameworks\projects\framework\src\mx\controls\listClasses\TileBase.as:1895]
at mx.controls.listClasses::TileBase/measureHeightOfItems()[E:\dev\3.0.x\frameworks\projects\framework\src\mx\controls\listClasses\TileBase.as:2016]
at mx.controls.listClasses::TileBase/mx.controls.listClasses:TileBase::commitProperties()[E:\dev\3.0.x\frameworks\projects\framework\src\mx\controls\listClasses\TileBase.as:2325]
at mx.core::UIComponent/validateProperties()[E:\dev\3.0.x\frameworks\projects\framework\src\mx\core\UIComponent.as:5670]
at mx.managers::LayoutManager/mx.managers:LayoutManager::validateProperties()[E:\dev\3.0.x\frameworks\projects\framework\src\mx\managers\LayoutManager.as:519]
at mx.managers::LayoutManager/mx.managers:LayoutManager::doPhasedInstantiation()[E:\dev\3.0.x\frameworks\projects\framework\src\mx\managers\LayoutManager.as:669]
at Function/http://adobe.com/AS3/2006/builtin::apply()
at mx.core::UIComponent/mx.core:UIComponent::callLaterDispatcher2()[E:\dev\3.0.x\frameworks\projects\framework\src\mx\core\UIComponent.as:8460]
at mx.core::UIComponent/mx.core:UIComponent::callLaterDispatcher()[E:\dev\3.0.x\frameworks\projects\framework\src\mx\core\UIComponent.as:8403]

Hope that helps ...
 
Ssendam said:
I'm getting an error when I click "Generate" :

I assume you've got a Debug version of the Flash Player. I just realized I updated some time ago and it's not a debugger so no wonder I wasn't getting any error messages.
 
I have the Adobe Design CS3 suite, and Flash is on there so that's probably why I have the debugger.

The site goes on to work, just throws up those error messages.

I have to say it is excellent, it looks crisp and is simple to use. Will you add different template for monsters? Also I'm not sure how the AP vs Skill reduction was working. I haven't looked closely but I'm not sure if it covered the options as I expected.

Stay frosty
 
ok, should work without throwing errors now. I added a Reset and Roll All Button.

The effective skill is shown as a ToolTip when you roll over the skill value with mouse. I didn't add it directly because it gets confusing. Allthough I could add a button to 'lock' the skills so that when locked, it would show the combined value.

Note that Mouse Wheel works in all number boxes with FireFox and IE but doesn't work with Safari. IE works as intended (increment by 1 point / skills by 3) and FireFox increments twice as much.
 
Hehe, Adobe Flex (R) rules! And yes, it may cause trouble if you have a debug version of the Flash Player installed. The errors you see are harmless, anyway.

Any chance to have the source code available? A combat tracker that marks how much of a round has gone by and other niceties could be useful, too. And why didn't you add POW as a characteristic? Some combatants are spellcasters in RQ.
 
I fixed some issues.. Now there's a 'lock' button to switch between the editing mode and locked mode, so it doesn't look so cluttered once you've done editing.

POW.. I originally planned to make this very simple so I decided to leave spells outside... but what the heck! I'll add POW and MP to the next iteration, and make the skills panel a tab panel, so there's space for spells, notes, beholdings too. And the combat round counter, sure.
 
found a bug, sorry.

I generate characters with weapons skills. I press "back" on your interface to the screen which decides how many other npcs you want. I press generate and then the weapon skills go missing.

Offered in the spirit of comradeliness, sorry
 
thanks, bug noted ( the weapon selections in the template reset, so you'd have to open template and pick weapons again).

I'll fix this to the next build.
 
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