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Old 02-19-2010, 10:35 AM   #51
AmesJainchill
 
Join Date: Jun 2005
Default Re: Explosion damage is weak?

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Originally Posted by Bruno View Post
Incidental note, I've figured out CGI scripting and I'm almost ready to release a little website I put together which spits out the explosion diagrams :D
I'm thinking of doing a program to calculate multiple, quick explosions on the same area--like from a belt-fed grenade launcher.
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Old 02-19-2010, 01:15 PM   #52
Bruno
 
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Location: Canada
Default Re: Explosion damage is weak?

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Originally Posted by Anthony View Post
I'd actually suggest learning a bit of PostScript and using it to generate vector graphics which you then convert to a .pdf. The trade maps I used to make for Traveller were done via automated PostScript followed by ps2pdf (from gnu) to generate an Acrobat file.
That would actually be a step backwards, for the use-case I had in mind.

The point of dynamically creating a PNG is that a) it displays natively in browsers without requiring additional software and b) the created graphic can then be dragged and dropped into MapTools (or saved and loaded into other Virtual Table Top software) for instant one-shot use as an overlay to show which characters take what damage.

The point of using perl, specifically, is mostly that CGI is a pretty convenient way of getting it onto the web where my GM can use it. I use a lot of (non graphical, non web) perl in my day job so rounding out my knowledge of the language is helpful too.

This isn't intended for print, and frankly the templates RAPIDLY exceed the size of a standard letter page meaning it's not really a practical use of PDF. A basic set Concussion grenade rolling average damage does an average of 35 damage. This results in an explosion template 7" across, but if you roll above average, your next increment is 9" and it doesn't fit on the page any more. It could potentially go as high as 21" across!
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