DN: I think I get it on the augmentation now. So, if I understand correctly: The listed PP cost in the power itself is only for informational purposes, while the actual input expenditure in the power use dialog is how much PP will actually be deducted from the character's reserve by the framework. This is definitely a good system for powers that only change things in the Attack area. Granted, a lot of them do alter things in the Effects line, or area/range, but those can still be done the old way (as separate powers).
Although, now I can't seem to find where you input the character's PP reserve for the life of me.
Yeah, I couldn't do much about multiple ranges. Franky, Psionics is the single hardest darn thing to implement. Exception based design? Okay, I can roll with that, even if it exponentially expands the number of variables that need to be entered and tracked and compared. This is why I never bothered with feat bonuses or non defense Item bonus, as each would have to be tracked for each thing the bonus could apply to and that gets ugly when it gets as fine as +2 damage with Hammers.
But Psionics? They did exception based exceptions. Screw that. This is as close as I can get and still make it usable without stumbling upon another brilliant breakthrough.
Say, how reasonable would it be to implement an "Other" condition in the absolutely brilliant new conditions manager? Or perhaps a set of them ("Other 1", "Other 2", etc.), for managing more than one? There are a lot of powers that lay down a temporary effect that doesn't fall under any of the listed conditions, but still similarly elapses on a given turn or successful save. It seems as though you could just use these states for those, describing the effects in the Notes field. On the other hand, there's nothing really stopping you from just strongarming an existing condition into that (for instance, just using the "Curse" condition and specifying "-2 to all attacks until the end of my next turn" even though the effect isn't a curse), so this may be unnecessary. Speaking of which, missing an apostrophe in the word "targets" in the pulldown for when the effect ends. Unless that was omitted for code reasons. I know some setups can be oddly finicky about certain punctuation.
I in fact use quarries and curses for this. But the condition manager is pretty flexable and allows for expansion. It just needs to be added to the states and then to the correct properties (easiest via using the macros) on the Lib:Information token.
EDITED: Quick follow up... While a MT token can only display 1 of each state on it, my condition manager doesn't give a crap. It can have any number of the same state/condition on it and tracks each individually since it's a unique ID method that is specific to the token (this is why only the token can remove them). So If you have a Blue Curse that is -2 to AC, End of Next Turn someone else could have a Blue Curse that is -2 to Attack and Save ends. The token will show both, track both independently, and display their unique condition info even though both are technically Blue Curses. However, the MT token itself will only display 1 blue curse because MT is limited like that.