Venatius wrote:That was fast! You had both updates up before I could even look again. I assume you don't still need the token? If not, I'll say congratulations and well-done!
Edit/Update: I'm not 100% sure how augmentation is intended to work in this setup. I notice you can attach an augment cost to attacks if you've checked Augmentable (still seems to require separate powers for separate augmentation levels, alas, but so it goes!). But in the dialog box for using the power, you're still prompted for PP. Shouldn't that just be whatever augment cost is listed on the power? Also, if different augmentation levels need to be different powers (at the moment, they do, unless you list a bunch of conditionals, which I suppose is an option), shouldn't the augment be on the main power, rather than prompted for on each attack the power makes? I may be completely misunderstanding how this is meant to work. Also, what's that odd little clickable icon beside the PP box in the power use dialog? It clears the box when clicked, but somehow it doesn't seem like there'd be a button for that, so I am guessing it has some other use.
Yeah, I don't need a token. I build a shield myself and managed to figure out.
As for the Augmentable and PP thing, here's what I was thinking (and am still finding out how well it works):
The Augmentable keyword lets you put in an augment cost for attack/damage routine entries. These list directly before the routine in the info box. They're not strictly needed for pure effects since you can effectively do the same thing with a carriage return. When you use an Augmentable power you get an option to enter in a PP cost which should subtract from your total PP and will also output to chat what Augment cost was spent. Now, all the attack/damage routines will still fire off, but you can just look and compare to find out which attack/damage set to use.
I might try to set it so it suppresses the augment routines that are greater then the cost spent, but it requires another level of nested IF()'s checks and I wanted to get the thing out the door instead of doing that.
As for the white crosshairs icon in the top right of the power use dialogs, this is the target refresh link. When used, a power or item will auto-target selected tokens and then select those tokens from the Target drop down list. However, GM's character sheets change when they select a token since they always own everything. Thus, unlike a player, they can't select a token and THEN fire the power and have the list populate. But they can start the power use and then with the dialog box open, select tokens and hit the target icon and the list will auto-populate with their selections. This is another reason the sheet doesn't auto change when you have a dialog box open on the screen. Given how dialog/frame refresh works, clicking it reloads the window which means it will also wipe any entry selections made so you want to target first and then put in your mods.
It will never auto-target the user of the power. It's too hard to make it tell what is a beneficial power and what is an attack power. If it auto-targeted the user, every attack would have the user as the first target to hit as default and that is never good. However, the user should be the very first actual entry in the list (I think I even called it Self).