Tips for Creating Custom Datasheets in MetaCreator for Ars Magica

Back in 2011 I wrote a custom datasheet for MetaCreator to add Crossbows in Ars Magica – and was asked recently how to do this (an AG link too); so this blog post is a few tips for getting started with metacreator custom datasheets (aside…please don’t tell me you’re not using bastard swords and crossbows in Ars Magica! Its in Lords of Men and the author also stated his intent on the Atlas Games forums in 2010, despite the name “bastard sword” not being used till many centuries later. For heavy hitting fighting characters they are excellent as they function as a long sword when used one handed and a two handed sword when used without a shield).

For MetaCreator – Adding new virtues, flaws, abilities, spells, equipment, and basically anything which is already established in the framework of Ars Magica in MetaCreator is as simple as creating a new DataSheet (a new .mds file) and editing it with the material you need.

The MC help for editing data files is pretty good and clear, the tips for that I have are:

  • To get a file, copy the current Ars .mds file and delete everything in it, but keep the structure. This ensures that the data will be read in as it will match the structure.
  • Keep the true Ars5 file open at the same time as you can copy/paste between files.
  • You’ll need to set the properties correctly if you want to reuse it, so: … a order or level of importance in the properties of the file.
  • Then copy paste a sample from the official file into your new file and edit names and details. Simple!

It’s not a great editing experience in terms of adding a lot of new data at once. I might have missed a programmatic way to do that.

Then you import the file using MC’s menu when a new character is being edited, and the new options will appear.

There are some file properties which need to be edited too but I can’t recall the tricks for that, but I do remember it didn’t take me long to suss how the versions and references hung together.

If you want to also add new formulas and rules that is much trickier, and it needs additional files.
E.g. the crossbow needed a weapon damage calculation to be slightly different, which meant editing in the macro language (and I’m a disastrously poor developer).

If you want to create your own help file which is usable from within the application then I wish you luck – I did it once successfully and it did my head in.

Ref: MetaCreator for Ars 5th edition by AlterEgo software

Metacreator screen and help file

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tip for Metacreator Ars Magica Affinity calculation

Aside

Here is a quick tip for metacreator Ars Magica users who wish to emulate the character creation rules accurately.

The problem: Metacreator does not handle Affinities for Arts and Abilities in the same manner as the core rulebook mechanics. The difference is minor, but sometimes those points count. It adds a multiplying factor to the spending of XP into the calculations of ability levels, rather than showing the allocated XP and then the updated level after the multiplication.

The fix: is to add generic virtues called Affinities so that the Virtues and Flaws balance, but the XP spend also adds up correctly. The downfall is that you need to roughly know what the score will end up being when you’re done spending XP, but that isn’t a show stopper to get a 100% core rules character.

 picture of Metacreator UI