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April 10th, 2018, 23:48 #161
Started in earnest on the CT, dropped back to the CoreRPG version and updating that (rather than updating my earlier version).
Should be able to get more done this week, but as usual, I'm away this weekend.
This is the work done over the last 24 hours:
- NPC's. Add Weapon attacks (actions)
- NPC's. Add Armour details
- CT. Added basic CT, updated columns, added Wound Track
This is the work left to do list, I've added a few more minor items, now starting to flesh out the final list before it's over to FG.
- Psychic. Complete data updates/re-write. Decide if attacks should be placed in the Actions Tab
- Combat Tracker. Complete
- PC initiative - apply init penalty for weapons with Heft or Recoil
- Weapons. Add 'Damage Type' replace Range fields with Damage Type on the PC sheet/Actions Tab
- Grids. Check Create/Delete on the right-click wheel
- Heavy Weapons. Check they use their specialisation when dragging on the PC sheet
- Armour. Add 'Effective Vs' to the Data and pop-up windows
- Modifiers. Update attack rolls to take these into account
More tomorrow.
Cheers,
MBM
Note that Damage Type, is free text, I'm searching for 'Slug, Laser and All'. So a Gauss Rifle will be 'Slug' and any armour that protects against 'Slug' or 'All' will count, a Laser Pistol will be 'Laser' and so Armour with 'Laser' or 'All' will protect. Therefore Reflec Armour will only save vs Lasers.Ruleset and much more content built for FGU.
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April 10th, 2018, 23:58 #162
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April 11th, 2018, 00:00 #163Ruleset and much more content built for FGU.
Come join me on Twitter at: https://twitter.com/MadBeardMan to see what I'm up to!
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April 13th, 2018, 21:59 #164
I just got my copy of the Traveller Starter Set and am eagerly waiting for this! Keep up the great work.
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April 13th, 2018, 22:01 #165
Nice, I got my Great Rift box set last week, not dared touch it incase it stops me from coding.
Been working on/off for the last few days on the Combat Tracker, it's around 70% done. I'm making the End/Str/Dex wound levels show up in different colours.
I'll be posting a fuller description of the CT later tomorrow if tonight goes to plan.
Cheers,
MBMRuleset and much more content built for FGU.
Come join me on Twitter at: https://twitter.com/MadBeardMan to see what I'm up to!
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April 14th, 2018, 15:47 #166
Afternoon All,
So this is what I've worked on the last few days.
- Combat Tracker. GM's form - Complete
- Attack. Added the Mods to the Attack roll (ie +Aim, -Cover etc)
- Attack. If the roll has Effect 6+ then it will make sure the 'Min Damage 1' is added to the Damage.
- Damage. Checks for the Targets Armour and removes that from the Damage Roll, if that roll is 0 and the Min Damage is 1, then 1 piece of damage is done.
- Wound Track. Added the Wound Tracks for both PC/NPC's (showing End, Str, Dex)**
- Weapons. Added the Range so that it knows if it's a Melee Weapon, Range Weapon for Psionic Attack*
- Grids. Check Create/Delete on the right-click wheel
- PC Armour. If you're not 'wearing' the armour it will not show that on the Main Tab. If you 'wear' more than 1 piece of armour, it will add up the rating/protection.
- NPC Armour. Removed the list, just added Armour and Protection fields (if they wear mixed armour, just add up the protection).
This is all that's left to look at, code etc.
- Heavy Weapons. Check they use their specialisation when dragging on the PC sheet
- Combat Tracker. Double check Client version.
* Psionic Attacks will not be part of Release v1.0.0. I still need the really think about how to make them work, so they'll be added soon after.
** Woundtracks. If first reduces End, then if there's damage left, it will see if Dex is > than Str, if so, reduces Dex. Each damage taken after that checks Dex > Str, if it is, it's reduced again. So it always reduces the highest attribute. If End and either Dex or Str are Zero then the PC is unconscious, if all three and at 0, then the PC is Dead.
So over the weekend, I'll continue - I was meant to be at the Yorkshire vs Essex County Cricket Game but the weather has again stopped the game being played.
Cheers,
MBMRuleset and much more content built for FGU.
Come join me on Twitter at: https://twitter.com/MadBeardMan to see what I'm up to!
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April 14th, 2018, 16:18 #167
I'm curious how you're going to handle the initiative potentially being modified from the base roll each round - dynamic initiative: reactions, recoil and hastening?
Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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April 14th, 2018, 16:35 #168
Chap,
Not going to worry about that, the GM can just edit the init rolls for those kinds of things as I can't think of a simple 'way' to add those without adding an effects system in which Traveller pretty much doesn't use. For example Hasten is +2 to init for that round but then -1 DM to all rolls for that one round. That's a fair amount of work for that.
However for the New Traveller edition, I am planning on adding in the effects/conditions system that I wrote for WOiN.
At this moment my focus is to get this version out there so people can use it, play it, comment on what they like/don't like and like I've done with WOiN work on bugs and what people want.
Cheers
MBMRuleset and much more content built for FGU.
Come join me on Twitter at: https://twitter.com/MadBeardMan to see what I'm up to!
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April 14th, 2018, 16:46 #169
Fair enough. Makes sense.
Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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April 14th, 2018, 18:02 #170
The missus has told me it's time for dinner, it smells ace and tomorrow I reward her with a fry-up for breakfast.
Finished up a few more things,
- Effects. Removed button from Desktop
- Combat Tracker. Client version - removed the Effects button.
and here's what's left:
- Heavy Weapons. Check they use their specialisation when dragging on the PC sheet
Plus as I wanted to give this weekend to finishing it off, I'm planning on adding:
- Party Sheet - I know some people think these are so useful, I've never really used them, but if people want...
- Spaceships - I'll look at adding the basic data for these, not sure how far I'll get though, but will defo look and start.
Right, my stomach is grumbling, back later.
Cheers
MBMRuleset and much more content built for FGU.
Come join me on Twitter at: https://twitter.com/MadBeardMan to see what I'm up to!
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