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Ardem
January 27th, 2012, 07:20
This is a very old thread please do not use this thread anymore.

There is a new version here: https://www.fantasygrounds.com/forums/showthread.php?58404-Rolemaster-FRP-Extension-2-1



The FRP extension, is used to convert RMC into FRP. I did this because I really enjoy FRP and although RMC is very similar the aspects the changes were not really to my liking. It feels FRP-Lite is RMC. Still a great product just not as detailed as FRP. Most of RMC ruleset is compatible with FRP, but required a number of the character stats to be changed as well as various other elements of the character sheet.

FRP Extension v0.66 (works with 1.7.6) (Modified to load in FGU)
(See attached file)

FRP Extension v0.66 (works with 1.7.6)
https://www.dropbox.com/s/v8u4340zatyss3x/RMFRP.ext?dl=1

Mod File v0.6
https://www.dropbox.com/s/sbmuk5hzqc1t0ju/RM%20FRP%20Rules.mod?dl=0

--INSTALLATION--
1. Copy the RMFRP.ext to the c:\users\username\appdata\roaming\Fantasy grounds II\extension folder
2. Copy the RM FRP Rules.mod to the c:\users\username\appdata\roaming\Fantasy grounds II\mod folder
- Remember these are zip files renamed with ext and mod at the end, some browsers treat them and try to open them as flat file, you need to keep it in the original zip format with the .ext and .mod at the end

Old versions
FRP Extension v0.65 https://www.dropbox.com/s/ee0bu92a3y4q967/RMFRP.ext?dl=0
FRP Extension v0.61 https://dl.dropboxusercontent.com/u/4316559/FG/FRP/FRP0_61/RMFRP.ext
FRP Extension v0.56 https://dl.dropboxusercontent.com/u/4316559/FG/FRP/FRP0_56/RMFRP.ext
FRP Extension v0.55 https://dl.dropboxusercontent.com/u/4316559/FG/FRP/FRP0_55/RMFRP.ext
FRP Extension v0.54 https://dl.dropboxusercontent.com/u/4316559/FG/FRP/FRP0_54/RMFRP.ext
FRP Extension v0.53 https://dl.dropboxusercontent.com/u/4316559/FG/FRP/FRP0_53/RMFRP.ext
FRP Extension v0.52 https://dl.dropboxusercontent.com/u/4316559/FG/FRP/FRP0_52/RMFRP.ext
FRP Extension v0.51 https://dl.dropbox.com/u/4316559/FG/FRP/FRP0_51/RMFRP.ext (https://dl.dropbox.com/u/4316559/FG/FRP/FRP0_51/RMFRP.ext")
FRP Extension v0.5 https://dl.dropbox.com/u/4316559/FG/FRP/FRP0_5/RMFRP.ext
FRP Extension v0.41 https://dl.dropbox.com/u/4316559/FG/FRP/FRP0_41/RMFRP.ext
FRP Extension v0.4 https://dl.dropbox.com/u/4316559/FG/FRP/FRP0_4/RMFRP.ext
FRP Extension v0.34 https://dl.dropbox.com/u/4316559/FG/FRP/FRP0_35/RMFRP.ext
FRP Extension v0.33 https://dl.dropbox.com/u/4316559/FG/FRP/FRP0_33/RMFRP.ext
FRP Extension v0.32 https://dl.dropbox.com/u/4316559/FG/FRP/FRP0_32/RMFRP.ext
FRP Extension v0.31 https://dl.dropbox.com/u/4316559/FG/FRP/FRP0_31/RMFRP.ext
FRP Extension v0.3 https://dl.dropbox.com/u/4316559/FG/FRP/FRP0_3/RMFRP.ext
FRP Extension v0.2 https://dl.dropbox.com/u/4316559/FG/FRP/FRP0_2/RMFRP.ext
FRP Extension v0.1 https://dl.dropbox.com/u/4316559/FG/FRP/FRP0_1/RMFRP.ext (https://dl.dropbox.com/u/4316559/FG/FRP/FRP/RMFRP.ext)
Mod File v0.1 https://dl.dropbox.com/u/4316559/FG/FRP/FRP0_1/RM%20FRP%20Rules.mod
Mod File v0.35 https://dl.dropbox.com/u/4316559/FG/FRP/FRP0_35/RM%20FRP%20Rules.mod (https://dl.dropbox.com/u/4316559/FRP0_35/RM%20FRP%20Rules.mod)
Mod File v0.5 https://dl.dropbox.com/u/4316559/FG/FRP/FRP0_5/RM%20FRP%20Rules.mod
Mod File v0.51https://dl.dropbox.com/u/4316559/FG/FRP/FRP0_51/RM%20FRP%20Rules.mod
FRP Changes in the code

- Stat Bonuses
- Stat Race Bonuses
- Development Points
- Development Point Totalling
- Race Resistant Stats
- Armour Stat Bonus Calculations
- Armour Manueuver Mods
- A whole range of things around Skills
- Basic Movement Rate calculations
- Encumbrance calculations
- Movement Maneuver Roll off skill table
- Static Maneuver Roll off skill table
- Spell Maneuver Roll off skill table

#New
- XP Tracker
- Resolve Static Maneuver Rolls
- Quick Spell casting Modifiers

Included Tables
- Spell casting Static Maneuver
- Static Maneuver
- School of Hard Knock Static Maneuver tables.
- Chris Seal's Hidden Rolls extension

Works with RMC 1.7.5

https://dl.dropbox.com/u/4316559/FG/FRP/frpimage1.JPG

https://dl.dropbox.com/u/4316559/FG/FRP/frpimage2.JPG

I am open to all your thoughts and critics.

Dakadin
January 27th, 2012, 15:13
It looks very good. I can't wait to test it. I've done some similar work and I am hoping I can just use your extension instead. :)

Just out of curiosity is the XP tracker a manual process or is there some automation to it?

Ardem
January 27th, 2012, 21:23
Unfortunately the only real automation it has is the math calculations for the Maneuver and Spell points. There problem with combat is that besides the HP there is too many variables with the critical, but it will help you as GM build the points. Unless I made house rule points with the criticals but I don't want to I am aiming to make the FRP as it stands.
Also to pull the data from the action of any of the above you will spend more time correcting then doing but open to ideas. But trying to build as much useful automation as I can. Also you want the players to fill at as much as they can here, more things to keep them busy the better.


I will be adding two buttons to the total section. One to reset and add the session points to total and another too add the total to the front page and reset the total button.

Also this is the full GM view the players only get the first 3 panes without the totals.

GunnarGreybeard
January 27th, 2012, 21:26
- XP TrackerI might have missed this in another thread but are there any plans to have this added into RMC via extension?

Ardem
January 27th, 2012, 21:29
It is doable, but will need to rework the maths, once I have finished the frp version of it, I will look at making a seperate extension for RMC only.

GunnarGreybeard
January 27th, 2012, 21:39
It is doable, but will need to rework the maths, once I have finished the frp version of it, I will look at making a seperate extension for RMC only.No rush. I know you have a life outside of FG but just seeing that screenshot got me all excited and I couldn't contain myself. :D

lachancery
January 27th, 2012, 22:01
Looks really cool indeed! Well done!

Were you planning to make the "XP Tracker" as a "GM control panel", like the combat tracker, so the the GM doesn't have to flip through each character sheet to maintain the data live?

Couple of other cool features:

- Support dragging, similar to combat tracker, where the GM can drop (for example) the attack result on a player's XP tracker. (ie. resolver says player just scored 14EK; GM drags that to the XP tracker and it automatically adds 14 Hits damage dealt and a Crit-E scored).

- Visibility toggle as an option in the RMC preferences.

EDIT: - A "add to XP total & clear all" button.

Dakadin
January 27th, 2012, 22:23
Yeah, something like Dr. Zeuss' Party Sheet would be nice for tracking XP among other things.

Ardem
January 27th, 2012, 23:02
Looks really cool indeed! Well done!

Were you planning to make the "XP Tracker" as a "GM control panel", like the combat tracker, so the the GM doesn't have to flip through each character sheet to maintain the data live?



Not thought about that but definitely something I can add on later, right now my focus is to get the FRP end finished but it seem there can be a lot of scope for this XP tracker.

My thoughts were the players could be the one adding to their character sheet rather then the GM, at the end of the session the GM could do a bit of extra work and add the various kill points, then add the 'session total' to the total, I normally give the XP at the end of the adventure, so I would then hit 'add total to player XP' at the end. I think a GM has enough on his plate so my thought process was down this route. But if a GM wanted to do all the work then a control panel would be the only way.




Couple of other cool features:

- Support dragging, similar to combat tracker, where the GM can drop (for example) the attack result on a player's XP tracker. (ie. resolver says player just scored 14EK; GM drags that to the XP tracker and it automatically adds 14 Hits damage dealt and a Crit-E scored).

- Visibility toggle as an option in the RMC preferences.

EDIT: - A "add to XP total & clear all" button.



Some really interesting features here,

Your first point: A radial button option would probably be better then drag and drop that way your not moving screens. I had thought of that process but would need to invest more time in "XP tracker" so to speak, then FRP. But can put it to my to do list.

- Definitely could add that, what would the options you like to see.

Ardem
January 27th, 2012, 23:04
Yeah, something like Dr. Zeuss' Party Sheet would be nice for tracking XP among other things.

I have not seen Dr Zeuss Party Sheet in action at all, so something to look at.

Ardem
January 27th, 2012, 23:21
It looks very good. I can't wait to test it. I've done some similar work and I am hoping I can just use your extension instead. :)


I did not go your path with your skill options, purely due to the fact I prefer them all on the same table and under each other, so it was easy to see the parent. I used the grouping method a bit, which is how we found the grouping bug.

Your skill sections has a little more automation then mine, especially around category bonus. It may not be what you are after. However I would not be opposed if you wanted to add your style to the FRP and release it separately for those that prefer that style.

Dakadin
January 28th, 2012, 06:50
I wanted to do it using grouping also but I didn't know enough then to be able to pull it off so I reduced the complexity until I could learn more about it. I started out with the stat and resistance roll changes then figured I needed to handle the skills. It ended up being more involved than I expected ;).

After doing the latest critical enhancements, I've learned a lot and I have much different ideas about how I would accomplish it. I've even thought of how I would layout the library modules differently to handle the non-core books (Arcane, Channeling, Essence, Mentalism companions, etc) a bit more easily. I still need to test my idea a bit more thoroughly though.

I do look forward to seeing how you implemented it so keep up the great work :D .

Ardem
February 3rd, 2012, 16:27
Added the extension and mod file for people to have a look at, if there is any issues copyright or otherwise let me know. <1st Post>

You need the RMC ruleset for this to work.

There is still much more for me to do, but atleast it open for some critic or ideas.

Blackfoot
February 3rd, 2012, 19:59
https://dl.dropbox.com/u/4316559/frpimage1.JPG


DEFINITELY a nicer looking desktop!

Dakadin
February 3rd, 2012, 21:19
You will want to modify the extension so that it doesn't have the RMFRP folder in it by moving everything up to that level instead of being in a sub folder. The extension.xml needs to be at the top level or FG won't see the extension.

Ardem
February 4th, 2012, 07:47
Yeah silly me, this is what you get when you attempt to do a zip at 3am. <smile>

Fixed it. Was not suppose to be a folder, did that as I normally develop not with a ext

Ardem
February 8th, 2012, 01:54
So anyone had a chance to DL and have a look at it, any recommendations or errors I have missed?

Dakadin
February 8th, 2012, 02:50
I downloaded it and did a really quick run through. I didn't really try to figure it out yet. I will try to take a closer look at it soon and let you know what I find.

lachancery
February 8th, 2012, 04:41
I downloaded it and did a really quick run through. I didn't really try to figure it out yet. I will try to take a closer look at it soon and let you know what I find.
What he said. Got a little busy in the last week. I'll take a closer look this week, and give you feedback. I haven't touched my FRP books in quite a while - it's a little fuzzy in my head.

Dakadin
February 8th, 2012, 18:14
I took a closer look and there are quite a few things that look good:

Stats bonuses have been handled seemlessly.

The Adolescence Rank Table and Category Skills table both look very nice.

I like some of the information you have in the library especially the Combat Round entry because it makes the information easy to find.

I like the new graphics. They are cleaner and more intuitive in my opinion.

The XP tab was very nice also. I like how it does some of the calculations for you and makes it easy to add sessions to the total and apply the total to the character sheet.

I have a couple suggestions:

Racial Die type isn't needed in the Racial Abilities Table.

The Category Skills table has a few classes that need the skill costs entered. They are classes that people rarely play though.

I would add a message to the chat when XP is added to the character sheet. I know my players tend to like to see it but it could also be communicated other ways.

A couple questions:

Can the skills be dragged to the character sheet or is that a manual process?

When using the XP tab, does it slow you down at all filling in the information?

Do you have plans for more changes?

Ardem
February 9th, 2012, 03:36
A couple questions:

Can the skills be dragged to the character sheet or is that a manual process?

When using the XP tab, does it slow you down at all filling in the information?

Do you have plans for more changes?

Skills can be from the Skill Category, not from the adolsence table, what I do there is I bring both windows up and drag from the skill category.

It automaticly creates a group with the same name, if I need a specialisation I grab the same skill category drop it in double click to open it and drag the name from the adoslence table and change it from ctg to std.


Future wise I want to make a complete category and specialisation table it would be huge but people can have the choice how they wish to drag and drop.

-----------------------------------

Well I get the players to fill in the criticals and static and moving manuvuers and successful spells. Anything I do is after the session. Note the players character XP sheet does not have all the info viewable such as totals.

Long term here is I want to make a radial button on combat section that says add to XP, which fills in the Critical and hits taken or recieved. But got to get my head around radials.

---------------------------------

More changes of course but it a matter of priority, the XP thing is first.

Also been teaming up with Trenloe on image sharing and image enhancements, which I hope he is ready to release soon to people. It given the gm the ability to share images and for the GM to close the image without the players losing complete access, handy for campaign maps. This is some 4e to rm coversersion stuff I know he has other things on his list. (However this is not for FRP directly but works with it)

I also plan for the radial option for rolls to have the static or moving manuvuer table appears. I add both these tables in other however this might be something you would like to do Dakadin in your extender, since it linked in some way with some the things youre been doing.

Also in the middle of making a 'world' for rolemaster, which I would like to share free which is also on my priority. This is so a person who purchases the RM ruleset can also have a free world to start in. This is actual a high priority for me.

Ardem
February 9th, 2012, 03:48
I have a couple suggestions:

Racial Die type isn't needed in the Racial Abilities Table.

The Category Skills table has a few classes that need the skill costs entered. They are classes that people rarely play though.

I would add a message to the chat when XP is added to the character sheet. I know my players tend to like to see it but it could also be communicated other ways.



1/ Great will strip that out in the next version.

2/ The Al and Se and As?

I need to look into my character law as the FRP does not have these types. Else I should remove them.

3/ This is interesting for those that play realtime XP, I normal add XP add the end of an adventure but do my calcs at the end of every session. But I will add a chat for real time XP assigners.

Dakadin
February 9th, 2012, 18:10
Long term here is I want to make a radial button on combat section that says add to XP, which fills in the Critical and hits taken or recieved. But got to get my head around radials.

I can help you with the radial menus. They are actually easier than you would think.


I also plan for the radial option for rolls to have the static or moving manuvuer table appears. I add both these tables in other however this might be something you would like to do Dakadin in your extender, since it linked in some way with some the things youre been doing.

Where were you thinking of having the radial menus for static and movement manuevers? Are you talking about right clicking a skill or skill category and having it show a selection of resolution tables? I should be able to do that or help you do it.


Also in the middle of making a 'world' for rolemaster, which I would like to share free which is also on my priority. This is so a person who purchases the RM ruleset can also have a free world to start in. This is actual a high priority for me.

That would be very cool if you created a world that could be used with this ruleset.


3/ This is interesting for those that play realtime XP, I normal add XP add the end of an adventure but do my calcs at the end of every session. But I will add a chat for real time XP assigners.

I do it at the end and like to put it in the chat. It isn't a big deal if you don't do it since I am pretty sure I could just drag the number over.

I've got an idea for the skill categories and skills that I am going to try out in a little while.

Ardem
February 16th, 2012, 10:28
Version 0.2

Changelog

- Changes included the groupbug fix, which uses system resource while skills are open in group mode.

- Changed XP Criticals, these now add automatically to the total. The change is in how the points are allocated instead of a single digit to represent the a critical, it is the difference of the foe lvl - character lvl, with a minimum of 1 the lvls are equal.
The math is then calculated, there is a minor change to the paper FRP ruleset as there is no 0 value, but the EP points are negilible.

- Added Self Criticals to the XP sheet, which are totalled

- Removed Death Crits as they are zero point anyway.

-----------------------------------------------------------

This version has been tested with the Extend RMC 1.2.2 and latest A Rolemaster_XF.ext and working


Not a huge amount of changes but the Group bug was critical to get fixed ASAP.

lachancery
February 16th, 2012, 17:30
This version has been tested with the Extend RMC 1.2.2 and latest A Rolemaster_XF.ext

Hmmm. I must have missed something... What is Rolemaster_XF.ext?

Trenloe
February 16th, 2012, 21:03
Hmmm. I must have missed something... What is Rolemaster_XF.ext?
That's my ultra-secret extension that I've been working on and Ardem has been using in our game.

Actually, it's not ultra-secret, just not really ready for distribution yet. The main things I'm working on are:
Sharing of images, notes etc. that Ardem has mentioned before. i.e. When players close and item it is available in their list and can open it again - unless the GM has removed the sharing rights.
Window close X's.
Increased image window size and player zooming.
Enhanced image functionality (DrZeuss's extension) - 3 image layers, image control menu's, etc.
Option to automatically display the total on rolls.

Only bits of 1, 2 and 3 are done at the moment, and 5 has a clash with Dakadin's extension as they both have mods in chat_chat.lua.

lachancery
February 17th, 2012, 02:55
That's my ultra-secret extension that I've been working on and Ardem has been using in our game.
I like these features! Looking forward to the day it will be declassified for us "civvies". In my case, it will have to play nice with Extend RMC - I wouldn't be able to drop that one for my games. :)

Ardem
February 17th, 2012, 07:23
It a tough call which is more useful, but with only a few people extending RM there is no reason not to collobrate, to get the best outcome for everyone.

lachancery
February 17th, 2012, 16:07
It a tough call which is more useful, but with only a few people extending RM there is no reason not to collobrate, to get the best outcome for everyone.
You're so right! I'm testing the next version of Extend RMC for Dakadin... There's a super nice feature, but I will let Dakadin make the announcement. (Hint: I've talked about it a while back...)

Dakadin
February 17th, 2012, 16:46
That great, Trenloe! Those were all things that I was planning to get to eventually.

I am constantly changing chat_chat.lua for Extend RMC. I am definitely willing to work with you to get #5 working. If you haven't started coding it then I can add it to my list. But if you have, then let me know how I can help and I will do what I can.

I agree with Ardem that we should work together to get these things working. :)

I think Lachancery is referring to the Base Spell Attack Table (BSAT) and Resistance Rolls being resolved in the table resolver. The BSAT can be setup as a weapon similar to how elemental attack spells are done but using a new table. The roll for this table is closed ended and even handles the unmodified values. You just need to select the appropriate column and right click the result to select the RR table. The RR table will load with the attacker and defender levels already selected but can be changed if appropriate. The RR table is mainly just for reference and quick look up since dragging the roll to it would change the defender's level.

I haven't checked with lachancery on how it is working but I will likely find out when we play tonight. I think they are all working pretty good so far though. I would love to share them with the community but it requires a library module with the 2 tables in order for it to work. I am working on how I can make that module available to the community since it contains copyrighted information. I figure worse case is I explain how to make your own module like I did for the critical tables.

I just want to make a few more changes before releasing the next version. Hopefully it will be soon.

Ardem
February 17th, 2012, 23:26
Are tables copyrightable??

A group of numbers in sequence I believe can not be copyrighted, the words that go with those number can. Basicly you can provide a table of numbers but you cannot provide a legend around it.

I have to brush up on my copyright law but I am pretty sure that is correct. This is a link but it is hard to know exactly

https://www.bitlaw.com/copyright/database.html

No Separate Protection for Underlying Data:

Although databases may be protected as compilations under U.S. copyright law, the underlying data is not automatically granted protection. The Copyright Act specifically states that the copyright in a compilation extends only to the compilation itself, and not to the underlying materials or data. 17 U.S.C. § 103(b). As a result, compilation copyrights cannot be used to extend copyright protection to ideas or facts that are otherwise unprotectable (it is a basic premise of copyright law that there is no copyright protection for ideas and basic facts, as is explained in the BitLaw section on unprotected works).

Thus, a database of unprotectable works (such as basic facts) is protected only as a compilation. Since the underlying data is not protected, U.S. copyright law does not prevent the extraction of unprotected data from an otherwise protectable database. In the example of a database of presidential quotations, it would therefore not be a violation of copyright law to extract (copy) a quotation from George Washington from the database. On the other hand, it would be violation to copy the entire database, as long as the database met the Feist originality and creativity requirements.

Dakadin
February 18th, 2012, 07:54
I always like to play it safe but don't worry. I have an Excel spreadsheet that I use to create the db.xml for the library. At worst, I figure I can distribute the spreadsheet so people can enter the information in. Then they would just have to run the macro to generate the library. I would just have to clean it up first since it isn't very intuitive at this point.

Blackfoot
February 18th, 2012, 13:47
With all this talk about extensions for RM... has anyone built a working Graphics Skin for this ruleset? The built in graphics stink.

GunnarGreybeard
February 18th, 2012, 14:14
With all this talk about extensions for RM... has anyone built a working Graphics Skin for this ruleset? The built in graphics stink.I agree, they are about as drab as one could get. I understand there may be some copyright issues with images but even a little more color would be nice. :D

lachancery
February 18th, 2012, 14:30
I agree, they are about as drab as one could get. I understand there may be some copyright issues with images but even a little more color would be nice. :D
Skin "Extensions" to change icons, desktop, etc. does not infringe on any copyright, unless the person releasing the skin is using other people's images, fonts, etc.

Personally, I do not have the graphical/layout talent to overall it.

Ardem
February 18th, 2012, 14:50
FRP will have its own skin well 90% perhaps. At the moment I have just changed about 20%. Mainly the part I hated. But not seen anyone do other skins

Blackfoot
February 18th, 2012, 16:27
Can you separate out the 'Skin' part of your extension to stand alone maybe?
Hated is a good word for it... ugh.

Ardem
February 19th, 2012, 03:06
Should be able to once it is complete.

Trenloe
February 19th, 2012, 10:55
That great, Trenloe! Those were all things that I was planning to get to eventually.

I am constantly changing chat_chat.lua for Extend RMC. I am definitely willing to work with you to get #5 working. If you haven't started coding it then I can add it to my list. But if you have, then let me know how I can help and I will do what I can.

I agree with Ardem that we should work together to get these things working. :)
No worries at all - I agree we should be pooling work on all of this. :)

Once I get my short term move to the US sorted out I'll get back on things and let you know things in more depth.

For the auto total rolls, it's 2 changes - 1 to preferences.lua and one to chat_chat.lua.

preferences.lua:

-- eXpanded Functionality extension - adds option to auto total rolls
PreferenceManager.register({name=DiceTotalPref, group="General Options", label="Auto total dice rolls:", helptext="Automatically total dice rolls", datatype="string", defvalue=Yes, control="YesNoPref"});
-- End of change.

chat_chat.lua:

function deliverDiceMessage(text,dielist,modifier,reveal)
local msg = {font="systemfont"};
if type(reveal)=="nil" then
-- use standard rules
if User.isHost() then
if ChatManager.getDieRevealFlag() or Input.isControlPressed() then
reveal = true;
end
end
end
if reveal then
msg.dicesecret = false;
end
if User.isHost() then
msg.sender = GmIdentityManager.getCurrent();
else
msg.sender = User.getIdentityLabel();
end
-- set the message parameters
msg.text = text;
msg.dice = dielist;
msg.diemodifier = modifier;
-- XF extension addition - Display dice total based on preference.
if PreferenceManager.load(Preferences.DiceTotalPref) == Preferences.Yes then
msg.dicedisplay = 1;
end
-- done
deliverMessage(msg);
end
This gives an entry in options to turn totals on or off and then changes the message dicedisplay value to 1 if this is set - showing the roll total as part of the dice roll message.

Trenloe
February 19th, 2012, 11:02
I've also found it quite handy to add a startup message to the chat window (so you know which extensions are loaded - and which versions) when you start. Good for us checking what version we're running and also good for other's reporting issues!

It's pretty simple code, create a new .lua file (I usually call it "manager_extension.lua"), put the following onInit function in the file and call this file in the scripts section of your extension.


function onInit()
--Send extension startup text
RMCConstants.CopyrightText[#RMCConstants.CopyrightText+1]="*** Put your startup text here! ***";
end
Using #RMCConstants.CopyrightText+1 will add this to any existing copyright text and so allow multiple extensions to all add their own startup text to the chat window.

Dakadin
February 20th, 2012, 15:21
Thanks Trenloe!

I will include both of those in the next release.

Dakadin
March 1st, 2012, 23:13
I've add those changes, Trenloe, so they will be included once I finish up a couple other things.

One thing that I wanted to point out is I also needed to declare and initialize DiceTotalPref to get the Dice Total Preference to actually appear.


-- Dice Total Preference
DiceTotalPref = "RMCDiceTotal";

I am only pointing it out in case someone is trying to figure out how to add preferences. :)

Ardem
March 6th, 2012, 12:36
Version 0.3

Changelog

- Skill headings removed to allow more skills on the table.

- Static Maneuver rolls from the skill sheet are resolved automaticly

- Diehits removed from Race table in character creation

- Text changed in the race table Language now says Background Options

- New Character sheet graphic, which is linked to Resolve and Tables

- Moved Language Scroll button on main character sheet away from the text

- Moved Skillsheet move button out of the way of the skills to the right side of the form more intuitive.

-----------------------------------------------------------

This version has been tested with the Extend RMC 1.2.2 and latest A Rolemaster_XF.ext and working

Since Extended RMC made changes to the ManagementScript_Utilities.lua script I copied these changes in the FRP version, tested without RMC loaded and no errors appear so I think it safe to use with and without Extended RMC

Note: Must update RMFRP Rules.mod for resolving static manuevers to work, you could just update the db.xml if you made changes in the common.mod.

Or compare changes if you have notepad++ on the common and db.xml and make the corrections.

View first post for links to the latest files

Ardem
March 15th, 2012, 06:09
Version 0.31

Changelog

Minor update - some various changes so it it now compatible with Extend RMC 1.2.6

Ardem
April 15th, 2012, 08:46
Version 0.32

Changelog

Minor update - some various changes so it it now compatible with Extend RMC 1.2.13

-- Note: May not work without Extend RMC 1.2.13 not tested yet.

Ardem
May 7th, 2012, 13:40
Version 0.33

Changelog

Minor update - some various changes so it it now compatible with Extend RMC 1.2.14

Ardem
July 27th, 2012, 04:37
Its a pity we cannot stickies the Extensions or put them in a subforum so they do not get lost.

Dakadin
July 27th, 2012, 07:20
Start a thread and link all the current extensions, etc. I am sure Doug or JPG will sticky it if you ask them too. They've done it in other threads.

Ardem
July 29th, 2012, 10:01
Version 0.35

Changelog

Compatible with Extend RMC 1.2.16

Added Spell Maneuver roll ability.
You can now drag and drop into the skills section a new skilltype.

Which is now a Spell Skill, based on type of list. This will launch the spell casting maneuver table when the skill is rolled.

Fixed Static and Move Maneuver rolls which were broken.


Note: Make sure you also download the new mod file as well.

Ardem
August 2nd, 2012, 13:30
Version 0.40

Compatible with version 1.3.1 of Rolemaster Classic.

No additional changes.

Ardem
August 7th, 2012, 12:36
Version 0.41

- Fixed a bug that did not allow the use of the Race Table drag and drop (thanks DHKnecht for that catch)
- Fixed initiative for NPC drag and drop, based on NPC quickness
- Allowed MM Max Penalty to be set manually, opening and closing char sheet does not reset it. Setting new AT value does. I use this method in FRP to set the Max Armour Penalty = Default Max Armour Penalty - Armour Skill. This way you do not need to add this value all the time

Ardem
January 19th, 2013, 06:31
Version 0.5

- Primarily build to work with 1.4.6 and all the new features.
- Features now working is the skill addition to Moving Maneuver bonus, need to make sure that you use the secondary skills for armour as listed in the Secondary Skills Table 2.5
- All features of 1.4.6 should work with FRP stats
- Have kept the RMC skin, if you wish the FRP skin I will release this separately.


Must update need FRP Mod 0.5 update, as this uses the Static Maneuver and Spell Maneuver Tables.

Ardem
January 24th, 2013, 02:45
Version 0.51

- Was an issue where Hitpoints and Powerpoints were not calculating correctly. This has been repaired however to make sure it work of old character sheets, delete the old Body Development and Powerpoint Development categories and re add them from the skills list, applying the correct rank and bonuses.

Note: The hitpoints already puts in the default +10 hitpoints so no need to add this bonus.

Ardem
May 7th, 2013, 11:16
Version 0.52

- Was an issue with the New Arms tables for FRP this is resolved

Ardem
June 25th, 2013, 04:24
Version 0.53

I found a lot of bugs over the last few weeks of gaming. That I have corrected

- Dice Tower works once again without error.
- Skill Numbers were wrong Standard Stat Bonus were being applied, I now made sure this say 0 in the stat column.
- Spell Maneuver and Static Maneuver Tables now working again
- Hitpoints is Now calculated correctly
- PP now created correctly
- Manual now allows you to change all bonus and totals the value automatically
- RR bonuses now correctly totally
- Values from FRP Rules of Skill tables now bringing across the costs
- Couple of Combat Window Errors

Ardem
August 3rd, 2013, 09:02
Version 0.54

- Fixed a Bug with Moving Maneuver rolls in Inventory and Combat Windows

JohnD
May 27th, 2014, 04:43
What version works with the latest version of RMC? Thanks.

Ardem
May 27th, 2014, 06:46
Actually the last time I updated this was with RMC 1.4.6, however not later. I spoke to Dakadin at the time he had designs incorporating this into RMC as an option.

When I mean this I mean FRP not my version. However not sure how far he go into this, if

a) Dakadin has made some substantial progress and will be good to go, there will be no more version

if a) is the opposite and there is no close timeline then

b) there is a big demand for FRP for the new version then I could spent some time updating this to work with the new RMC version. I not tested it so I don't know how many bugs there are.

Dakadin
May 27th, 2014, 07:35
I have to finish the conversion to get it fully compatible with the FG v3 CoreRPG ruleset first so unfortunately it is going to be a little while.

Ardem
May 27th, 2014, 08:16
I have to finish the conversion to get it fully compatible with the FG v3 CoreRPG ruleset first so unfortunately it is going to be a little while.

Well that answer a) the question now is the need for it in b)

If someone it desperate enough I will spend the time however I got other stuff going on so do not want to say yes on a whim.

jshauber
May 27th, 2014, 14:21
Well that answer a) the question now is the need for it in b)

If someone it desperate enough I will spend the time however I got other stuff going on so do not want to say yes on a whim.

We are about to start a RMFRP campaign so I think that is what prompted JohnD to ask. We want to make sure we have everything compatible to make our GMs life as easy as possible.

Ardem
May 27th, 2014, 14:43
No worries, well in that case I spend some time this week, hopefully there is not a lot of work to do.

Andraax
June 4th, 2014, 02:04
I've got a question. I'm not seeing the results of the Static Man or Spell Casting Man in the table resolver. I'm seeing the results for the combat tables, just not those two. I tried it with just the RMFRP module open, and with both the RMFRP and regular Character Law modules both open. What am I doing wrong?

Ardem
June 4th, 2014, 03:51
OK given the FRP a good check over to see if there is any issues. I had not seen any however I thought I fixed it where the numbers would adjust the Amour table, I guess not so need to look into that.

Also the static and manuvuer tables are working for me, three things you need to make sure.
- No 1, the FRP Rules module is open, sharing is unimportant and optional. (so the book is open under modules)
- No 2, Do no have Character Law open, FRP Rules replaces this module, this might be your issue.
- No 3, if you only see the numbers and not the text you just have to enlarge the window by dragging in the bottom right hand corner I will look at fixing that.

Ardem
June 4th, 2014, 04:12
Oh ignore the armour statement above did change it, forgot to add the secondary skill which is what it reflects off in FRP.

Only thing I need to add that is not in FRP that is in RMC is stat Gain rolls, everything else is working fine.

Andraax
June 4th, 2014, 04:21
It was #3 - I enlarged the window and they showed up. Thanks!

moostik
January 20th, 2016, 10:01
Greetings, fellow adventurers! My group just bought FG with RMC to play our RMFRP campaign. The only reason we ended up doing this was because someone tipped me this mod existed. However the last post in this thread is from 2014, and we're having a few issues, hopefully because we're FG noobs.
Could someone possibly enlighten me on the following topics;
- can I add professions, either to my own extension or in the FRP extension's "common.xml" file, and somehow make these appear as choices in the dropdown list while making characters using the FRP extension?
- i've read there was a custom skin coming with this, how do I make this appear?
- is there a relationship between category skill entries and the skills belonging to the category? (do bonuses carry over)
-if so, how do I assign a new skill to a category?
-Alternatively, do anyone have experience in making a FRP character in another tool and importing it through an xml file?
-Lastly, is this mod still being updated, and if not, will there be an official expansion supporting RMSS/RMFRP?

moostik
January 20th, 2016, 10:04
BTW no custom skin is loaded. Is that part of the mod no longer compatible with FG?

Ardem
January 20th, 2016, 22:50
Never fear the developer of the extension is here. <wink>

I use this mod every monday night game. The skin is loaded separately now there is a FRP skin ext, in another post I think, does nothing except the skin change. Let me know your issue your having, it is possible I fixed it and not uploaded a later version, which I can do tonight when I am home.

PS the reason no changes as RMC has not changed really since then.

- can I add professions, either to my own extension or in the FRP extension's "common.xml" file, and somehow make these appear as choices in the dropdown list while making characters using the FRP extension?

For the drop down list to work you need the original RMC character module open. I going to have to relook at this to see how I did this as I know I did add a paladin

- i've read there was a custom skin coming with this, how do I make this appear?

the is an extension FRP skin, look in the list of extension for the link to that post. Only a few skin changed its not a huge extension that changes anything.

- is there a relationship between category skill entries and the skills belonging to the category? (do bonuses carry over)

It is a manual entry in the first bonus field. The way I do secondary skills that are not there is drag and drop the category skill into the list then get rid of the heading text so it does not have a "-", this way it keeps the same group heads and details. And change the type to standard.

Combined skills you need to change to manual

-if so, how do I assign a new skill to a category?

as above.

Ardem
January 20th, 2016, 23:42
https://dl.dropbox.com/u/4316559/FRP/skin_frp.ext Like to the FRP skin ext (called RM skin in the extentions instead of FRP)

King
January 21st, 2016, 07:52
Hello!

I'm part of Moostik's group, and volunteered to have a look at the extension to see if I could add classes.
I opened the MOD file in RAR, and extracted the files, then I opened common.xml in an xml editor.
I copied the "Fighter" class and pasted it below, changing all the data to "Elemental Priest", then changed the details and so on.
I did the same for every listing in "common", skill points and so on. I couldn't see any library references or tags that pointed to another file, so I suspect that there is another file that refers to the extension, and this file might have to be edited in order to get the classes to show in drop-down.

After brainstorming a bit, me and Moostik concluded that a character creator that could export to XML that FG would approve, might be the best solution. That way all the data would be imported straight into FG, without the need to edit a few/many hundred lines.

I'm also going to try to edit a character exported from FG, and import it again, see if that works somehow.

Dakadin
January 21st, 2016, 08:33
Hi King and Moostik,

If you just want the professions to show up in the drop down, you are on the right track. Here is the minimum you need in your module to have the new profession show up in the drop down when you activate the module. The example would add the Necromancer and Nightblade from RMC to the drop down.


<?xml version="1.0" encoding="us-ascii"?>
<root version="3.0">
<reference static="true">
<professions>
<necromancer>
<name type='string'>Necromancer</name>
<realm type='string'>Channeling/Essence</realm>
<primerequisites>
<id-00001>
<stat type='string'>Em</stat>
</id-00001>
<id-00002>
<stat type='string'>In</stat>
</id-00002>
</primerequisites>
</necromancer>
<nightblade>
<name type='string'>Nightblade</name>
<realm type='string'>Mentalism</realm>
<primerequisites>
<id-00001>
<stat type='string'>Pr</stat>
</id-00001>
<id-00002>
<stat type='string'>Ag</stat>
</id-00002>
</primerequisites>
</nightblade>
</professions>
</reference>
</root>


You can use the Character Law professions as examples.

If you want it to automatically look up the skill costs then you will need to do a bit more. The profession costs are stored with the skills so you will need to add the basic information for the skills along with the profession costs for the new professions. Here is a sample of the Adrenal Defense and Maneuvering in Chain skills for the 2 professions above.


<?xml version="1.0" encoding="us-ascii"?>
<root version="3.0">
<reference static="true">
<skilllist>
<primaryskills>
<title type="string">Primary Skills</title>
<list>
<id-00001>
<fullname type='string'>Adrenal Defence</fullname>
<name type='string'>Adrenal Defence</name>
<costs>
<necromancer type='string'>20</necromancer>
<nightblade type='string'>7</nightblade>
</costs>
</id-00001>

<id-00013>
<fullname type='string'>Maneuvering in Chain</fullname>
<name type='string'>Man. in Chain</name>
<costs>
<necromancer type='string'>10</necromancer>
<nightblade type='string'>4/*</nightblade>
</costs>
</id-00013>
</list>
</primaryskills>
</skilllist>
</reference>
</root>

You would need to duplicate each skill but only need the fullname and name fields along with the costs for each new profession.

The examples hopefully will help you to get to create modules for it if you want to go that route.

The other option would be to write a script that can convert the information from another character generator into FG XML format. If you export a character that you create in FG, you can use it as a sample for how to format your XML.

Please let me know if you have any questions.

Thanks,
Dakadin

King
January 21st, 2016, 09:52
Thank you for the reply Dakadin, I'll try to see if this works when I get home.
Is this added to the RM FRP Rules.mod, or do I need to make a new mod?
Do you foresee any problems adding classes that don't exist in RMC? RM FRP contains a lot of classes, and we use these extensively.

Ardem
January 21st, 2016, 10:43
I had to revisit the the code, yes you need to do as dakadin did above not in the RMC module but in the FRP module.

Also some of the references are different in my mod over RMC

reference.skilllist.categoryskills instead of primary skills
reference.skilllist.secskills for secondary skills

Reference professions is still correct.

Now the down side if you want to drag and drop from the category table for a new profession, to bring in the stats, you have 'add' a new line under every catergoryskills.id-000xx.cost a new line like <elementcleric type='string'>2/2/2</elementcleric>.

Thats a lot of work, my advice is for out the ordinary characters let them drag in a close to spec profession, then manual change the details after the fact, everything is manually editable.

Only Core and Character Laws are included seriously I am not even suppose to have done that but 90% of these are in RMC anyway. Also included the latest version it add Chris's Hide roll as it does not work with the FRP module natively I have credited him in the credit of it.

Ardem
January 21st, 2016, 10:53
Version 0.55 included on the front page for download, also added a new FRP module, I think it has some updated secondary skills added.

---------------------------------
- Adds Chris Seals code so it works in FRP, this did not work as a added extension because of various code changes I had made.

I really not sure what other modifications I made however I do not think it be anything noticeable, been to long since I did much with this extension. Works as needed as I use it every week.

moostik
January 21st, 2016, 11:56
Thank you both, Arden and Dakadin, for swift support. Much appriciated. We'll try making one profession work as desired, if that works we'll add others as needed. As we're using the entire library of rulebooks from RMSS, RMFRP, and even some additions from RMC/RM2, we just have to make customizations work. Looking forward to this, though. As IT professionals projects like these are more fun to us than tedious.

-moo

moostik
January 21st, 2016, 12:20
https://dl.dropbox.com/u/4316559/FRP/skin_frp.ext Like to the FRP skin ext (called RM skin in the extentions instead of FRP)

Seemingly a dead link, at least dropbox tells me there's nothing there.

King
January 21st, 2016, 12:26
As NERDS projects like these are more fun than tedious :P
The only thing I can attribute to being an IT professional, is a deeply held belief that all computer users need more coffee.

King
January 21st, 2016, 15:58
Allright, I'm running to differences from the code Dakadin posted, and how it looks in Ardems mod.

12770

This is how it looks to me. As you can see there is no ID= tags on professions, and I've managed to copy one prof's details to specification, renamed it, and adjusting primary stats, realm and so on.

Still, copied like this the profession ElementalPriest was not selectable in FG.

EDIT: I've checked the other files as well, and I can't recognize where Dakadin's code should be. I'm beginning to suspect that this is beyond my skills to fix.
Also, the exported charsheet that i attempted to edit into another class/race and so on, had to many tags that I couldn't identify, so that is not a viable option either.

Dakadin
January 21st, 2016, 16:04
That looks like you made the change in the library section instead of the reference section. To see that change you would need to open it using the Library icon. It would be the description of the profession. You can get by without that part unless you want your players to be able to read about them in FG.

You can definitely add in new professions. I've done it many times. :)

King
January 21st, 2016, 17:18
Ah, I'll look around some. I'm utterly new to any form of coding, so I have to learn this by doing =)
Thanks for the tip!
EDIT:
12772
Is this the section where I add the class?

Dakadin
January 21st, 2016, 17:31
No, it should be farther down. You should see <reference> section.

King
January 21st, 2016, 17:41
I must be in the completely wrong file messing about, because that first image is of the reference : professions section.
The file I've opened is:
RM FRP Rules.mod \ Common.xml

Dakadin
January 21st, 2016, 18:11
That's the right file. When I get home later tonight, I'll track down the exact location for you.

King
January 21st, 2016, 18:45
https://www.dropbox.com/s/ivq2hks2j0sosma/RM%20FRP%20Rules.mod?dl=0

This the RM FRP Rules.mod that I've attempted to add the class to. I started over with the newest files from Ardem, so this doesn't have skill costs entered for Elemental Priest, but the class is entered under References > Professions, copied Thief this time, edited the relevant details, and tried launching a new campaign with this mod. The profession still doesn't show up in the drop-down menu.

I honestly can't see where I'm missing anything.

Dakadin
January 21st, 2016, 20:46
Hi King,

I just tested it with the module from your Dropbox and it showed up for me. I tested by creating a new campaign and selecting the RMFRP extension. I then load the RMFRP module and created a new character.

damned
January 21st, 2016, 20:50
KIng - do you also have the original extension in there too? If so move that to a new spot and relaunch FG.

moostik
January 22nd, 2016, 01:13
Thanks, guys. Deleting the whole mod and reinstalling it, replacing the .mod file with King's file, and starting a new campaign actually worked. It shows up now. Knowing we did it right, we can now add the other professions as we need them. Thank you all for your support.

Dakadin
January 22nd, 2016, 01:17
That's great news! Let us know if you need any additional assistance or have any questions.

Ardem
January 22nd, 2016, 01:28
https://dl.dropboxusercontent.com/u/4316559/FG/skin_frp.ext use this link I must of moved it in my dropbox, that why the link did not work.

Once you done adding the extra data to the module if you will to share it I add it for others after I check it over. Also if there is something that you want in FRP and is missing or is incorrect let me know.

King
January 22nd, 2016, 09:52
Thank you both for all the support, I think I'd have eaten my keyboard if I had to figure all this out myself ;)
I'm in the process of adding skill costs for the new professions, added Elemental Priest and Armsmaster first, as those two are needed for our first campaign in FG.

The XML editor i use tends to freeze though. So I think I just lost 3 hours of work.
Note to self: Use NP++

So far we've just added the professions to the existing mod, we're considering making a separate mod so we don't have to do the job over if you release an update.
Moostik is thinking about exporting the data from our xlsx sheets directly to XML.

EDIT:
Here is the .mod I've added Elemental Priest and Armsmaster to, I've also added skill costs in all categories.
https://www.dropbox.com/s/jiii95hzrtsui35/RM%20FRP%20Rules.mod?dl=0

King
January 22nd, 2016, 10:12
By the way, I can't seem to find where skill bonuses for the professions are added?
For instance, Armsmaster has:
12783
Where, if at all, are these added?

Dakadin
January 23rd, 2016, 03:55
In RMC the level bonuses are handled manually in the ruleset so I would guess the profession bonuses are handled the same way in RMFRP.

Ardem
January 23rd, 2016, 04:20
These are manual, In the Skill table for the character everything after Stat is a manual entry.

Manual Entries
CT+ is for the category bonus to be entered here
Item is for an item bonus aka +15 longsword
Prof is for profession bonuses like you descibed above
Misc is for anything else really.

The Progression of skill can also mean a manual chane, because it is very hard to program some of this stuff.

Normal Categories automatic
Standard is automatic
Combined is manual
Hits is automatic however you need to enter in the RK bonus as it different from each race
PP the same as hits
When dragging in Weapons remember to add the stats such as Ag/St/Ag

Something I recently discovered is for a mage add a weapon called Basic Spell Attack, and if the mage has any ball spells, you do not assign them against a skill, but it will help the GM with table resolves

I always remembered directed spells, as it seemed logical but having these two things added above made it so much easier for RR and damage v ball spells.

Propagandalf
January 28th, 2016, 21:05
Hi,

I have much appreciation for your extension. We've been using it for quite a while now.
There is one thing lacking though, at least for us. The static maneuver tables introduced in "School of Hard Knocks" bring a lot of flavour to the game.
I understand that these tables have some copyright issues, but I'd like to make my own modification to FRP Extension.

You have included fuctioning table resolver for the general static maneuver rolls and spell rolls. These seem to be linked to the skill table with a type number 1-5.
My question is, where do you define the new type 5 (Maneuver, Spell), and have them function with the table resolver. I glanced through your codes, and it seems that the default lua code still allows only types 1 & 2 to be roll-able.

TL;DR; I'd like for "Athletic • Endurance" skills to show the Athletic • Endurance - Static Maneuver Tables and "Outdoor • Animal" to show it's own etc. How would I go about making my own skill types rather than the one provided by RMC?

Propagandalf
January 28th, 2016, 21:29
Never mind, I found it.

I had been looking through so many lua and xml files today, that I mistook the RMC.pak files as RMFRP.ext files.
No wonder I couldn't find the relevant code.

Ardem
January 31st, 2016, 06:05
Yeah I only did 2 static maneuver tables it is possible to do a lot more, in the code. You should be able to find the LUA code where I made the changes, they are commented on. However these are the files you need to change.

manager_table.lua line 306
rules_constant.lua line 15 and 22
rules_customdata.lua line 132

of course the FRP_Rules.mod

You do this and your all done, there is a fix I am doing to the module now, that dakadin picked up for me that I needed to do so it worked without Character Law loaded. This now be uploaded and on the first page.

Ardem
February 14th, 2016, 00:15
New version of the FRP.

.6 works with 1.7.2

So all the nice features in that carry across, also I cleaned up a lot of code, which might been causing some issue around the GM and player opening the skill sheet at the same time.

Also this include Chris Seals hidden rolls option

.6 module

Has all the School of Hard Knocks tables. You will either need to recreate your character or go to each skill and click through to the right table.

Vackipleur
February 15th, 2016, 11:39
Ah great ! Thank you very much :)

Ardem
February 15th, 2016, 23:36
Guys, was playing last night which I thought the new RMC version that was sent from Smiteworks was 1.7.2 but it is actually 1.6.2 update. This means there is a bunch of issues so please use the previous FRP version 0.55, you can still however use module 0.6.

I waiting to hear back from dakadin to see when 1.7.2 will be pushed out.

I will work on a 0.56 version based on RMC 1.6.2 tonight and get it out very soon, so at least you will be able to use the 0.6 module, with school hard knock tables.

JohnD
February 16th, 2016, 06:04
Bravo.

Ardem
February 16th, 2016, 11:04
0.56 is done, and on the front page, sorry for the mess up there.


Good news 0.60 is done also whenever that hit the shelves <smile>

Ardem
May 4th, 2016, 01:23
Uploaded the new FRP extension for RMC 1.7.5

There is some great changes for 1.7.5, which is included in this Extension, one of the biggest is the drag and drop of attacks, damage and effect directly to the character/npc icons. Making fights much faster. There is also an option for damage and effect to be relayed to the player via chat, so no double handling which is great. This is in GM Option Send effects to chat.

FRP changes are mainly in line with 1.7.5, it changes some the numbers. The biggest change in this version that differs from 1.7.5 is the inclusion of all the various tables for static maneuver roles make sure you download the 0.60 module for these tables. You will either need to do a new characters or spend the time in the skill section making sure the correct static maneuver table is correct.

Enjoy the new version of FRP extension.

Ardem
October 8th, 2016, 08:47
Version 0.65

Changes

- Included the ability for you to use format text in your story area, this went missing in a few version previous as it was overlayed with Delete Item.
- Replaced Learn Spell with a skill roll, no need to put the skill in the skill section however you will need to manually add the skill bonus.
- Added a quick spell modifier section with a few dropdowns and check boxes the common modifiers can be quickly done and added to the modifier section, this should increase the speed when using spell casters.

Majyk
December 6th, 2016, 02:28
Love the additions over RMC, and not just because I just started RPing in your Campaign!

With the Minor, Special Talent "Luck, Dramatic" where it increases the Open-ended range (by up to +4 !) of that particular PC, is it possible to edit the die roller on the GM/Player/both side to account for this?

I could see much abuse if this were on the Player side of the fence as we all know, no matter how honest it just doesn't do to trust everyone all the time, haha.

How easy would this to be coded in with a GM toggle and maybe a small * to remind all that the PC in question has an edited die rolling scheme - maybe even a rollover effect that shows the range for ease of tracking live...and subsequent calling out of shenanigans if ever forgotten about?

PS: Had a blast meeting everyone - you have a great solid base of RM players that I can tell, just wanna have fun which is awesome.
Can't wait 'til next week!

Ardem
December 6th, 2016, 03:19
Unfortunately there is nothing codewise to facilitate this, it would just have to be a manual remembrance and roll accordingly if you hit 91 and above. To automate itwould not be an easy thing as the roller is completely separate from the character layer, also the GM layers is separate again else it would go off on every roll.

But I will think about it and see if there is a way of doing in where it convenient, at the moment I am not sure how to implement it codewise.

Syssiah
October 26th, 2017, 12:52
Heya !

How close is this FRP version from the RMSS version please ? :)

I need to know if that would do the trick with the RMSS books I'm used to.

Thanks in advance. :)

craggles
October 26th, 2017, 13:35
RMFRP is pretty much a complete reprint of RMSS - mainly because they wanted 'Fantasy' in the title but ICE also made some minor changes to balance it a bit.

For an exhaustive list of changes, check out this article on the ICE Webring (https://www.icewebring.com/rmss-vs-rmfrp/)

Syssiah
October 26th, 2017, 14:49
Thanks alot Craggles :)

JohnD
October 26th, 2017, 15:10
RMFRP is pretty much a complete reprint of RMSS - mainly because they wanted 'Fantasy' in the title but ICE also made some minor changes to balance it a bit.

For an exhaustive list of changes, check out this article on the ICE Webring (https://www.icewebring.com/rmss-vs-rmfrp/)

That's a beauty website. RMSS is the best iteration IMO.

Syssiah
October 27th, 2017, 22:25
That's a beauty website. RMSS is the best iteration IMO.

RMSS was the system that made me like Rolemaster again. More balanced, more options to create characters. :)

Syssiah
October 27th, 2017, 22:40
By the way, I have some questions abiut this FRP extension:

1/ Is that to be installed in addition to the RMC ruleset, or does it replace it ?
2/ What rulebooks does it contains ? I.e Core rulebook, essence, channeling, mentalism, arcana, character law, GM law, School of hard knocks? ... etc
3/ Is it usable right now, or does it needs further development still ?
4/ do you need help building it, and into what ?

Warm regards

damned
October 28th, 2017, 00:02
The extension is an extension which means it adds/replaces functionality in the ruleset.
It doesnt contain ANY books/data.
This would be contained in modules but you cannot share any copyright material so it does not contain any of those books.

Syssiah
October 28th, 2017, 00:15
oh let me rephrase !

I mean, does the FRP module use the rules, tables, spells, etc, from all those books, or is that still . using the classical RMC settings ? :)

Ardem
November 2nd, 2017, 04:34
There is a lot of additions to the FRP module in the form of tables and so forth that the FRP uses, and modifications to coding. The best suggestion I can make is download it and the .mod file and it should give you an idea. You do need the purchased RMC module to use it, it is not a standalone. What it does do however is change a lot of the RMC calculations skills tables etc to be used. It does work with the other RMC addon like armory and so forth.

As far as usable I have run a 6 year campaign with it, so I can assure you it is usable, and has all your needs just like RMC.

No help in building it, it is complete. Only when Dakadin releases a new version of RMC do I need to change the code.

Chorpa
November 2nd, 2017, 11:25
There is a lot of additions to the FRP module in the form of tables and so forth that the FRP uses, and modifications to coding. The best suggestion I can make is download it and the .mod file and it should give you an idea. You do need the purchased RMC module to use it, it is not a standalone. What it does do however is change a lot of the RMC calculations skills tables etc to be used. It does work with the other RMC addon like armory and so forth.

As far as usable I have run a 6 year campaign with it, so I can assure you it is usable, and has all your needs just like RMC.

No help in building it, it is complete. Only when Dakadin releases a new version of RMC do I need to change the code.

Well we are planning to start a FRP campaign once our current D&D campaign finishes. Been prepping the adventures in FG and created some characters with the players and so far it seem to work perfectly. Very easy to enter races and new professions if they wanna use something not included in the Core FRP module. The first character created was a Dwarf Priest (Metalwork) with Dark Creator TP from Construct Companion. Yes the player has a thing for Golems infused with Demon spirits. ;):p

Either way good work on the FRP module opening up the RMC rule set for those to prefer RMSS/FRP and it seems to work almost perfectly.

Syssiah
November 2nd, 2017, 18:29
Thanks all for your answers :)

snow1701
November 4th, 2017, 02:20
How do I download the extensions when I click on the dropbox link it tells me that files was not found

Andraax
November 4th, 2017, 02:53
If someone has the latest version (I don't, I'm behind by one) I can host it on my website so we're reliant on dropbox.

Ardem
November 5th, 2017, 01:40
Looks like dropbox changed how it does links, you be right now I updated the two links I will update the older links at a later date. I think this is the first time dropbox done anything like this, but I am around guys, just not around by the second and thanks to Damien who has my email to make me aware.

snow1701
November 5th, 2017, 06:10
Thanks I was able to download the files. I can't wait to try rolemaster out on fantasy grounds its been almost 20 years since I lasted played that system

Syssiah
December 11th, 2017, 07:42
Heya folks

Following Dakadin advise I post my questions here :)

New user of FG, and RMC/ FRP settings, I want to create my own campaign.
Here are the issues I have in order to create my PCs.

1-I stay in GM seat, and I can't see how to add a skill that will depend of a category (for example Transcend Armor from Power manipulation). How can I do that ?

2-Same with adding specialized combat skill (Long sword from 1H edged category)

3-How to add spell lists for classes that doesn't exist ?

4-Same with Merits/Flaws ? + is there a way to drag/drop them or copy them directly in the sheet from the list ?

5- Ho to add the Restricted/Everyman/Occupational option for specified skills ?

In advance thank you for your help

Ardem
December 11th, 2017, 12:03
Wow I going to try and get my thinking cap on here.


Heya folks

Following Dakadin advise I post my questions here :)

New user of FG, and RMC/ FRP settings, I want to create my own campaign.
Here are the issues I have in order to create my PCs.

1-I stay in GM seat, and I can't see how to add a skill that will depend of a category (for example Transcend Armor from Power manipulation). How can I do that ?

Transcend Armour is a special one as it does not fall all the other rules in the other categories, it both restricted and combined. What I would do here is go for the manual option and tweak it to the number it suppose to be (manual is the catch all for these difficult ones)

2-Same with adding specialized combat skill (Long sword from 1H edged category)

Now if you missing a skill, the easiest way is to drag and drop the Category skill then change it to a standard skill, remove the - at the front so it looks the same as specialization skill that way you dragging and dropping the costs into the specialization. Now with 1H-edged etc this is slightly different as you need to choose and rename each of the Category skills, as they are named Weapons Skill 1 - 7, never change the group name just change the title so you know which category skill to drop and convert. Trust me there is a lot more secondary skill in now compared when I first started there was a lot of typing specialisation and just using the category skill to make the basis.

3-How to add spell lists for classes that doesn't exist ?

To get all the functionality you need to make a mod file similar to the one I am linking here. To add it manually does not always work right.

https://www.dropbox.com/s/s4peou3n7jksqss/RMofChanneling.mod?dl=0


4-Same with Merits/Flaws ? + is there a way to drag/drop them or copy them directly in the sheet from the list ?

No sorry not done this, you need to tweakwhat ever you need the misc column I normally use for this, if it attached to a skill.

5- Ho to add the Restricted/Everyman/Occupational option for specified skills ?

I normally ad a little (e) to the category name it not automatic but it allow me to add extra ranks when process, the FRP ruleset is not full automatic character creator, but you can tweak it where need for all these extra bits.

In advance thank you for your help

Syssiah
December 11th, 2017, 14:52
Thanks Ardem for the help :)

I need to question you more about some things you invite me to try.
I opened the RMof Channeling you provided , but I can't access the paladin list for example, why ?

Can you please give me an accurate example of how you add a (e) to a category name, in order to reproduce the restricted/everyman/occupational trick ?

Ardem
December 12th, 2017, 04:08
OK say I drag and drop swimming for a dwarf this is a restricted skill. All I do is, click on the box next to the swimming skill, and edit the name from swimming to swimming (r). then it reminds me that it restricted and when I go to add ranks, it reminds me to change the ranks to the correct number. If you use the skill button levelling tab then proceed normally then after finish go back and adjust after you missing your dev point costings. Its manual not automatic adding the (e,r or o) and any rank adjustment. Just for a reminder not a automatic process.

As far as the paladin, I will need to check why. I been not using the ruleset for 3 months, yes I deved the frp extension but my memory is like a goldfish with dementia. I will have to get back to you on this.

Syssiah
December 12th, 2017, 12:54
Thanks Ardem :)

Now a simple question :
I want to create a 9 level char; I add rank as I see fit, by copying them from a pen and paper sheet we had. How do I "validate" the sheet once it's finished ?
I mean, what action makes you level up a character in FG RMC ? Where to click ?

Syssiah
December 13th, 2017, 06:59
As far as the paladin, I will need to check why. I been not using the ruleset for 3 months, yes I deved the frp extension but my memory is like a goldfish with dementia. I will have to get back to you on this.

Ok, I've found what I was not doing right :) Still the Paladin's Communion List is missing. How Can I add it ?

Ardem
December 16th, 2017, 01:30
Ok, I've found what I was not doing right :) Still the Paladin's Communion List is missing. How Can I add it ?

Only by modifying that .mod file I did, in the spell section. If it is missing I will look at adding it, however not sure I will get to it until after christmas

Syssiah
December 19th, 2017, 13:08
okie ty and have a merry xmas :)

Ardem
February 7th, 2019, 03:57
New version 0.66

Made a minor change in the Combat Tracker to make sure it compatible with Rolemaster 1.7.6.

Vackipleur
February 8th, 2019, 11:54
New version 0.66

Made a minor change in the Combat Tracker to make sure it compatible with Rolemaster 1.7.6.

Thank you very much !

Blackmage
March 28th, 2019, 21:26
Hello,
I could not insert the programs as described.

The upper runs, only with the second I have problems with the Mod File v0.6.

I have inserted the data in the program.

Can you help me?

thanks

Dakadin
March 28th, 2019, 21:48
Hi Blackmage,

You need to do the following to use the Mod File:
1. Copy the .mod file to the modules directory of the Fantasy Grounds data directory. It should be in the same area as the extensions directory. (This only has to be done the first time)
2. Start up the RolemasterClassic ruleset but be sure to select the Rolemaster Fantasy Roleplay extension from the extensions list.
3. Click the modules button and open the module.

Please let us know if that doesn't resolve it for you.

Thanks,
Dakadin

Ardem
March 29th, 2019, 00:31
Thanks dakadin.

Blackmage
March 29th, 2019, 18:25
Hey,
thanks first of all

I'll see, then it goes on ...

LG

Blackmage
March 29th, 2019, 18:54
Hello,
somehow there is a mistake in it.
He makes me the bonuses of RM2 on the STAT (+20 and so), but the racial bonuses of FRP.

That was the way it was before, had changed it again

Can you help me, please

Thank you

Blackmage
March 29th, 2019, 19:20
OK,
runs so far and sorry

Still have to ask for some tables, because of success and so far.
There is nothing in it, in some tables.
Just wanted to ask if he shows me or I have to take from the books ??
"Would not be so important"

Question about classes, like priests ...
And
Question about spells, if you could add some "yourself". At certain levels is only an increase possible if players or GM want to insert themselves?

LG

Ernoldo
July 13th, 2020, 13:37
Hi guys,

Any idea when will the FRP mod run on the current fantasy grounds version?

Ardem
July 15th, 2020, 02:41
Hi guys, This is a very old thread please do not use this thread anymore.

There is a new version here

https://www.fantasygrounds.com/forums/showthread.php?58404-Rolemaster-FRP-Extension-2-1