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View Full Version : Adding Parry and Strike Rank to Weapon List ( implementing RQIII )



benjamindbrooks
March 14th, 2017, 20:04
Hi All,

I'm giving another try at attempting to create a custom extension for Avalon Hill's RuneQuest (3rd Edition), using Azaran's RQ2 extension as a starting point.

I've managed to re-categorize the skillsets and readjust the skill category bonuses to work and add the Parry Bonus to the character sheet.

I've also managed to change the titles on the melee and missile weapons tables to reflect the extra two columns I need to add (weapon's Strike Rank and Parry Skill) but have come unstuck in getting the list to conform to the columns and order (see screenshot below)

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So the columns that are currently there are:
"Name" "Skill" "Attack" "Damage" "Range" "Attacks" "Damage Bonus?" "Hands" "HP" "Info button" "Include in Mini Sheet"

What I want to end up with is:
"Name" "Weapon SR" "Attack" "Parry" "Damage" "Range" "Attacks" "Damage Bonus?" "Hands" "HP" "Info button" "Include in Mini Sheet"

Where "Parry" is similar to "Attack" in producing a rollable attribute, while (for the moment at least) "Weapon SR" is just a number.

I edited the charsheet_weaponlist.lua file as follows, but cannot find the place to add the "newwin.wpnsr" and "newwin.parry" fields for these lines to to fill


-- Set properties and create missing entries for default weapons
for k, t in pairs(wpndata) do
local matches = winlist[k];
if not matches then
local newwin = createWindow();
local node = newwin.getDatabaseNode();
newwin.name.setValue(k);
newwin.wpnsr.setValue(t.Wpnsr);
newwin.attack.setValue(t.Attack);
newwin.parry.setValue(t.Parry);
newwin.damage.setValue(t.Damage);
newwin.attacks.setValue("1");
if t.DBFlag then
newwin.dbflag.setState(true);
end
if t.Missile then
node.createChild("weapontype","number").setValue(1);
end
newwin.hands.setValue(t.Hands);
node.createChild("notes", "string").setValue(t.Notes);
matches = {newwin};
end
for k,win in pairs(matches) do
win.name.setReadOnly(true);
win.name.setFrame(nil);
win.refreshMenus();
end
end


Any help or advice would be really appreciated.

regards,
Ben

Azaran
May 31st, 2017, 22:55
Hi Ben,

I was simply adding the weapon a second time and renaming to, for example, Broadsword Parry, using the stat I had calculated in the skills window for weapon parry
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I found it a bit too much of a pain to mess around with the weapon stats columns