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MadBeardMan
June 1st, 2018, 15:07
Greetings All,

Now that v1.0.6 has been sent to FG, it's time to start planning v1.0.7.


Add Spacecraft Items, initially Hull, Armour, Computer, Electronics, Armaments, Misc etc)
Add Languages (Hiver, K'hree, Anglic, Vilani, Zdetl, Oynprith)
Allow Careers to be created*
Create players rulebook**

* Careers
Due to the nature of Careers, and the specialisation of the career I'm not sure this can ever be fully automated. My initial thoughts are to allow the custom creation to mirror the rulebook careers, and allow them to be dragged and for that to populate the data (the same as current rulebook careers).

** Create players rulebook
I plan to create a cutdown version of the rulebook removing GM focused chapters. A GM's rulebook will follow, plus Character Generation Module, I'm just wary of supporting 4 different modules for a single ruleset.

Anyway, post here any thoughts on the above and any more ideas for v1.0.7. The spacecraft items will take the most time, but I'll find the time for any bugs/issues found.

Also note that today I've sent Tripwire over to FG, it uses v.1.0.6. You can find it on DriveThruRPG here (http://www.drivethrurpg.com/product/64478/Tripwire?term=tripwire&test_epoch=0). It's a cracking book.

Cheers,
MBM

Martin2301
June 1st, 2018, 18:30
Hi!
Very nice, could be interesting for almost any futuristic game, like Star Wars, Star Trek, or else.

Hope you share it after !

superteddy57
June 2nd, 2018, 00:53
I've actually done that with my Black Book modules MBM. I've basically just added the career and sorted it like the reference manual. Basically done all the edits from XML. From there just added links to the rollable tables in place of the actual printed out tables. I can send you a mock up of what I have if you like? I think for the time being, it would be nice to be able to drop the career to the career history so as a quick link to the career entry. It would link to your career entry with the tables and players will just need to make manual edits.

I've actually been making spaceships in Craft group. Along with Drones and Vehicles. If your not keen on making a new database group, might think about an option to change the template like with items to the required fields within craft. Since you have it already there.

Martin2301
June 2nd, 2018, 03:41
Actually, it's interesting. The problem that I have it's just that the ruleset does satisfy in the thing i need to build Star wars system!

I rater like most have a ruleset complete that I just need to build the module!

GunbunnyFuFu
June 2nd, 2018, 04:36
Disregard...wrong forum!

MadBeardMan
June 2nd, 2018, 14:06
I've actually done that with my Black Book modules MBM. I've basically just added the career and sorted it like the reference manual. Basically done all the edits from XML. From there just added links to the rollable tables in place of the actual printed out tables. I can send you a mock up of what I have if you like? I think for the time being, it would be nice to be able to drop the career to the career history so as a quick link to the career entry. It would link to your career entry with the tables and players will just need to make manual edits.

I've actually been making spaceships in Craft group. Along with Drones and Vehicles. If your not keen on making a new database group, might think about an option to change the template like with items to the required fields within craft. Since you have it already there.

Hi ST57.

I did think about Spaceships in the Craft group, but I've been watching SFRPG - that's got a whole new system for Spacecrafts (with new CT coming), so I'm going to work on the data items and once SFRPG has it all 'working' I'll add it all into 1E.

I hope you can look at making official modules from those Black Books. I did enquire if I could convert the Spinward Marches next for 1E but been told a new version is in the works so they don't want it done :/

Cheers,
MBM

MadBeardMan
June 2nd, 2018, 14:07
Hi!
Very nice, could be interesting for almost any futuristic game, like Star Wars, Star Trek, or else.

Hope you share it after !

Alas I can't share the ruleset as it's all part of the Traveller ruleset which is all protected, though nothing stopping anyone from making an extension based on it...

backwardoracle
June 2nd, 2018, 15:40
Hi, I don't think 4 separate books are really necessary, just character creation & everything else.


Is there a need for careers to be created as there career sourcebooks already ? Maybe look at permission for those to be done?

MadBeardMan
June 2nd, 2018, 15:44
Hi, I don't think 4 separate books are really necessary, just character creation & everything else.


Is there a need for careers to be created as there career sourcebooks already ? Maybe look at permission for those to be done?

Greetings,

I've been asked a few times for a players book, plus a GM's book without all the character creation tables. So I'm still undecided, but I think a character creation module, and then a module without them for both Players and GM's should be enough.

Careers, the need is there for custom careers as that allows future content to add them when built within FG.

Cheers,
MBM

backwardoracle
June 2nd, 2018, 15:56
Cool, I'm sure you'll make the right choice, :)

MadBeardMan
June 2nd, 2018, 16:03
Cool, I'm sure you'll make the right choice, :)

Thanks :) Player feedback always helps with this kind of stuff, won't be able to please everyone but I hope to please enough, just wish I had more time to do everything I want with FG: Torg, Shadows of Esteren, Symbaroum, Dresden Files, Blades in the Dark.... oh the list is sooooooo long!

Samarex
June 5th, 2018, 13:41
Hiya MadMan,
I just bought your Ruleset- Been waiting for it to come out for a while now....Glad to see its out.
Question. When I Updated

Checking package MGP3800TRVMG1E for updates
updating modules/Traveller Core Rulebook (1E).mod
updating modules/TravellerC.mod
updating modules/TravellerA.mod
updating rulesets/Mongoose Traveller 1E.pak

It show 3 modules but when I load the game there is only the Core Rules listed in my Library. It that correct or is something missing.

damned
June 5th, 2018, 14:15
I think C and A are tokens.

superteddy57
June 5th, 2018, 17:56
Some thoughts from looking over 1.0.6 and thoughts on 1.0.7,

Can we include additional Weapon types as it appears only Slug Thrower, Melee Weapons, Grenades, and Armour are working at the moment? Additional subtypes that would be neat to have are Heavy Weapons, Energy Weapons, Support Weapons, and Primitive Projectile Weapons (I was considering just including them into slug throwers). Heavy Weapons would show the same as slug throwers. Energy Weapons would just need a label change to Power Pack (if this doesn't mess up the internal code, if so, then just cosmetic). Support Weapons would include TL, Minimum Range (new), Effective Range (new), Damage, Radius (new, but was thinking of just have blast radius available), Rate of Fire (new), Minimum Operating Crew (new), Cost, and Ammo Cost.

Was thinking over the Careers for a bit and trying out a few character creations to see what would work best for me, and I like the idea to simplify it by allowing the Career History section of the character sheet (Personal tab) accept a drag and drop of a career link. This would then link to the career with any needed player information. The player would be able to then just manually edit and add the relevant Specialty information and all the events that were rolled to the sheet by hand. Which I found I could drag the chat log to the sheet to add. Which lead me to thinking a multiple line Event section under the Career link could be used to keep track of the events and what was rolled for each term within that Career.

I have a loftier idea for character creation that would mimic the 5E ruleset in boxes appearing for selections. It would begin with a drag and drop of the career link to the Career history section and then a box to choose a specialty (such as when class specialty is selected) and then selection of the table to roll from available tables for the player choices. The table roll output would then be presented in the chat window. This is just wishlist item and I know it might be a pain in the neck to code.

velshandru
June 5th, 2018, 22:41
Speaking of which, can we get the DOE extensions to work with this or have you modified CoreRPG too heavily for that? I'm particularly hooked on the Locations & Organizations add-ons FWIW, though an OLE link to the Traveller Map would probably be pretty useful too (then again, I keep that one on my desktop).

Trenloe
June 6th, 2018, 17:02
...though an OLE link to the Traveller Map would probably be pretty useful too (then again, I keep that one on my desktop).
You can create that link yourself. Just type the URL in chat and press return - you'll then have a <link> in the chat widnow that you can drag to the hotkey, a story entry, etc..

MadBeardMan
June 7th, 2018, 22:21
Some thoughts from looking over 1.0.6 and thoughts on 1.0.7,

Can we include additional Weapon types as it appears only Slug Thrower, Melee Weapons, Grenades, and Armour are working at the moment? Additional subtypes that would be neat to have are Heavy Weapons, Energy Weapons, Support Weapons, and Primitive Projectile Weapons (I was considering just including them into slug throwers). Heavy Weapons would show the same as slug throwers. Energy Weapons would just need a label change to Power Pack (if this doesn't mess up the internal code, if so, then just cosmetic). Support Weapons would include TL, Minimum Range (new), Effective Range (new), Damage, Radius (new, but was thinking of just have blast radius available), Rate of Fire (new), Minimum Operating Crew (new), Cost, and Ammo Cost.

Was thinking over the Careers for a bit and trying out a few character creations to see what would work best for me, and I like the idea to simplify it by allowing the Career History section of the character sheet (Personal tab) accept a drag and drop of a career link. This would then link to the career with any needed player information. The player would be able to then just manually edit and add the relevant Specialty information and all the events that were rolled to the sheet by hand. Which I found I could drag the chat log to the sheet to add. Which lead me to thinking a multiple line Event section under the Career link could be used to keep track of the events and what was rolled for each term within that Career.

I have a loftier idea for character creation that would mimic the 5E ruleset in boxes appearing for selections. It would begin with a drag and drop of the career link to the Career history section and then a box to choose a specialty (such as when class specialty is selected) and then selection of the table to roll from available tables for the player choices. The table roll output would then be presented in the chat window. This is just wishlist item and I know it might be a pain in the neck to code.

Hi ST57,

I've been busy with work, my brain is broken for today (it's 22:17 so it's allowed).

I'll add the other Weapon Types in 1.0.7 for you.

About the Careers, I'm going to allow you to drag the Career in and it'll add it, but copying the rolls for events from the sheet works nicely, but the idea of your 'loftier idea' sounds good (I was thinking similar about this), I'll have a think and see what can/can't be done.

Keep thinking, it all helps!

Cheers,
MBM

MadBeardMan
June 7th, 2018, 22:23
Speaking of which, can we get the DOE extensions to work with this or have you modified CoreRPG too heavily for that? I'm particularly hooked on the Locations & Organizations add-ons FWIW, though an OLE link to the Traveller Map would probably be pretty useful too (then again, I keep that one on my desktop).

I've not modified CoreRPG that much, it's all built 'on top'. Plus Dulux-Oz has been in touch about allowing his extensions to work with this ruleset.

Cheers,
MBM

velshandru
June 7th, 2018, 22:50
a GM's book without all the character creation tables

Is there any way to hide them from the All Tables view, possibly in a subdirectory? I know I can do this with tokens, but not with images (i.e. I can create the subdirectories, but they display in a single list). Then again, tokens are designed to nest into subdirectories. Note to self: send this request to FG as a change request...

velshandru
June 7th, 2018, 22:52
Great, I'll go bug him in the place provided <g>.

Trenloe
June 7th, 2018, 22:55
Is there any way to hide them from the All Tables view, possibly in a subdirectory? I know I can do this with tokens, but not with images (i.e. I can create the subdirectories, but they display in a single list).
Create category groups within the FG image data list and move the images to the required group.

velshandru
June 8th, 2018, 00:47
You can create that link yourself...

By gosh, so I can! Many thanks for that — I can use that in a few other rulesets. :)

superteddy57
June 11th, 2018, 00:54
I was checking the Core Rulebook module and it's missing the sample NPCs from the book. Page 84-85. I promise, not trying to load up more on your plate.

MadBeardMan
June 12th, 2018, 20:12
I was checking the Core Rulebook module and it's missing the sample NPCs from the book. Page 84-85. I promise, not trying to load up more on your plate.

No worries, i'll add them, they should be there, I can remember converting the text!

Maybe I'll add them as actual NPC's to the ruleset as a separate module?

Cheers,
MBM

MadBeardMan
July 9th, 2018, 22:47
Been a while from me, been busy with many things, going to push to complete 1st lot of Spaceship Data this coming weekend.

Cheers,
MBM

GunbunnyFuFu
July 10th, 2018, 19:33
Looking forward to it, MBM!

GB

LordNanoc
July 19th, 2018, 20:33
I just purchased the "Central Supply Catalogue" published by MGP. I might add many of those items to the campaign over time.
Is it possible to share this with you and if so how - and is it legal by any means?

opfor6
July 31st, 2018, 19:55
Any estimate on when 1.0.7 will be released?

LordNanoc
August 6th, 2018, 19:17
Vehicle combat and space combat would be my most prioritized points.

I mean yes, it's nice to have NPCs or items etc in the game, but I can create NPCs and items myself. What I can't create is a firefight between two vehicles or a battle in space...

So pretty please :)

Anyway: thanks for your work again.

MadBeardMan
August 15th, 2018, 13:14
Vehicle combat and space combat would be my most prioritized points.

I mean yes, it's nice to have NPCs or items etc in the game, but I can create NPCs and items myself. What I can't create is a firefight between two vehicles or a battle in space...

So pretty please :)

Anyway: thanks for your work again.

Hello, right a few points. You can't share any content you create that's created from published material. Sorry! Copyright and all that.

Space combat is going to happen, I've gotta catch up on that great work that's taking/taken place in Starfinder as I'm using that as a basis....

v1.0.7 is to start to add the data required for building starships, that's the 1st step....

Andraax
August 19th, 2018, 01:03
There are a number of errors on the player side from the CT using the latest release of FG.

Also, I'm not seeing the weapons - when added to a character's inventory - picking up the correct skill on the actions tab. And I don't see a way for players to do an initiative roll - is that GM only from the CT?

When can we expect an update?

MadBeardMan
August 19th, 2018, 12:55
There are a number of errors on the player side from the CT using the latest release of FG.

Also, I'm not seeing the weapons - when added to a character's inventory - picking up the correct skill on the actions tab. And I don't see a way for players to do an initiative roll - is that GM only from the CT?

When can we expect an update?

Afternoon,I've cleared off a lot of things that are stopping me from finishing 1.0.7., so it's next up on my list to complete.

Bugs will be fixed first, and Moon Wizard did warn me to check NPCs before the update was launched, but I've not had the time.

Sadly (for you), I'm on Holiday from 8am tomorrow until the following Monday (27th). I'll see what I can do tonight, though I've not got that much time :/ School holidays are a real pain.

I'll try though,
Cheers,
MBM

Andraax
August 19th, 2018, 14:53
So, people have a purchased ruleset that has been broken for 2 weeks, and need to wait several more weeks until it's fixed?

MadBeardMan
August 19th, 2018, 14:57
So, people have a purchased ruleset that has been broken for 2 weeks, and need to wait several more weeks until it's fixed?

Can you send me all the 'errors' please, so I can fix them tonight.

MadBeardMan
August 19th, 2018, 15:01
Also, I'm not seeing the weapons - when added to a character's inventory - picking up the correct skill on the actions tab. And I don't see a way for players to do an initiative roll - is that GM only from the CT?

When you add a 'Weapon' (in the Inventory tab) it does add it to the Action Tab, I've just tried at it did work.

The Init Roll is inside the CT for the GM, it rolls all the PC's NPC's.

Andraax
August 19th, 2018, 15:07
When you add a 'Weapon' (in the Inventory tab) it does add it to the Action Tab, I've just tried at it did work.

The Init Roll is inside the CT for the GM, it rolls all the PC's NPC's.

It adds it, but with an attack of -3. I can't figure out how to get it to pick up the correct skill. I've tried a bunch of different ways of naming the skill, but I can't figure it out.

So, there is no way for the players to do it, without doing a manual roll. That was my question.

MadBeardMan
August 19th, 2018, 15:10
It adds it, but with an attack of -3. I can't figure out how to get it to pick up the correct skill. I've tried a bunch of different ways of naming the skill, but I can't figure it out.

So, there is no way for the players to do it, without doing a manual roll. That was my question.

First thing, you can change the attack, just type inside the field which you want, ie 3.

The reason that it shows -3 is that it can't find the skill, what weapon are you adding?

Have a think about how you want your players to roll their init, then I can think how to make it work for you.

Cheers

Andraax
August 19th, 2018, 15:10
Can you send me all the 'errors' please, so I can fix them tonight.

Lots of these:


Ruleset Error: window: No vertical anchor defined for control (friendfoe) in windowclass (client_ct_entry)
Ruleset Error: window: No vertical anchor defined for control (friendfoe) in windowclass (client_ct_entry)
Ruleset Error: window: No vertical anchor defined for control (friendfoe) in windowclass (client_ct_entry)
Ruleset Error: window: No vertical anchor defined for control (friendfoe) in windowclass (client_ct_entry)
Ruleset Error: window: No vertical anchor defined for control (friendfoe) in windowclass (client_ct_entry)
Ruleset Error: window: No vertical anchor defined for control (friendfoe) in windowclass (client_ct_entry)
Ruleset Error: window: No vertical anchor defined for control (friendfoe) in windowclass (client_ct_entry)
Ruleset Error: window: No vertical anchor defined for control (friendfoe) in windowclass (client_ct_entry)
Ruleset Error: window: No vertical anchor defined for control (friendfoe) in windowclass (client_ct_entry)
Ruleset Error: window: No vertical anchor defined for control (friendfoe) in windowclass (client_ct_entry)
Ruleset Error: window: No vertical anchor defined for control (friendfoe) in windowclass (client_ct_entry)
Ruleset Error: window: No vertical anchor defined for control (friendfoe) in windowclass (client_ct_entry)
Ruleset Error: window: No vertical anchor defined for control (friendfoe) in windowclass (client_ct_entry)
Ruleset Error: window: No vertical anchor defined for control (friendfoe) in windowclass (client_ct_entry)
Ruleset Error: window: No vertical anchor defined for control (friendfoe) in windowclass (client_ct_entry)
Ruleset Error: window: No vertical anchor defined for control (friendfoe) in windowclass (client_ct_entry)
Ruleset Error: window: No vertical anchor defined for control (friendfoe) in windowclass (client_ct_entry)
Ruleset Error: window: No vertical anchor defined for control (friendfoe) in windowclass (client_ct_entry)
Ruleset Error: window: No vertical anchor defined for control (friendfoe) in windowclass (client_ct_entry)
Ruleset Error: window: No vertical anchor defined for control (friendfoe) in windowclass (client_ct_entry)
Ruleset Error: window: No vertical anchor defined for control (friendfoe) in windowclass (client_ct_entry)
Ruleset Error: window: No vertical anchor defined for control (friendfoe) in windowclass (client_ct_entry)
Ruleset Error: window: No vertical anchor defined for control (friendfoe) in windowclass (client_ct_entry)
Ruleset Error: window: No vertical anchor defined for control (friendfoe) in windowclass (client_ct_entry)
Ruleset Error: window: No vertical anchor defined for control (friendfoe) in windowclass (client_ct_entry)
Ruleset Error: window: No vertical anchor defined for control (friendfoe) in windowclass (client_ct_entry)
Ruleset Error: window: No vertical anchor defined for control (friendfoe) in windowclass (client_ct_entry)
Ruleset Error: window: No vertical anchor defined for control (friendfoe) in windowclass (client_ct_entry)
Ruleset Error: window: No vertical anchor defined for control (friendfoe) in windowclass (client_ct_entry)
Ruleset Error: window: No vertical anchor defined for control (friendfoe) in windowclass (client_ct_entry)
Ruleset Error: window: No vertical anchor defined for control (friendfoe) in windowclass (client_ct_entry)
Ruleset Error: window: No vertical anchor defined for control (friendfoe) in windowclass (client_ct_entry)
Ruleset Error: window: No vertical anchor defined for control (friendfoe) in windowclass (client_ct_entry)
Ruleset Error: window: No vertical anchor defined for control (friendfoe) in windowclass (client_ct_entry)
Ruleset Error: window: No vertical anchor defined for control (friendfoe) in windowclass (client_ct_entry)
Ruleset Error: window: No vertical anchor defined for control (friendfoe) in windowclass (client_ct_entry)


Also, the "effects" display for the clients is screwed up (probably related to the above errors).

http://s3.silent-tower.org/images/Effects1.JPG
http://s3.silent-tower.org/images/Effects2.JPG

MadBeardMan
August 19th, 2018, 15:15
Lots of these:



Also, the "effects" display for the clients is screwed up (probably related to the above errors).

http://s3.silent-tower.org/images/Effects1.JPG
http://s3.silent-tower.org/images/Effects2.JPG

Right that's on the Client desktop, but you are correct if there's a error like the friend or foe, then it can create other errors, so let me test the Client (player) screen.

MadBeardMan
August 19th, 2018, 15:17
Ok chap, I get these issues when using the player/client.

"Ruleset Error: window: No vertical anchor defined for control (friendfoe) in windowclass (client_ct_entry)
Ruleset Error: window: No vertical anchor defined for control (friendfoe) in windowclass (client_ct_entry)
Ruleset Error: window: No vertical anchor defined for control (friendfoe) in windowclass (client_ct_entry)
Ruleset Error: window: No vertical anchor defined for control (friendfoe) in windowclass (client_ct_entry)"

I'm off out soon, but I'll fix this later today and get it updated, I'll call is 1.0.6a. I'll have to remove some data from the Starships but I think Errors need to be fixed asap. Thanks for letting me know, shame I'm away :/

Cheers,
MBM

Andraax
August 19th, 2018, 15:24
First thing, you can change the attack, just type inside the field which you want, ie 3.

The reason that it shows -3 is that it can't find the skill, what weapon are you adding?

Have a think about how you want your players to roll their init, then I can think how to make it work for you.

Cheers

I've gotten the skill thing working, so that was probably just me doing something stupid.

Putting a button labelled "Init" on the Actions tab (just squeeze up the wound tracks a bit, and put it either to the left or right of them would work) that rolls the init and adds the higher of Dex or Int modifier should be fine. Looks like you already have a field on the character sheet linked to the CT, so it should be a trivial bit of code to do. You can display the rolled value there if you want but that's less important.

This is what it looks like in the C&C ruleset, the "Misc" is a miscellaneous modifier that is added to the init roll:

http://s3.silent-tower.org/images/Initiative2.jpg

MadBeardMan
August 19th, 2018, 15:41
I've gotten the skill thing working, so that was probably just me doing something stupid.

Putting a button labelled "Init" on the Actions tab (just squeeze up the wound tracks a bit, and put it either to the left or right of them would work) that rolls the init and adds the higher of Dex or Int modifier should be fine. Looks like you already have a field on the character sheet linked to the CT, so it should be a trivial bit of code to do. You can display the rolled value there if you want but that's less important.

This is what it looks like in the C&C ruleset, the "Misc" is a miscellaneous modifier that is added to the init roll:

http://s3.silent-tower.org/images/Initiative2.jpg

Don't worry about thinking that you were stupid, you're not. I've been thinking about showing the 'skill' that it's looking for inside the Weapon data, so if you add a new weapon you could select it etc. It does look for certain skills but it's inside the code.

About the init, I could look at making the init field a rolling field, and add the iMod field onto the Players CT, just incase it needs a Modifier (it's on the GM's CT).

How does that sound?

Cheers,

Andraax
August 19th, 2018, 15:44
About the init, I could look at making the init field a rolling field, and add the iMod field onto the Players CT, just incase it needs a Modifier (it's on the GM's CT).

How does that sound?

Cheers,

That's fine, too. As long as the players can roll it. I have players that don't trust the automation, especially since they don't see the rolls. :-)

MadBeardMan
August 19th, 2018, 16:14
That's fine, too. As long as the players can roll it. I have players that don't trust the automation, especially since they don't see the rolls. :-)

Haha, I have players that don't want to click a button! I'll get the error fixed tonight, push that, then when I get back add the Init to the 1.0.7. update.

Andraax
August 19th, 2018, 20:39
Also noticed that "hide / reveal all" button on the CT doesn't work...

Andraax
August 20th, 2018, 02:59
And another thing to consider for the next version - report the "effect" on skill checks. (Take the result and subtract 8, report it as "Effect: #"). Possibly even report the DM associated with that effect.

MadBeardMan
August 20th, 2018, 06:40
Morning,

I've fixed the error.

I've looked at the 'effect' issue, the problem with that is Traveller is using CoreRPG client CT.

The 'Hide /Show All NPCs' button (top left - GM not player) works fine (just tried it).

About Effects, Traveller doesn't have many effects, so what we'd need to do is create all the effects needed for the Skill rolls, so if you have a list etc that would be great.

Cheers,
MBM

Andraax
August 20th, 2018, 23:03
Actually, as far as effects, all I can think of is various indicators (unconscious, prone, etc) which don't need any actions associated, just reminders for the GM - with one exception. There are a number of things that can temporarily adjust initiative during combat (haste is one). So, if we could get something like "INIT: #" (where # is a positive or negative number) that temporarily adds to the current initiative, then goes away at the end of it's duration (subtracting it out again) would be helpful. Allowing multiples which stack is a must as well.

I might think of some more - I'm starting up a campaign soon and I'm sure I'll run across stuff while playing.

Andraax
August 21st, 2018, 04:07
Another suggestion for an upcoming release - please add the "Auto" field to the CT. And an easy way to lookup the range penalties (maybe click on the range and have a box pop up?)

Andraax
August 26th, 2018, 07:41
I've looked at the 'effect' issue, the problem with that is Traveller is using CoreRPG client CT.

Finally played around with this some. This problem does not show up in CoreRPG, so it's something you've changed or over-ridden in the ruleset (I can't look at the code because it's encrypted).

However, playing around with CoreRPG, I can get pretty much the same problem to appear there with two anchor changes in the template_ct.xml file. These are in the templates "icon_clientctsection_effect" and "list_clientct_effect" - setting the anchor to "top" displays this problem, setting it to "bottom" corrects it. CoreRPG has it set to "bottom" currently, so your code seems to be over-riding that setting.

MadBeardMan
August 26th, 2018, 22:16
Hello,

I'm back from holiday (phew) so I'll be back soon (Tuesday) as I've started to look at the 'Effect' issue as that's inside the CoreRPG function.

Cheers,
MBM