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Dakadin
June 21st, 2020, 19:37
There is a new version, v2.1.5, of the RMC ruleset on the test channel now. It will also be pushed to the live channel on Tuesday.

There are a couple new features added in this version that people have been asking for.

You can now drop table results (attack, critical or fumble results) directly on tokens to apply them.

Attacks can also be dropped on tokens or entries in the Combat Tracker. It will clear your current targets and set your target to the token/entry you dropped the attack on.

Here is a complete list of the changes:
RMC v2.1.5
[Added] Ability to drop table results on tokens
[Added] Allow attacks to be dropped on tokens and CT entries
[Fixed] NPC attacks cannot be changed in CT when added from Encounters
[Fixed] Script Error: [string "scripts/manager_utilities.lua"]:646: bad argument #1 to 'setValue' (number expected, got string)
[Fixed] On CT alignment of titles in the defense area on the player side
[Fixed] Arms Law Dagger fumble range
[Fixed] Text issues in Character Law

Please let me know if you encounter any issues or have any questions.

Thanks,
Dakadin

DodjerArtfell
June 21st, 2020, 20:45
Nice!

Xen
June 21st, 2020, 21:53
Fantastic! Thanks Dakadin! :)

Ardem
June 22nd, 2020, 05:39
Nice!

Pepor
June 22nd, 2020, 08:08
Really cool! Thanks!

Prunttonner
June 22nd, 2020, 16:06
Nice! Thanks Dakadin!

Prunttonner
June 22nd, 2020, 16:43
Hi everyone!!!

I want to make a question about combat tracker and effects GMs are able to use (in addition to penalty, bleeding or sttuning). Have somebody a list of effects that can be written directly in the Combat Tracker?
For example, if a player cast a Bless I, I could apply +5 to DB or to MM from the Combat Tracker writting "DB: +5" or similar? This will be useful because a GM could manage the duration for this effects from the Combat Tracker.

Thank you in advance!
Prunttonner

Dakadin
June 22nd, 2020, 18:07
Hi Prunttonner,

I've only really converted the effects from v1.8 over so far which was only bleeding, penalty, must parry, stun and stun no parry. I also added in the conditions like prone, unconscious, etc. but most of those are just for tracking purposes. I plan on adding extra effects to the ruleset but haven't had a chance yet. I am hoping to get most of them in v2.2 when I redo the character sheet spells tab.

One thing that I was hoping to get into v2.1.5 is automatic range calculations and applying of modifiers. It ended up being more complex than I expected so I missed the deadline for v2.1.5 but I have it working now and it will be in v2.1.6. Here is a screenshot:
37086

I highlighted the range information. The button on the CT will display the ranges in the chat and the modifiers are automatically calculated based on the attacks range modifiers. :D

Please let me know if you have any questions.

Thanks,
Dakadin

Prunttonner
June 22nd, 2020, 18:41
Wow, it will be a fantastic advance!!!

Thanks for information!!!

In the future I think that add some effects used by spells could be useful. For example, DB bonus, MM bonus or RR bonus. Currently I add spell effects manually to CT in order to track the duration of spells.

Thanks,
Prunttonner

Dakadin
June 22nd, 2020, 18:55
That is the plan. I wanted to wait until I could convert the spells to figure out what effects I would need to code into the system. I am planning on including them with the spells/spell lists so they can easily be applied. It is just going to take quite a bit of time to pull it off.

Xen
June 25th, 2020, 14:30
As for as the list that Dakadin mentioned here's a quick list of the things I found that I could do manually in the CT. The 'Add Effect' line is what is being accomplished then the second line is what you type in the CT Effects line. 37147
I use these in certain situations, for example if I have a player who uses a Sleep spell and the target fails the RR I'll apply the Unconscious effect on the target. I've also used 'Prone' in situations where someone was knocked back due to a crit and I felt the target should have fallen down.

Add Effect - Bleeding
Bleeding: #

Add Effect - Penalty (add duration)
Penalty: -# (reduces attack)
Penalty: +# (increases attack)

Add Effect - Parry (add duration)
MustParry
ParryPenalty: -#
NoParry

Add Effect - Stun (add duration)
Stun

Add Effect - Unconscious (duration if applicable)
Unconscious

Add Effect - Dead (no duration)
Dead

Add Effect - Prone (no duration)
Prone

Add Effect - Dying (add duration, triggers Dead on Zero)
Dying

Prunttonner
June 25th, 2020, 14:39
As for as the list that Dakadin mentioned here's a quick list of the things I found that I could do manually in the CT. The 'Add Effect' line is what is being accomplished then the second line is what you type in the CT Effects line. 37147
I use these in certain situations, for example if I have a player who uses a Sleep spell and the target fails the RR I'll apply the Unconscious effect on the target. I've also used 'Prone' in situations where someone was knocked back due to a crit and I felt the target should have fallen down.

Add Effect - Bleeding
Bleeding: #

Add Effect - Penalty (add duration)
Penalty: -# (reduces attack)
Penalty: +# (increases attack)

Add Effect - Parry (add duration)
MustParry
ParryPenalty: -#
NoParry

Add Effect - Stun (add duration)
Stun

Add Effect - Unconscious (no duration)
Unconscious

Add Effect - Dead (no duration)
Dead

Add Effect - Prone (no duration)
Prone

Add Effect - Dying (add duration, triggers Dead on Zero)
Dying

Thanks for the information, Xen!
Prunttonner

esmdev
June 28th, 2020, 05:33
Is there a way to set standard skill costs for new professions or is that still forthcoming?

Dakadin
June 28th, 2020, 06:04
There isn't currently a way to do it within FG. You would still need to modify the XML files for the new professions.

I plan on adding the ability to set up skill costs for professions with v2.2 which should be the next big update but that won't be for a few months.