Why do not NPCs have a defensive field ... just like they have for weapons?
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Why do not NPCs have a defensive field ... just like they have for weapons?
I made some adjustments to my extension package and inserted the shield life points.
But there are some flaws that I have no idea how to correct.
1 - Nothing appears when the character or npc has no such device.
2 - The Damage applied in the CT reduce the HP of the shield
3 - Have more than one status level just like you have with HP
I know it's a silly thing to do, but I think of the shield as a survival for the wearer and I think you do not have to control how much life it has, or opening notes for management is a good thing.
The picture has the new field PV do Escudo (Shield Hit Points) on the CT Ronnke
I've added 2 fields in the options, these fields do the same as the character's health display field however they do it for the shield on the player's combat tracker.
but there are still some things that change in some things in the player's CT.
1 - If the fields are off nothing appears
2 - If the field is on, the correct label appears.
When you select Show HP in options, they had 3 options
1 - Detailed (Show FP and HP to player)
2 - Status (Show an description)
3 - Off (Shpw nothing)
I do this but to a new field a Shield HP field
I know this is good only for shield and Medieval campaigns
But I think is a good add to game, because we can "automate" the damage and hit points of the shield without need open a note for example.
I would imagine it would be a good addition to the system to add a hit points attribute to objects in case the specific object will be the Shield but this can be done in the future. it would be more interesting to have those proposals listed in the first topic posted and this be released in the future or if you want I can pass on to you my extension and so you can analyze and see what would be useful to add to the GURPS rule set. Well, I know I'm anxious to see that the list to be made is complete.
In the future it will be possible to apply effects and they apply "modifiers"
Example: I apply the "Kneeling" effect on a character by doing this we know that it will have reducer to attack, to be attacked and also to use your active defenses.
It will be difficult to implement something like that when it comes to GURPS, because many of these modifiers are situational. Usually the GM will make the call as to whether a particular modifier applies. Besides that, specific permission will likely be required from SJG before implementing such a feature.
No need to have it as a feature of the ruleset, just put a "Attacker: kneeling" and a "Defender: kneeling" status in your modifiers list and use it whenever the case.Quote:
In the future it will be possible to apply effects and they apply "modifiers"
Example: I apply the "Kneeling" effect on a character by doing this we know that it will have reducer to attack, to be attacked and also to use your active defenses.
I understand Ronnke, it would be difficult even and when we will have the updates listed and another curiosity the team intends to migrate to the UNITY version?
And ours liked his Nexos tip.
When I question about the effects, I understand that they are situational, but I imagine that at least for now it would be useful because the icons created by the gigerman would be stuck to the token giving more freedom of movement and in the future the modifiers could be added.
Cool, thanks Ronnke
Posted a minor update to the ruleset. This added an ammo counter on ranged weapons. Ammo is automatically reduced by the RoF value configured for a particular mode. So, if your weapon is capable of different RoFs, then you should setup a new "mode" for that desired RoF (it's also a good way to include RoF hit bonuses to your skill levels).
I'm still working on the next Major Release.
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Thanks for the ammo counter!
Now I have a question, when I start a combat and I click the next actor, the chat only shows the indication of which character is acting if he is allied, if he has any other status appears hidden and does not indicate to the players that the enemy is acting and which enemy is acting.
My rolls appear anyway
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Thanks man! That's amazing!
I'll just give you a hint of what I would do if I could program
1 - would keep that field as the total of loaded ammunition.
2 - Instead of doubling the weapon would make another attack mode for it, would add the ammunition field in attack mode as well.
Then the independent field you created would make the sum of the modes and the shots would subtract from the way you rolled the attack and consequently remove the total ammunition.
So in theory I would have long bow (example)
1 mode shooting "common" arrows and another mode with the same shooting characteristics let say silver arrows.
But as I said I'm not a programmer and this is just a guess I believe will work.
Hey Ronnke. I wanted to make an adjustment and addition to the system for my own use and think I can do it on my own as I'm familiar (definitely not a professional) with programming. Unfortunately I have no idea how fantasy grounds is structured and this not sure what parts of the ruleset I should be looking at.
I want to be able to use a custom dice (Nd01, for fractional 1/10 dice)) in the damage field of an attack. I can get /die Nd01 working as a text command and as a radial custom dice option, but any attempt to do so via a dice input field doesn't work.
Can you point me towards a file or script or place I should be looking to do these changes? I'm sure I can work out the rest on my own.
Edit! Turns out all of this ssilly needing confirmation was because I completely forgot to comment out one of my own lines.
I got it working! Fractional dice! I've juist got to work out how to make it an extension rather than overriding the ruleset's functions. Later.
I was thinking about what I said above, one has to suffer programming, just create another attack mode for the weapon.
Much simpler!
While working on the basic module, more specifically on the players, I noticed that the grenades and explosives had an exclusive field for them, so I decided to add this modality to the spreadsheets and items in my extension, I only need to improve the roll for this new type
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Since I have not asked for a long time, and silence is present I would very much like to know if we will soon have more updates on the beloved ruleset of my beloved system.
Updates as such, the possibility of having items with the possibility of different damage, in the item and not in the combat flap of the character.
Updates between ST and Damage Encoding.
Fantasy Grounds Unity is coming out (eventually) and I 'think' it could be the end of the client version (at some point in the distant future). If that is the case, I can understand the reticence to continuing to update the product. My players and I use the GURPs addon and look forward to its continued development (if any), but I understand otherwise. Unity could be better but I have a feeling we'll lose support for GURPs from FG.
nbreaker as I inderstood all the rulesets created using CoreRPG as base, don't will be lost, and I believe that GURPS is created following these steps, and so we don't loose our time.
As soon as the Unity beta becomes available, I will ensure the GURPS ruleset works with Unity. Hopefully, this won't mean maintaining two separate versions of the ruleset. The devs indicate rulesets build on CoreRPG should port to Unity without issue, so we shouldn't have any issues.
Hey Ronnke,
I've been working on a handful of extensions but a great deal of these have required massive overwrites of windowclasses/objects due to unnamed XML objects in quite a few of the char_<page>.xml files. For the moment I'm going to post these just by overwriting entire windowclasses using merge="replace"; but for future work would you be amenable to having a lot of these items named for easier deletion/replacement as needed? I'd be more than happy to crunch through them myself for this purpose and submit them somewhere if that would be helpful since I know it's an absolute faff of 'boring' work. Largely as doing massive windowclass replacements might make building other extensions harder if they're running simultaneously.
- Dingo
So far; hit location dependant armour tracking, ammunition tracking, a couple more fields/attributes to make magic / energy reserve / special resources easier to track especially for those using the Threshold Based Magic system, fractional-dice system, support for Conditional Injury (Robustness, Injury Level fields, etc)... Most of these are working as non-scripted / record-only things which makes them good for reference *if* it's the type of things you use; but I'd like to do a bit more with them once I get my head around Lua and FG's data structure. Probably going to make a thread soon for it all.
Chucked a screeny of *all* of it running at once (obviously not super necessary as they're all separate modules). In the process some of the extensions remove some data that, in my opinion, is a bit cluttered in the combat fields when they're better recorded/tracked in inventory (Legality Class, Cost, etc), but I'll have options for with and without the trimming.
My God! Look at a beautiful job, that would be perfect in the ruleset, alright I'll have to mess with my crazy extension (after all it is made by me a crazy enthusiast) but would be perfect, and enjoying would like to have a help on the message of modifiers , I would like it to appear at the end of the message in the chat and not in the middle as it happens, the message that will appear in the screenshot will be in Portuguese, after all I am Brazilian.
Attachment 28738
DingoSoulEater a made an extension with the translation and add the field grenade to combat and the hit points to shield, but has a lot of errors, but works :D