v1.33 uploaded to the wiki (end of turn for players)
I was able to track down my mistake and get the "Turn Complete" button working properly for players :)
The libs are well worth the effort, just wish there was an easier way for them, I'm about 1/2way done with the main rule book, though I have taken a short break from it since I'm not sure when I'd actually get to use them :) ((I've been working on the FASA edition... since that seems to be the edition that might get used...)) I suppose it's possible that if ED/FASA/Living Room Games/Redbrick got on approved list these could be bundled and sold by Smite Works or something.... not entirely sure how that all works exactly..
anyways...
I made sure that most of the character sheet (talents, skills, spells, and inventory), personality, items, etc.. all support drag and drop from the library modules.
The xml format is somewhat unique for these as ED items can get pretty complex, though the /export function also works.. On the ED page in the wiki, there is a template lib that I tried to illustrate how these could be crafted.
For the combat modifiers I'm still not coming up with a great way to handle these... they tend to be fairly complex, coding wise... though I've got an idea for wounds.. since num of wounds -1 is the step penalty, it seems the most logical approach would be to apply it to the actual double-click/drag base roll. Then it would not apply the penalty more than once. Thoughts?
-kirbol
On applying wounds automagically...
Talysian,
After pouring over the code and rules for wounds, then talking to the GM that ran ED. I'm thinking this needs to be designed as an extension or a fork, for a few reasons.
The sheer variability of when wounds applies makes it difficult to know when to apply them without tons of automation that may not be desired.
- In the FASA rules, these are optional. (Even the Redbrick edition that I have suggests not using wound penalties at first)
- Blood Elves ignore 2 wounds instead of 1.
- Some talents and spells allow people to ignore extra wound effects.
- Do all creatures suffer wound penalties? Cadavermen, for example, fly into a rage and get big bonuses for being wounded, instead of penalties.
- Are there threaded items that allow you to ignore extra wound penalties?
- Is the karma step affected by wound levels?
- Recovery dice do not take a step penalty, they take a modifier penalty to the total roll (which the modifiers box at the bottom works very well for by dragging your number of wounds while holding the control key onto the modifier box to add the wound penalty to the recovery roll)
- Should the wound system alert you to attribute steps that reach 0 and apply effects/death based on those? (this is a whole new level of complexity I barely want to think about... my head is already hurting;) )
- What about other house rules for wounds?
- How should this interface with the combat tracker? Wound penalties can't really back-trace into the personalities/library entries.
The ruleset already has step modifiers in place, which would make it simple to apply wounds, with all the possible exceptions without over-complicating the ruleset, to any rolls that are subject to wound penalties.
I really hope this doesn't put you off using FG and this ruleset for your game :o. Someone (possibly even me at some point, though right now my time is very limited) could code this into an extension to, or a fork of, the ruleset if it was felt this was important enough.
-kirbol
v135 uploaded to the wiki
Added a floor to the damage taken and the wounds fields so they can't go below 0.
Updated the Willforce detection and calculations to take in the statmod value on the full talent card.
-kirbol