Sadly, the issue is in both.
Also, just to be sure I updated everything and re-downloaded the extension plus the modules.
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Sadly, the issue is in both.
Also, just to be sure I updated everything and re-downloaded the extension plus the modules.
After testing I found it was working fine in FGC (not sure your issue there) however I found it was not working in FGU.
Fixed 1.15 .ext can be download an overwrite current frp.ext.
For those interested:
There has either been a core rpg or FGU update that had broken it, With extensions you try and minimise the code you bring across and only bring what is required. There is certain elements where a xml calls a script locally not a global script. In the past this looked at the the extension location for the script and throw up errors if it was not there, so you copied the .lua file across to replace, you also did not need to include this line in a merge="join" addition.
However as usual code changes either on purpose or accidentally and the big wigs break stuff and I had to hunt for 3 hours working out what is broken. There is no error message because it can see code but its now the RMC code not my modified code, and I have to basically hunt for this function by function until I realised what was going on. 3 FRIGGEN HOURS! and I find we now need to add call script code. That one little line below in bold.
On a side note since RMC still has old code I would recommend Dakadin not to have locally called scripts from XML and always use global scripts, they just create too may issues for extensions.Quote:
<windowclass name="charsheet_skillwindow" merge="join">
<sizelimits>
<minimum>
<height>20</height>
</minimum>
<maximum>
<height>20</height>
</maximum>
</sizelimits>
<script file="campaign/scripts/charsheet_skillwindow.lua" />
<sheetdata>
It's now working as intended, thanks Ardem.
Well done Ardem. Thank you again for all your efforts in keeping this extension up to date. It is most appreciated.
Ardem, you can't just have global scripts because you need to call the code from somewhere. The local scripts are attached to the windows and controls so they can automate them. The local scripts would then call the global scripts. I've moved quite a bit to global scripts but that was so that it would be easier to make rule specific changes like you are doing for RMFRP. I basically tried to move most of the code to scripts that are rules related.
Hi Dakadin,
When I am talking global scripts, I am talking about the scripts that are loaded in base.xml and then called such like Rule_PC.functionname()
I am not sure any limitation in these script choices but I could be wrong. Either way I now know what to watch out for, if this problem rises again.
Version 2.16 is available.
Scroll bars now added the the Category and Secondary Skill Tables, this will help the FGU issue not seeing all the skills and make it easier to find skills in both versions.
This version is thanks the Griffonbait, hope you like it.
I just noticed a small detail when transcribing a character from paper to FG, it seems like then encumbrance penalties used are those from RMC and not RMFRP.
(Tested in Classic and Unity)
Also, for some reason in FGC, both the skills and skill categories are benefiting from the attribute bonuses.
Will look into it thanks.
Are you sure on this
"Also, for some reason in FGC, both the skills and skill categories are benefiting from the attribute bonuses."
Can you provide a screenie
I am assuming you mean Stat Bonuses when referring to attribute bonuses. If so, Samzagas, I am not seeing that issue. In fact 2.15/16 fixed the skill issues that I had seen up to that point.
I have found one new categories/skills issue in the Spells sections:
All spell categories and skills have a calculation error when skill ranks are from 21-30. See pic.
The Limited progression is: 0 • 1 • 1 • 0.5 • 0 So at Lvl 20 a PC would have 20 skill bonus and at 30 the bonus will max out to be 25. You can see in the pic that the Rank Bonus value of +25 first appears at ranks 31 and that lvls 21-30 have used something weird for the calculated bonus - there is an extra +10 in there. ranks 21 should have a rank bonus of 20; 22 a bonus of 21; 23 a bonus of 21; 24 a bonus of 22, etc, up to ranks 29 a bonus of 24, and 30 that has 25, which is the max.
I haven't checked if all other progressions suffer a similar issue. Finding the issue was happenstance, teaching a player about the Limited progression.
Attachment 40135
And a very minor issue:
Mispelling skill: Spatial Loocation Awareness - must have something to do with men and their accuracy to aim at the toilet wall/carriage wheel/tree/bowl/etc. ;)
Cheers.
Ok, here is an image of the issue I was talking about.
Attachment 40141
As you can see, the character is benefiting from the attribute bonuses in all skills and skill categories. Also, just to recapitulate, this only happens in Classic.
Can you screen shot your chat window on load what version are you using, because this is definitely not what I see on my version, or even previous versions.
What happens when you cycle through the Calc, as it should change the layouts, even for manual or NA or Ltd
Ok I see the issue it is not adding the stats it just on pushing the skill dev button is re displaying the stats, which I have hidden.
If you close the character sheet and reopen it rehide them, but I can see if can stop it from display them, when clicking the SkillDev button.
------------------------
I am not sure why it doing this but it a graphic glitch, it not impacting the totals. For now my recommendation is after going into StatDev is close the character sheet and reopen.
Although looking at your issue I am not sure you number figures are a bit all over the place, so something else might be going on with you. Samzagas make sure you have the latest version.
Here is my screenies, of how it should be and the SkillDev graphic bug.
Attachment 40153
Attachment 40154
It seems like it was a one time thing, I haven't been able to replicate the error. I'll post an update if it happens again.
Attachment 40175
Attachment 40176
New version 2.17, these are the issues fixed
-the PowerPoints Rank Bonus reset each time you open the character window or makes a change
-Limited progression formula fixed
-UI fix CT Bonus is now grey instead of Black
Also a New FRPrules .mod file as I missed juggling, and sculpting and a spelling mistake.
Thanks again Ardem!
Hey Ardem, any chance you can put the version number at the end of the files. eg. FRP2.17.ext, FRPRules2.17 - it makes no difference to FGU, but it keeps me sane when looking at past version files to delete. I am already doing it myself as I save them, I thought it might be useful to others so that they know they have the right versions installed.
Cheers.
Sorry to bother again, but I just wanted to call attention to a small issue I've found.
The character sheets are still using the RM2/RMC weight penalties instead of the RMSS/RMFRP ones, here are a couple of screenshots.
Attachment 40248
Attachment 40249
Attachment 40250
OK I think I fixed the issue with weights, if it is wrong let me know. DL 2.18 front page
Oh yeah there is a reason i am not naming the FRP2.18 and so forth, because guaranteed, someone come in once they download it and have two copy in the ext and not get rid of the other one and click on the wrong copy etc and make it hard to problem solve.
If you want please go ahead Download and rename the version after your download it if it helps you out just remember to get rid of the previous version.
Thanks, seems to be working fine.
Hello, do you already have smooth stats.ext ?
HI guys. Playing around with thhis extension to get some rolemaster going with my group. Can I ask
1. Everyman/occupational/ restricted skills/ are in RMSS. Are they in RMFRP and if so how does it work in this ext?
2. professional bonus - do you have to add manually as they dont seem to show up when I have selected a profession?
3. Combat skills and spell lists. Do you add these using add new skill and then allocate to the relevant category?
4.I am loading the FRP races module along with the others as pecified on he first page of this thread. Are the races supposed to add in ranks from adolescence rank table t 1.5 (RMSS) or should we add those manually?
5. Is there a 'manual' for the extension for chaps of little brain like I?
Great work Ardem!
1. These are done manually, I get my players to record the OER specific skills in their char sheet notes.
2. Yes, add them manually - but they only go in the categories row, not the skills - there a few exceptions to this, PP Dev, Body Dev, and any skills that are calculated with the combined progression ("Cmb." is in the Calc. Column for each skill, and the Category is "Ltd." in same column - this is because the categories are not included in the calculation of the skills. It is not a perfect match up with how RMSS/FRP ruleset calculates totals, but it works.
3. You could add them manually, and for new skills you may want to do this if homebrewing, but it is easier to follow the process below:
- A - Instruct your players to choose/allocate their weapon categories 1-7 (listed as "-Weapon . Skill 1" through to "-Weapon . Skill 7") before proceeding and making any changes. The leading "-" indicates it is a category.
- B - To set "-Weapon . Skill 1" as the primary weapon category for say, 1-H Edged weapons:
- Click the red Iron Crown symbol to the left of the category name - a small window will pop up
- Change the title in the window to be "-Weapon . 1-H Edged" by simply highlighting/deleting just the "Skill 1" bit and typing in 1-H Edged instead. DO NOT HIT ENTER - it has the potential to mess things up!
- Make sure Type = "Offense Bonus" and Group = "Weapon . Skill 1"
- Type in the appropriate stats: melee weapons - St/Ag/St; missile/thrown weapons - Ag/St/Ag; missile artillery - In/Ag/Re
- Close the category window
- Do this for all 7 weapon categories
The benefit of doing this now is to save you work later. Now you ...
- C - Drag the Iron Crown symbol beside the weapon category text, above or below the category and when you release the mouse, the category will be copied. (It won't work if you try to drag the text)
- D - Click the "Ctg." letters in the Calc. column to change it to "Std." - note this changes the category to be regarded as a skill
- E - Again Click the Iron Crown symbol to the left of the category name, deleting the entire pop up window's title, say "-Weapon . 1-H Edged" and type in the weapon name you intend to use "Dagger", "Short Sword", etc. DO NOT HIT ENTER, just close the window - now you have a skill called "Dagger" or whatever the weapon's name is. The skill will now always sit underneath its appropriate category heading and its stats you have already set up earlier.
- F - For each weapon intended to be used, you can simply copy the first weapon skill you made for that category and change its title in the little pop up window, say from Dagger to Longsword.
- G - Do parts C-F for each weapon category you have a weapon intended to be used
Note: Spell skills for their associated lists are created in the same way - copy category and change to a skill, along with a title change to be the spell list name.
4. You do it manually
5. No - sorry
If you want a free tutorial, DM me on Discord (see below)
Have fun!
Hey Ardem,
How do I create my own attacks or add in a different attack for a creature?
- I cannot modify existing attacks a creature has after making a copy of it - clicking on the Iron Crown symbol does nothing - nor can I drag attacks from one mob to another
- When I add my own attack, I can click and open it, select Type (Natural Weapon), but I cannot select the Table Name or Max Rank/Size fields - the dropdown lists don't work. Crit Table drop down works tho.
- I am trying to make a small drake creature based on a Lesser Drake and give it a M Bite attack rather than a L Bite attack.
Actually, now I am trying to create any weapon item and the same dropdown lists for Table Name & Max Rank/Size are not working at all.
Can you please look into this?
Cheers.
Excellent thankyou. I think I ahve 'just about' blundered about (my usual technque with tech/It) and worked that process out. BUt I may get in touch/ I assume BTW that training packages are not supported by this ext not talents and flaws - again a manual fudge wuld be needed?
Correct - I use training packages via the rulebooks and get my players to implement any skills, etc. Anything that is gained - eg items, are recorded in their inventory, of course, and anything else like contacts and other non-ruleset defined things eg. OER skills, are simply stated in their char notes.
I get my players to record all their BGO spending, as well as the BGOs that are spent on TPs - that way you get a complete dev history of the character.
thanks for that.
One weird issue.
I have loaded FRP modules Race, spells, rules and creatures and monsters and I aheve the FRP ext loaded.
I can craete magic using characters fine but with one issue.
I am trying to create an attack for shick bolt in the combat tab I get and arror saying a moudle is not loaded. Any thoughts why?
Attachment 41414
Hi rdenning,
That is because the extension isn't overwriting those buttons. The Spell Attacks button is trying to open information in the RMC Spell Law module. the Martial Arts button is doing the same thing but with RMC Arms Law. I don't think either of those modules is intended to be loaded with the RMFRP extension.
Dakadin
OK so to setup an attack for directed spells for RMFRP. (Light bolt, fire bolt etc) do I add new to the combat page and fill in the blanks- name, skill, attack table etc.
I guess I need to do something similiar for base attacks like sleep ?
(I am using the Rolemaster rule set (selected when I choose load/ run campaign).
I have the RMFRP modules loaded NOT the RMC versions. So I have Rolemaster FRP Rules, FRP Spell Law, FRP arms law, FRP Races, Creatures and Monsters, the Armoury and Fantasy weapons loaded. I DONT have Spell Law, Arms Law or Character law modules loaded)
I have the RMFRP ext ticked.)
You can create them manually. They are just the names with the attack table and rank/size set for them.
But I would just load up RMC Spell Law or RMC Arms Law and open the Items sidebar on the right. Drag one of each to there which makes a copy of the spell attack or martial arts attack. If you want your PCs to have access to them just right click each copy and share it. Then you can close the RMC Arms Law and Spell Law modules.
Hi Ardem, any comments on my post: https://www.fantasygrounds.com/forum...l=1#post558789 ?
Hi Griffonbait,
Do you happen to be using the Player Agency extension? If so there is a conflict that is preventing the drop downs from working properly.
Dakadin
Yes, I am. Any advice on how to fix it? Just disable PA and add what I want, then re-enable PA? I love PA, as does my players.
Thanks Dakadin.
That might be the best approach until it gets fixed.
If I remember correctly, you have some programming experience so here is a bit more information. Basically it's a template in the extension that matches one in CoreRPG so it is overwriting the one that the RMC ruleset is inheriting from CoreRPG. I believe the template is label_column. You could try just renaming all instances of label_column including the definition in the extension and see if that fixes it for you. I seem to remember it fixed it for me when I did some testing a few months ago.
Please let me know if you have any questions.
Thanks,
Dakadin
Cheers
Sorry about this not even been looking in here been busy with work stuff, Anyone can get my attention is if urgent by a direct message to Ardem#4756.
- I cannot modify existing attacks a creature has after making a copy of it - clicking on the Iron Crown symbol does nothing - nor can I drag attacks from one mob to another
FGC works ok tested it.
- When I add my own attack, I can click and open it, select Type (Natural Weapon), but I cannot select the Table Name or Max Rank/Size fields - the dropdown lists don't work. Crit Table drop down works tho.
FGC works ok tested it.
- I am trying to make a small drake creature based on a Lesser Drake and give it a M Bite attack rather than a L Bite attack.
FGC works ok tested it.
Must be a FGU thing will test it shortly
Ok worked with Dakadin, in FGU, I do not beleive it is FRP code as I have no code around this area, we both did find a flaw, however it is not consistent. It is as you described above in not getting access however a reload and it worked without an issue.
So I am not sure, at this stage dakadin is looking into it.