No, you would need to encode those as part of the tables themselves. There's no concept of variables in the templates. That's a whole different level of templatization.
Regards,
JPG
Printable View
No, you would need to encode those as part of the tables themselves. There's no concept of variables in the templates. That's a whole different level of templatization.
Regards,
JPG
Hmmm... Looking at it though, would it be possible to pass a bonus/penalty to the table-roll? Like [Table1, +5] or similar? Or even [Area Bonus] [Type, <Area Bonus>] ?
- Obe
I've been thinking of adding a dice expression override to the table links. [Table Name|Col#|Dice]
Would that do what you need? (I can see it helping with some of the DMG/Volo tables too.)
I'm not following the area bonus stuff. I probably need an example or three.
Thanks,
JPG
Data lists in the new categories:
- Is it possible to have the module data icons (book) visible in the new data lists? I see the module edited icon appears (book with quill) when a module record is edited, but not the base "hey this is module data" book icon. I foresee people moving records around (some campaign, some module based) and getting confused as to which is a module record and which a campaign record.
- JPG - you mentioned in another thread that drag/dropping to create copies within a data list had been disabled - this doesn't appear to be the case with v3.2.0?
Thanks.
Savage Worlds:
Map: Defeat markers doesn't work and raises an error. ("Script Error: [string "scripts/manager_tokenmarker.lua"]:118: attempt to index local 'tokenPlaceholder' (a nil value)")
When Right-clicking the map, the usual pointers (square, cone, circle, arrow) appear. The SW ruleset had the standard Burst Templates.
I already found the pointers issue and the distance issue. I'll look at the defeated markers before I submit my changes.
Cheers,
JPG
Should the Archetypes in SW have the drop down menu populated like other windows? Right now all that's there is (All) or (None), the modules are selectable if you click on the module name in the main listing.
Trenloe,
Apparently, I misspoke on the drag being blocked when dragging from the campaign lists onto itself, because it seems like it should work in v3.1.7; and I don't see any code that would block it.
Regards,
JPG
Dr0W,
The space and reach data appear to always have been zero in the SW Deluxe GM Guide creature data records. I compared to an older version, and it was the same.
Regards,
JPG
Updates
- [5E] Spell slots no longer automatically added on spell drops, only on class drops.
- [SW] Added auto-apply range modifier option.
- [SW] Unskilled entry now added to PC sheet when opened by player.
- [CoreRPG+] Script error on client when closing character selection window before it finishes loading. Fixed.
- [SW] Arcane Background Type not being set on new powers for players until GM visits Powers page. Fixed.
- [SW] Target and movement path distances not showing correct distances. Fixed.
- [CoreRPG+] Added back module indicator for campaign list items from modules.
- [CoreRPG+] Script error on player client when campaign list open on both host and client when host creates a record. Fixed.
- [CoreRPG+] Category information missing from records added from module while on client. Fixed.
- [CoreRPG+] Link icon missing when dragging link from image or item campaign lists. Fixed.
- [SW] Added races to master index in 50 Fathoms.
- [CoreRPG+] Master index categories not updated after unloading a module. Fixed.
- [CoreRPG+] Master index lists not updating when records imported using /import commands. Fixed.
- [CoreRPG+] White dot above window when scrolling reference manual with images. Fixed.
- [PFRPG/3.5E] Skills on new characters not getting key ability assigned. Fixed.
- [SW] Updated Necropolis and Weird Wars II themes
- [SW] Missing tokens on NPCs in SW Deluxe and Weird Wars Rome
- [SW] Removed blank power in Interface Zero
- [SW] Incorrect race name for Humans in Hellfrost. Fixed.
- [SW] Players unable to see effects and modifiers. Fixed.
JPG