Thanks. Just be sure to do some of the things I mentioned if you are running it in FGU. It works pretty well but can take a little bit to first load a table. That should improve as the do more performance improvements to FGU.
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Thanks. Just be sure to do some of the things I mentioned if you are running it in FGU. It works pretty well but can take a little bit to first load a table. That should improve as the do more performance improvements to FGU.
RMC v2.1.0 is now on the test channel. I had to update the version number so that I could automatically update the existing campaigns with these latest changes so this isn't the big update v2.1 that I've been mentioning. I've pushed most of the features back to what will be v2.2 but it does includes all the changes that I did to link the Inventory tab to the Combat tab and to the Combat Tracker attacks and defenses. It was described in the 2nd half of this post: https://www.fantasygrounds.com/forum...l=1#post510517
There are a couple bugs in the test channel that have already been brought up and resolved in my development build.
* The new Martial Arts and Spell Attack buttons on the Combat tab open those attack lists but the lists aren't refreshing so they appear blank. To view the list, hold down the CTRL button and click and drag the bottom right corner of the window until the list appears.
* On the Inventory tab the Not Carried/Carried/Equipped button doesn't remove the weight when Not Carried.
If there are no major issues before Friday morning then I am going to turn it over to be released to the live channel. There will be one more udpate for the release build with the minor fixes that come up during the week in addition to the ones that I already have on my list.
The full list of changes is below. Please let me know if you have any questions.
Thanks,
Dakadin
RMC v2.1.0
[Fixed] Attacks and defenses sections in the Combat Tracker because they don't reflect changes in the charsheet or NPC sheet.
[Fixed] Critical Table type doesn't update in the CT when updated using the links for the attacks
[Added] Weapons and shields added to /removed from the Combat tab will automatically add/remove the items in the inventory
[Added] Weapons and shields added to/removed from the character sheet inventory will automatically add/remove them on the Combat tab
[Added] Set the Link on the weapons and shields in the Combat tab to the same link as the items in the Inventory tab so updating one updates the other
[Added] Adding/deleting items on the Combat tab should add/delete on the Combat Tracker if the character is on the Combat Tracker
[Added] Handle changes to the Type field from the Combat tab so that it creates/removes inventory items if they are weapons or shields
[Updated] Combat Tracker attacks and defenses for existing campaigns to use the new links to the source items
[Updated] The Character Sheet Martial Arts section to use the Combat tab attacks section instead of its own section
[Added] Martial arts attacks to Arms Law
[Added] Buttons for martial arts attacks and spell attacks to the Combat tab that will open the appropriate attack list
[Added] Ability to roll initiative from the Combat Tracker by double clicking or dragging the Init field on the Combat Tracker
[Updated] Worn/Equipped items on the inventory tab won’t count the weight for only Clothing and Armor items instead of all items based on Character Law Encumbrance on pg 28
[Updated] The clothing items in Character Law to be of type Clothing instead of Accessory
[Fixed] Script execution error: [string “ ct/scripts/ct_weapons.lua”]:49: attempt to index a nil value
[Added] Names to labels on the Character Sheet to help with extensions
[Fixed] The Equipped Armor Link is not clearing when the Equipped Armor is set to a blank value
[Fixed] Script execution error: [string "ct/scripts/ct_entry.lua"]:738: setDescription: Invalid parameter 1
[Added] Another Rolemaster desktop decal
I'm all patched up to v2.1.0 and after some playing around with the Console open I was able to find the following. Attachment 35764
After starting up FGU, the very first time I opened a character sheet for that session the Main tab opened and it generates the 'Frame tabs' warning. The 'Frame textlinedice' would appear after clicking the Spells tab on a character but only if that character had spells listed on that tab. After the initial warning for both of the Frame messages the only time I could reproduce the warnings was by restarting FGU. Again only the very first time the Main or Spell tab was opened. Opening other character sheets after the initial Frame warnings would not generate new warnings. After about 15 minutes of messing around I just couldn't get the warnings to come back until I restarted FGU again.
The template error would appear the first time the Combat tab was clicked after opening a character sheet. Clicking another tab in the same character sheet then clicking the Combat tab would not generate another template error until that character sheet was closed and reopened. I bounced FGU a few times and was able to replicate the error each time.
Another one I found was if I manually changed the number of Ranks in a skill it would generate a 'Recursive call' warning. Attachment 35757
The last thing I noticed was the double lines under Parry. I noticed a few days ago the double lines appearing under items in the Attack section of the CT but it went away but now it's being persistent for me. Manually creating a new defense or attack also creates a double line for that item. Attachment 35758 I couldn't find any mention of it so I thought I'd at least bring it up too.
Hopefully this all makes sense. :)
Xen
Hi Xen,
Yes, that makes sense. I added the first four to my list and will get those resolved.
The last one with the double lines is an issue in FGU where it periodically doubles up a frame(graphic) for a control. It is just showing the 2nd one below the other one.
Thanks for the feedback.
Dakadin
We had another session yesterday evening, which was an absolute nightmare!
We had connection problems (some people seeimg me in the lobby and others not), frequent lock-ups (blue wheel of death), characters not being available for players, maps not loading and others. It then lost LOS on a map, which actually made things a bit easier, but we did spend over 2 hours trying to get it to work, although some of that was my internet connection dropping out.
Anyway, a couple more bits.
I added a couple of additional crit types to a magical weapon, but it would only recognise the first on the table resolver. In the weapon itself there is space for two additional crit types, and so i wonder if the second could also be added to the TR?
Also, adding or changing a weapon on a character combat tab did not update the CT. I don't know whether this was then fixed by your latest update, but I thought i would mention it!
Hi Dadakin!!!
I've been testing v2.1.0 today and is awesome. Great work. Combat tracker works properly and all items are linked so it's easier to keep all up to date managing inventory only. Even I think FGU opens the tables faster now.
Keep in mind to fix party sheet hide rolls issue in further actualizations!!!
Great advances since I started to test the Ruleset!!!
Regards,
Hi Arion,
Sorry to hear you had so many issues.
The 2 additional criticals show up for me. In version 2.0.4, they wouldn't show up if you changed them from the CT. That was part of the reason for the changes that led to v2.1.0.
If this was with version 2.1.0 it should have added them to the CT. Version 2.0.4 didn't add them to the CT. It was the major change that was made. It does show me one thing to change about how it works though so it will work a bit better.
Dakadin
One of my players was goofing around and discovered that if you drag a box such as the Zero from the Act % column then dragged and dropped it over the PP box (13), it would throw a script execution error. Attachment 35828 It would only trigger 1 error each time we did this, all the additional errors you see in the image is because I was dragging other boxes around and dropping them in other columns too.
Xen
Hi Prunttonner,
Clothing will count as weight unless you change it to the equipped icon on the inventory sheet. One thing to realize is the existing items of clothing were all of type Accessory. I updated the versions in Character Law to use type Clothing so if you drag one of those over it should work without changing anything. If you have existing items of clothing then just change the type from Accessory to Clothing and it should remove the weight for encumbrance if it is Equipped. There is a bug in the current build where items that are Not Carried are counting as weight. I've got it fixed in my dev version already.
Dakadin
Dakadin,
I get the convenience factor of closely linking things between the Combat tab and the Inventory tab and between the Combat Tracker and the Inventory tab. However, how should we handle multiple types of attacks with the same weapon? For instance, melee attacks or thrown attacks with a dagger. The way I was doing it, I would create 2 entries on the Combat tab, each for the same weapon with a subtitle for the attack type, like "Dagger, thrown", and then associate the appropriate skill with that attack, since different skills with the same weapon are developed independently. Now, a character setup that way shows 3 dagger entries on both the Combat and Inventory tabs and on the CT.
What's the best way to set this up?
Bale Nomad
I also noticed that ranged attacks with the dagger have no penalties applied to them, regardless of range.
Hi Bale Nomad,
The change was done for a couple reasons.
- The main one was it wouldn't update the attacks in the Combat Tracker unless you removed the combatant from the CT and re-added them. It mainly came up if you wanted to use alternate criticals. This is the one that motivated me to make the change now instead of later.
- Updates during leveling or other times to PCs didn't always update the CT. If you added or removed things then they had to be done on the CT also.
- It was confusing for new users that weren't familiar with the process.
I have a couple ideas on how to fix the situation you are encountering in the future. Here are a couple things you can do now:
- Change the daggers you don't want to show up in inventory to Type Special instead of One-Handed Slashing. Only the 6 different weapon types and Shields are copied to your inventory. The other types aren't copied.
- The other option would be to just change the extra items to Not Carried on the Inventory tab so they don't count against the character's load. Unfortunately, there is a bug in the version on test that doesn't remove the weight for Not Carried. That will be fixed soon.
The Range modifier is just a place holder so the entry would be in the Table Resolver when resolving the attack. Too often ranged attacks would be rolled and the modifier wasn't added before the roll. It just made it easy for the GM to just type in the modifier when resolving the attack. It only saved a couple clicks but a few people asked for it and it was easy to add so I did.
Please let me know if you have any other questions.
Thanks,
Dakadin
Dakadin,
Thanks for pointing me in the right direction. I changed the type to "Special" on "Dagger, Thrown" in the Combat tab, and it disappeared from that tab. I opened it from the Inventory tab (where apparently the change was actually applied), then dragged the window handle from the item sheet onto the Combat tab, and it was simultaneously added to the CT. I then deleted it from the Inventory tab without disturbing the Combat tab or CT. Then I modified the "regular" instance of the Dagger with the associated 1HS weapon skill to make it the same as the "Dagger, Melee" copy and deleted the "Dagger, Melee" copy, which cascaded to the Inventory tab and CT. Baldor is now a happy camper, since he's only actually carrying 1 dagger instead of 3. :)
Thanks also for the information regarding the range modifiers.
Bale Nomad
Hi Dadakin,
Yesterday we tested CT. We noticed that OB wounded modifier (25%-50%-75% of concussion points) is applied to NPC but not to PC Character. I don't know if it's something to be fixed or I did something wrong.
I attach some screenshots.
Attachment 35920
Attachment 35921
Regards,
Prunttonner
Thanks for letting me know. I will look into it.
I created 2 new skills, one for the Base Attack Roll and the other for the Base Spell Attack for non-elemental attacks. I wanted those to appear in the CT so the players can roll straight from the CT whenever they are casting a spell and since it's a skill I can't drag the skill in the Combat tab so it would appear. So I just right-clicked and manually added each skill to the Combat tab and they do appear in the CT now and then went in to the Base Spell Attack skill and manually added in a 2 for the characters level. Should I be doing this another way? 5 of my 7 players are casters so manually created the 10 entries for the 2 skills each which wasn't a problem, just thought I might be doing it the hard way. Looking at the Combat tab of a character I also wondered if there was a way to organize the items in the Attacks and Defenses box alphabetically so I tried dragging and dropping one of the entries in to a different slot and saw a console message for: Script execution error: [string "campaign/scripts/charsheet_weaponlist.lua"]:53: attempt to index local 'newentry' (a nil value). (Attachment 35926)
Hi Xen,
I would handle it by creating the skill on the skill tab. Then use the Spell Attacks button on the Combat tab to drag the Base Spell Attack to the Combat tab. After that open the Base Spell Attack and scroll down to the Associated Skill. Select the skill that you created. It should change the skill bonus to match the skill's total bonus. The Base Spell Attack will get added automatically to the CT if the PC is already on it and the OB will automatically update as the skill total is updated. Please let me know if you have any questions.
Thanks,
Dakadin
I haven't seen any show stopping bugs in the ruleset and a few people used it in games with minor issues that I had already fixed in my development version. Version 2.1.1 of the RMC ruleset is on the test channel now that fixes most of the minor issues. I contacted Smiteworks about having it moved to the Live channel. It is scheduled to go live on Tuesday, May 26. Please let me know if you find any other issues.
Thanks,
Dakadin
RMC v2.1.1
[Added] Reference Manual for Spell Law
[Removed] The locked field on skills on the character sheet
[Updated] Table 04-01 Race Abilities to a bigger size, added scrollbars and can be resized
[Updated] Skill window so that is can be resized
[Fixed] Party sheet hidden rolls are shown if the Option for Show GM Rolls is turned on.
[Fixed] Table Updates - MA Striking (76-80) the Front Kick crit doesn't add an Unconscious state
[Fixed] Combat tab Martial Arts and Spell attacks don't show up when first opening
[Fixed] Not all of the item fields were being copied
[Fixed] Not Carried on the Inventory tab didn’t change the Dead Weight to zero
[Fixed] [WARNING] setValue: Recursive call terminated for (numbercontrol) (rankbonus) - When modifying the rank skill field
[Added] Add RM2 and RMFRP desktop decals
[Fixed] Helmets not included as armor for encumbrance purposes when equipped on the inventory tab
[Updated] Change Total Weight (TW) on Inventory tab to Dead Weight (DW) to better reflect its purpose
[Updated] Equipped fields on the Combat tab update their names when the item is changed in the inventory or Combat tab
[Updated] Change CT updates for attacks and defenses to use nodes instead of the window instance
I'm testing v.2.1.1 right now. Good work, it's great
Thanks.
We ran our next Friday night game tonight for about 4 hours. This time the game wasn't so good as we experienced a lot of technical type issues throughout the night and I'm sure most of it was probably FGU just being wonky. Lots of really bad load times when opening tables and even character sheets to name a couple. I spent a lot of my night staring at a white screen with a the blue loading circle and with the Fantasy Grounds not responding message. One player lost their modules and was unable to load any of them until I reinstalled the client. Players also suddenly lost the ability to target anything (required server restart to fix) and a couple of them had duplicate weapon attacks appearing in the Combat tab. It was just a weird night all around. I think the gremlins eventually went to bed towards the end and things seem to run better but definitely we definitely had a bunch of downtime throughout the night with some difficulties.
This was the first game since the 2.1.0 patch and I discovered that nearly every one of the attacks from the Combat tab across all characters lost their Associated Skill for that attack and for whatever reason that slot was blank but it didn't take but a few minutes to go in and fix them. After leveling up some characters, those that put ranks in to their weapon skills the OB on the Combat tab wasn't updating. But as soon as I clicked on the icon for that attack in the combat tab the OB would immediately update, but not by simply adding ranks. I updated to v2.1.1 and tried it again with the same results. Attachment 35950 In this example you can see the OB is 47 but on the Combat tab it's 42, clicked the skill and it then updated to 47.
I now have the game patched up to v2.1.1 so I'll play around with it more this weekend. But in regards to Dead Weight and Carried versus Equipped, should ALL items have a Zero weight if they are equipped? Half Plate with a weight of 70 has a DW of Zero but a Full Shield with a weight of 30 still has a DW of 30 when equipped and it does the same thing for weapons, pants, shirts and some others that I checked.
It was a 7 player game tonight (including myself) and it might be that I'm just really taxing my system right now but I guess if I'm going to test it I might as well push it to it's limits. :)
Thanks,
Xen
Yeah, some times it can still be slow loading some of the tables. It only seems to be slow the first time so try loading the tables in the Table Resolver that you will use in your game and it should go smoother.
I noticed the Associated Skill issue earlier today. Thanks for confirming it. I will see about getting it fixed along with the OB on the Combat tab not updating until it is opened.
Only Armor, Helmet and Clothing item types will get set to zero when equipped. It is based on this in Character Law 2.7:
I think it is because Rolemaster already has the armor maneuver penalties for armor and clothing.Code:ENCUMBRANCE
Once you have completed the provisioning and outfitting of your character, you should total the weights of all of their equipment and supplies (other than clothes and armor), rounding down to the nearest pound.
I noticed one other issue that I have fixed in my development build. When you add PCs to the CT the name will be blank. As a work around, just expand the attacks or defenses panel for that PC in the CT and it will fix the issue.
Oh ok, yeah thanks for clarifying the equipment weights, I probably looked over that section time over time and still never picked up on it. Now that you mention I remembered we did see that issue with the PC name but I never got the name to come back. I 'think' I expanded the attacks and defenses but I can't honestly say for sure, it got to be late and I was really tired. lol
This worked perfect by the way. In an earlier post I had mentioned about being able to sort items in the Combat tab alphabetically, silly me though just discovered that in the Skills tab if I simply clicked on the 'Skills' column header it would sort all the skills. So I checked on the Combat tab and the mouse over does say that clicking on it will sort it by name however for me it doesn't actually do anything. Attachment 35969
I have one player who's playing a Warrior Monk that doesn't have any armor, weapons or multipliers/adders. I saw that when opening his character sheet and clicking on the Combat tab I got a new script execution error. This character doesn't have anything in his inventory that could even be dropped in to those slots either. The script error would only happen the very first time I clicked on the Combat tab and never again during the same session. I restarted FGU twice more and I got the same script error each time I opened that characters Combat tab, but again only once during the same session. I have 2 other test characters that have no inventory for those slots but I never got the error on either of those when opening their Combat tab. Attachment 35970
Thanks,
Xen
The sorting issue only seems to happen in FGU. I will look into it.
Good timing on the other error. I am actually looking into it right now. :D
Tested last night. A couple of issues:
One has gone away as I just tested it again. It was not populating the attacks if I equipped the skill but it seems to do so now.
One problem still apparent is when I drag a token from the char sheet to the combat tracker, the char name does not appear. The entry does but the name field is blank. If I then click on the attacks or defences (sword or shield) icon the name will then appear.
Cheers!
Thanks Wolf_Shield. I have both of those fixed in my dev version.
Hi Dakadin. We're live with the new version today. No issues so far. Is this the right place for Feature Requests?
It would help to have a section in any item window for RR modifiers - like you have for OB, DB etc.
Similarly - loving the new ruleset, no problems at all and so much easier as a GM when writing modules. THANK-YOU Dakadin!
I'm sure the gang will come up with rxtra features (sorry) but this is awesome as it stands!
Thanks!
There are a couple minor issues in v2.1.1. I've already turned over v2.1.2 that resolves them and it is on the test channel now and should be released on Tuesday. I will post the changes tonight when I get home from work.
I already have quite a list of new features but I am always looking to hear other ideas to add to the list. So don't feel bad about mentioning them. Just realize that I won't be able to implement everything. :) Feel free to start a new thread for them if you don't want them to get lost in this thread.
For the RR modifiers, I think I know what you are requesting but can you give me an example so I can make sure I am on the same page as you?
Sure - OMG the implementation is fantastic - so much easier to play!
So, the idea is to allow coding an item that offers a bonus to one or more resistance rolls: Eg a Headband of Mentalism Protection could offer +20 RR modifier to Mentalism saves.
In the game Stuart runs I have a sword that provides a bonus to every RR.
So I have been away from RM for a long time, and I see this new version of RMC on FG mentioned on Rolemasters FB. Nice :). Now I feel the need, the need for spe.... no wait... for Rolemaster! Thanks Dakadin!
Dakadin - we just wrapped up Stuart's weekly game and decided to produce some videos of RMC in action in FG showcasing 1) RMC and 2) your FG ruleset. Do you have any suggestions on priority topics? Would you like to review plans before we start working on them?
The aim will be to produce something that helps those unfamiliar with RM conclude, "wow, that's great and much easier to play than I thought", and those who are familiar with a set of reference videos to tackle specific things in game.
My friends and I have been playing for about a month now and based on my experience with trying to get my friends started I would say just start with the basics for your videos. I have 7 players and which because of their schedules I ended up doing multiple sessions just generating characters and having a video to show them up front would have been handy. Another thought would be for a sample combat scenario showing how to move their characters, targeting, making attacks, etc. A brief overview of the tabs on characters sheets, adding skills, inventory items, etc. :)
Yeah, I will have to think of the best way to implement something like that. I already plan on going through C&T to see what item changes I need to make to handle some of them. I won't be able to do everything but it should be possible to do some of it so they can all be added as items in C&T even if they just give a description for some of the item features.
Right now you can add that bonus manually in the RR window by clicking the magnifying glass. Then fill in the bonus in the item fields. It will then be included when you roll your RRs. It just isn't linked to the item.