I just found that you have Man. Soft Leather and Man. Rigid Leather listed as Light armours rather than Medium Armor.
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I just found that you have Man. Soft Leather and Man. Rigid Leather listed as Light armours rather than Medium Armor.
That is correct. Medium armour is chain. PG 104 of Core Rule book. Not sure of the error?
That is right not gone through all the Spell list and converted them.
I thought I had added the missing dabbler and paladin lists, if your happy I will update the spell lists with your mods if I have not added those lists.
Looks like I got my work cut out for me next week, will try and get it done next week, if I get some time.
New Version 2.30
No additional changes this is a fix for the FGC version, however if you play FGU, I would still update, just in case there are additional bonuses I am unaware of.
New Spell List mod. Based on Griffonbait request and efforts.
Changed all H to U, Ed to DE, D to E, Hs to Us, eB to BE, Pd to DE
Light Molding corrected
Dark Contact corrected
Dark Summons corrected
Darkness change corrected
Added Entity Summons
Matter Disruption corrected
Physical Erosion corrected
Added Wounding
Thanks to Griffonbait to the ones below
Added Communion
Added Movement Mastery
Added Senses
Added Thieving Law
P.S. The reason why a lot of the Spell List are missing things or are incorrect because they started out being the RMC spell lists, since 98% is correct. I never made the spell Law from scratch. That why I only add bits and pieces as I go. This is the same with Arms Law it was the RMC Arms Law where I added the various changes in strength and breakage numbers.
RE: AudioOverseer (Audio Management Extension)
No, this is not an off-topic post, as you will see.
I am using this extension to great effect in my RMFRP games. My players are excited to hear their attacks and spells go off as sounds. I have even managed to get the composite bow sounds to include a Draw and Shoot sound sequence as well as martial arts Ranks 1-4 to be progressively more complex - 1 sound for Rank 1, 2 for Rank 2, up to 4 sounds for Rank 4.
Here is my incomplete Trigger list, along with the triggers I use for the Composite Bow attacks as well as the Cutlass attack. I have abbreviated the Arrow +5 and Fire Arrow attacks with the composite bow to just "Comp. Bow" so that the player can still easily read the attack title on the CT.
Attachment 46137
Attachment 46138
Attachment 46139
To get attack spells (Bolts, Balls, Base) to work is very easy as they are attached to Combat Tracker (CT) and appear as well defined attacks in the Chat Output. Here you will see Elmen's attacks and the output used to trigger the sounds. The boxes around the text in the Chat Output is all that is being searched for - it doesn't matter if the attack has a target, hits, fumbles or whatever. If the PC attacked it will generate a sound.
Attachment 46140
See also Fortuna's Shock Bolt attack spell, the Trigger and the Chat Output below for an example: The sound effect for the Shock Bolt is also a two-parter. First there is a shout of "Look out" to the party members, followed up with the sound of electricity - it never gets old - well, maybe one day.
Attachment 46142
Here is my problem - and it is probably already evident to the more astute reader - I have to include non-attack spells in the CT so that they can trigger their separate sound triggers. Why? you ask. Well, the normal process in the FRP extension when casting a non-attack spell is:
1. Go to the PC's character sheet Spell Tab
2. Set up the parameters for an SCM (or Basic Attack Spell, or elemental spell) prior to casting
3. Double click the final Modifier to move it to the Modifier stack (bottom left of FGU window)
4. Double click the appropriate spell list SCM value in the Spell Lists section below to determine the casting result - success/fumble
The chat output, when using the Spell Tab method, does not mention the specific spell, or indeed the spell list from which the spell comes, in the Chat Output - as you can see above, the output is simply "[] spell [Skill Bonus ..." Using the CT I can get the spell name/list to appear, as seen in the very bottom image above "Flesh Destruction".
Using the CT to track spells is cumbersome at best due to any spell user worth their salt will eventually have dozens of spells to cast, thus clogging up the CT attacks listing.
What I am proposing, Ardem, is to have a similar setup for NON-ATTACK spells, in the Spells Tab, as Elemental Attack and Base Attack spells have in the Combat Tab - a scrollable list of the individual spells to which a PC has access.
Halve the size of the Spell Lists section and add another section below it for this purpose. Let the player add the spell name and the spell list name, and the the total skill value (unless calculated) - with a dice symbol under this final value so that the spell can be individua rolled.
Probably too much work for you Ardem, no doubt! Let me know if you would need help in the design and testing - I wouldn't be much help with the programming side, since it is restricted.
Considering the amount of work required for the above, would it be possible to at least pre-sort the attacks listed in the CT - just like they are in the Combat Tab of the character sheet? This would be an enormous help when searching for attacks/spells.
That looks good Griffonbait! I did something similar years ago using Dulux-Oz's sound extension (he took them all down a couple years ago). We were playing in person and it was awesome having the sounds play when when actions were performed. It became more distracting when online only so I stopped doing it.
I use syrinscape for background sound, but I be interested to get this work on my end as well. One thing I do notice there is a huge difference between having background sound like music etc and when it is not there. Seem less engaging.
Curious how was it distracting, Dakadin?
On a side note I do think FG should be working on sound for FG integrated it would take it to the next level, I hope it is on their list of features.
I had all the attacks working and getting everything dialed in to the correct volume became more effort than it was worth at the time but it was great hearing the sound effects when attacks were made.
New Version 2.31
Changes to link in with new RMC 2.29
I can imagine it being distracting at times, but I know my players (not all) enjoy the novelty. They don't have to do anything new and neither do I, apart from setting up the triggers, of course.
In my last session I was going to say - "I will give you 5 minutes to get it out of your system ... trigger as away!" But they didn't pursue it and so I didn't. As a teacher I know how trigger happy kids can get when they get their hands on new tech - experiment with everything!
My group was very mature about the whole thing, wanting to play the game rather than the sounds. It was a very pleasant experience.
Ardem, have I given you my Shadow World Loremaster and Navigator spell lists?
Some More issues - not sure who this should go to - Dakadin or Ardem.
When using the Basic Spell Attack Table, the result is a modification to the target's RR. Is it possible that the value is automatically sent to the target's modifier stack when dragged onto their token (on the map or in the CT)?
Currently dragging the RR result from RR Table - Heals/Damages Target based on the leading value - +RR bonuses for targets appear as Damage done : Negative as Healing. This should go to the Modifications Stack so that the PC can simply do a RR and not have to worry about the mods.
Is it possible to widen the CT Attacks column as the CT window itself is widened?
I have one Bard who is getting a constant PP Mod of -30 for unknown reasons. He has full PP (none used), but still a modifier.
This one is important to me: Cannot talk as Target in chat - is it possible to keep the Speaker Identity list at the bottom of the Chat Output populated with the current list of CT PCs and NPCs? Also, when a selected PC/NPC has a set token, apply their token in the chat, rather than use the GM's token? It is currently alerting all players that their god (GM ;-)) is speaking to them.
Cheers.
Those RR stuff I do not touch much of those things your asking I am not sure if they can easily be done.
The Bard my guess would be armour penalty on magic.
Hi Griffonbait,
These would be me.
For the RRs, I can't fill their modifier stack. I do need to change it so when dragging those results that it creates an RR effect with the modifier. I will add it to my list. I'm also looking into adding RRs and a few other things to the NPC sheet so it should be possible to roll it for PCs and NPCs once I get that implemented.
Yes, I can widen the CT attacks column as the CT window itself is widened. Right now it is still the old code so it isn't anchored right but I will make the adjustments.
Please let me know if you have any questions.
Thanks,
Dakadin
That Bard's issue disappeared after closing and reopening FGU - weird - btw, his armor is AT 9 - no penalty for Mentalism spells there. The -30 would have to be that he had used 0ver 75% of his PP - which were full at the time.
I have tested it today and it is working - albeit, I have to click 'yes' then back to 'no' on the Instant indicator (or SNAP) for the numbers to refresh.
Cheers.
There is no constant refresh else that would chew CPU cycles, however that is a good way to refresh numbers especially if PP points are refreshed o the combat tracker that is not linked.
More issues:
I notice you have added the Paladin spell list Communion, however, it does not come up when Paladin Base is selected in the Classification field - nor when Channeling is selected in the Realm of Power field - when searching.
Same for: Dabbler Base lists: Movement Mastery, Senses and Thieving Law - Essence
I have added the 6 RMSS Warrior Mage Base Lists as well as the Warrior Mage Profession in the attached file - feel free to add them to the FRP extension. I don't know if you will need to make any adjustments so that they will work with the FRP ext (i.e., the Base lists are added into the Warrior Mage Profession window as links on my end, but I am unsure if the links will work for everyone - that is something I cannot fix.) - Don't forget to fix the Classification and Realm of Power issues for these Warrior mage lists.
The Warrior Mage Profession has a skill list that includes what I recognise as secondary skills (those not listed in the core rulebook) they have the leading '§ ' and are just duplicates of the skills you already have - you will need to remove these as you see fit.
Cheers.
I forgot to ask - is there a way to increase the time between FGU database saves? They are slow and driving me insane.
/save
manually
There isn't a way that I am aware of.
Ardem, I am just wodering if the Warrior Mage files were useful to you???
https://www.fantasygrounds.com/forum...l=1#post599121
Double Post can remove
unscathed, well sort off, my arms are another inch longer I think.
But back up and running again.
Ardem, it looks like you have a bit of work ahead of you with the new table resolver additions in RMC and adding in the relevant FRP data tables.
Do you need any help with this?
Cheers.
New Version.
No extra additions, few changes to work with 2.30 RMC