Pushed another hotfix. The location needs to match the location it's intended to cover to be made as an option. All is also a valid location. As well it needs to be equipped to be made available.
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Pushed another hotfix. The location needs to match the location it's intended to cover to be made as an option. All is also a valid location. As well it needs to be equipped to be made available.
There's one problem with this approach. A lot of armor pieces are designed to cover more then one hit-location. Hauberks covers the abdomen and chest, for example. Greaves covers both legs and vambraces both arms. There are more examples. Of course you can set up the abdomen part of a hauberk as one item and the chest half as another, but that'll look odd in the inventory, IMO.
To test a possible fix I changed the function updateList() in record_char_armor.
I added local aLocations, aLocationsStats = StringManager.split(sLocations:lower(), ",;\n", true); on line 11
I changed line 15 (formerly line 14) to local bLocation = StringManager.contains(aLocations, sLocName:lower()) or (sLocations:lower() == "all");
After this change armor pieces covering multiple hit-locations where handled correctly.
Sorry for not providing the whole code but cloudflare stops me from posting longer posts.
Yes, it should split on a comma, semi-colon, or carriage return. I have intended to include this in the code and apologize for the inconvenience. It will be pushed with the next update for the ruleset.
Pushed a hotfix with this ability. I had the code ready and didn't have it saved when I pushed with the last update. Should now include the ability for armor to cover multiple locations within the Locations field.
Superteddy57:
I just wanted to thank you for how responsive you've been! When I first plunked down my $30 to try out the BRP module I was disappointed that it basically didn't work. Your hard work has enabled me to get my money's worth for my upcoming campaign.
I have a request more than a bug fix. In the Big Gold Book BRP and the newest version, there is an option to roll initiative each round instead of acting purely by DEX Rank. I use that option. I don't need (or want) it automatically implemented, but it would be very nice if the DEX field in the combat tracker were available to be edited by the GM. That would allow me to implement the optional initiative system manually and allow me to change people's initiatives in case they hold their actions or do something (like draw a weapon) that delays their action. Even better would be a new column on the combat tracker called INIT that was, for each actor on the Combat Tracker, blank, editable, and the CT would be sorted by that field from highest to lowest.
The latter might be a bridge too far, but even if the DEX field could be made editable, that'd be an immense help to those of us using the optional initiative methods from BRP.
I also have some CT bugs that I will list in the next message.
Thanks,
Devin
Playing around with the Combat Tracker (CT), I note the following:
1. Characters' power points do not reflect in the PP column of the CT. It should always show the current PP amount from the character sheet.
2. Even if using hit locations, some things in BRP only do damage to general hit points (like poison). There needs to be a way to reflect this. In thinking about what it probably the best and easiest way to do this, I could think of two ways:
A. Create a line on the Armor tab for a universal hit location called General that has no need for AP and the general hit point wound could be recorded there and then accumulated with hit location wounds to reduce maximum hit points on the Main tab.
B. Insert a fillable field on the Main tab between Max. Hit Points and Wounds called General Hit Point Wounds and have the Wounds field add the General Hit Point Wounds to the calculation it does now. For example, if a character is hit in the right leg for 2 points of damage, the Wounds field would currently show 2. If I entered in a 4 to the hypothetical Geneal Hit Point Wounds box, then the Wounds field would show 6. This new box would only be needed if using the Hit Locations option.
Thanks,
Devin
On the Powers tab, "Psychic Ability" doesn't fit in the Type field. Can that be shortened to "Psychic" or the field widened to accommodate "Psychic Ability"? I don't use Super Powers, but I imagine that has the same issue.
Also, would like to see even more space for Powers (and less for character failings) given that a sorcerer can have INT spells in memory, which could mean as many as 18 spells. Magicians can have unlimited spells in their grimoire that can be cast on the fly. Right now, you get 9 powers before having to use the scroll bar. Doubling that would be great. Having an option to remove Character Failings entirely and extend powers all the way to the bottom of the Powers tab would be even better. Right now, Character Failings supports 32 entries currently; I can't imagine a superhero needing 32 entries for character failings. The BRP official character sheet provides 6 lines for failings. Skimming the character failing rules, the absolute maximum any superhero can have, in a superhuman power level campaign, is 25 points. In theory, that could mean 25 separate 1 point failings, but looking at the chart, that seems very unlikely. 12 failings would seem to be the upper limit of practicality in creating a character.
Regards,
Devin
Thank you, but there are quite a few things listed that may not be addressed as quickly as the bug reports. It is one of the oldest rulesets and is exapnded slowly. I have verified the PP isn't linking correctly and will attempt to make that available with the next update. The other requests will need time to investigate what needs to change and lower the amount of issues from those changes. Again, thank you for providing these insights and will make them available in my notes.
Another request, which may be very easy since it is already coded in the system.
For ITEMS, I can nicely filter the list to be displayed between the categories on the drop-down menu for items (i.e., armor, weapons, vehicles, artillery, and items).
Is it possible to do the same for POWERS so that I can filter the list between categories on the drop-down menu for powers (i.e., magic, psychic abilities, mutations, sorcery, and superpowers)? There are a lot of powers in BRP and being able to sort them would help immensely.
Regards,
Devin
That is a quick add and will be in with the next update.
From the Basic Roleplaying For Fantasy Grounds II - Gamemaster's Guide, page 22:
COMBAT TRACKER:
"Defenses
The defense panel shows either the type of armor worn (such as '1-point leather jacket') if hit
locations are disabled, or it shows the hit location list, with the hit chance, name, armor points and
current hit points. It also shows a health indicator, which varies from gray (healthy) through yellow,
orange and red to black (severed/destroyed).
Dragging damage results to a HP field will deduct that damage from the current HP for that location,
after allowing for the armor protection. You can also edit the HP manually using the keyboard or
mouse wheel.
If you want to roll to determine a hit location randomly, double-click any of the hit chance fields. If
you double-click a missile hit chance it will roll for missile locations, otherwise it will roll for standard
(melee) locations. The missile field is only visible if the particular PC/NPC has missile hit locations
defined."
(I tried to attach an image but for some reason this post won't let me, but its in page 22 of the manual)
This does not work in the current version. It just shows a blank box with no locations, AP or HP in it. Any easy way to restore that functionality?
Similarly, the attack panel for PCs is supposed to show MOV and DMG BONUS but for now these two fields are blank and not picking up those two items from the character sheet.
Regards,
Devin
There is no option at this time. I will have to see the best way to accomplish this. That manual is grossly out of date with the changes I have made. I will look into a solution for the direct drops to hit locations.
I was able to find a way for the NPCs to have this, but the PCs will require more thought. So the drag and drop will work for directed hit locations with the next update.
Thanks!
I'm trying to not add any other comments for a while so as not to completely overwhelm you, but this one below is really making my campaign setup difficult, so I thought I'd see if it is an easy fix:
(For some reason, the forums suddenly won't let me insert images or attachments, not sure why, so I will have to describe this with words only).
When setting up a new NPC, if I go to the COMBAT tab there is a space to enter armor. (the ARMOR field). At the bottom of the same tab is the NPC's HIT LOCATION chart. The AP field from the HIT LOCATION chart picks up the first numerical value you enter into the ARMOR field above. So far, so good.
However, a great many creatures and NPCs wear or have different AP per location. For example, an orc might wear chain on his chest and abdomen and leather on his arms and legs. I can go to the HIT LOCATION area and manually change the AP field to the number I want, which is also great. However, that change doesn't survive closing and opening up that NPC. It reverts back to the numerical value in the ARMOR field above.
Is there an easy way to make a manual entry stick? That's really all I need is that ability. Or, can the AP field be made entirely manual and not automatically pull from the ARMOR field above? I don't mind entering the AP for each hit location manually...I just don't want to be overwritten.
Regards,
Devin
That is something I would have to look over as well. That code really hasn't changed from it's inception and I need to see how best to make that work right. The code basically parses the armor and uses the first armor value. So till I can break that cycle and use the value chosen or parsing multiple locations, it will revert to the first armor value. So for now I'm not sure I can provide you with a work around till I have had a chance to look it oer.
The issue with that is the built in NPCs would have to have their AP values updated by hand. Since it relied on the auto parsing of the armor line. It's more of a bandwidth situation coupled with 'what is the best approach' type deal. Just might take some time to come up with a solution is what I am relaying.
I went ahead and removed the automatic parsing of the armor field. Manual updating of hit locations will need to be performed in the future. This now doesn't override the AP in NPC hit locations.
Hi.
It looks like I can now manually enter the DEX field on the combat tracker, which is great, but I can only do it for NPCs. Can we also have that for the PCs?
As always, thank you for your hard work.
Regards,
Devin
The DEX field is linked to the character's DEX field on their character sheets. Changing it would change their base DEX and is not a collection field. The player's could change those fields, but it won't retain the original number if changed.
Sorry, the original design does create situations where you feel painted into a corner. More thought in finding a better solution than the way it's currently setup is needed.
I would say that if that works for now, then stick with it. Not sure when I will be able to circle back quite yet for a more permanent solution.
Hello. I have started running scenarios for my players and an issue came up.
Under ITEMS on the buttons on the far right of my screen, under GROUP, I have the following:
ALL
UNCATEGORIZED
BRP GAME SYSTEM X
THERRA BRP
The last one is a new group that I set up.
When my player goes to his ITEMS button, he only sees the following under GROUP:
ALL
UNCATEGORIZED
He can still access the items I have created under ALL, but it would be better if he could select the specific group so as to avoid confusion.
Can this be fixed?
Regards,
Devin
Players can't see groups unless it's in a module that is shared with them.
There's something wrong with the code that supposed to update the per hit-location HP.
To reproduce:
1) Create a new vanilla (no extensions) BRP campaign
2) Set the "Use hit locations" option to on
3) Create a character
4) Make a note of the HP per hit locations at the default HP value (10)
5) Change CON and SIZ to 16 each. Max. Hit Points should now be 16.
6) Check the HP per hit-location on the armor tab. There's no change, but it should be. For example the chest hit-location HP should be 7 but it's stuck at 4.
Pushed fix for hit location HP not being updated.
Yea, thanks, it works as intended now.
Hello Again.
I ran another session tonight and my players told me that they can't see most of the items on my Combat Tracker.
Specifically, the players can see:
1. Their character Portrait
2. Their character Name
3. Their DEX
On the other hand, I as the GM can see:
1. Their character Portrait
2. Their character Name
3. Their SR
4. Their DEX
5. Their HP
6. Their WND
7. Their PP
It would be very helpful if the players could see the player SR, HP, WND, and PP like I can see them. Is that possible?
Regards,
Devin
The players use their Charsheet. The CT is meant as an Admin tool.