I sent you an invite to the Champions/Hero group.
Printable View
;)
You are very welcome.
So, any updates on this ruleset?
I ran into an interesting bug in our playtest the other night. One of the functions in the Combat Tracker is called as the rounds click by to give everyone a 'Recovery' at a certain point in the round.. basically a bit of healing. It works fine when I run it as the GM but when a player initiates the action all the players (except for the PC himself) are healed for 0 and the NPCs and the PC are healed properly. I am thinking this is likely because the PCs don't have rights to the other PCs so the tracker is somehow unable to gather the information it needs.
Is there a simple work around for this that someone knows of?
UPDATE July 2, 2014
- ADD 'FAILURE by' or 'SUCCESS by' to rolls that Fail and Succeed - DONE
- Another Pass on Combat mods (-X DCV, 1/2 DCV, 0 DCV, Etc.) - FIXED
- ADD abort widget for player view in combat tracker.. this actually was working. ABORTED overlays INIT info. - FIXED
- Rolling from combat value on Main tab (ECV) generates an error - FIXED
Working on issues from last week's playtest.
Not sure about Trenloe's suggestion on the one FIX.. I'm not using messaging, merely stepping forward the combat tracker... it's having issues looking up the player stats to calculate their stat values. The issue is occurring when a player advances the tracker instead of the GM.
I'm saying OOB messaging could be the solution - not the cause of the problem.
Only the GM can access certain information in the DB, especially if it requires updating of DB nodes that are not owned by the player. That is one of the reasons OOB messaging is there - so a player can trigger a process that runs on the GM side of FG allowing full access to the database. If the GM updates values in the DB that GUI controls are anchored on then all of the connected players will display the updated information in the relevant controls.
As your issue occurs when the player advances the combat tracker, but doesn't when the GM does the same (I'm guessing running the same code?), then my logical conclusion is that you should use OOB Messaging that triggers when the player advances the combat tracker to run the related code on the GM side.
EDIT: This is exactly what the base 3.5E (and CoreRPG) ruleset does when the player presses the "End Turn" button - CombatManager.notifyEndTurn is called, and the following is the code:
Which is OOB messaging. All of the processing for a player when they press the "end turn" button is handled by the GM via OOB Messaging in the 3.5e and CoreRPG ruleset (the above code is in CoreRPG).Code:function notifyEndTurn()
local msgOOB = {};
msgOOB.type = OOB_MSGTYPE_ENDTURN;
msgOOB.user = User.getUsername();
Comm.deliverOOBMessage(msgOOB, "");
end