Lets lead with this:
https://www.youtube.com/watch?v=-YoM9wHR0O0
Thanks to Moon Wizard over in the workshop for assistance on helping get some of this going in the right direction.
That took a while of pulling hair out, and as you can see the attack rolls, and places where you can choose what skill to use for a roll don't respond too well, but it's error free :-)
Still the todo list is long even after that that gets sorted, as well as the nice extras I hope to be able to do. But for the sake of listing them, lets have a new todo list:
1. Get the rest of the rolls to function, attack rolls, and alternative skill checks.
2. See if I can't correct those DCs, and have it test against them so it automatically calls out sucess/failure.
3. Get the gun damage to work.
4. Get the glitching/malfuctioning/wrecked effects to be factored into the rolls.
5. Start work on the initative tracker.
6. Cry about the initative tracker being complicated.
6.1 This really is complicated on gunners turns I need to be able to target sides of the ships, and if sucessful damaged, reduce SP for Arc, once depleted, reduce HP, if total damage greater than a critical threashold then trigger the breaking of them... maybe even have the science officer targetting computer factored in there.
6.2 Re-read the rules on criticals, I cannot remember those too well.
6.3 Re-read the errata on the rules for starship combat, cause I cannot remember them either.
6.4 Cry because I did 6.2 fixed stuff accorrding to RAW, then did 6.3 and realised that the errata means I've gotta do some more work re-jigging stuff.
7. Finish the initative tracker.
8. Add a clear statuses trigger at the end of the round (this is important for the next bit)
9. Add statuses to the ship for success/failure rolls.
10. Add notes for the sucesses, such as divert to shields, put note up as to how much the PCs get to add into shield banks
10.1 Do further calculations, on total shield points, and flag up if divert total would cause shields to exceed maximums.
11. Cry some more as this list goes on forever.
12. Automate more of the rolls.
-- I think that sums up the starship stuff... but if I'm crazy enough, there's more!
13. Sleep.
14. Add rolls/DC checks to some of the skills and abilities of the players. Secretly the real reason I'm learning to code this, is because me (the GM) and the operative always, always forget about the flat-footed bonuses on trick-attacks, but can I work out how to target the NPC CR rating with modifier and make the roll use trick attack skill, and then automatically apply flat-footed for the operative attack, and then the round when it the attack succeeds.
Anyway in the interests of not pushing myself too hard, and the fact I'm tired. I'm going to leave this here folks.
Hopefully now progress will start to pick up until I hit the next stumbling block... the next major one will be working with the UI of Fantasy Grounds, adding a dynamic data to that screen.