Thread: CoC 7e Rules Extension Release
-
September 8th, 2015, 02:21 #31
Awesome! Added to the community extension thread.
Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
-
September 12th, 2015, 07:08 #32
- Join Date
- May 2014
- Location
- Sydney, Australia
- Posts
- 810
I've just spotted a problem with the 7th Ed Extension I uploaded the other day, so I have updated it to fix it.
It was reporting the success/fails wrongly for skills and attributes.
So, here is version 1.0.3
-
September 14th, 2015, 05:34 #33
- Join Date
- May 2014
- Location
- Sydney, Australia
- Posts
- 810
Another update...
I have been playing 6th ed modules under 7th ed and was annoyed by the NPCs being wrong, so.... I made it automatically convert NPCs the first time they are opened.
* updates the attribute scores (x5)
* updates skills to new versions
* updates attacks, reducing Fist/Punch attacks by 25%
It then sets a version field so that it does not get updated again.
Enjoy v1.0.4...
-
September 14th, 2015, 12:52 #34
- Join Date
- May 2014
- Location
- Sydney, Australia
- Posts
- 810
Sorry, I missed the rule about converting super high education.
Fixed now in 1.0.5
-
September 16th, 2015, 17:51 #35
- Join Date
- May 2014
- Location
- Sydney, Australia
- Posts
- 810
I've made various fixes to the conversion of PCs to NPCs as well as the upgrade of PCs and NPCs to 7th ed.
You can now drag Pregen NPCs from the Rise of the Dead module into the PC Selection window and when you open them, they will be converted to 7th ed.
Version 1.0.6
-
September 17th, 2015, 03:37 #36
- Join Date
- May 2014
- Location
- Sydney, Australia
- Posts
- 810
And one thing I forgot to mention...
I updated the Combat Tracker, adding two new checkboxes to each entry, one marks whether that character has a readied firearm and if so, increases their initiative score (normally Dexterity) by 50. The other marks if the character has suffered a 'Major Wound'. This is automatically set when damage more than half the character's max hit pints is dropped on the entry.
These changes were working in the 1.0.6 version above.
-
September 17th, 2015, 04:29 #37
You are on a roll good sir!
-
October 15th, 2015, 17:39 #38
- Join Date
- Apr 2012
- Location
- Prosper, TX
- Posts
- 727
Redacted: Read the first post PICNIC person.
Last edited by dberkompas; October 16th, 2015 at 20:35. Reason: PICNIC error
No signature needed, please leave parcel on the porch.
-
October 16th, 2015, 15:59 #39
- Join Date
- Apr 2012
- Location
- Prosper, TX
- Posts
- 727
Another thing I've noticed, the 'Add Firearm Skill' doesn't create a new entry. All the other buttons work fine.
BoomerETNo signature needed, please leave parcel on the porch.
-
October 16th, 2015, 20:18 #40
- Join Date
- Apr 2012
- Location
- Prosper, TX
- Posts
- 727
Found the problem to Firearms not being added.
In record_char_skills.xml, it has the line window.skills.addNewInstance("Firearm");
This needs to be Firearms (note the 's')
BoomerETNo signature needed, please leave parcel on the porch.
Thread Information
Users Browsing this Thread
There are currently 1 users browsing this thread. (0 members and 1 guests)
Bookmarks