DICE PACKS BUNDLE
  1. #1

    Adding Parry and Strike Rank to Weapon List ( implementing RQIII )

    Hi All,

    I'm giving another try at attempting to create a custom extension for Avalon Hill's RuneQuest (3rd Edition), using Azaran's RQ2 extension as a starting point.

    I've managed to re-categorize the skillsets and readjust the skill category bonuses to work and add the Parry Bonus to the character sheet.

    I've also managed to change the titles on the melee and missile weapons tables to reflect the extra two columns I need to add (weapon's Strike Rank and Parry Skill) but have come unstuck in getting the list to conform to the columns and order (see screenshot below)

    Attachment 18236

    So the columns that are currently there are:
    "Name" "Skill" "Attack" "Damage" "Range" "Attacks" "Damage Bonus?" "Hands" "HP" "Info button" "Include in Mini Sheet"

    What I want to end up with is:
    "Name" "Weapon SR" "Attack" "Parry" "Damage" "Range" "Attacks" "Damage Bonus?" "Hands" "HP" "Info button" "Include in Mini Sheet"

    Where "Parry" is similar to "Attack" in producing a rollable attribute, while (for the moment at least) "Weapon SR" is just a number.

    I edited the charsheet_weaponlist.lua file as follows, but cannot find the place to add the "newwin.wpnsr" and "newwin.parry" fields for these lines to to fill
    Code:
     -- Set properties and create missing entries for default weapons
      for k, t in pairs(wpndata) do
        local matches = winlist[k];
        if not matches then
          local newwin = createWindow();
          local node = newwin.getDatabaseNode();
          newwin.name.setValue(k);
          newwin.wpnsr.setValue(t.Wpnsr);
          newwin.attack.setValue(t.Attack);
          newwin.parry.setValue(t.Parry);
          newwin.damage.setValue(t.Damage);
          newwin.attacks.setValue("1");
          if t.DBFlag then
            newwin.dbflag.setState(true);
          end
          if t.Missile then
            node.createChild("weapontype","number").setValue(1);
          end
          newwin.hands.setValue(t.Hands);
          node.createChild("notes", "string").setValue(t.Notes);
          matches = {newwin};
        end
        for k,win in pairs(matches) do
          win.name.setReadOnly(true);
          win.name.setFrame(nil);
          win.refreshMenus();
        end
      end
    Any help or advice would be really appreciated.

    regards,
    Ben

  2. #2
    Hi Ben,

    I was simply adding the weapon a second time and renaming to, for example, Broadsword Parry, using the stat I had calculated in the skills window for weapon parry
    Attachment 19205Attachment 19206

    I found it a bit too much of a pain to mess around with the weapon stats columns

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