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  1. #11
    damned's Avatar
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    Its not been something that has been oft requested.
    You can create a request on the wishlist: https://fg2app.idea.informer.com/proj/
    I could not see any other requests for ranged stuff...

    The code is written mostly in Lua with presentation in XML.
    Your best bet is looking in existing rulesets to start with.
    As mentioned I think Shadowrun does do this - it adjusts damage based on range.

    There are some videos with some examples of how to do stuff in FG coding here: https://www.youtube.com/user/itnext1 but none deal with exactly what you are looking at but they will give you a better idea of how/where to look and to make extensions.

  2. #12
    Quote Originally Posted by mattekure View Post
    Extensions are written in LUA and XML. You'll need to dig into them pretty heavily to make that kind of change.
    Thank you for the information.

    I have poked around and found that it looks like work is in process for this functionality.
    In the manager_actor2.lua file, I found a commented-out section that looks like it does the very thing I'm looking for. However, there is also this comment in the code block.
    -- DEBUG - FINISH - Need to be able to get grid type and grid size from token container node

    It's also tied to being prone for some reason...


    Does anyone need a hand working with this section?
    Last edited by GMScott; December 27th, 2018 at 01:19.

  3. #13
    There was a post from several years ago that said this type of thing was implemented in the Savageworlds ruleset. that might be a place to get started.

    https://www.fantasygrounds.com/forum...ange-modifiers
    For support with any of my extensions, visit my #mattekure-stuff channel on Rob2e's discord https://discord.gg/rob2e

  4. #14
    Zacchaeus's Avatar
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    That part of the code might just be testing to see if the target is prone and the attacker is using a ranged attack, since in such circumstances the attacker gets disadvantage.
    If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php

  5. #15
    Ikael's Avatar
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    Range calculation is implemented in SavageWorlds. It does auto-apply range penalties to attacks or determine if attack is out of range. It also detects adjacent foes and applies Gang Up bonus if you are outnumbered by opponents.

    The hard part is vector calculation itself. If I recall right CoreRPG has concealed this complex calculation and offered simple variables to adjust for each game system. SavageWorlds ruleset has all the vector calculation algorithm included in and it overrides the default CoreRPG vector calculation.

    It is better idea to request feature for FG to allow getting Token distances more easily but at least you would know where to look at example.
    "Alright, you primitive screwheads, listen up: THIS... is my BOOMSTICK!" -- Ash Williams, Army of Darkness

    Post your SavageWorlds ruleset feature requests and issue reports here!

  6. #16
    Quote Originally Posted by Zacchaeus View Post
    That part of the code might just be testing to see if the target is prone and the attacker is using a ranged attack, since in such circumstances the attacker gets disadvantage.

    commented code for distance.jpg

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