-
January 15th, 2019, 22:54 #11
Evening All,
Here's the first thing I've been working on this week, interesting coding this, the buttons are there, but not yet plugged in.
Desktop Attribute override.JPG
Cheers,
MBMRuleset and much more content built for FGU.
Come join me on Twitter at: https://twitter.com/MadBeardMan to see what I'm up to!
-
January 19th, 2019, 14:11 #12
Hi All,
Just finished up the override buttons for skills, let me know if you want them 'working' with other types of rolls.
This is Dr Thunder, he's got a Dex Mod of 0. In this image I've done a normal roll for him, then clicked the Dex Desktop button, then rolled again using STR (+1) and then finally using INT (+3).
FinishedDesktopOverrideModifiers.JPG
Ok now onto Damage Types....
Cheers
MBMRuleset and much more content built for FGU.
Come join me on Twitter at: https://twitter.com/MadBeardMan to see what I'm up to!
-
January 22nd, 2019, 00:57 #13
Looking very good MBM! Also looking forward to Damage Types for the 2300 AD game I'm running!
GBUltimate Edition license holder - No License Needed to Play My Games (Need Demo Version of FG Downloaded)
Timezone: Eastern Standard Time (EDT) United States; GMT -4 hours
Game in Progress: AD&D 2e - Against the Zhentarim
-
January 22nd, 2019, 12:51 #14
- Join Date
- Jun 2013
- Location
- Isanti, MN
- Posts
- 2,922
Couple more "wishlist" items:
Automatically add -3 (unskilled) modifier to Jack of All Trades skill rolls.
When rolling the "Unskilled" skill, add Jack of All Trades (if it exists) level as a positive modifier.
Yes, only one of these is *needed*, but having both means people won't be constantly asking which way unskilled checks with JoAT should be rolled...
-
January 24th, 2019, 15:52 #15
- Join Date
- May 2017
- Posts
- 237
I'd like to see the worlds expanded a bit, primarily for Gas Giants, Starports, Docking Fees, berthing fees, fuel costs etc.
I feel an actual ship account section would be better for an extension, but if you could include it that would save a lot of work
Of course I'd love Ship to Ship Combat too,Ultimate License, Classic & Unity, Currently Running Fortnightly, 5E Land of Fate, 5E Vale of Shadows, 5E Pages of Darkness, 5E Izramurs lingering Gift, 5E Jotunhammer, 5E Terror Loch Tower, 5E Spellbinder, MGT2 Pirates of Drinax, 5E Storm Giants Thunder, 5E Winters Curse, 5E Catacombes of Sunless Sorrows
-
January 24th, 2019, 17:35 #16
- Join Date
- Jan 2014
- Location
- California
- Posts
- 1,564
I would think that for the simplicity of coding (and not having to put every skill onto the character sheet) it would be easier to use the Jack of all Trades skill in place of the unskilled skill. The JoT skill would need to be coded differently to work the way the skill is designed but should do the job.
-
January 24th, 2019, 18:02 #17
- Join Date
- Jun 2013
- Location
- Isanti, MN
- Posts
- 2,922
You don't need to have every skill on the sheet. Unskilled is automatically on the sheet, when it's rolled, it should check to see if JoAT exists, and if it does, add the level as a modifier. If JoAT is on the sheet, it should always use a -3 modifier (because you should only be using it in place of skills you do not have...)
-
January 26th, 2019, 13:30 #18
Afternoon All,
Today I'm going to make sure when you roll Unskilled, that JoaT is applied (if you have it). I use Unskilled for any skill my players don't have, makes sense to apply any JoaT to that.
Been working away on Damage Types in the week, and the Desktop overrides are all done and have been given a set of tests (cheers Mario).
With a bit of coding luck, I'll be done DT this week coming, then can drop back into Psionic abilities and get it rolled out early Feb.
Cheers,
MBMRuleset and much more content built for FGU.
Come join me on Twitter at: https://twitter.com/MadBeardMan to see what I'm up to!
-
January 30th, 2019, 18:46 #19
Things I like to see soon (aside of starship combat and finished PSI) is ammo for weapons and a proper action for healing.
The latter could be implemented as follows (just my suggesion ofc):
1) Medic Skill in skills
2) Med Kit as an Item must be equipped. It has "charges" (like ammo) according to the TL (i.e. TL 10 means the kit can provide 10 healing shots)
3) Range is close (healer needs to touch the wounded player)
4) roll Medic skill, heal "Effect" points.
Is that difficult to do?
So far my wishes
-
January 30th, 2019, 20:40 #20
Greetings LordNanoc!
Thanks for the ideas, I like them, let me think about them so let's go through your list.
0. Ammo for Weapons, good idea, been thinking about this recently as I've been playing D&D on FG and see there's a quiver/ammo count when rolling attack against a 'ranged' weapon.
So we could do similar though that's old school, so maybe an Ammo Counter (like in Aliens for their Assault Rifles). All that means is a smaller field somewhere under the weapon mainly, and a 'recycle logo' (like on the Wound Track) to 'reload' it. Let me know what you think to this.
1. Yep
2. Ok, though I can't see where it states the number of charges, can you point that out please (page is enough, which book etc).
3. How do we tell the range?
4. Roll Medic, chat window shows 'Effect x 2' (for 5 mins or less) and 'Effect' for upto 1 hour. We could go fancy and allow that skill to be dragged onto a player in the CT, however as the healing effect can be spread over any injured characteristic (upto the player) that's not feasible.
So in principal the answer is yes, and not that difficult (assuming no dragging onto CT - see point 4).
Cheers,
MBMRuleset and much more content built for FGU.
Come join me on Twitter at: https://twitter.com/MadBeardMan to see what I'm up to!
Thread Information
Users Browsing this Thread
There are currently 1 users browsing this thread. (0 members and 1 guests)
Bookmarks