-
July 30th, 2019, 02:01 #41
Well I will be sticking to releasing my content the same way I have always done. So I will not be requiring people to sign up for another site to access it. I do like the idea of cloud saving my code and making branches to try things. I will play with it and see what I think about it. Sharing code is mute since anyone who downloads the extension can crack it open.
-
July 30th, 2019, 10:42 #42
- Join Date
- May 2009
- Location
- Iceland
- Posts
- 15
GitHub doesn’t require sign-in to retrieve the code, you can download it directly from the page. It is a good way to get input from others (and if you ask me, even if it’s just one man doing the coding, it’s still a good idea to have some form of version control system).
I suggest this, beause I would probably end up tinkering with the system on our end, and having the code on GitHub means that I (and anyone else who was interested) could make those changes/ available to Superteddy without requiring him to manually merge the changes). Teamwork makes the dream work
Best,
/R
-
July 31st, 2019, 01:36 #43
Archangel
- Join Date
- Apr 2008
- Location
- Virginia Beach
- Posts
- 3,096
To each his own. As I said, for collaborative work, it makes total sense, but most extensions are one-man shows. Also, posting that back-and-forth for development on the forums has the benefit that interested parties can learn things by examining others' code. But whatever floats your boat....
-
July 31st, 2019, 02:00 #44
I will continue to post and distribute my content through the forums and open to any contributions and suggestions made by the community. You aren't wrong, that most of this content is made by sole keyboard warriors to help the community. I do like the name community for this content because it is not just freely available for the community, but can be tweaked by the community. I am always open for someone to take what I've made and see how it could be done better or easier to make this game available to the community. The community certainly is craving for more than what is available and I'm trying my best to make these awesome rulesets available and available to play. I would also hope from my efforts new developers start to open the code and start to tinker with what has been done. I appreciate the suggestion for GitHub and like the backup aspect, but I won't be making public repositories as of yet till the need arises and welcome all to contribute to force this to be a need. I'm not saying, no, but not yet.
-
August 1st, 2019, 01:55 #45
- Join Date
- May 2009
- Location
- Iceland
- Posts
- 15
Issue: Dice Pool Modifiers (environmental, range, cover, etc.)
There are a lot of modifiers affecting the number of dice rolled for skills or attacks. In the ruleset we were using previously for SR5, we used the modifier box as input and added/subtracted dice from the rolls. This can also be done for the MoreCore ruleset:
By changing the performRoll functions in manager_action_skill.lua and manager_action_attack.lua, replacing:
Code:local count = nSkillLev;
Code:local modstack = ModifierStack.getSum(); local count = nSkillLev+modstack;
Last edited by Refur; August 1st, 2019 at 02:21.
-
August 1st, 2019, 03:54 #46
Been working on that. That was easier than what I imagined. I will add it to the list. I wont have time to devout time fully till Friday. My off day. I will post pics with what I am going to do to the character sheet. Great input!
-
August 1st, 2019, 15:29 #47
So, I have worked on it a bit this morning and made some changes to items to help streamline weapons and producing skills. I added the suggestion from Refur for use with the modifier stack and also the way limits are calculated (I must have mis-read that it rounded down). Perception is already listed as a skill and is located in the skill list. I would just link it to the hotbar for easy access. I could add a roll button to the ability rolls frame, but feels redundant. Health and Stun are tracked in the top part of the charactersheet. As for Soak and Armor are tracked form the Armor frame and when rolling defense it shows the calculation of the armor from the items in the frame. I might be mis-understanding what you proposed and just need some clarification. I added a middle box for Edge to keep track of current usage. As for the character sheet, I made the text a bit smaller for the items to help add more items to the frames. I will release it after testing it out a bit to see if my changes made any bugs.
-
August 2nd, 2019, 01:37 #48
- Join Date
- May 2009
- Location
- Iceland
- Posts
- 15
Some clarification
The group ran it's first session using the MoreCore SR5 ruleset (with our old characters imported in), and great fun was had by all
Here is a little clarification for some of our feedback:
We had some confusion with the Defense rolls, as the button was not clearly labeled (me and Ramid had tried it before, so we just provided some clarification, and people got there in the end). What we'd really like is another button on the Armor panel that rolls the Soak check (Body + Armor), as this speeds up combat. What we did for the time being is roll a Body test and modify it with our Armor value. It worked, but it would be a little faster to have the two buttons (Defense and Soak) at the top of the panel. Having some way of selecting which armor pieces are worn would be nice, as some characters have different armor profiles for a night on the town vs. shadowrunning, but let's file that one under nice to have
Regarding Perception, you are entirely correct that it is already listed and one could hook it up to the hotbar. I'd still say it's not quite redundant, as it's one of the most used skills in the game (well, in our game at least ), and having it prominently displayed on the front page of the character sheet saves the players from having to look it up in the skill list or the hotbar. This is not a critical thing (as you said, there are workarounds), but would be nice to have in our opinion.
But apart from that, we had a blast (two flash-bangs and a frag grenade to be exact ). Thanks again for the work you have done (and are doing) on this extension, we really appreciate your efforts.
Best regards,
/R
-
August 2nd, 2019, 02:14 #49
-
August 2nd, 2019, 08:23 #50
Thread Information
Users Browsing this Thread
There are currently 1 users browsing this thread. (0 members and 1 guests)
Bookmarks