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Thread: More automation

  1. #11
    Quote Originally Posted by antoneagle View Post
    Drag and drop armors onto NPC sheets. Drag and drop currently seems to work for weapons, but not armors (unless I'm doing something wrong).
    You cannot currently drag and drop armor onto the NPC sheets. There is a revision to the way that NPCs will work (hopefully) in the next update.

  2. #12
    Ardem's Avatar
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    Language, was always cool considering some people can read certain languages and some cannot. This was always good in D&D

  3. #13
    Quote Originally Posted by esmdev View Post
    You cannot currently drag and drop armor onto the NPC sheets. There is a revision to the way that NPCs will work (hopefully) in the next update.
    v1.0.3 is in TEST. It allows you to drag armour/skills/weapons/equipment onto an NPC.

    Cheers,
    MBM
    Ruleset and much more content built for FGU.
    Come join me on Twitter at: https://twitter.com/MadBeardMan to see what I'm up to!

  4. #14
    Quote Originally Posted by Ardem View Post
    Language, was always cool considering some people can read certain languages and some cannot. This was always good in D&D
    Good idea, I'll re-look at this and see how it works, there's no font for other languages so let me test how it works.

    Cheers,
    MBM
    Ruleset and much more content built for FGU.
    Come join me on Twitter at: https://twitter.com/MadBeardMan to see what I'm up to!

  5. #15
    Automation for that matter as I stated before, my go-to would be ranges/distances in a battlemap influencing the damage done (or the to hit roll respectively).

    If possible so, ofc.

  6. #16
    Ardem's Avatar
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    As long as it is over writable. Sometimes I have large combat maps, but do not want to the grid to be super small to make the 1.5m. So I say 1.5 might = 15m in the game. 1.5m is always good for those indoor bar fights but not great for outdoor battles.

    Alternative is to add in the options section a grid size in metres, much like you did for 1.5m switch making it a variable, this way you can do the range/distance in battlemaps and still have long distant fights.

  7. #17
    If you want the Vilani language font for Traveller, look up Bilanidin (should be a true type font). Was created for some of the early magazines by Glenn Hope.

    I was considering fiddling with it myself at some point. If I ever got around to it.

  8. #18
    Quote Originally Posted by sjard View Post
    If you want the Vilani language font for Traveller, look up Bilanidin (should be a true type font). Was created for some of the early magazines by Glenn Hope.

    I was considering fiddling with it myself at some point. If I ever got around to it.
    I've looked into Languages, adding them itself it quite easy (I did that for WOIN).

    The issue is a Character knowing if they understand that language or not. Normally a character has a list of languages known, in Traveller it's a skill.

    So what I'll have to do is override the CoreRPG code that gets 'Known Languages' with one that searches a characters skills for 'Language'

    All possible, and fun, so I'll work on that now.

    Huzzah
    MBM
    Ruleset and much more content built for FGU.
    Come join me on Twitter at: https://twitter.com/MadBeardMan to see what I'm up to!

  9. #19
    Maybe just add an area onto the character sheet where we can write in languages that we know, each on its own line. So if we take the language skill Aslan and we want to use the chat languages we just add Aslan manually to the languages area as well. It isn't automated but it makes the chat languages work. I don't have a problem doing it manually.

  10. #20
    Quote Originally Posted by esmdev View Post
    Maybe just add an area onto the character sheet where we can write in languages that we know, each on its own line. So if we take the language skill Aslan and we want to use the chat languages we just add Aslan manually to the languages area as well. It isn't automated but it makes the chat languages work. I don't have a problem doing it manually.
    Don't worry as languages only get added when you start a new campaign I've got a bit of work around that, but one then that allows me to add more languages later on, as there are multiple languages for Vargr etc

    At the moment in MGT2E you have:

    "Anglic"
    "Oynprith"
    "Vilani"
    "Zdetl"

    But as more and more books are released, I'm sure languages like 'Trokh' (Aslan) will appear.

    Cheers,
    MBM
    Ruleset and much more content built for FGU.
    Come join me on Twitter at: https://twitter.com/MadBeardMan to see what I'm up to!

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