Joshua Stream Pre
Page 1 of 40 12311 ... Last
  1. #1

    [WIP]Alien RPG ruleset

    NOTE: it is IMPORTANT when starting a campaign to set up the calendar BEFORE doing anything else, as functions are bound to the clock.

    Hey, so I've been working on this ruleset for the Alien RPG which released December 10th 2019, published by Free League. I really wanted to be able to run it for my friends without having to do a bunch of workarounds with CoreRPG, so I decided to see what I could do to make things easier on them. Thus began the journey into code (different story, different time, different place. That's not why you're here!).

    so I behold unto you, my Alien RPG ruleset! (work in progress). based from CoreRPG and the Mutant: Year Zero extension.


    ***NOTE****
    dropping a second career into the career slot currently deletes both the old and the new one. once it's blank, place the desired career in again.
    ****Calendar MUST be set up to avoid errors and to have some of the automated functions*****



    --testing needed!!
    -new time checking script for starving/freezing/dehydrated conditions, consumable tracking, radiation. some functions require a player to have the character sheet.
    -new sections for month and year added to clock adjuster.
    -added round tracking (extreme strength) for radiation and time in general.
    -rounds now count to time in the form of seconds based on what's defined on your character sheet.
    -rounds do not count towards the actual calendar/clock, only in the background. this may need tweaking. either never set rounds to 0, or when you do, set minutes to accommodate the change.
    -added some buttons that will advance time to the next 6AM, 12PM, 6PM or 12AM (buttons courtesy of SirMotte for the Clock Adjuster extension born from this)
    -placed the code to set the dateinminutes in a couple more spots, but still is not in the calendar itself, so be careful adjusting time with the calendar and not the adjusters I've made
    -events have been added to the clock adjuster. see here for details
    -fixed up "events" a bit. was getting some errors on FGC. while they appear to be fixed, adjusting minutes on FGC for some reason do not work appropriately with the new "events" feature, while it appears to work fine on FGU. more testing required
    zombielord update
    -events manager adjustments (there's a button to add a log entry now, rather than creating one on locking the record)
    -calendar logs created by event manager will place text from event into calendar log. it will place the text in the player section if set to visible to all, or to the gm section if set to visible to gm.
    -added travel manager
    -made some adjustments so travel manager was easier to see.
    -changed parsecs to miles, as one can simply use the add-days button by double-clicking. might work on allowing parsecs in travel manager later.
    -fixed error message when leaving the campaign in classic.
    -calendar logs are now one per day again.
    -fixed inability to drop items into NPC stat blocks
    -few minor changes and fixes
    -fixed NPC's not being able to roll close combat with weapons
    ----Fixed bug where some functions bound to a "Turn" were not behaving appropriately

    zombielord has made an amazing star themed extension if you want a different feel as well.
    NOTE: it is IMPORTANT when starting a campaign to set up the calendar BEFORE doing anything else, as functions are bound to the clock
    Attached Files Attached Files
    Last edited by pr6i6e6st; Yesterday at 04:37. Reason: Upgraded to Ruleset

  2. #2
    damned's Avatar
    Join Date
    Mar 2011
    Location
    Australia
    Posts
    21,248
    Blog Entries
    1
    You should change this into a Ruleset - minimal changes to the code - but it is far more than an extension!

    MoreCore - Generic Ruleset
    --- Projects ---
    Extensions | Tutorials | MoreCore | MoreCore Themes | Call of Cthulhu | Maelstrom | FG Con

  3. #3
    What a nice work you have made there pr6i6e6st! Thanks for sharing it.
    Last edited by Pepor; August 17th, 2019 at 08:32.

  4. #4
    Quote Originally Posted by Pepor View Post
    What a nice work you have made there pr6i6e6st! Thanks for sharing it.
    Hey no problem and thank you!

    Quote Originally Posted by damned View Post
    You should change this into a Ruleset - minimal changes to the code - but it is far more than an extension!
    True. It had started off as just the dice, and kept evolving as I thought ”well, what if i?”. I will have to do that at some point, (could probably copy most the files into my first attempt at ripping apart a ruleset for this)
    “The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of the infinity, and it was not meant that we should voyage far.”
    ― H. P. Lovecraft, The Call of Cthulhu and Other Weird Stories

    “The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown”
    ― H.P. Lovecraft, Supernatural Horror in Literature

  5. #5
    Brilliant, pr6i6e6st, absolutely brilliant.

    I've been testing it in a real game and here are some issues I've found.
    1. If players close their character sheet the DM has to clean the owner and players must take the character again or they cannot reopen it.
    2. If DM wants to share some pictures just with one player dropping it to the character avatar on the upper left corner. Impossible, it doesn't work. In fact, the character avatars don't work at all (this is related with #1), you can't share on it, or whisper just dropping the text or even open the character sheet with a simple clic.
    3. I've added a dice tower (a very cool one indeed) but seems not to work. You can drop the dice and the chat shows the time but nothing else happens.
    ezgif.com-video-to-gif-2.gif
    4. gameelements.xml doesn't appears to work. All dice still on screen. Don't know why.

    Cool things about the extension
    1. I love it.
    2. Nice work, man!
    3. The clock is awesome, a clever idea that simplifies a lot the DM work.
    4. The second Main is good, I use it to translate the character sheet for my spanish players and it helps. If the don't know a word they can just check it out there.
    5. How about the effects of the panic roll been displayed in the chat window when a character rolls? Just an idea not to be opening different windows during the die roll just to check the result.

    I've done the Critical Injuries Table for PCs, in case you want it just say it, I'd be glad to share it. You just roll and you get the effect and the recovery time at the same time.
    Last edited by pendragon2009; August 19th, 2019 at 00:29.

  6. #6
    Quote Originally Posted by pendragon2009 View Post
    2. If DM wants to share some pictures just with one player dropping it to the character avatar on the upper left corner. Impossible, it doesn't work. In fact, the character avatars don't work at all (this is related with #1), you can't share on it, or whisper just dropping the text or even open the character sheet with a simple clic.
    This seemed to work fine for us- but we were using the version before the clock was added so maybe it broke in the recent update? BTW, that dice tower made me laugh- its super cool lol

    This is my new favorite tabletop game to run, and this extension is just plain amazing so far. keep it up pr6i6e6st!

  7. #7
    Quote Originally Posted by pendragon2009 View Post
    Brilliant, pr6i6e6st, absolutely brilliant.

    I've been testing it in a real game and here are some issues I've found.
    1. If players close their character sheet the DM has to clean the owner and players must take the character again or they cannot reopen it.
    thank you, i will have to check on the others, but i understand that the clock over the chat is somehow blocking the character portraits somehow (probably it's bounds?) the clock is moveable if you right-click it and unlock it. move it wherever you like for now until i can get that fixed up better.

    Edit: it was indeed the bounds.

    How does your dicetower work with other customdie? Could the problem stem there? Because I can make my rolls invisible as a gm, but I can’t seem to get the dice tower to come up on either my old extension or the new ruleset either.

    I have the tables imported to a module if that’s what you mean, otherwise i need to figure out how to get the critical injuries and panic rolls to function.

    I very much appreciate everyone’s time, help, and consideration.
    Last edited by pr6i6e6st; August 19th, 2019 at 07:08.
    “The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of the infinity, and it was not meant that we should voyage far.”
    ― H. P. Lovecraft, The Call of Cthulhu and Other Weird Stories

    “The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown”
    ― H.P. Lovecraft, Supernatural Horror in Literature

  8. #8
    I also have the tables imported. Can't help you making them function, sorry.
    Did you do the Critical Injuries Table as a d66 or just as a d36? Both work the same but the chances of any result are completely different.

    Pepor and I worked on an MoreCore extension where the dice tower seems to work fine. Our extension is attached in case you want to check the tower, and add it to your extension.
    Attached Files Attached Files
    Last edited by pendragon2009; August 19th, 2019 at 23:55.

  9. #9
    Quote Originally Posted by pendragon2009 View Post
    I also have the tables imported. Can't help you making them function, sorry.
    Did you do the Critical Injuries Table as a d66 or just as a d36? Both work the same but the chances of any result are completely different.

    Pepor and I worked on an MoreCore extension where the dice tower seems to work fine. Our extension is attached in case you want to check the tower, and add it to your extension.
    I actually haven't made the d66 yet, I might have broken the one from the mutant:year zero extension I used as a base. I'll have to see if I can recover that now that I have a slightly better idea what I'm doing.

    For the panic table insert, If I can find where the code I need is from in the d&d 5e ruleset, perhaps I can do it that way, where the table can be edited like a normal table. So far no luck, that pak is THIC lol. Although I have yet to try making the description ”[PANIC TABLE]”.

    A less attractive approach I'm considering is just creating a new die type and modding the results to have the (un)desired effects. This doesn't allow for user editing though unless I rig up a window and some strings. Perhaps making a module with the tables, then going into the DB code and copying that somewhere?
    “The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of the infinity, and it was not meant that we should voyage far.”
    ― H. P. Lovecraft, The Call of Cthulhu and Other Weird Stories

    “The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown”
    ― H.P. Lovecraft, Supernatural Horror in Literature

  10. #10
    This are the panic roll and the attacks and critical injuries tables I've created. Some tables are in Spanish but maybe you can take advantage of it.
    Attached Files Attached Files

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
DMsGuild Classic

Log in

Log in