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August 17th, 2020, 12:41 #661
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August 17th, 2020, 13:03 #662
I noticed that there is not check box for attachments when exporting. So all the modules I have made won't have any attachments yet.
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August 17th, 2020, 14:47 #663
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- Apr 2009
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- 1,098
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August 17th, 2020, 23:21 #664
It works now thx.
Did you ever figure out how to keep tokens at the same scale you had after adding them to an encounter?
Basicly what happens is when you make an encounter then drag the tokens onto the map and scale them appropriately. Then when you try to run the encounter token scales are set back to what it was before you scaled it.Last edited by sevrick; August 17th, 2020 at 23:34.
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August 17th, 2020, 23:38 #665
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- Apr 2009
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August 18th, 2020, 03:15 #666
Updated Libraries
- Added the "Starting Skill Ranks" Ability to all species where applicable.
- Added Battle Rage to the Orc Species
- Attachments should show up now.
- Changed plural versions of Species names to singular to make more sense when being applied to a character.
- Added Militia Training to gnome.
- Fixed Half-Catfolk, Phyll and Loonie Species page reference.
Last edited by sevrick; August 18th, 2020 at 03:22.
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August 19th, 2020, 01:55 #667
Things of Note
I have started a list of things I noticed. You may be already aware of some of these but I figured I would get them out there.
Bugs
- Attachments, Species, and Special Abilities entries don't show dice symbols.
Tweaks
- Text Shrinks when Bolded.
- NPC token on main tab too small and off center
- The Space between Difficulty Symbols could be smaller. Not sure but the other symbols might need same treatment.
Bells and Whistles
- Colored dice font symbols.
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August 19th, 2020, 02:46 #668
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- Apr 2009
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August 19th, 2020, 02:51 #669
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So I would like your opinion on this
I am working on the vehicle sheet.
The way vehicles will work will be like this:
Characters will have a tab in their inventory, where they can have multiple vehicles
They can choose their "current" vehicle, which will then be activated, in a separate tab in the character sheet.
This way we can have a character have several ships, and i will also implement a way for a ship to be shared among players, so people can have multicrew
But... for npcs I am thinking of limiting one ship for each npc. Do you think this is a good idea? Should we also have multiple ships per npc?
I know most npcs will not have any, some will have one ship possibly.
It is just a matter of which one you prefer...
Also, have a look at the vehicle record (for the vehicles database) this is still missing weapons, attachments, but it is almost done
vehicle_sheet_wip.PNG
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August 19th, 2020, 06:03 #670
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- Dec 2019
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As a DM I might be hard pressed to come up with a reason an NPC might need multiple ships. That said I have run games where an opponent group might have needed to share the same ship, same as your plans for the PCs.
The sheet itself looks great. Maybe I am remembering my star Wars days but it doesn't appear that Genesys core has any use for defense facings. No big deal for the Genesys Core but will probably require some work for the Star Wars mod.
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