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May 15th, 2020, 05:37 #11
There's a small bug in CombatManagerADND.getACHitFromMatrixForNPC that was starting at the wrong index for BECMI. This seemed to fix the killer rat problem, though I didn't test any more beyond that:
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May 15th, 2020, 06:47 #12
I've tweaked it in the ruleset, it wont be out until the 25th as I've already submitted for next week.
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Fantasy Grounds AD&D Reference Bundle, AD&D Adventure Bundle 1, AD&D Adventure Bundle 2
Documentation for AD&D 2E ruleset.
Custom Maps (I2, S4, T1-4, Barrowmaze,Lost City of Barakus)
Note: Please do not message me directly on this site, post in the forums or ping me in FG's discord.
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May 15th, 2020, 20:47 #13
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May 15th, 2020, 20:59 #14---
Fantasy Grounds AD&D Reference Bundle, AD&D Adventure Bundle 1, AD&D Adventure Bundle 2
Documentation for AD&D 2E ruleset.
Custom Maps (I2, S4, T1-4, Barrowmaze,Lost City of Barakus)
Note: Please do not message me directly on this site, post in the forums or ping me in FG's discord.
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May 15th, 2020, 22:01 #15
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No, that is sadly not the case for BECMI. This part is from Chapter 14 of the D&D Basic Rules Cyclopedia:
Save As (Save)
This line shows you the character class and
level at which the monster makes saving throws.
For example, if the description says "Save: F7 ,"
then the monster saves as a 7th level fighter.
C: Cleric
F: Fighter
M: Magic-User
T: Thief
D: Dwarf
E: Elf
H: Halfling
Refer to the applicable character class description to find the exact saving throws the monster
uses. As a rule of thumb, unintelligent monsters
usually save as fighters of half their monster
level. Some monsters may have special adjustments to some saving throws, as given in their
descriptions.
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May 15th, 2020, 22:59 #16
Oh, yeah, wow. Yup, you're going to need to enter all the save tables and then reference them for saves. It will require changing the function that gets the saves for a npc but the basic structure can be used... just need to add the options to select it and then point to that one instead of the more generic form used now.
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Fantasy Grounds AD&D Reference Bundle, AD&D Adventure Bundle 1, AD&D Adventure Bundle 2
Documentation for AD&D 2E ruleset.
Custom Maps (I2, S4, T1-4, Barrowmaze,Lost City of Barakus)
Note: Please do not message me directly on this site, post in the forums or ping me in FG's discord.
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May 16th, 2020, 08:16 #17
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Thanks for the infos. And no worries, I already entered the Cleric‘s and Fighter‘s saving throws. And changed the mapping of individual saves (as death, petrification, rod, and so on) to the correct column in the entry (they are different to AD&D).
I also created a function that should look up the correct saving roll.
As I said I need a new field in NPCs to make it work, but I should be able to figure it out myself.
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May 16th, 2020, 11:17 #18
FlynnTheAvatar - good luck with your project - I'm (like many people I suspect) are looking forward to seeing where your project winds up - BECMI has a soft spot in my heart...lots of great gaming as a kid.
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May 16th, 2020, 21:29 #19
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Okay, this is a snapshot of what I done so far: becmi.ext.
It is far from finished, but the attacks and saves are all entered. And the NPC sheet has now a field "Saves As". If you enter a valid shortcut (NM = Normal Man, F1 = Fighter 1, ...), it calculates the correct saves. But you need to update a different field also to force a refresh.
Could somebody please tell me what is needed to force a recalculation/refresh of the NPC sheet after changing the "Saves As" field?
Thanks!
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May 17th, 2020, 02:24 #20
I haven’t looked at your code but it sounds like you need to add a Db handler for when your new property updates. If you open up the 2E or CorrRPG ruleset, look through the code for how it does this for the other fields. Search for DB.addHandler or even just “onUpdate” to kind of see how it works, and narrow it down by focusing on one of those properties you can change to force an update and make sure your property’s handler calls the same thing
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