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Thread: MGT2 v1.1.2

  1. #21
    Evening All,

    There was a comment placed in the todo thread that the Core Rulebook NPC's aren't there. I've updated the parser I use to allow me to import the 'Animal' NPC from the Core Rulebook into the Ruleset as NPC's.

    • NPCs. Have now imported the Core Rulebook NPC's as NPC's. The rulebook reference manual section will also be updated


    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!

  2. #22
    I was actually thinking on this very recently, as I was planing a variety of creatures for the planetary ecosystem of a game I'm planing on.
    Ultimate License, Classic & Unity, Currently Running Fortnightly, 5E Land of Fate, 5E Vale of Shadows, 5E Pages of Darkness, 5E Izramurs lingering Gift, 5E Jotunhammer, 5E Terror Loch Tower, 5E Spellbinder, MGT2 Pirates of Drinax, 5E Storm Giants Thunder, 5E Winters Curse, 5E Catacombes of Sunless Sorrows

  3. #23
    Folks,

    Done the final bits of dev on v1.1.2 so I can send it off tomorrow and have it in TEST on Tuesday.

    [Updated] Skills/Equipment. Clicking the 'Edit' button will now show an Add button, clicking these adds an empty record.

    Now going to do all the Errata.

    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. #24
    Afternoon All,

    I've finished applying all the errata to the Core Rulebook/Players Reference/Equipment/Tables.

    I've also added the Trade Chapter to the Players Reference.

    Plus as part of my continuation to tidy up things, I've added the Chapter Heading graphics to both reference manuals.

    Next up, going to look at the NPC drag and drop bug reported, address that then tidy up some bits I've done for CSC integration. Then get it over to FG tonight.

    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. #25
    Sound great.... thanks for all the hard work!

  6. #26
    Quote Originally Posted by esmdev View Post
    For the sake of simplicity, backing away from my super request, I think there are two major outstanding fixes that would make NPCs better.

    The first is with drag and drop to skills. It would be cool if skills had a similar drag and drop effect as PCs. Like if you drag Electronics (computer) it adds Electronics 0 as well. It would be great if they could be automatically alphabetized for clarity on some longer lists.

    The second would be to add psionic capabilities to humanoid and animals. That probably needs the action tab but it is the only thing from core that seems to be missing.

    Of course there are things from companion but those are for another day (except for morale which is in Drinax).
    Hi Chap,

    Have added:

    [Updated] NPC Skills. If you drag over a specialist skill, ie Athletics (dexterity) it will be set at 1 and the base skill will be added if it's not already at 0
    [Updated] NPC Skills. Specialist Skills will not allow the Base Skill to increase above 0 if using Drag and Drop
    [Updated] NPC Skills. Specialist Skills will now increase it you drag an existing specialist skill (of the exact same match), just like non-specialist skills

    I looked at sorting them alphabetically, it's not something that's easy to do, as it's technically one long string. I'll have a think about how to do this as I agree, alpha order would be best.

    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!

  7. #27
    Quote Originally Posted by MadBeardMan View Post
    Hi Chap,

    Have added:

    [Updated] NPC Skills. If you drag over a specialist skill, ie Athletics (dexterity) it will be set at 1 and the base skill will be added if it's not already at 0
    [Updated] NPC Skills. Specialist Skills will not allow the Base Skill to increase above 0 if using Drag and Drop
    [Updated] NPC Skills. Specialist Skills will now increase it you drag an existing specialist skill (of the exact same match), just like non-specialist skills

    I looked at sorting them alphabetically, it's not something that's easy to do, as it's technically one long string. I'll have a think about how to do this as I agree, alpha order would be best.

    Cheers,
    MBM
    Awesomeness!

    I thought the alphabetically listed skills might be hard. That was one of my reasoning for thinking a stripped down version of the PC sheet might be good (the other was ease of adding features down the road such as the companion changes and such). Maybe a sort button that loads the string like a comma delimited file into an array then sorts it and spits it back out? It won't real-time sort but will be sorted when you go to use it in-game.

  8. #28
    Quote Originally Posted by esmdev View Post
    Awesomeness!

    I thought the alphabetically listed skills might be hard. That was one of my reasoning for thinking a stripped down version of the PC sheet might be good (the other was ease of adding features down the road such as the companion changes and such). Maybe a sort button that loads the string like a comma delimited file into an array then sorts it and spits it back out? It won't real-time sort but will be sorted when you go to use it in-game.
    Morning Chap,

    I know how to do it, it's quite simple, split the list into a LUA table, then do a sort, the issue is 'when'. I've done a bit of playing with it, and I can force it once a drag and drop skill was added easy enough, the issue is if people edit the skills manually, or copy and paste in. Maybe a sort once the NPC sheet closes, or loses focus.

    v1.1.2 is going up today, so the alpha will be in v1.1.3.

    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!

  9. #29
    Question about the Bulky weapons trait: I'm curious about how the negative mod is actually calculated. I'm running some tests so I can get used to running combat in Fantasy Grounds using some pre-generated NPCs. Some of these NPCs have shotguns, which are listed as "Bulky". They also have STR 4, which gives them a -1 DM. However, when rolling attacks with the shotgun the Bulky mod is -10? Am I misinterpreting the "difference between STR DM and +1" here? As additional tests, I changed the NPCs STR to 1, and the Bulky mod changed to -16. Changing to STR 8 returns a Bulky of -2. STR 9 does remove the Bulky -mods.

    Just a new FG DM who is a bit confuzzled...

  10. #30
    Quote Originally Posted by Knightsabre View Post
    Question about the Bulky weapons trait: I'm curious about how the negative mod is actually calculated. I'm running some tests so I can get used to running combat in Fantasy Grounds using some pre-generated NPCs. Some of these NPCs have shotguns, which are listed as "Bulky". They also have STR 4, which gives them a -1 DM. However, when rolling attacks with the shotgun the Bulky mod is -10? Am I misinterpreting the "difference between STR DM and +1" here? As additional tests, I changed the NPCs STR to 1, and the Bulky mod changed to -16. Changing to STR 8 returns a Bulky of -2. STR 9 does remove the Bulky -mods.

    Just a new FG DM who is a bit confuzzled...
    Morning,

    Seems like that's quite wrong, looks like it's applying -2 DM per missing point. I'll address that as it should be the difference in DM's, so STR 4 should be -2 DM Mod. I'll get this added to v1.1.4 which is coming soon.

    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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