STAR TREK 2d20
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  1. #71
    Thanks for the reports and information to find the rules in the book. I don't get to play BRP and any help to clarify rules is a huge help.
    Dominic Morta
    Ruleset Developer
    Smiteworks

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  2. #72

    Join Date
    Mar 2009
    Location
    Lidingö, Sweden, Europe
    Posts
    344

    Double clicking on skill name does not yield the level of success

    I noted that if you double click on a skill name the roll does not yield the level of success.

    I implemented a fix by doing the following:

    In record_char_skills.xml I inserted a script in the string field 'label':
    Code:
    <stringfield name="label">
    	<anchored height="20">
    		<left anchor="left" offset="15" />
    		<top anchor="top" offset="5" />
    		<right anchor="right" offset="-83" />
    	</anchored>
    	<font>sheetlabelmini</font>
    	<keyeditframe>
    		<name>shadelinesmall</name>
    		<offset>0,3,0,0</offset>
    	</keyeditframe>
    	<script>
    		function onDragStart(button, x, y, draginfo)
    			return window.action(draginfo);
    		end
    
    		function onDoubleClick(x, y)
    			window.rollDice();
    		end
    	</script>
    	<!-- lookup test -->
    	<lookup>Skills</lookup>
    	<script file="scripts/lookuphandler.lua"/>
    </stringfield>
    And then I changed three functions in charsheet_skilllistitem.lua:
    Code:
    function action(draginfo)
      local nodeChar = windowlist.window.getDatabaseNode();
      local rActor = ActorManager.resolveActor(nodeChar);
    
      local rAction = {};
      rAction.totalskill = total.getValue();
      rAction.label = label.getValue();
    
      ActionSkill.performRoll(draginfo, rActor, rAction);
      return true;
    end
    
    function rollDice()
      action();
    end
    
    function dragDice(button, x, y, draginfo)
      if draginfo.getCustomData() then
        --[[ nothing to do, already set up --]]
      else
        -- make this a special type to allow skill chances to change
        draginfo.setType("BRPSkillRoll");
        return action(draginfo);
      end
    end
    It works for me, but of course there might be a better way of doing it.

    /Peter

  3. #73
    Quote Originally Posted by peterb View Post
    I noted that if you double click on a skill name the roll does not yield the level of success.

    I implemented a fix by doing the following:

    In record_char_skills.xml I inserted a script in the string field 'label':
    Code:
    <stringfield name="label">
    	<anchored height="20">
    		<left anchor="left" offset="15" />
    		<top anchor="top" offset="5" />
    		<right anchor="right" offset="-83" />
    	</anchored>
    	<font>sheetlabelmini</font>
    	<keyeditframe>
    		<name>shadelinesmall</name>
    		<offset>0,3,0,0</offset>
    	</keyeditframe>
    	<script>
    		function onDragStart(button, x, y, draginfo)
    			return window.action(draginfo);
    		end
    
    		function onDoubleClick(x, y)
    			window.rollDice();
    		end
    	</script>
    	<!-- lookup test -->
    	<lookup>Skills</lookup>
    	<script file="scripts/lookuphandler.lua"/>
    </stringfield>
    And then I changed three functions in charsheet_skilllistitem.lua:
    Code:
    function action(draginfo)
      local nodeChar = windowlist.window.getDatabaseNode();
      local rActor = ActorManager.resolveActor(nodeChar);
    
      local rAction = {};
      rAction.totalskill = total.getValue();
      rAction.label = label.getValue();
    
      ActionSkill.performRoll(draginfo, rActor, rAction);
      return true;
    end
    
    function rollDice()
      action();
    end
    
    function dragDice(button, x, y, draginfo)
      if draginfo.getCustomData() then
        --[[ nothing to do, already set up --]]
      else
        -- make this a special type to allow skill chances to change
        draginfo.setType("BRPSkillRoll");
        return action(draginfo);
      end
    end
    It works for me, but of course there might be a better way of doing it.

    /Peter
    I'm ok with adding this feature, just wondering the chat output you are looking to have. Can you provide me an image of the output with your new code?
    Dominic Morta
    Ruleset Developer
    Smiteworks

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  4. #74

    Join Date
    Mar 2009
    Location
    Lidingö, Sweden, Europe
    Posts
    344
    Quote Originally Posted by superteddy57 View Post
    I'm ok with adding this feature, just wondering the chat output you are looking to have. Can you provide me an image of the output with your new code?
    The first output is from double-clicking on the skill name and the second one after double-clicking on the skill value.
    skill_label_roll.png

    /Peter

  5. #75
    Quote Originally Posted by peterb View Post
    The first output is from double-clicking on the skill name and the second one after double-clicking on the skill value.
    skill_label_roll.png

    /Peter
    Ok, that makes more sense and is an easy add. I won't be using your code, but thank you for pointing me to the problem area. I will add it to the next weekly update.
    Dominic Morta
    Ruleset Developer
    Smiteworks

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  6. #76

    Join Date
    Mar 2009
    Location
    Lidingö, Sweden, Europe
    Posts
    344
    Thanks for the fixes that were released yesterday.

    However, something strange is going on with the missile damage bonus. See the image below. The chat windows message says it's rolling a 1d2 for the damage bonus but the actual dice used is 1d4.

    missile_damage.png

    Basic Roleplaying: the Chaosium Roleplaying System (v2021-05-10)
    Core RPG ruleset (v2021-05-11) for Fantasy Grounds

    /Peter
    Last edited by peterb; May 12th, 2021 at 15:54.

  7. #77
    Quote Originally Posted by peterb View Post
    Thanks for the fixes that were released yesterday.

    However, something strange is going on with the missile damage bonus. See the image below. The chat windows message says it's rolling a 1d2 for the damage bonus but the actual dice used is 1d4.

    missile_damage.png

    Basic Roleplaying: the Chaosium Roleplaying System (v2021-05-10)
    Core RPG ruleset (v2021-05-11) for Fantasy Grounds

    /Peter
    That because it does a 1/2 dmg bonus roll. It should be rolling the 1d2, but I believe there is no 1d2 and uses the 1d4 instead to do it. I used what was used previously.
    Dominic Morta
    Ruleset Developer
    Smiteworks

    How to zip up your campaign if the Developers ask for it-How to zip up your campaign if the Developers ask for it

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  8. #78

    Join Date
    Mar 2009
    Location
    Lidingö, Sweden, Europe
    Posts
    344
    OK. But the intended range, when the damage bonus is 1d4, is 1 to 2 for missiles and as you can see in the image (case 1 and 3) it return both 3 and 4 and that is not supposed to happen. I also tested with a 1d6 damage bonus, where the range should be 1 to 3 but the rolled range is 1 to 6. I made very sure that the weapon type was "Missile" so that there would be no mix up.

    This image is a screen-shot from the Old Basic Roleplaying ruleset:
    missile_damage_old_brp.png

    /Peter
    Last edited by peterb; May 12th, 2021 at 16:22.

  9. #79
    Ah, ok. Sorry missed that. I'll see why it's not doing the other die types.
    Dominic Morta
    Ruleset Developer
    Smiteworks

    How to zip up your campaign if the Developers ask for it-How to zip up your campaign if the Developers ask for it

    How to provide an Unity Connection issue?-Connection Issues and What to Provide

    Unity Updater issue?-Updater Issues

    Classic and Unity Port Forwarding?-Fantasy Grounds Connections Explained

    Comcast or Cox ISP User?-Comcast XFinity and Cox Users

    Have a suggestion?-Idea Informer

  10. #80

    Join Date
    Mar 2009
    Location
    Lidingö, Sweden, Europe
    Posts
    344
    Quote Originally Posted by superteddy57 View Post
    Ah, ok. Sorry missed that. I'll see why it's not doing the other die types.
    Great, thanks!

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