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May 8th, 2020, 22:20 #171Zealot
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I'm trying to set up a Monk for one of my players and using the old guide from 1.5 I figured out how to add in the MA Strikes, Sweeps & Throws in to the Combat tab. Martial Arts.JPG On the right side of the Martial Arts section it looks like a slide bar was trying to load but I only have 2 lines in there but when I add this character to the CT you can see all of their attacks but I somehow got this mysterious blank attack that keeps showing up. I deleted their Martial Arts from the Combat tab and added them back in but the blank attack keeps appearing. I added in the same MA skills to another character, Onna, and added her to the CT but there is no blank attack on hers so I'm not sure what's happening. There is also some 'chain' looking icon appearing next to a lot of the numbers and Crown icons. I'm not sure what those are either and it's not something I can click on. I also can't click on the Crown icon for any of the MA attacks to open the information like you would clicking on the Mace. I also saw some new errors in the Console I hadn't seen before. MA Errors.JPG. I think they showed up in the console after I was messing around with the ranks but I've not been able to recreate what caused this just yet. The script error at the bottom happened when I was trying to click on one of those chains and accidentally grabbed the number 1 and dropped back on the CT.
Xen
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May 8th, 2020, 22:58 #172Celestial Paragon
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Hi Xen,
The extra blank is likely a spot where I missed the initial blank entry that exists for the attacks and defenses. It is removed if there is a normal attack listed in the weapons section. I will track it down. The error probably occurred when the blank attack was created. Thanks ofr the screenshot of it, since it should help me to track it down.
The "chain" icons represent links back to the source sheet whether it is an NPC or PC. If you change the source it should update the linked field.
I removed the link (red crown) icons from the martial arts because they don't use the items They use the Martial Arts section instead. Opening them wouldn't work in that case. It is the same thing for the Parry entry in the defenses.
Hopefully this weekend, I can finish up with the parts that should clean up quite a bit of what you are encountering.
Dakadin.
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May 9th, 2020, 05:39 #173Zealot
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I was playing around with setting up an encounter with some Goblins. I had gone through some tutorials I found for encounter setups but I was wanting to create an encounter that could have Goblins of different types such as in this image. Goblin Encounter.JPG. I know I can set up an encounter that will randomly throw out a number of foes if I used something like 1d6 but in this case I was simply wanting to have a list of various types of Goblins and be able to open that encounter and manually select whatever I wanted out of that list.
Let's say I only wanted the Goblin Archer and the Shortsword goblin to load. I would select the 2nd goblin and set its number to Zero, but if I clicked the 4th goblin and try to set him to zero then the last one I had selected would revert back to 1. So the only goblin I could set to Zero would be whichever one was currently selected. If I clicked the button to add the encounter to the combat tracker then it would add them all except for whichever goblin that was set to Zero. Is there another way I should be doing this? I know I can drag the individual types of goblins right from the NPC list but I was going to work on setting up groupings of encounters by types, such as goblins, orcs, skeletons, etc, then have a variety of those types of creatures in each group.
Xen
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May 9th, 2020, 06:59 #174Celestial Paragon
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Hi Xen,
I did some tests and the problem you are having is the encounters will allow a minimum of 1 for the quantity of NPCs of a given type so once you leave that field it sets it back to 1.
You might be better off just creating a separate encounter for each different type. You can use the filter at the bottom of the encounter list window and type in the type of creatures you want encounters for and it will just show those. Then open the encounters you want to use.
The other thing in case you didn't realize it, is you can drag the tokens from the encounter to a map and when you use the encounter it will automatically add them to the Combat Tracker and the map in the spots where you placed them.
If you want random things then look at the FG tables, story templates and random encounters. I seen some amazing things people have created with those.
Hopefully that helps,
Dakadin
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May 9th, 2020, 15:32 #175Zealot
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Ok I see what you are saying now, yeah that does help. It took some more playing around with it but I think I got it. I know I had read about dragging tokens down to the map to kind of preset an encounter but I guess I just wasn't doing it right. So I created an encounter with a goblin archer, placed the tokens on the map which of course placed the Checkmark for each token then closed the encounter which causes all the tokens to disappear from the map. I clicked the shortcut for the encounter to reopen the encounter and dragged the encounter icon to the CT to load them all which makes them appear back on the map.
I did notice though that after placing the tokens and closing the encounter window, if I clicked the shortcut it opens that window back up but the tokens are still missing from the map until I load them in to the CT. Should the tokens appear and disappear each time you open that encounter window? What if I placed the tokens on the map but happen to forget where on the map they were placed? I think I would just have to add the encounter to the CT so I can see them again so I could move them. Token Placement.JPG
I was thinking it would be nice to be able to see the token placement in case I wanted to make placement adjustments before actually getting to an encounter instead of adjusting as the encounter happens and without having to add them to the CT to do it but after further testing this looks like a Unity specific thing. I loaded up a 5E campaign and went through the same steps and the tokens there don't reappear until they are loaded in to the CT either.
Xen
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May 9th, 2020, 17:17 #176
Once placed and the encounter closed, the tokens only appear again when the encounter is loaded into the CT.
If you want random amounts of creatures use the Random Encounter. You can do a lot of options in there to determine numbers, even something like 1d4-3 which will give you 0 of that creature type 75% of the time and just 1 the rest of the time. Very useful."I am a Canadian, free to speak without fear, free to worship in my own way, free to stand for what I think right, free to oppose what I believe wrong, or free to choose those who shall govern my country. This heritage of freedom I pledge to uphold for myself and all mankind."
- John Diefenbaker
RIP Canada, February 21, 2022
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May 10th, 2020, 00:38 #177Zealot
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Over the past week some friends and I have been running a game going through the basics of character creation, how to use controls, a number of combat scenarios and some other stuff. Aside from all of us being FG newbies we had a lot of fun and it was such a blast rolling the RM dice with my friends again who all live in another state. (I was the one that moved away!)
During this time I came across a number of items I found and thought I'd just compile one list and post it all at once. Some of the stuff I've found concerning weird image loads and disappearing text I can't actually count out that it wasn't just my system freaking out but it was still something I would repeatedly see.
CL - Table 04-01 Race Abilities, table cuts off at the bottom at Greater Orc and can't see Troll.
CL - Primary Skills - Except for Disarm Traps, Pick Locks, Stalk and Hide which don't have enough text in their descriptions for a scroll bar, all other skills in this list won't scroll and most of the scroll bar buttons are overlapping each other.
CL - Secondary Skills - No scrolling on Dance, First Aid, Frenzy, Lore skills except Technical, Meditation, Music, Rowing, Seduction, Spell Mastery and Tumbling
CL - Secondary Skills - No scrolling and scroll buttons overlapping - Subduing, including created skills. Long descriptions the text blips in and out. While writing the description for this the text kept blanking out and I'd lose where I was at but if I kept writing the text would show back up. Skill scroll buttons.JPG
AL - Image issues. In one example (AL 1.0 Text Gap.JPG) I clicked on the Crown icon at the header for 1.0 Introduction opens another window which is identical to the page in the Reference window but when the new window opens the images don't load. If I resize that window, close it and reopen it then I can see the images. (AL Credits Missing Images Resized.JPG) The images are still there even if I can't see them because I can click on the empty space and the image itself loads in another window. (AL Credits Missing Images.JPG)
AL 4.10 - I couldn't find this table in any of my books but it seems to me like there should be information there in the first column. (Missing Column Info.JPG)
Misc
Unable to drag any item from RM Tables down to the hotkeys. I was wanting to hotkey the tables for Spell fumbles, M&M and Resistances.
Hopefully I'm not throwing out stuff that you are already aware of Dakadin.
Seems like you may have mentioned something about images and window sizing, I just couldn't remember. lol
Xen
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May 10th, 2020, 15:14 #178Zealot
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I was playing around with manually creating Bleeding affects on characters The first time I did it I bled the character for 25 a round and at Zero hit points they went unconscious. So I kept clicking through the rounds until it maxed at 191 (character has 100 hp + 91 Con stat) and it threw an error. (Bleeding Attempt 1.JPG)
I tried doing this a few more times but I couldn't get that error to repeat.
Xen
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May 10th, 2020, 23:33 #179Celestial Paragon
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Thanks Xen. I will look into those.
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May 10th, 2020, 23:58 #180Celestial Paragon
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This table is in RMC Arms Law on pg 43 of my PDF: RMC AL Table 04-10 Base Movement Rate Chart.JPG
I haven't even looked into doing that yet.
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