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November 7th, 2020, 14:06 #981
I think my original question maybe not understood. I wasn't trying to create new skills. I was just trying to change Charm, Coercion, Negotiation, Deception, and Leadership from being in the "General" category to making a "Social" category on NPC character sheets.
While technically star wars doesn't separate them like that. I was looking to make an extension that allowed me to. Are you saying the setting button will allow this change?Last edited by sevrick; November 7th, 2020 at 14:10.
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November 7th, 2020, 15:36 #982Saint
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- Apr 2009
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TO make that work, you would have to have the skills in another module. The settings button will not work for that.
Also, when you create an npc and its skills is populated in the sheet, each skill there has a copy of the name, category. So even if you changed in an extension, it will not change the categories in existing npcs, only new ones
So, you would have to include your npcs in a different module, either re-edit them the way i explained in the xml, or create them from scratch
EDIT:
I just thought of a way to make this easier for you to create customized modules, or for any other reason people that also want to do that.
I will make it so when you drag a setting into a character/npc that already has the skills in the setting, so that those existing skills get updated with the new categories
That should helpLast edited by johniba; November 7th, 2020 at 16:24.
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November 7th, 2020, 18:04 #983
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November 7th, 2020, 18:06 #984
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November 7th, 2020, 23:08 #985
I remember awhile back I mentioned how the npc tokens display on the npc sheets were very small. Can we make those a little bigger?
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November 8th, 2020, 00:20 #986Saint
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- Apr 2009
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i think so, yes.
I will look into that
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November 8th, 2020, 17:53 #987
Something I noticed about Attachments. There needs to be a way to show applied mods to a weapon. Right now it shows what possible mods can be applied but not which of them have been applied. Maybe something that asks how many mods can be applied to this attachment. Then it would add spaces for it with check boxes next to each mod. I am not exactly sure how to show it but, thought I would mention it.
Also the Additional Rules Category on vehicles, doesn't allow for Paragraph Types.Last edited by sevrick; November 8th, 2020 at 18:29.
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November 8th, 2020, 22:14 #988Saint
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That looks a bit too complicated for now.
We need to find a simpler way. Maybe a field in the character's weapon that he can edit, and tell what mods he has.
Maybe the player, once he adds the attachment to the weapon, would edit the text to describe what it has.
If we dont be careful, this would become too complex, and maybe confusing too. Maybe in the future we could implement a better way.
We need to discuss this, maybe a future implementation.
I changed the field from string to formatted text.
Please download the new SW ruleset version
You will have to edit your xml, sorry:
Replace:
With:Code:<additional_rules type="string">
Code:<additional_rules type="formattedtext">
Last edited by johniba; November 8th, 2020 at 22:21.
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November 8th, 2020, 22:53 #989
Updated Libraries
Edge of the Empire Libraries
- I fixed some typos
- Fixed entries that didn't have page number references.
- Also if your attachments were giving you an error message that is fixed now.
- I applied Errata changes
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November 9th, 2020, 00:29 #990
I found a quick work around. It's pretty straight forward lol. Enter something like this in the Attachment after it is on your character
Balanced Hilt
Mod Options
* 1 Weapon Quality (Accurate +1) Mod. (Equipped 1 of 1)
* 1 Decrease encumbrance of weapon by one to a minimum of one Mod. (Failed)Last edited by sevrick; November 9th, 2020 at 00:32.
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