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  1. #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.

  2. #982
    Quote Originally Posted by sevrick View Post
    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?
    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 help
    Last edited by johniba; November 7th, 2020 at 16:24.

  3. #983
    Quote Originally Posted by johniba View Post
    YES

    That is my idea!

    The Settings database will be something like this:

    Name: name of the setting
    List of skills: here you will add all skills from the database, that are from the setting
    Notes: a long description for your setting


    During character creation, the character sheet will have no skills.
    The player will then choose a setting, this will populate the sheet with the skills.

    When i create this, i will elimitate the need for extensions, and someone could create a module with a complete setting, be it official or not

    It will also allow the GM to go crazy: want to have characters from different settings? Sure hehe
    Holy $#*! That's amazing, and ambitious. Good luck with that

  4. #984
    Quote Originally Posted by sevrick View Post
    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?
    That would be a nice feature. I am trying to use more Social Skills in my roleplaying (since I read about their expanded upon use in Genesys) and having them separate would help in that regard.

  5. #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?

  6. #986
    i think so, yes.
    I will look into that

  7. #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.

  8. #988
    Quote Originally Posted by sevrick View Post
    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.
    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.


    Quote Originally Posted by sevrick View Post
    Also the Additional Rules Category on vehicles, doesn't allow for Paragraph Types.
    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:
    Code:
    <additional_rules type="string">
    With:
    Code:
    <additional_rules type="formattedtext">
    Last edited by johniba; November 8th, 2020 at 22:21.

  9. #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

  10. #990
    Quote Originally Posted by johniba View Post
    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 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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