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  1. #3051
    Quote Originally Posted by Xyvius View Post
    I think this is a good approach, I just have issues with it not letting you change the career flag immediately after "importing" them. I have found though that if you "exit" the campaign and reload it, they seem to work fine.
    Yeah that is a bug, will fix that this week

    Quote Originally Posted by Xyvius View Post
    Yea I saw these, but have not looked at them due to the fact that I don't play any of those settings.
    I would say download the ones for genesys, at least for the core and CRB, maybe they have something useful as they have all skills, talents etca from those books
    It is a good starting point. Also, I added features to the ruleset so that it makes it easy for you to complement that data with the missing descriptions and add to your campaign
    I do have a video explaining how to do that, I want to record a new tututorial but mayube it is still useful



    Quote Originally Posted by Xyvius View Post
    I tried "sharing" a setting and then creating a character, still doesn't show up if the mod is read-only. Not sure if it is something I am doing wrong or what...
    Let me check on that.

  2. #3052
    Quote Originally Posted by Xyvius View Post
    Side Item...

    As a step towards future automation, have you considered adding Item Qualities to the mix. I realize that now they are placed as a "special" in the items themselves, but by having those defined elsewhere, they could later have features automated based on which ones are listed in special when a character has them equipped. (Not sure I am Clear here, let me give an Example)

    Let's say i have a Laser Pistol. It has Pierce 2 listed under "special". If there was a database with Item Qualities that had an entry for "Pierce" with stats like:

    Name: Pierce
    Activation: Passive
    Ranked: Yes
    Type: Rank Mulitplier (These could be a drop menu of various possible calculation types)
    Effect: Ignore Soak (These could vary greatly based on the possible options used by the system)
    Value: 1

    This could in the future automatically take the "2" from the special line in the item and multiply that rank by the value and apply the change...

    By creating a "frame-work" for qualities that can be universally set and added to, you would not have to hard code each individual "Quality" only the types generically. GMs could even create there own qualities using this and could further customize their setting...

    Obviously this is off the cuff and the fields would have to be considered and the mechanics of what effects "could" be used would have to be set and hard coded into that automation. but just having the entries available would be a step in that direction.... my lack of playing this system is limiting my ability to flesh this out more on my own, but as we continue to have sessions, I am sure this will improve. but it is just an idea.
    Oh yes I do have it in my wishlist for sure. I always use 5E as my inspiration, I usually check their code to learn stuff. I do believe Smitework's best code is in there, specially in regards to automations.
    So when I decided on going with the one field listing all characteristics, I always thought of later having a code to parse through that, when we use automation, just like in 5E

    Dont worry though, even if it comes to pass that eventually we see that is not the right approach for this when I get to work on automations, I can always write down code to update data in a newer versions (I already have code in the rulesets that can handle updating data in an upgrade)

    But your suggestion will go to my to-do list that I keep, for future reference to use, thanks

  3. #3053

    Join Date
    Jul 2010
    Location
    Vendsyssel (Denmark)
    Posts
    881
    Do we have any idea when the new locations are ready?

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