Maximum sanity is 99 - skill level in Unnatural.
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Many thanks, bro
Good job. I was checking it against CoC6e an d I can see where they refer to the earlier version to do an if about adding the d10.
Also, I get an Error when I delete anything off the Combat Tracker. [string "ct/scripts/ct_entry.lua"]:99: attempt to index global 'windowlist' (a nil value)
OK, I did make some changes to the extension. DeltaGreen.ext
I set the "Foreign Language" base to 0, instead of 50. I fixed the ability to talk in foreign languages, that was present in CoC6e. (Apparently, changing the name from "Own Language" and "Other Language" breaks the manager_language2.lua.
Altered references from KEEPER to HANDLER.
And I changed ability, skill, and combat rolls to set the MAX ability 99. Bonuses, were allowing the skill to set higher. I also made an adjustment for Unnatural abilities (Handler's Guide p.188) to have the correct Criticals.
I also added images, to make it less like CoC and more like DG. But I broke those out as a small Theme. Delta Green Theme
Attachment 36068
OK, I've made some (I think) big changes. I have altered the weapons to reflect DG statistics. This means fields for Kill Radius, AP, and lethality. I also removed any unused fields (bye-bye hands). Lethality works. It rolls the d100, if its under the target #, it drops the targes HP to 0 (it -should- be -2. I'll need to fix that). If its over, it adds the two dice together and applies as damage.
I added an armor field to the combat section (above weapons). Armor works. Armor Piercing works.
The Defensive Qualities from the Handler's Guide now work (p.190 Handler's Guide). in the Combat Notes of the NPC, just type in the Quality. Since I know string matching takes into account for caps, you will have to type in the words with the first letter capitalized. Except for "Out of Phase".
I've put in links to adjust damage types depending on the attack (Normal, Lethal, HyperGeometric, and Healing) and will start adding capabilities to use different types.
What doesn't work. The Combat Tracker. FG concatenates certain weapon qualities (name, atk, dmg) to create a usable text field. I have no idea how it does this, so I can't add extra fields to attackline. Worse, I did figure out where it reparses the information back, but I have no idea how to decipher the lua string.find script in ripping it back apart. This means you can't use AP and Lethality from the straight Combat Tracker. You -can- call up the NPC sheet from the CT and the rolls work just fine from there.
What I would like to work on - Called Shots and Critical Hits. I've programmed the Damage to react to the those two, but I have yet to figure out how to get them to detect those two. I will probably add those as an effect, and then attempt to detect them to make adjustments.
I've also made a few minor changes to the Delta Green Theme.
I think maybe we need to get rid of that "new" in the title. It's not old, no way. But, no offence, it's not *new* either! ;)
Here are the two extensions, placed at the bottom for easier location.
DeltaGreen.ext v0.0.8