Problems creating new skills when you are using skill categories
When you create a new skill and you have the skill category option turned on, you want to be able to set the skill category, but there is (currently) no way of doing this.
I read in an old changelog that you are supposed to be able to drag a skill from one category to another, but this doesn't work anymore. I tested it on an old version of the ruleset (from 2017), using Classic, and it works. It looks a bit odd, you drag two d10 (as if you where dragging a dice roll) and drop the dice on a new category, but it works. The feature that allowed dragging of skills to a new skill category was added in version 0.31.402. If you try and do the same in the current version on unity it does not work. You still drag dices but nothing happens. The current version behaves differently on classic. When you drag an existing skill in Classic, then you move the character sheet, and when you drag a new skill then you drag the name (but the skill is not moved to a new category).
It would be nice if the option to drag a skill (new or existing) to a new category could be re-implemented.
Another option would be to change what happens when you single or double click on the skill name. Currently a skill roll is performed. That could be changed so that the skill record is shown, then you could change the skill category that way. This is implemented in the CoC 7 ruleset, when you click on a skill name a skill form is opened. I see that a skill record form is included in the basic roleplaying ruleset but it seems like it's not used.
Anyhow, not being able to change the skill category makes it impossible to add new skills to the character sheet and that's a rather big problem (IMO).
/Peter
Problem with creating "sub-skills"
Some more investigations into why dragging skills that are sub-skills from the skill list to the character sheet doesn't work (see post #81 above).
In fact the handling of sub-label skills (skills that have a "father", such as Art, that can have many descendants) is not working properly. When you try and create a new sub-skill a whole new skill is created, and there's no way of making it become a sub-skill. The problem has been solved in the CoC rulesets. In those rulesets you can set the skill list in edit mode and click on a button and that way add descendants. For example, by clicking on a button labeled "Ln" you can create a new language sub-skill. But this means that you'll need one button per skill that can have sub-skills (and this may differ between the various basic roleplaying games...). The solution exists though so it should be doable.
/Peter
Mods not working as intended.
The problem is that a mod does not modify the skill level as it should, instead it modifies the dice roll result which gives the wrong end effect. If you add, say -10, to the mod window and then make a skill roll, then the result of the dice roll is modified by -10. Which is wrong.
In BRP a mod, like -10, is intended to modify the target number, a skill level or ability roll level etc. So if you have a Dodge skill at 60% and you get a -10 modification, then your temporary effective Dodge skill is 50%. You roll against this new level with an un-modified d100. By changing the skill level, the chances of getting a fumble, a special or a critical result are also changed. They go up with a bonus and down with a malus.
Looking at desktop\scripts\modifierstack.lua I see no obvious way of modifying the target number. The skill roll mechanics in \scripts\manager_action_skill.lua, for example, does have a rRoll.nTarget variable that represents the target number but you have no connection to the modifier stack in that script.
I discovered this problem when I was coding a Physical Penalty mod that would affect all skills with a physical component. I managed to use the ModifierStack.addSlot function to add the mod to the modifier stack but the end result was not what I expected.
Any ideas on how to solve this problem?
/Peter