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January 30th, 2012, 21:52 #1
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Creating New Critical Tables to Add to RMC
I am going to try to explain how to create a new Critical Table so that it will be available in the RMC ruleset. Some basic knowledge of XML and FG module creation will be helpful but hopefully not required since I will point out what you should read to get familiar even to make these crit table modules.
You will need to create a new module for your crit tables. A module is a ZIP file that has been renamed to have a .MOD extension instead of the normal .ZIP extension. More information on module creation can be found here: https://www.fantasygrounds.com/forum...ad.php?t=12948. You won’t need to read the whole PDF that is attached but I would recommend at least understanding through section 3.1.
The attached ZIP file is a module containing the following 3 files:
thumbnail.png
definition.xml
db.xml
The thumbnail.png is just the image that will show up when activating the module. Try to keep it around 100 pixels on the largest side.
Definition.xml is a short XML file that just specifies the name, author and ruleset of the module. The file looks like this:
Code:<?xml version="1.0" encoding="iso-8859-1"?> <root> <name>MODULE NAME</name> <author>AUTHOR NAME</author> <ruleset>RolemasterClassic</ruleset> </root>
The db.xml file is where your critical table information will go. You can put more than one critical table in this file. Here is what the start and end of the file needs to look like:
Code:<?xml version="1.0" encoding="iso-8859-1"?> <root version="2.0" RMCVersion="0.35"> <RMTables static="true"> [TABLES GO HERE] </RMTables> </root>
The table starts with the following line:
Code:<AAA-01>
Code:<AAA-02>
This next line doesn’t need to be changed:
Code:<TableType type="string">Result</TableType>
Code:<Class type="string">Arms Criticals</Class>
This next line doesn’t need to be changed:
Code:<SortOrder type="string">Ascending</SortOrder>
Code:<Name type="string">CRIT NAME</Name> <Abbreviation type="string">X</Abbreviation> <Source type="string">CRIT SOURCE NAME</Source> <Id type="string">AAA-01</Id>
After this is the <Columns> section. This section stores the Id and Title for each column of the critical table. For example the first entry is this:
Code:<id-00001> <Id type="string">01</Id> <Title type="string">A</Title> </id-00001>
The <Degrees /> and <Criticals /> lines shouldn’t be changed.
The next section is the content of the chart. It is broken up by rows which represent the die roll for that column. There are usually 19 rows for a standard 1-100 critical table. Each row starts with an <id=#####> tag and ends with an </id=#####> that have matching numbers in place of the #####. The sample file has all 19 rows that a normal critical table would have but needs the appropriate information entered.
Each row starts with the Roll entry is where the roll numbers are stored. They look like this:
Code:<Roll type="string">01-05</Roll>
The next section is the <Entries> tag which has an item for each column. These end up being the individual cells of the table for that row. You will notice they use the same <id-#####> tag identifier scheme starting with <id-00001> and going to <id-00005>.
The <Entries> section will start with the following:
Code:<ColumnId type="string">03</ColumnId>
The next section will be for the description Text of the cell:
Code:<Text type="string"> DESCRIPTION</Text>
After this is an <Effects> section that looks like this:
Code:<Effects> <id-00001> <Hits type="number">3</Hits> </id-00001> </Effects>
Code:<Hits type="number">6</Hits> <MustParry type="number">1</MustParry> <Stun type="number">1</Stun> <ParryPenalty type="number">-20</ParryPenalty> <NoParry type="number">1</NoParry> <Penalty type="number">-25</Penalty> <PenaltyRounds type="number">3</PenaltyRounds> <Bleeding type="number">1</Bleeding>
Code:<ColumnId type="string">05</ColumnId> <Text type="string"> “+20 hits and takes 2 hits/rnd. Opponent is stunned and unable to parry for 3 rounds and is at -25 for 6 rounds.</Text> <Effects> <id-00001> <Hits type="number">20</Hits> <Stun type="number">3</Stun> <NoParry type="number">3</NoParry> <Penalty type="number">-25</Penalty> <PenaltyRounds type="number">6</PenaltyRounds> <Bleeding type="number">1</Bleeding> </id-00001> </Effects>
The one last thing you need to do is replace the </AAA-01> ending tag for the table with your code. Make sure to put the / in there so that it knows that it’s the end of your critical table.
The only thing left to do is save the files and rename the ZIP file to a MOD file with your own file name and save it in the Fantasy Grounds Modules directory.
I hope this helps people enter in their critical tables from the old Rolemaster Companions or another source. Please let me know if something isn’t clear.Last edited by Dakadin; June 14th, 2021 at 18:29. Reason: Updating to change <Tables to <RMTables so it works with the CoreRPG version
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January 31st, 2012, 01:49 #2
Just started using your template. I'm following your instructions closely and I've nearly completed the first table. The only thing I'm unsure about is what this refers to specifically: "The critical table source name should replace CRIT SOURCE NAME"...what is the "critical table source name"? Is that like "Heat Critical" or "Spell Law" or something else entirely?
Aside from that, so far so good. Thanks for taking the time and effort to put this together.
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January 31st, 2012, 03:39 #3
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Your welcome.
The source is where you got the critical table from. Some examples would be Spell Law, Rolemaster Companion III, etc. It is mainly just informational from what I can tell.
Also if you put the template in your modules directory and rename it you will see that it shows up in your Rolemaster Modules and can be accessed in the table manager. It isn't very exciting because everything says DESCRIPTION and applies 3 hits to a combatant though .
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January 31st, 2012, 04:26 #4
The table works perfectly! I'll be working on translating a few of my companions this week for playtesting this weekend...very excited!
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January 31st, 2012, 05:06 #5
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WOO HOO!!! Glad to hear it! I was hoping that I explained it well enough . Hopefully you will get some use out of them with the additional criticals or you will feel comfortable enough to make your own attack tables from the companions. Eventually I will have to input the information from my companions also. I am just being lazy about it .
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January 31st, 2012, 23:00 #6
Very clear...the only thing that I'm unsure of is precisely what portion of the .mod-file's db.xml to copy and paste from in order to keep adding new crit tables to the same .mod file.
Thanks again!
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January 31st, 2012, 23:10 #7
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My example used <AAA-01> and </AAA-01>. Those are the starting and ending tags for 1 table. If you copy that whole section out and into another db.xml then you will have the new table in it. So it should look like this shortened version:
Code:<?xml version="1.0" encoding="iso-8859-1"?> <root version="2.0" RMCVersion="0.35"> <Tables static="true"> <AAA-01> .... </AAA-01> <AAA-02> .... </AAA-02> <AAA-03> .... </AAA-03> </Tables> </root>
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February 1st, 2012, 12:10 #8
Nope that's perfect. Closing in on completing my third table and I've had a quick look in FG to make sure that they work and they do!
Thanks again for the lessons.
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February 1st, 2012, 19:06 #9
Great to see this: I wish I could expand on the topic, but I am very rusty on it. Rep to Dakadin for this thread.
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May 1st, 2013, 19:08 #10
Can you use two characters in the Abbreviation IE ST (for stun) and will it get confused if I reuse a letter, like if I use S instead (if I can't use two characters) or is the Abbreviation only used in the active table (I can of course NOT use both S for stun and Slash on the same table).
<Name type="string">STUN</Name>
<Abbreviation type="string">ST</Abbreviation>
or
<Name type="string">STUN</Name>
<Abbreviation type="string">S</Abbreviation>
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