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  1. #41
    Quote Originally Posted by steff View Post
    curiosity, is there code for 'foe loses initiative for X rounds'?

    also, if i add the line <Text type="string"> you lose initiative</Text> in the effects section, does that add that line into the combat tracker when the result is drug over there or does that not do anything?
    There isn't any code yet for loses or gains initiative at this point. The main issue is RM doesn't really define what that means so every GM will interpret it differently. I would love to hear a few perspectives on how it is used in people's games though so I can see if there is anyway I can provide some options and add it as automation in the ruleset.

    You can try using this in your critical table definition and it should drag over the text so you can keep track of it:
    <Effect type="string">Loses initiative</Effect>

    I haven't tested it but should show up in the combat tracker as an effect. Then you would just need to adjust the duration if it is for more than one round.

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  2. #42
    Last edited by steff; April 3rd, 2021 at 06:15.

  3. #43
    Another poster suggested 'INIT:-200' where i assume the 200 represents one round of initiative.

    i'm not sure how the software keeps track of actual initiative. Does it utilize a timer of sorts where you can subtract a number from the timer and it simply moves on to the next person?

    if true and -200 equals the loss of a round then i would just put in the duration (in rounds) after the effect is populated on the combat tracker, unless of course there is a way to code the number of rounds (duration) of the effect.

    just curious since i am not familiar with the mechanics of the software.

    Last edited by steff; April 3rd, 2021 at 17:42.

  4. #44
    deleted original post because i answered my own question.
    Last edited by steff; April 3rd, 2021 at 18:05. Reason: deleted post

  5. #45
    JohnD's Avatar
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    For anyone else reading, INIT: -200 simply applies a modifier of -200 to whatever you roll for initiative, pretty well guaranteeing you're going at the end of the round.

    I've switched to Open Ended Up & Down initiative rolls, so the same 3 people don't always go 1st, and the same 3 people don't always go last... you can get some pretty high or low initiative rolls under this scheme which I personally like.
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  6. #46
    Ooooh.. that makes sense.

    Thanks for the assistance.

  7. #47
    Hi all - new to FGU but a Rolemaster fan for a long time. I followed the instructions in this thread to build the RMC V Disintegration Crit table (including the switch to <RMTables> for my player's Force Mage. The mod is recognized as a Mod, no process errors on load; but the table will not show under the RMC Tables or FG Tables. So, my question is...does this process work in FGU? After the Crits are ready, it will be on to the Attack Tables. Thanks

  8. #48
    QuirkyBirky's Avatar
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    Sep 2020
    Peak District, England
    It definitely works in FGU. I've put a few tables together myself (as a complete novice to FG). If it's not showing up then there's probably something not quite right in the XML (I had issues relating back to the ocr of the table). It can be a bit frustrating or demoralising but stick with it.

    I don't know if you've seen the Spacemaster Attack and Critical Table thread on here, but there's some useful stuff in there, including some python code put together by Strubbel which does a lot of the donkey work for critical tables.

  9. #49
    Great, thanks for the note Quirky! That tells me I'm not wasting my time. I got worried last night when Dakadin's sample code did the same thing...could be loaded as a mod but would not show in the GUI as a selectable table. I removed all the other mods and extensions but still the same thing. I'll play with it some more today then.

  10. #50
    QuirkyBirky's Avatar
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    Sep 2020
    Peak District, England
    Are you using anything to check your XML? Something like XML Marker can help flag up any issues with the structure (like a missing end tag) that could prevent it from working.

    You shouldn't need to remove any other mods or extensions.

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