GI JOE RPG Launch
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  1. #21
    Thanks Dakadin, yep was reading about your new version so have already prepared a copy for there, just need to track down ''the test channel'' next and have a gander at what u have built. Love ya work!

  2. #22
    You can get to the test channel by clicking on Settings after you start FG. The window that opens in FGC has Mode at the bottom. In FGU, you need to go to the Advanced tab and choose the Build Channel at the bottom.

    I am finishing up some fixes for the RolemasterClassic v2 ruleset that I am hoping to turn over in the next day or 2 so it can be pushed to the test channel.

  3. #23
    Beauty! will give it a bash, love ya work!

  4. #24
    Fantastic tutorial and great template - came across as I found a need to add in one of the tables from RMC III, and was wondering how.

    Quick question on other effects. Is there a command for any of the following crit outcomes that can be added to the XML template to add an appropriate effect?

    a) "...he drops and dies after 3 more rounds."

    b) "He is down and out for 20 rounds."

    c) "Foe moves at -50...."

    Thanks @Dakadin

  5. #25
    Sulimo's Avatar
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    Dakadin can correct me if I am wrong, but I seem to recall that the existing critical tables have something similar to your examples.

    I believe it will say something like: dead in x rounds, or -50.

    The system parses most of the effects automatically.

    Just drag the critical result to the target.



    You can see that it has gotten the Stun, Stun and unable to parry, and dying. It will automatically parse any negatives as well.

  6. #26
    Hi mikegraf,

    Here is a cheat sheet that I used when redoing the critical tables. It just has examples that I would copy in and make modifications to.
    <TrueCondition type="string">Shield</TrueCondition>
    <TrueCondition type="string">Helm</TrueCondition>
    <TrueCondition type="string">Facial Armor</TrueCondition>
    <TrueCondition type="string">Neck Armor</TrueCondition>
    <TrueCondition type="string">Chest Armor</TrueCondition>
    <TrueCondition type="string">Abdominal Armor</TrueCondition>
    <TrueCondition type="string">Arm Armor</TrueCondition>
    <TrueCondition type="string">Wrist Armor</TrueCondition>
    <TrueCondition type="string">Leg Armor</TrueCondition>
    <TrueCondition type="string">Cloak</TrueCondition>
    <TrueCondition type="string">Metal Armor</TrueCondition>
    <TrueCondition type="string">Metal Chest Armor</TrueCondition>
    <TrueCondition type="string">Metal Leg Armor</TrueCondition>
    <TrueCondition type="string">Metal Armor No Shield</TrueCondition>
    <TrueCondition type="string">Metal Arm and Chest Armor</TrueCondition>
    <TrueCondition type="string">Leather Helm</TrueCondition>
    <TrueCondition type="string">Leather Chest Armor</TrueCondition>
    <TrueCondition type="string">Leather Leg Armor</TrueCondition>
    <TrueCondition type="string">Hip Armor</TrueCondition>


    <TrueCondition type="string">Metal Armor</TrueCondition>
    <ConditionalEffects>
    <id-00001>
    <Hits type="number">20</Hits>
    </id-00001>
    </ConditionalEffects>

    <AttackerEffects>
    <id-00001>
    <NextRoll type="number">10</NextRoll>
    </id-00001>
    </AttackerEffects>
    <Effects>
    <id-00001>
    <Wound type="string">Brain</Wound>
    </id-00001>
    </Effects>

    <AttackerEffects>
    <id-00001>
    <NextRoll type="number">10</NextRoll>
    </id-00001>
    </AttackerEffects>
    <AttackerEffects>
    <id-00001>
    <NextAttack type="number">10</NextAttack>
    </id-00001>
    </AttackerEffects>

    <Hits type="number">20</Hits>
    <Bleeding type="number">3</Bleeding>
    <MustParry type="number">2</MustParry>
    <ParryPenalty type="number">-5</ParryPenalty>
    <Stun type="number">2</Stun>
    <NoParry type="number">2</NoParry>
    <Penalty type="number">-50</Penalty>
    <PenaltyRounds type="number">3</PenaltyRounds>

    <Broken type="string">Shield</Broken>
    <Broken type="string">Helm</Broken>
    <Broken type="string">Torso Armor</Broken>
    <Broken type="string">Leg Armor</Broken>
    <Broken type="string">Boots</Broken>
    <Wound type="string">Brain fried</Wound>
    <StatDamage type="string">Pr:50%</StatDamage>
    <StatDamage type="string">Pr:5</StatDamage>
    <Effect type="string">Blinded</Effect>
    <Effect type="string">Kneeling</Effect>
    <Effect type="string">Paralyzed</Effect>
    <Effect type="string">Prone</Effect>
    <Effect type="string">Unconscious</Effect>
    <Effect type="string">Dead</Effect>
    <Wound type="string">Brain</Wound>
    <Dying type="number">12</Dying>
    A couple of them haven't been implemented in the code but I included them so I wouldn't have to go back through them again:
    • StatDamage


    I will add those some time after adding the extra effects needed.

    The rest should all be handled in the ruleset including the conditional criticals that you need to use the TrueCondition with and the ConditionalEffects. Here is an example from the Spell Law Cold D crit for 86-90:
    Code:
    						<id-00004>
    							<ColumnId type="string">04</ColumnId>
    							<Text type="string">Upper chest blast knocks foe down. If foe has chest armor, he is knocked out. If not, foe dies in 12 rnds due to a cold, cold heart.</Text>
    							<TrueCondition type="string">Chest Armor</TrueCondition>
    							<ConditionalEffects>
    								<id-00001>
    									<Stun type="number">3</Stun>
    									<Effect type="string">Prone</Effect>
    									<Effect2 type="string">Unconscious</Effect2>
    								</id-00001>
    							</ConditionalEffects>
    							<Effects>
    								<id-00001>
    									<Effect type="string">Prone</Effect>
    									<Dying type="number">12</Dying>
    								</id-00001>
    							</Effects>
    						</id-00004>
    Hopefully that helps. Please let me know if you have any other questions.

    Thanks,
    Dakadin
    Last edited by Dakadin; July 15th, 2022 at 17:37. Reason: Attacker Effects have been implemented.

  7. #27
    Quote Originally Posted by Sulimo View Post
    Dakadin can correct me if I am wrong, but I seem to recall that the existing critical tables have something similar to your examples.

    I believe it will say something like: dead in x rounds, or -50.

    The system parses most of the effects automatically.

    Just drag the critical result to the target.



    You can see that it has gotten the Stun, Stun and unable to parry, and dying. It will automatically parse any negatives as well.
    Unfortunately, the RM critical tables aren't consistent enough to really use parsing to get the effects so they are added as XML entries.

  8. #28
    Sulimo's Avatar
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    Ah, I thought it was parsing things out, I have not looked at the crit tables as of yet, so I was not aware.

  9. #29
    Perfect @Dakadin, thank you

  10. #30
    One other thing that hasn't been coded for yet is the Broken element.

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