-
August 5th, 2012, 22:11 #51
- Join Date
- Apr 2011
- Posts
- 2,253
Thanks for reporting it. I will look into it.
-
August 5th, 2012, 23:41 #52
I've noticed another bug. We had a bar room brawl (in the game, not a real one) and I had the brawling attack set up for all of the NPCs. Their attacks went fine, loading on the Resolver. When I right clicked and clicked on the critical, nothing came up (no brawling critical table ). The crits work fine for other attacks.
Timezone: GMT
Location: Dublin
Currently GMing: Ruins of Symbaroum 5E
Ultimate Fantasy Grounds Licence holder since 2013
-
August 6th, 2012, 00:12 #53
- Join Date
- Apr 2011
- Posts
- 2,253
Originally Posted by bennis1980
If I can't add it which of the existing criticals would you suggest as the default critical? MA Strikes? Krush? Impact? Something else?
A way to work around it is to use the Add Critical #1 and Add Critical #2 fields. Just drag the appropriate critical table to the field. Then when you right click an attack result with a critical there will be radial menu options for the criticals you setup. They should be straight down and down to the left.
-
August 6th, 2012, 00:15 #54
Granted, I don't understand all the issues with the different iterations of essentially the same ruleset, but the RMSS table would be the optimal choice IMO.
There were a few times I had to use it when GMing in the past and the table was quite appropriate to what was going on in game."I am a Canadian, free to speak without fear, free to worship in my own way, free to stand for what I think right, free to oppose what I believe wrong, or free to choose those who shall govern my country. This heritage of freedom I pledge to uphold for myself and all mankind."
- John Diefenbaker
RIP Canada, February 21, 2022
-
August 6th, 2012, 00:21 #55
I agree. The last thing I want is my party in trouble with the guards for killing someone while partaking in a friendly bar room brawl.
I wouldn't mind even if I had to enter all of the results by hand (if it's a legal issue).Timezone: GMT
Location: Dublin
Currently GMing: Ruins of Symbaroum 5E
Ultimate Fantasy Grounds Licence holder since 2013
-
August 6th, 2012, 00:33 #56
- Join Date
- Apr 2011
- Posts
- 2,253
Originally Posted by bennis1980
-
August 6th, 2012, 00:41 #57
They are deadly (that's irish for great, so is "lethal")
Timezone: GMT
Location: Dublin
Currently GMing: Ruins of Symbaroum 5E
Ultimate Fantasy Grounds Licence holder since 2013
-
August 7th, 2012, 08:47 #58
Supreme Deity
- Join Date
- Mar 2007
- Posts
- 20,566
Just pushed a test version (v2.9.2) with some speed optimizations around loading script files from disk (folder or PAK).
When Dakadin mentioned this to me, I remembered that the original developers had set up class scripts to load from disk every time a new instance was instantiated. Great for debugging scripts, not so good for speed. So, I worked up a patch for the next version.
Please let me know if it helps.
Regards,
JPG
Thread Information
Users Browsing this Thread
There are currently 1 users browsing this thread. (0 members and 1 guests)
Bookmarks