Thread: RMC Ruleset Documentation
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February 12th, 2022, 20:25 #21
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Yeah I still need to change the way the skills are done because it was first developed to be hard coded to a location in the Character Law module. This became an issue when skills could be created within the interface because it won't put the skills where the primary skills are located. I need to change it so it is just a field on each skill so they can easily be changed.
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February 14th, 2022, 16:07 #22
That would be a big help. I know you're supposed to be able to define a primary skill somehow or other (tweaking the reference to reference.skilllist.primaryskills.list) but I've never managed to get it working. I resorted to amending the Character Law mod with my new primaries, which works fine until an update overwrites it (hence I end up in a scramble to find a backup copy of the modified mod).
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February 14th, 2022, 18:14 #23
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You can do it using another module but the primary skills need to be located at this location in the module:
Code:reference.skilllist.primaryskills.list
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February 16th, 2022, 13:03 #24
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October 18th, 2022, 16:20 #25
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October 18th, 2022, 16:28 #26
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October 18th, 2022, 16:32 #27
I believe all of the static skills automatically pull up the Alternative Static Action table when rolled.
When a PC rolls the static action skill, it will open the table resolver with this table and highlight the result.
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October 18th, 2022, 16:33 #28
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October 18th, 2022, 16:36 #29
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You can find the Alternative Static Action Table in the Other Tables section of RM Tables. There is also an option to turn on in the Optional Rules (GM) section called "ChL #24: An Alternative Static Maneuver Table" which if set to On will automatically use the appropriate column of the table when a SM skill is rolled.
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October 18th, 2022, 16:42 #30
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