Thread: CoC 7e Rules Extension Release
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January 5th, 2016, 16:38 #71
So, the difference is in the data, not in the format of the weapon entry in FG? If that is the case, then the XML specification doesn't change - just the data that you put in the record. In which case, the XML and XSD you post above for the v6 ruleset will be the same for the v7 ruleset.
Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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January 6th, 2016, 10:37 #72
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Hi Guy's !
I wanted to know if I'm the only one with a script error loading a PC in CT?
Code:Script Error: [string "ct/scripts/ct_entry.lua"]:144: attempt to index global 'initresult' (a nil value)
I can not fix this bug, I do not know enough ...MJ / Modeur français.
Tuto FG2 / Replays : https://www.youtube.com/user/kael79000/
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January 6th, 2016, 12:08 #73
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New update to the extension to fix script error with latest SmiteWorks releases.
Hi martel,
As Trenloe says, I did not change the weapon structure in this extension. Is there some change in the rules that requires a change in the structure which I didn't notice?
Karl79,
I have made a quick update to the extension to fix the drop of PCs in the combat tracker.
Happy Kings Day!
Version 1.0.7:
Attachment 12489
As always, please post any problems here.
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January 6th, 2016, 13:24 #74
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Thank you !
MJ / Modeur français.
Tuto FG2 / Replays : https://www.youtube.com/user/kael79000/
Communauté JDRVirtuel :
https://jdrvirtuel.com/
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January 6th, 2016, 16:54 #75
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@ianmward,
Thanks for your dedication to updating this extension, we appreciate your time and effort. You rock!!
BoomerETNo signature needed, please leave parcel on the porch.
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January 9th, 2016, 22:19 #76
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hey,
i try to earn the system FG3 :-) and i begin by CoC my game favorit.
I test to fight one player vs one npc, when the player target the npc it is ok (touch ok, damage ok)
but when is turn to npc, (touch ok, damage KO) no target player is impact (i have add the player as target in CT);
this is my debug to simple test fight: (in red color the strike npc to player)
Runtime Notice: s'onAttack: ' | { s'sType' = s'pc', s'sCreatureNode' = s'charsheet.id-00001', s'sCTNode' = s'combattracker.list.id-00009', s'sName' = s'Martel de la pie qui chante' } | { s'sType' = s'npc', s'sCreatureNode' = s'combattracker.list.id-00003', s'sCTNode' = s'combattracker.list.id-00003', s'sName' = s'Abhoth, Larves de' } | { s'aDice' = { #1 = { s'result' = #24, s'type' = s'd100' } }, s'nMod' = #0, s'sType' = s'attack', s'bSecret' = bFALSE, s'sDesc' = s'[ATTACK] Revolver cal. 32 ou 7,65 mm (60%)' }
Runtime Notice: { #1 = { s'result' = #24, s'type' = s'd100' } }
Runtime Notice: s'CoC7e - manager_action_damage --> onDamage: rSource=' | { s'sType' = s'pc', s'sCreatureNode' = s'charsheet.id-00001', s'sCTNode' = s'combattracker.list.id-00009', s'sName' = s'Martel de la pie qui chante' }
Runtime Notice: s'CoC7e - manager_action_damage --> onDamage: rTarget=' | { s'sType' = s'npc', s'sCreatureNode' = s'combattracker.list.id-00003', s'sCTNode' = s'combattracker.list.id-00003', s'sName' = s'Abhoth, Larves de' }
Runtime Notice: s'CoC7e - manager_action_damage --> onDamage: rRoll=' | { s'aDice' = { #1 = { s'result' = #8, s'type' = s'd8' } }, s'nMod' = #0, s'sType' = s'damage', s'bSecret' = bFALSE, s'sDesc' = s'[DAMAGE] Revolver cal. 32 ou 7,65 mm (1D8 (E))' }
Runtime Notice: s'CoC7e - manager_action_damage --> notifyApplyDamage: rSource' | { s'sType' = s'pc', s'sCreatureNode' = s'charsheet.id-00001', s'sCTNode' = s'combattracker.list.id-00009', s'sName' = s'Martel de la pie qui chante' }
Runtime Notice: s'CoC7e - manager_action_damage --> notifyApplyDamage: rTarget' | { s'sType' = s'npc', s'sCreatureNode' = s'combattracker.list.id-00003', s'sCTNode' = s'combattracker.list.id-00003', s'sName' = s'Abhoth, Larves de' }
Runtime Notice: s'CoC7e - manager_action_damage --> notifyApplyDamage: sRollType' | s'damage'
Runtime Notice: s'CoC7e - manager_action_damage --> notifyApplyDamage: sDesc' | s'[DAMAGE] Revolver cal. 32 ou 7,65 mm (1D8 (E))'
Runtime Notice: s'CoC7e - manager_action_damage --> notifyApplyDamage: nTotal' | #8
Runtime Notice: s'CoC7e - manager_action_damage --> handleApplyDamage: rSource=' | { s'sType' = s'pc', s'sCreatureNode' = s'charsheet.id-00001', s'sCTNode' = s'combattracker.list.id-00009', s'sName' = s'Martel de la pie qui chante' }
Runtime Notice: s'CoC7e - manager_action_damage --> handleApplyDamage: rTarget=' | { s'sType' = s'npc', s'sCreatureNode' = s'combattracker.list.id-00003', s'sCTNode' = s'combattracker.list.id-00003', s'sName' = s'Abhoth, Larves de' }
Runtime Notice: s'CoC7e - manager_action_damage --> handleApplyDamage: msgOOB' | { s'type' = s'applydmg', s'sSourceNode' = s'charsheet.id-00001', s'sRollType' = s'damage', s'sTargetType' = s'ct', s'sDamage' = s'[DAMAGE] Revolver cal. 32 ou 7,65 mm (1D8 (E))', s'sTargetNode' = s'combattracker.list.id-00003', s'sSourceType' = s'pc', s'nSecret' = s'1', s'nTotal' = s'8' }
Runtime Notice: s'CoC7e - manager_action_damage --> applyDamage: rSource=' | { s'sType' = s'pc', s'sCreatureNode' = s'charsheet.id-00001', s'sCTNode' = s'combattracker.list.id-00009', s'sName' = s'Martel de la pie qui chante' }
Runtime Notice: s'CoC7e - manager_action_damage --> applyDamage: rTarget=' | { s'sType' = s'npc', s'sName' = s'Abhoth, Larves de', s'sCTNode' = s'combattracker.list.id-00003', s'sCreatureNode' = s'combattracker.list.id-00003' }
Runtime Notice: s'CoC7e - manager_action_damage --> applyDamage: nodeTarget=' | databasenode = { combattracker.list.id-00003 }
Runtime Notice: s'CoC7e - manager_action_damage --> applyDamage: sTargetType=' | s'ct'
Runtime Notice: s'CoC7e - manager_action_damage --> applyDamage: bSecret=' | bTRUE
Runtime Notice: s'CoC7e - manager_action_damage --> applyDamage: sRollType=' | s'damage'
Runtime Notice: s'CoC7e - manager_action_damage --> applyDamage: sDamage=' | s'[DAMAGE] Revolver cal. 32 ou 7,65 mm (1D8 (E))'
Runtime Notice: s'CoC7e - manager_action_damage --> applyDamage: nTotal=' | #8
Runtime Notice: s'CoC7e - manager_action_damage --> applyDamage: nMaxHP=' | #0
Runtime Notice: s'CoC7e - manager_action_damage --> applyDamage: nHP=' | #13
Runtime Notice: s'CoC7e - manager_action_damage --> applyDamage: sOriginalStatus=' | s'Active'
Runtime Notice: s'CoC7e - manager_action_damage --> applyDamage: nTotal=' | #8
Runtime Notice: s'major_wound.onValueChanged: 1'
Runtime Notice: s'onAttack: ' | { s'sType' = s'npc', s'sCreatureNode' = s'combattracker', s'sCTNode' = s'', s'sName' = s'' } | nil | { s'aDice' = { #1 = { s'result' = #55, s'type' = s'd100' } }, s'nMod' = #0, s'sType' = s'attack', s'bSecret' = bFALSE, s'sDesc' = s'[ATTACK] Griffes (70%)' }
Runtime Notice: { #1 = { s'result' = #55, s'type' = s'd100' } }
Runtime Notice: s'CoC7e - manager_action_damage --> onDamage: rSource=' | { s'sType' = s'npc', s'sCreatureNode' = s'combattracker', s'sCTNode' = s'', s'sName' = s'' }
Runtime Notice: s'CoC7e - manager_action_damage --> onDamage: rTarget=' | nil
Runtime Notice: s'CoC7e - manager_action_damage --> onDamage: rRoll=' | { s'aDice' = { #1 = { s'result' = #4, s'type' = s'd6' } }, s'nMod' = #0, s'sType' = s'damage', s'bSecret' = bFALSE, s'sDesc' = s'[DAMAGE] Griffes (1d6)' }
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January 9th, 2016, 22:22 #77
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i have <name>CoC7e</name>
<version>1.0.7</version>
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January 10th, 2016, 08:32 #78
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Email to Mike (Chaosium).
Here the new edition V7, is it possible that Chaosium asks SmitWork (Fantasy Grounds) to create a ruleset for editing V7 ... please.
Those who bought V7 paper (English, French, etc ..) can get it for free ruleset. Others will buy the ruleset.
a strong community is in demand, and for the moment there is only a small conversion that does not take all aspects of the rule V7 system but is based on the old V6
Please ... do not forget that the virtual version of Call of Cthulhu games played is strong, and that many new online players will buy the books after because they liked the parts online and embarked on paper parties.
Lovecraftment yours ..
a fan
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voici la nouvelle édition V7, est il possible que Chaosium demande à SmitWork (Fantasy Grounds) de créer un ruleset pour l'édition V7... svp.
Que ceux qui ont acheté la V7 papier (anglaise, française, etc..) puissent l'avoir gratuitement le ruleset. Les autres devront acheter le ruleset.
une forte communauté est en demande, et pour le moment il n'y a qu'une petite conversion qui ne prend pas tout les aspects du système de règle V7, mais se base sur l'ancienne V6
Svp... n'oubliez pas que la version virtuel du jeux appel de cthulhu est fort joué, et que bien de nouveaux joueurs online vont acheter les livres après parce qu'ils ont aimé les parties online et se lance dans les parties papier.
Lovecraftment vôtre..
un fan
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January 10th, 2016, 08:45 #79
Hi Martel - we are actually doing a full Call Of Cthulhu 7 conversion rulebooks etc included.
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January 10th, 2016, 11:17 #80
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Hey Damned :-)
this song is great...
i start a dashboard online for understand many rules jdr 7th
https://realtimeboard.com/app/board/108477631/
it is possible to cooperation with edit mode for you if you want.
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