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  1. #161

    Join Date
    May 2014
    Location
    Sydney, Australia
    Posts
    740
    Hi Skullbert,

    I can’t promise anything, really, but I will try to find some time to look at the easier ones…

    I have little spare time at the moment.

    Ian

  2. #162
    Hi Ian,

    I can totally understand your situation.
    Just because our rpg-group need this infomration - are you able to update the ruleset regarding the mentioned bugs? If not, this is absolutely okay. We only need to know if changes will happen or not

  3. #163

    Join Date
    May 2014
    Location
    Sydney, Australia
    Posts
    740
    Hi Skullbert,

    I made some time and started working through them.

    Some need more work as they need to track state and reset at the start of the turn... possible, but I need to think a little more before I touch it.

    I have knocked off a couple of the others...


    Quote Originally Posted by Skullbert View Post
    Hello Ianmward,

    Thank you very much for the update. I have tested it together with our group and everything works fine now. We noticed the following points in relation to the SR4 rules:

    Range calcuation for throwing weapons:

    - Is there a possibility to add a function to calculate the throwing weapon range? This is currently not available in the version.
    I need to look a bit harder at this as the ranges are normally static and now need to be dynamic...

    Quote Originally Posted by Skullbert View Post
    Recoil rule for second shot in combat round:
    - The recoil rule does not work if you shoot several times in a combat round. For example, two short busts in a row or two semi-automatic shots. It only works if you shoot once fully automatically. Is it possible to change this rule for shoots/short bursts in a row?
    This is one that needs to maintain state.

    Quote Originally Posted by Skullbert View Post
    Drain resistance after spellcasting
    -In this version, drain resistance includes penalties because of physical/stamina damage, this is not accord to the rules. Is it possible to remove the penalties for drain resistance?
    I fixed this.

    Quote Originally Posted by Skullbert View Post
    Deduction of defence pool after second attack
    - If player will be attacked second time by npc, usually there should be a deduction of 1 in defence pool. This does not happen. Is there any possibility to add this rule into the ruleset?
    This is one that needs to maintain state.

    Quote Originally Posted by Skullbert View Post

    Melee combat:
    - If player attacks npc, npc is not able to make defence check with additional ability (dodge/unarmed combat/melee).
    I partially fixed this. I fixed the Full Defense toggle switch to update the defense value to include either Dodge skill of Gymnastic skill (whichever is higher). This is correct for ranged combat but not melee combat. For Melee, we would need another defense value or the choice of dodge, parry or block. Unfortunately, we don't track if which of their weapons they are using, so don't know if they can parry or not.
    With PCs, it automatically parries if the active weapon is a Melee weapon...

    Quote Originally Posted by Skullbert View Post
    - If npc attacks player while using melee ability, script error as below.

    Script Error: [string "scripts/manager_action_skill.lua"]:323: attempt to perform arithmetic on local 'nDV' (a nil value)
    Runtime Notice: s'aComponents: ' | { #1 = { s'nAllowRoll' = #1, s'nEnd' = #45, s'nMod' = #3, s'nLabelEnd' = #45, s'nStart' = #1, s'rWeaponDetail' = { s'sWeaponType' = s'Unarmed Combat', s'type' = s'Melee', s'sNotes' = s'', s'short' = #1, s'extreme' = #0, s'skill' = s'Unarmed Combat', s'ap' = s'0', s'long' = #0, s'sReach' = s'0', s'dv' = s'7K', s'sName' = s'Claws', s'min' = #0, s'medium' = #0 }, s'sLabel' = s'Unarmed Combat' } }
    Runtime Notice: s'onHoverUpdate: ' | #1 | #1 | #17 | { s'sWeaponType' = s'Unarmed Combat', s'type' = s'Melee', s'sNotes' = s'', s'short' = #1, s'extreme' = #0, s'skill' = s'Unarmed Combat', s'ap' = s'0', s'long' = #0, s'sReach' = s'0', s'dv' = s'7K', s'sName' = s'Claws', s'min' = #0, s'medium' = #0 }
    ...
    This was a weird one, it seems that the DV on the weapon in use was 7K which does not parse correctly (it should be P or S for Physical or Stun), so gave an error. I fixed that but then found another error, which I also fixed, so it seems to work now.

    I also made the fonts bigger for FGU.

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