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August 4th, 2019, 01:34 #61
Looks like I might have skipped over adding that into the character sheet. Good find. I'll add that to the list with the duration field
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August 5th, 2019, 06:32 #62
This isn't critical...but if it isn't too much difficulty could you add a separate drop down for Creature Weaknesses? Can put them under Creature Powers but might be helpful to separate out the beneficial from the detrimental.
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August 5th, 2019, 13:58 #63
- Join Date
- Aug 2006
- Posts
- 93
The new addition looks good couple of suggestions from my groups last play through
1. Move Qualities and Augmentations from the front page to notes since referencing both regularly is not required. Makes the
front page less cluttered and free's up real-estate for other objects.
2. The Defense setup is good the additional boxes come out well Would it be possible to have a check box in-front of
Armor so that you can choose which to roll along with Soak so if you own 2-3 pieces of armor you can check the boxes
which Get rolled
3. Stats mod box make it automatically add or subtract to the base stat helpful in many cases.
4. Combat Tracker Button to auto roll Initiative for all and or npc combatants.
Combat Tracker Button to subtract 10 from all initiative values at the end of each phase.
Combat Tracker Add Npc attack into attack would it be possible to add a line in the npc sheet for combat skills that the tracker picks up?
5. Effects. Because Shadowrun uses so many modifiers how would creating effects that modify rolls work ? @Refur Did some changes so
Modifiers work but that is only a single round effect and need to be re added to the next roll effects can be made to last multiple rounds.
Again just wanted to say how much i appreciate the work you have done its really re-awakened my groups love of play SR online
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August 5th, 2019, 20:08 #64
- Join Date
- May 2009
- Location
- Iceland
- Posts
- 15
Handling fire modes and recoil
Hi again,
I've been playing around with some things, and I wanted to get your thoughts on the attached screenshot.
I've added a string cycler that selects different fire modes for weapons:
melee for Melee attacks (standard)
SS for single shot
SA for semi-auto
SB for semi-auto burst
BF for burst fire
LB for long burst (or simple action Full auto)
FA for complex action full auto
SF for Suppressive fire
Depending on the selected fire mode, the ammo consumption is tracked accordingly and the recoil is also tracked. The recoil penalty is applied directly. I also added a button to reset the recoil counter
PS: Just ignore the layout of the page, I was playing around with multiple things at once (including moving the qualities and augmentations over to the Notes page, as @Ramid mentioned earlier). If this is something you are interested in adding, I'll merge this into the latest release and share with you.
Best regards,
/R
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August 5th, 2019, 20:50 #65
- Join Date
- May 2009
- Location
- Iceland
- Posts
- 15
The optimal solution would be to change the string selector dynamically based on which fire modes were available, I did have a go at that today using a database handler, but I had problems getting to the character sheet controls from the handler code (possibly because it is sheetdata and not fixed fields).
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August 5th, 2019, 21:02 #66
- Join Date
- May 2009
- Location
- Iceland
- Posts
- 15
Moving augmentations and qualities to the Notes page
Hi again (again),
Just FYI, here is the proposal I had for moving qualities and augmentations to the Notes page. Whether they are best stored there or on the front page is a valid discussion, qualities are very related to the characters backstory. Bonuses, attacks, defense, etc. related to augmentations should be stored on the front (and in most cases, there are fields for that), but the actual augmentations themselves could IMO be stored with the characters background, languages and other notes.
This was just to free up some space for some of the more combat-oriented information on the front page. Weapons, especially, need a fair bit of space to show the information necessary to get a good overview of the different attacks.
Anyway, let me know what you guys think,
/R
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August 5th, 2019, 22:48 #67
Give me till thursday to implement some of these and get them working.
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August 5th, 2019, 22:55 #68
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August 5th, 2019, 23:04 #69
- Join Date
- May 2009
- Location
- Iceland
- Posts
- 15
I just merged my changes into v0.9.3 (the part that is working, at least )
I added the burst count/recoil and fixed the melee weapon ammo bug. I have some code that interprets the SR5 weapon fire modes (SS/SA/BF/FA) into possible attack fire modes (single, semiauto, semiauto burst, etc.) and creates a string cycler label/value string (pipe delimited string), but I couldn't manage to get the DB handler to actually find the fields in the weapons table (I tried the addSource method you used for statistics updates, but it didn't seem to work when in a table). So that part is not in there, but I can share that as well if you are interested.
Regards,
/R
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August 7th, 2019, 19:21 #70
- Join Date
- May 2009
- Location
- Iceland
- Posts
- 15
Character sheet tab renaming (for clarity)
We were discussing the naming of the PC character sheet tabs, and thought that since the content of the tabs is actually quite clearly defined (Skills on the MoreData tab, Magic on the Main tab and Matrix/Rigging on the Abilities tab), they could be made more clear by adding more descriptive tab names.
The relevant files are contained in the zipfile, the JPEG is a screenshot that shows the final result.
Regards,
/R
PS: I did not rename the tabs in the code itself, this is just a cosmetic, player-friendly tweak.
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