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April 26th, 2020, 20:14 #111
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- Apr 2011
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Thanks for the additional information. I will try to replicate the issue with the NPC attacks in FGU so I can find out what is causing it and get it fixed.
Unfortunately, I haven't really touched the skills at this point so there isn't a way to identify if they are primary or secondary skills. It is still trying to figure out based on where the skill is in the XML. I will see about making the skills default to secondary in the next minor release 2.0.4. I do plan on redoing the skills and some of the other things on the character sheet when I start working on version 2.1.
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April 26th, 2020, 20:16 #112
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April 27th, 2020, 05:27 #113
Finally had a chance to play with RM2.0.3 and build a PC from the ground up, manually within.
Everything built without errors.
Love the Hybrid RRs, btw.
One thing missing, if not tested, was the ability to control NPCs(Summons) dragged from the combat tracker to one’s Avatar along the top left of the screen(if that is the workflow for how to achieve this).
I’ll research to be sure but everything else seemed perfect re: the new additions!
Stat DMG row is kewl, but I miss seeing Potentials at a glance instead - that said, one will definitely remember how that Undead creature stole one’s CON, now, vs multiple sessions later! ♥️
EDIT:
We will retest with the following previously noted workflow and reply back unless someone else gets a chance to confirm before then:
“There are quite a few threads around that discuss this. Basic steps:
- Put the NPC on the combat tracker.
- Change their faction to friendly (green helmet).
- Drag the link from the Combat Tracker to each individual PC portrait on the desktop. This will share the NPC with the owner of that PC.
- Put the NPC token on the map. This helps the players to re-open the NPC sheet (if they close it) by double-clicking on the token on the map.”
For those RM GMs and Players that didn’t know about this amazingly awesome ability with the newest CoreRPG/MoreCore base for FG(if it does work), you’ll fall in love!Last edited by Majyk; April 27th, 2020 at 05:59. Reason: Confirmation of workflow
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April 27th, 2020, 06:09 #114
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Yeah it is working pretty well in FGC. I still have to fix a few issues in FGU. It is mainly the old code that I haven't updated not playing nice with how FGU does things. I just need to track down how. The fun one was when I thought some fields disappeared but the old code was just making the text transparent.
Is that possible with v1.8? If it was then I didn't even realize it. LOL. In v2.0 , the PC could view the NPC sheet if the GM shares it with them but it won't allow them to see the other panels for the NPC because of how ownership controls the how the panels are shown. I did add it to my list for a future enhancement though.
I might be able to hide the abbreviation and show the potential instead and move it closer to the total column.
The other damage fields will rarely be used but I figured I would include them for stat deterioration or other rare effects like cursed items, diseases, etc.
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April 27th, 2020, 09:05 #115
I ran a session last night on FGU, and it is fantastic! It has energised me to get on with my Rolemaster book that needs to be finished!!
Anyway, a few comments:
One of my players had two issues not shared by the other two. One was that his text was in a higher font size, messing up the layout. Secondly, his dice never auto-totalled, and this is not in the options. I am not sure if these are down to his computer, his installation of FGU or the ruleset, but I thought i would mention it.
Secondly, related to what you said above, it took me a while to work out how you see potentials! I don't mind them tucked away though.
I also got a few script errors, but forgot to save them. We are playing this again on tuesday, and if i get them again i will make sure i save the log.
All in all, a fantastic effort. Our group has been plaing rolemaster since the mid 80's and even had an 18 year campaign! V2 is a big improvement on V1.
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April 27th, 2020, 12:08 #116
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- Apr 2016
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- Melbourne, Australia
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- 34
Interesting. Sometimes I log-in as a player on a different computer to trial the los mapping. I thought I'd look at the secondary skill table. Logged in on one computer as the GM it shows all the secondary skills, and logged in as a player on a second computer, it cuts off at spell-mastery. Both running at 1080p.
I then tried sharing the sheet from the gm screen and linked it in chat. It now displays the full list in the player screen. Even after I stopped sharing the screen. Hopefully this helps track it down a bit, even with my ramblings.
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April 27th, 2020, 16:08 #117
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Did the player use the scaleui command? I am curious if that would have any impact on the fonts. But based on the dice never totalling (which is only a GM option if I remember correctly), it sounds like he might have experiences some of the network issues that they are trying to track down. I know they've been gathering information in this thread: https://www.fantasygrounds.com/forum...hat-To-Provide
Check your console.log file for the errors if you haven't started up FGU since you played. They might still be there. It would be great if you can provide me any script errors and a general idea of what was happening when you got them. The one other thing that would be helpful is if it was a migrated campaign or a new campaign.
Thanks for the feedback also.
Dakadin
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April 27th, 2020, 16:09 #118
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April 27th, 2020, 21:52 #119
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- Oct 2011
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In the Modifiers window, how are the toggle buttons supposed to function? If I click on Hard is it supposed to auto search the Modifiers list for the keyword or should it automatically drop a value in to the Modifiers Stack window in the bottom left? I clicked on all of the toggle buttons but I didn't see anything actually happening but if I did a search for the keyword then I got the options shown. Clicking on the '+' button did of course add the value in to the Stack window for the next roll. Modifiers.JPG
Xen
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April 27th, 2020, 21:56 #120
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The toggle buttons will automatically apply the modifier when the roll is made. The top set is for stats/skills and the bottom sets is for attacks. It works well for the skills because if it is an MM it will send the result to the Table Resolver with the appropriate column selected on the MM table so it speeds up finding the result. For SM skills it will apply the appropriate modifier to the roll. They will deselect after a roll.
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