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May 21st, 2020, 18:09 #211
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Hi Prunttonner,
Clothing will count as weight unless you change it to the equipped icon on the inventory sheet. One thing to realize is the existing items of clothing were all of type Accessory. I updated the versions in Character Law to use type Clothing so if you drag one of those over it should work without changing anything. If you have existing items of clothing then just change the type from Accessory to Clothing and it should remove the weight for encumbrance if it is Equipped. There is a bug in the current build where items that are Not Carried are counting as weight. I've got it fixed in my dev version already.
Dakadin
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May 21st, 2020, 18:26 #212
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May 22nd, 2020, 00:52 #213
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Dakadin,
I get the convenience factor of closely linking things between the Combat tab and the Inventory tab and between the Combat Tracker and the Inventory tab. However, how should we handle multiple types of attacks with the same weapon? For instance, melee attacks or thrown attacks with a dagger. The way I was doing it, I would create 2 entries on the Combat tab, each for the same weapon with a subtitle for the attack type, like "Dagger, thrown", and then associate the appropriate skill with that attack, since different skills with the same weapon are developed independently. Now, a character setup that way shows 3 dagger entries on both the Combat and Inventory tabs and on the CT.
What's the best way to set this up?
Bale NomadLast edited by Bale Nomad; May 22nd, 2020 at 00:56.
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May 22nd, 2020, 01:04 #214
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I also noticed that ranged attacks with the dagger have no penalties applied to them, regardless of range.
Last edited by Bale Nomad; May 22nd, 2020 at 01:07.
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May 22nd, 2020, 01:39 #215
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Hi Bale Nomad,
The change was done for a couple reasons.
- The main one was it wouldn't update the attacks in the Combat Tracker unless you removed the combatant from the CT and re-added them. It mainly came up if you wanted to use alternate criticals. This is the one that motivated me to make the change now instead of later.
- Updates during leveling or other times to PCs didn't always update the CT. If you added or removed things then they had to be done on the CT also.
- It was confusing for new users that weren't familiar with the process.
I have a couple ideas on how to fix the situation you are encountering in the future. Here are a couple things you can do now:
- Change the daggers you don't want to show up in inventory to Type Special instead of One-Handed Slashing. Only the 6 different weapon types and Shields are copied to your inventory. The other types aren't copied.
- The other option would be to just change the extra items to Not Carried on the Inventory tab so they don't count against the character's load. Unfortunately, there is a bug in the version on test that doesn't remove the weight for Not Carried. That will be fixed soon.
The Range modifier is just a place holder so the entry would be in the Table Resolver when resolving the attack. Too often ranged attacks would be rolled and the modifier wasn't added before the roll. It just made it easy for the GM to just type in the modifier when resolving the attack. It only saved a couple clicks but a few people asked for it and it was easy to add so I did.
Please let me know if you have any other questions.
Thanks,
Dakadin
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May 22nd, 2020, 02:02 #216
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May 22nd, 2020, 06:49 #217
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Dakadin,
Thanks for pointing me in the right direction. I changed the type to "Special" on "Dagger, Thrown" in the Combat tab, and it disappeared from that tab. I opened it from the Inventory tab (where apparently the change was actually applied), then dragged the window handle from the item sheet onto the Combat tab, and it was simultaneously added to the CT. I then deleted it from the Inventory tab without disturbing the Combat tab or CT. Then I modified the "regular" instance of the Dagger with the associated 1HS weapon skill to make it the same as the "Dagger, Melee" copy and deleted the "Dagger, Melee" copy, which cascaded to the Inventory tab and CT. Baldor is now a happy camper, since he's only actually carrying 1 dagger instead of 3.
Thanks also for the information regarding the range modifiers.
Bale Nomad
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May 22nd, 2020, 13:17 #218
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Hi Dadakin,
Yesterday we tested CT. We noticed that OB wounded modifier (25%-50%-75% of concussion points) is applied to NPC but not to PC Character. I don't know if it's something to be fixed or I did something wrong.
I attach some screenshots.
Modifier wounded not applied.jpg
Modifier wounded ok.jpg
Regards,
PrunttonnerLast edited by Prunttonner; June 10th, 2020 at 22:40.
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May 22nd, 2020, 17:40 #219
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Thanks for letting me know. I will look into it.
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May 22nd, 2020, 18:31 #220
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I created 2 new skills, one for the Base Attack Roll and the other for the Base Spell Attack for non-elemental attacks. I wanted those to appear in the CT so the players can roll straight from the CT whenever they are casting a spell and since it's a skill I can't drag the skill in the Combat tab so it would appear. So I just right-clicked and manually added each skill to the Combat tab and they do appear in the CT now and then went in to the Base Spell Attack skill and manually added in a 2 for the characters level. Should I be doing this another way? 5 of my 7 players are casters so manually created the 10 entries for the 2 skills each which wasn't a problem, just thought I might be doing it the hard way. Looking at the Combat tab of a character I also wondered if there was a way to organize the items in the Attacks and Defenses box alphabetically so I tried dragging and dropping one of the entries in to a different slot and saw a console message for: Script execution error: [string "campaign/scripts/charsheet_weaponlist.lua"]:53: attempt to index local 'newentry' (a nil value). (Script Execution Weaponslist.JPG)
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