Thread: MGT2 v1.1.2
-
May 24th, 2020, 21:30 #21
Evening All,
There was a comment placed in the todo thread that the Core Rulebook NPC's aren't there. I've updated the parser I use to allow me to import the 'Animal' NPC from the Core Rulebook into the Ruleset as NPC's.
- NPCs. Have now imported the Core Rulebook NPC's as NPC's. The rulebook reference manual section will also be updated
Cheers,
MBMRuleset and much more content built for FGU.
Come join me on Twitter at: https://twitter.com/MadBeardMan to see what I'm up to!
-
May 28th, 2020, 14:44 #22
- Join Date
- May 2017
- Posts
- 237
I was actually thinking on this very recently, as I was planing a variety of creatures for the planetary ecosystem of a game I'm planing on.
Ultimate License, Classic & Unity, Currently Running Fortnightly, 5E Land of Fate, 5E Vale of Shadows, 5E Pages of Darkness, 5E Izramurs lingering Gift, 5E Jotunhammer, 5E Terror Loch Tower, 5E Spellbinder, MGT2 Pirates of Drinax, 5E Storm Giants Thunder, 5E Winters Curse, 5E Catacombes of Sunless Sorrows
-
May 30th, 2020, 18:43 #23
Folks,
Done the final bits of dev on v1.1.2 so I can send it off tomorrow and have it in TEST on Tuesday.
[Updated] Skills/Equipment. Clicking the 'Edit' button will now show an Add button, clicking these adds an empty record.
Now going to do all the Errata.
Cheers,
MBMRuleset and much more content built for FGU.
Come join me on Twitter at: https://twitter.com/MadBeardMan to see what I'm up to!
-
May 31st, 2020, 13:45 #24
Afternoon All,
I've finished applying all the errata to the Core Rulebook/Players Reference/Equipment/Tables.
I've also added the Trade Chapter to the Players Reference.
Plus as part of my continuation to tidy up things, I've added the Chapter Heading graphics to both reference manuals.
Next up, going to look at the NPC drag and drop bug reported, address that then tidy up some bits I've done for CSC integration. Then get it over to FG tonight.
Cheers,
MBMRuleset and much more content built for FGU.
Come join me on Twitter at: https://twitter.com/MadBeardMan to see what I'm up to!
-
May 31st, 2020, 14:10 #25
Sound great.... thanks for all the hard work!
-
May 31st, 2020, 18:54 #26
Hi Chap,
Have added:
[Updated] NPC Skills. If you drag over a specialist skill, ie Athletics (dexterity) it will be set at 1 and the base skill will be added if it's not already at 0
[Updated] NPC Skills. Specialist Skills will not allow the Base Skill to increase above 0 if using Drag and Drop
[Updated] NPC Skills. Specialist Skills will now increase it you drag an existing specialist skill (of the exact same match), just like non-specialist skills
I looked at sorting them alphabetically, it's not something that's easy to do, as it's technically one long string. I'll have a think about how to do this as I agree, alpha order would be best.
Cheers,
MBMRuleset and much more content built for FGU.
Come join me on Twitter at: https://twitter.com/MadBeardMan to see what I'm up to!
-
May 31st, 2020, 22:37 #27
- Join Date
- Jan 2014
- Location
- California
- Posts
- 1,564
Awesomeness!
I thought the alphabetically listed skills might be hard. That was one of my reasoning for thinking a stripped down version of the PC sheet might be good (the other was ease of adding features down the road such as the companion changes and such). Maybe a sort button that loads the string like a comma delimited file into an array then sorts it and spits it back out? It won't real-time sort but will be sorted when you go to use it in-game.
-
June 1st, 2020, 10:11 #28
Morning Chap,
I know how to do it, it's quite simple, split the list into a LUA table, then do a sort, the issue is 'when'. I've done a bit of playing with it, and I can force it once a drag and drop skill was added easy enough, the issue is if people edit the skills manually, or copy and paste in. Maybe a sort once the NPC sheet closes, or loses focus.
v1.1.2 is going up today, so the alpha will be in v1.1.3.
Cheers,
MBMRuleset and much more content built for FGU.
Come join me on Twitter at: https://twitter.com/MadBeardMan to see what I'm up to!
-
July 11th, 2020, 03:30 #29
- Join Date
- Jan 2019
- Posts
- 2
Question about the Bulky weapons trait: I'm curious about how the negative mod is actually calculated. I'm running some tests so I can get used to running combat in Fantasy Grounds using some pre-generated NPCs. Some of these NPCs have shotguns, which are listed as "Bulky". They also have STR 4, which gives them a -1 DM. However, when rolling attacks with the shotgun the Bulky mod is -10? Am I misinterpreting the "difference between STR DM and +1" here? As additional tests, I changed the NPCs STR to 1, and the Bulky mod changed to -16. Changing to STR 8 returns a Bulky of -2. STR 9 does remove the Bulky -mods.
Just a new FG DM who is a bit confuzzled...
-
July 11th, 2020, 13:38 #30Ruleset and much more content built for FGU.
Come join me on Twitter at: https://twitter.com/MadBeardMan to see what I'm up to!
Thread Information
Users Browsing this Thread
There are currently 1 users browsing this thread. (0 members and 1 guests)
Bookmarks