Fantasy Grounds Merchandise
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  1. #1621
    Quote Originally Posted by UndeadGoblinKing View Post
    Hi again,

    The default fire effect gives an error.
    [7/8/2026 4:23:53 AM] [ERROR] Handler error: [string "MGT2:scripts/manager_action_damage.lua"]:792: bad argument #1 to 'sub' (string expected, got nil)

    The books are kinda vauge so I'm not even sure how much damage fire should do a round. Since I'm getting an error I assume something is coded for it but is not working.

    Same modals loaded as before.

    I had a look at the manager_action_damage.lua and I don't think the ruleset has fire as a damage type. None of the weapons from the CSC that should have fire as damage type have it. they only as a trait. Some armour does have it for protection type. Except CSC Ceramic Carapace. that's missing laser and fire protection.

    Also, Does Poisoned do anything?

    List of weapons without fire damage:

    CSC 2023:
    Hand flamer
    Flame rifle
    Incendiary Grenade
    Flamethrower

    Vehicle handbook 2026:
    Fire Projector
    Fire Flamethrower
    Fire Breath
    Flame Spitter




    Attachment 68162
    Attachment 68163
    Attachment 68164
    There are several factors at work. One is that the effect system was updated recently, another is that damage types were not coded properly and things such as Radiation damage type (not trait) would not cause physical damage to a character or npc, only radiation. The last factor is that the expansion modules are not aligned and the damage types for weapons are not set so the ruleset will not apply the damage correctly even if the code is updated.

    I found the rules for fire damage in the Central Supply Catalog 2023 Update and it works as ongoing damage with the weapon damage being applied as normal. Each subsequent round there is a chance of it ending on a roll, or the character can take an action to end the ongoing damage.

    I have done some work to clean up the radiation damage implementation in Traveller-Extended, but I think I'll clean up the fire effect and damage in the core ruleset. It will take some time to rework the fire effect in the ruleset, but I will not be able to update the weapons in the expansion material.

    I'm going to work off the weapon traits, not the damage type so if the weapon has the 'Fire' trait the ruleset will add the appropriate effect and apply ongoing damage as per Rules as Written

    Poisons work like diseases, I'll work on it as a seperate enhancement.

    *UPDATE*

    I've coded for the fire effect as per the rules. The fire damage type will be extracted from the traits, please ensure the weapon has them set. The automatic extinguishing event is coded for too and I've enhanced the damage extract to find and implement laser and plasma damage. If the weapon name contains the word laser it will set the damage type to laser and if it contains Plasma or PGMP it will set the damage type to plasma.

    I have requested a hotfix, please test and let me know if you find any bugs.
    Last edited by Toko Loshe; July 9th, 2026 at 14:39. Reason: Update

  2. #1622
    Regarding, "PGMP" and "FGMP". Newer books, like the CSC 2023 Update, refer to these as "PGHP" and "FGHP". So HP=Human Portable instead of MP=Man Portable to be more gender neutral. So, you should check for both, just to be safe.

  3. #1623
    Quote Originally Posted by Stargrove View Post
    Regarding, "PGMP" and "FGMP". Newer books, like the CSC 2023 Update, refer to these as "PGHP" and "FGHP". So HP=Human Portable instead of MP=Man Portable to be more gender neutral. So, you should check for both, just to be safe.
    Thank you, will do.

  4. #1624
    What does the Size entry field do on the NPC records? Is it actually used in the ruleset? Many NPC entries in books just list a +/-# and I assume that is +/- from a base number, but I am unsure what that base number should be.
    Last edited by Stargrove; July 17th, 2026 at 15:30.

  5. #1625
    Size does affect the spaces the Token takes up on the map.

    It inherits that from the Combat Tracker.

    There is a current discussion about Visual Ranges being from the center of the token and on very large creatures that range might not extend out past the token itself.
    We do not stop playing because we grow old.
    We grow old because we stop playing.

    www.islandkingdoms.org - My D&D 2e game
    Dragonslayers.space - My Traveller play by post game

  6. #1626
    Quote Originally Posted by anstett View Post
    Size does affect the spaces the Token takes up on the map.

    It inherits that from the Combat Tracker.

    There is a current discussion about Visual Ranges being from the center of the token and on very large creatures that range might not extend out past the token itself.
    I am sure it does, but how does the ruleset handle size? Games like Pathfinder clearly define what different sizes mean on a grid. I am not sure Traveller does.

  7. #1627
    I wonder if it does for the comparison to Individuals versus Vehicles and potentially Space Craft.

    All of my combats so far have been at human sized scale.
    We do not stop playing because we grow old.
    We grow old because we stop playing.

    www.islandkingdoms.org - My D&D 2e game
    Dragonslayers.space - My Traveller play by post game

  8. #1628
    The MGT2 Ruleset extracts sizes from animal and vehicle traits not the 'spaces' entry. The 'spaces' field seems to be mapped to the 'size' entry on the npc record and this will set the default token size. The trait extracts for vehicles and animals drive DM to hit for each size but does NOT set the token size. The spaces entry is visible on npc records but not vehicles, meaning vehicles will default to the smallest token size with no option to set a minimum size via data - its up to the Referee to manually update the token size.
    I should be able to set a minimum vehicle size in code, or add a size field to drive token sizing if that is required.

    The token size for spacecraft follows the same pattern except there is no size extract based on traits, meaing spacecraft tokens will always be the same size. This makes sense given the scale of spacecraft combat.

  9. #1629
    Would it possible to use the Size on PC's and NPC's drive the modifiers to hit as well as the token size? For vehicles having a spaces field that drives token size, I think would be useful.

  10. #1630
    Quote Originally Posted by Conspiracy View Post
    Would it possible to use the Size on PC's and NPC's drive the modifiers to hit as well as the token size? For vehicles having a spaces field that drives token size, I think would be useful.
    Yes, it is possible to code for that in the core ruleset, but it will require a complete overhaul of all vehicles, npcs and pc records in the core rulesets and modules to match the new logic. If I code for both ways of working, it results in complicated code and could lead to performance issues for complicated scenarios and more opportunities for edge cases and missed combinations.

    The ruleset as it stands works if the traits have been, the only thing not matching 100% is the token size on the map.

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