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May 9th, 2021, 00:44 #161
- Join Date
- May 2014
- Location
- Sydney, Australia
- Posts
- 825
Hi Skullbert,
I can’t promise anything, really, but I will try to find some time to look at the easier ones…
I have little spare time at the moment.
Ian
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July 20th, 2021, 23:44 #162
Hi Ian,
I can totally understand your situation.
Just because our rpg-group need this infomration - are you able to update the ruleset regarding the mentioned bugs? If not, this is absolutely okay. We only need to know if changes will happen or not
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July 25th, 2021, 08:11 #163
- Join Date
- May 2014
- Location
- Sydney, Australia
- Posts
- 825
Hi Skullbert,
I made some time and started working through them.
Some need more work as they need to track state and reset at the start of the turn... possible, but I need to think a little more before I touch it.
I have knocked off a couple of the others...
I need to look a bit harder at this as the ranges are normally static and now need to be dynamic...
This is one that needs to maintain state.
I fixed this.
This is one that needs to maintain state.
I partially fixed this. I fixed the Full Defense toggle switch to update the defense value to include either Dodge skill of Gymnastic skill (whichever is higher). This is correct for ranged combat but not melee combat. For Melee, we would need another defense value or the choice of dodge, parry or block. Unfortunately, we don't track if which of their weapons they are using, so don't know if they can parry or not.
With PCs, it automatically parries if the active weapon is a Melee weapon...
This was a weird one, it seems that the DV on the weapon in use was 7K which does not parse correctly (it should be P or S for Physical or Stun), so gave an error. I fixed that but then found another error, which I also fixed, so it seems to work now.
I also made the fonts bigger for FGU.
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August 26th, 2021, 21:24 #164
Hi Ian,
thanks a lot for your updates. I really appreciate it
After testing some weapons for NPCs (with the categories which are listed in the library within the ruleset), I noticed that some of the categores are not working. Please see below for the categories:
- Category "Exotic Melee Weapons" is not working for npc player
- Category "Throwing Weapons" is not working for npc player
- Category "Hold Outs" is not working for npc player
- Category "Special Weapons" is not working for npc player
- Category "Grenades" is not working for npc player
Additional to that, I would like to know if it is possible to modify the force of spellcasting for NPCs. As far as I could see, NPCs are able to cast, but only with their highest force (which is their magic-attribut).
Regards,
Skullbert
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April 8th, 2022, 13:06 #165
- Join Date
- Dec 2020
- Posts
- 8
Gents just found this and I have looked everywhere, well obviously not everywhere, for an SR 4 VTT solution. I would love to try this but am not an FGU expert or a programmer. So my first question how do I get the html links in post 1 into my FGU software?, if anyone is still following this thread.
Thanks in advance
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April 8th, 2022, 13:16 #166
welcome Deadtissue
Close FG. Open FG and click on the Folder/Explorer Icon on the splash screen.
From there open \rulesets and drop the pak file there
The mod file goes in the \modules folder
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April 8th, 2022, 15:46 #167
- Join Date
- Dec 2020
- Posts
- 8
Thanks, I am now loaded and beginning to explore.........I was trying to access the wrong files.
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September 14th, 2022, 14:08 #168
- Join Date
- Jan 2012
- Posts
- 240
The files wont work with the newest FGU version 4.2.1- if you drag something (Skill, item) on the charsheet from the library/ module always a error messages comes up and you find also not the items in the Character menu (Skills, Spells etc.)- what can we do here? Thanks Micael
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September 14th, 2022, 15:06 #169
- Join Date
- Dec 2020
- Posts
- 8
Yeah you are right there, I have started just using the generic ruleset and running games in FGU just using combat tracker and maps, lighting, etc, and a few basic NPCs I generate where needed, My biggest challenge is dice pools. I basically have the players create a range of pools from 6-16 dice in the taskbar across the bottom, it has sped things up immensly.
Thanks for the reply and attempt though.
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June 17th, 2024, 10:59 #170
- Join Date
- Jan 2012
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- 240
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