Closed Robak132 closed 2 years ago
@Robak132, yes the ones you have added visibility for recently. Which i think are all situational (so will not add to the auto calc of SL). This is why they are left till last, they need to be added to RT and sheetworkers.
I test via Custom Sandbox which you get with Roll20 Pro account, it's by far the easiest way.
To really wrap up the Talents integration, i need to remove the old SL system and fully update the UI. Add XP for the new talents system. This will shrink the html size quite a bit too. This is a big step and bugs need to be ironed out first, still a few months away i think.
@Djjus Do you have plans for integrating Armour Qualities? It shouldn't be hard and will be quite useful for Partial or Weak Spots.
@Robak132, Armour Qualities are not that easy to add properly because you dont really target other players, so when you roll your attack this roll can not know the Armor Q of the target. Right now you can put some info in the Armor Qualities text field, which displays when you Perform a Parry and Dodge rolls (i.e. defensive opposed roll).
There is no easy way around this issue right now on roll20.
@Djjus You could add it as checkboxes to add info to the opposed test. Using that you don't need to remember each effect. Having full armor with Partial, Weakpoints and Impenetrable can be quite difficult to track.
@Robak132, yes that is a option, I just felt it was a bit too static with checkboxes.. a few reasons.
E,g, Weakpoints.. on which parts? list locations all out is too much text, makes it ugly and might be unclear what it means. Or.. Magic.. needs to be custom depending on the magic effect, could be totally custom by the GM
With the text box as it is you can customize this as you wish. A mix of static and custom would be possible I guess.
The prob i find is too much text and wrap around makes it ugly.
E.g.:
So you can do it right now, just not with checkboxes.
BTW i'm looking to add the logic for the remaining Talents this week.
@Djjus I think that you can just show effect without specifying locations. It's much easier to remember which locations have qualities than what are the effects of the qualities.
Ok its not hard, i'll put something together for next release
Also if spells names in the spellbook have any meaning? There are plans to add some logic to them?
Their was, but i was made to remove it. Copy Rights etc
So you are planning to remove them at some point or keep them. If the second option I will opt for making them localizable.
I see no reason to remove them.
Yesterday I found problem with x2 Encumbrance penalty. It seems like you only have -10 instead of -20 to Agility. Sadly, I'm not sure how to fix that.
And one extra suggestion: add Pummel to ranged weapons (sling ammo has this quality)
Yesterday I found problem with x2 Encumbrance penalty. It seems like you only have -10 instead of -20 to Agility. Sadly, I'm not sure how to fix that.
Looks ok to me, at the moment. Maybe only under certain conditions? Note minimum Agi is 10 due to this penalty.
And one extra suggestion: add Pummel to ranged weapons (sling ammo has this quality)
Ill add this now, as i'm working on this part anyway
Yesterday I found problem with x2 Encumbrance penalty. It seems like you only have -10 instead of -20 to Agility. Sadly, I'm not sure how to fix that.
Looks ok to me, at the moment. Maybe only under certain conditions? Note minimum Agi is 10 due to this penalty.
And one extra suggestion: add Pummel to ranged weapons (sling ammo has this quality)
Ill add this now, as i'm working on this part anyway
"Zw"="Ag", it looks like it only giving -10
@Robak132, I could only replicate it once. The attribute was stuck.. very strange.
Try deleting the Attribute called "Agility", then try again, you need to change something to re-calc Agi Total.
It appears that this character sheet is broken, recreating it fixed all issues
Another suggestion: Archives of Empire II added a skill called "Ranged (War Machine)" used to fire cannons, balistas other siege artillery also there is "Ranged (Catapult)" in Up in Arms. I don't see a point in adding that specific skills but maybe you can add "Ranged (Misc)" and "Melee (Misc)" as you have Channeling (Misc) for similar reasons.
Yes, advanced ranged has not been added yet, I'm still considering how to do it exactly, It might bne as you say with Misc. Or perhaps more targeted if it makes sense. and add the Crew Quality. But its not that high of a priority right now. It's not very hard to do, but would be good it it makes sense.
@Djjus I have another idea for a feature that shouldn't be hard and I think that I can try to code it myself. We don't have any place on the character sheet to store Psychologies such as Hatred or Animosities. I propose another field similar to injuries on the main tab to store such information.
@Djjus I found that there are many unused localization entries in the localization.json, probably imported from the 2ed character sheet or made for the previous versions of the character sheet. I recommend removing them so people translating on Crowdin don't translate things that are no longer used in the project. unused_localizations.txt
I can remove them, but want to know your opinion
totally agree with you on purging the localization.json, as you have probably realized I am a bit lazy with these things. and my focus is more on innovation. good work.
@Djjus Some bugs I found:
I'll take a look at those.
Yea not sure why the latest pull request are not in live, the code was fine.
Maybe It needs one day to fully process all changes, but it's quite weird because my interface changes are in live.
@Djjus how hard would be to add more custom skills to minor NPCs. For example with 'add' and 'modify' buttons like talents?
Hey do you mean this specifically..
A few static ones could be added, that's not a big deal I think. But repeating field inside repeating field will not work sadly.
OR drop down select is a alternative too
Probably we have a little bug in Fast Shot. SL are not calculated properly: 9 + 1 = 9
Do the checkbox in the equipment list have any meaning? I suppose it should lower the encumbrance by one, but it's not working like that.
In Inventory no, it removes the item from the Calc if unticked. This is since the original sheet still. Armor will be -1 if worn is ticked. I think weapons have no mod right now.
How hard would be to implement this?
i'm not sure it make sense, items in inventory are not worn. so dont gain -1
at the moment..
OR do we say everything in Inventory is Carried, and we change the checkbox to Worn?
quite a small change..
I got confused with this issue. I think the best solution would be 2 checkboxes, one for carried (it is practical to write sth that is temporarily not on you) and second for worn (sturdy boots, robes, clothing, ropes can be worn) like with containers.
It would be also good if we can do weapon length integration (similarly to size integration) to automatically add -10 to attack with the shorter weapons.
Additionally, I found a bug. If you roll 100 the label will say "Automatic Failure" only, but 100 is also Fumble because it's double 0 on dices
Actual since it only applies to you have shorter weapon then enemy (-10) it not so hard thing to add in form of a single tick choice. I'd added something. also infighter can ignore it.
Another bug: 'Worn?' option for containers is broken.
No its intended to be on/off Enc. According to CRB Page 301, the Enc for containers is as shown, i suppose that means they are not modified.
Containers are carried, not worn. i dont think i will change the page spelling, Worn fit in the space lol.
Sling Bag and Backback can be worn. CRB 301.
Hmm, your PR was merged but it seems like the changes didn't apply. Weird.
Yes, its odd because the master seems updated, but they are not merging into live website. I think its our Double PRs. I will repost with yours included.
@Djjus Do you have a list of talents that require implementation/fixes? Also, do you have any proper testing method for it? Changing source code of roll20 in chrome isn't the most pleasant and I wonder if you have a better method.