![]() ![]() Some of these might be duplicates from earlier posts, I'm just posting what we've noticed still happening:Ĭyberlimb not giving +1 phys condition (this couldn't be done even manually earlier, current version offers the manual mod value to do this, could be it pulled from char sheet directly?) I also got some of them fixed myself by editing the extension (knowledge skills) so I can also share a few ideas when I get around to opening the files again. Here are a few bugs we've encountered so far, I just wanted to drop this as a quick list for now (I've forgotten to do so too many times) and if you need more info or help with replicating them etc, I'll be happy to help. We've been running a campaign for a couple months using the 9.7.3 version of the mod and now have been using 9.8.2 and for todays session gonna be testing 9.8.5. I've seen some code related to it in other things I've looked at, but still uncertain of where to start. I still need to figure out how to do that. Making this change will allow for the ability to pass along affects of spells to targets in the combat tracker. I've figured out a way to do spellcasting, summoning etc in one click instead of 2, so I'm going to be changing that in the near future. I'm still figuring out the interconnectedness of the code and bound to miss things. If you find that I've broken something that was working before please let me know. I think things like surprise, composure, etc are the only things not supporting edge. It deals with ammo count as well, loading and unloading new ammo.Įdge is working in most places. Select the ammo you want to use, based on what is loaded into the weapons ammo list. When you go to attack with a weapon now it will give you a screen with options.įor firearms and projectile weapons it gives you options for ammo. I added a subcategory to augments so that you can now sort them a little better. I also added a place for ammo in ranged weapons. You can also mod the item on the character sheet. You can add them in them from the items window and when anyone drags that version of the item to the character sheet they get the mods. I added mods to weapons, and armor in two varieties. I fixed skills on NPCs.(They can now use edge) I added a mod field and total field to the physical and stun tracks. I have posted a new version, 0.9.8.3 to the first post. The next thing I'm going to try and do it Edge. I've not gone through to figure out what needs doing. Lastly I updated the combat tracker for the host. It works this way with both summoning and binding. If you summon on a bound spirit the bound condition will be remove and the services will be reset. When you bind a spirit it will set the check box on the spirit when it runs out of services the checkbox will go away. When you click on the cast, perform, create, summon or bind buttons the following screens will appear:įor spirits the force is stored in the spirit when added to the list. You can also resist drain and have it applied to the character. I also made it so that you can now properly cast spells, perform rituals, create preparations, summon spirits and bind them. I added room for rituals and alchemical formulas. The major change was on a character window. I've not done that yet, but you can still do alchemy, you use a section on the magic tab in the character window. I'm going to put preparations into items. I added Rituals, removed Preparations and added a new field for spells. So I changes some things and added some more. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |