RMU for Roll20

Started by nash, June 11, 2024, 01:53:22 PM

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nash

Don't forget you can always adjust them after creation.  These sorts of things on the sheet are 100% editable.

Hurin

Yes, that's what I've been doing, so there is a workaround.
'Last of all, Húrin stood alone. Then he cast aside his shield, and wielded an axe two-handed'. --J.R.R. Tolkien

'Every party needs at least one insane person.'  --Aspen of the Jade Isle

nash

My goal is to support the core rules as much as possible.  Fortunately RMU is a lot better than previous editions where you needed to have optional rules for a playable game.

nash

A few small changes this week.  Most not visible to most people at the moment.  Less console garbage which should make it a little snappier.

- Spells: Fix a nbs[ instead of a space
- Less message spew during creation.
- Less message spew during attacks.
- Fix actions code to not break level up
- Attacks small layout changes.
- Heading for feats of strength
- Move New Combat to the status block
- move EP near level.
- CC updates.

Giovanni81

Is there a Youtube video tutorial for this software?
I'm evaluating to buy "RMU Core-Spell Law Roll20VTT [BUNDLE]" but i want to know:
* Is there a guide, a tutorial?
* It's confirmed it can be used with RMU NPC?
* Should I go instead with "ERA for RMU"?

nash

Quote from: Giovanni81 on October 26, 2024, 03:38:20 AM
Is there a Youtube video tutorial for this software?
I'm evaluating to buy "RMU Core-Spell Law Roll20VTT [BUNDLE]" but i want to know:
* Is there a guide, a tutorial?

There is a super incomplete guide here:
https://docs.google.com/document/d/1fXok_FFavVLeaAP7fhXQGulCDIEQ7k3rcWqx1H4-YVE/edit?usp=sharing

Happy for volunteers if they want to expand it; or specific questions.

Quote
* It's confirmed it can be used with RMU NPC?

It works with the RMU NPC format.   There is a JSON format you can use to upload your own NPCs.  Or modify other ones.

Quote
* Should I go instead with "ERA for RMU"?

If you are after VTT solution, I believe Roll20 is a better option than ERA.   If you want character management ERA has the edge.

Giovanni81

A question:
if I want to use a creature from Creature Law (playtest version) in Roll20... I guess I could edit a .json by hand and import it.... can I do this?
It's just to use the automatic attack & critical resolution also for non humanoid creatures.
Suggestions about how to do it?

nash

Quote from: Giovanni81 on October 30, 2024, 09:56:33 PM
A question:
if I want to use a creature from Creature Law (playtest version) in Roll20... I guess I could edit a .json by hand and import it.... can I do this?
It's just to use the automatic attack & critical resolution also for non humanoid creatures.
Suggestions about how to do it?

Yes; you can exactly do that.   When you create a new character there is a button at the top labelled "Upload NPC".  NPC is also a creature in this context.

The format is documented here.

Let me know if you have any problems with the format.

Creatures are still in development, so there are some rough edges.

Giovanni81

Thank you.
The format looks clear at the moment.
If I'll have problems i'll write here.

Giovanni81

nash:

could you please provide 2 or 3 examples of string to be passed in the "Apply Injury" text field?

Just in case i must apply an injury outside the normal combat flow.

nash

Quote from: Giovanni81 on November 03, 2024, 02:05:59 AM
nash:

could you please provide 2 or 3 examples of string to be passed in the "Apply Injury" text field?

Just in case i must apply an injury outside the normal combat flow.

So if you use the critical roll it will show some examples.

The general format is an uppercase letter followed by a digit:
The letters are:

  • H - Hits - eg H33. 33 hits of damage
  • P - A penalty (-X to all actions) P15 -> A 15 penalty.  Note no negative.  Just the number
  • F - Fatigue penalty.  Penalty to the fatigue.  F33.  -33 Fatigue penalty
  • B - Bleed N per round.
  • S - Staggered for N phases.  Typically 1.
  • P - Knocked prone.  Number is ignored, but it is required (just use 1)
  • G - Grappled %.  So G30 -> grappled 30%
  • Q/W/E - Stun for 25/50/75 for n rounds.   So Q3E1 is stun 75 for 1 round (E1), 3 rounds of stun 25 (Q)
  • X - Make a breakage check.  the N is the penalty (sheet doesn't do this; GMs call)
  • D - Death (Defeated) in N rounds.  This is generally bad for the receiver
  • Z - end of the string.  Optional, needs no number

There are two special ones, L and O.  L says the location - 1: head, 2: chest, 3: arms; 4: leg.  O (letter O) 1 for left, O2 for right.

If you have a P or B which imply an injury that needs healing; the L and O are required.  Otherwise it's optional.  Those injuries will appear on the Scratch tab.

A couple of examples:
H7Q1P5L3O1Z  -  7 Hits damage.  -5 penalty to all actions,.  One round of Stun -25.   Hit left arm.

H3E1S1P5G75L1O2Z - 3 hits, -5 penalty to all actions, grabbled at -75, a round of 75 stun, knocked prone and staggered. The injury healing on the head (H2), on the right. 

H10B1Q2P15L3O1Z - 10 hits, 1 bleed, 2 stun @ -25,  -15 penalty,  left arm.

Let me know if that makes sense or if something needs more examples.

Giovanni81

Giovanni81

How can I see the description of a spell possessed by a PC (in the chat)?

nash

Quote from: Giovanni81 on November 04, 2024, 09:47:15 AM
How can I see the description of a spell possessed by a PC (in the chat)?

You can't in the chat directly.   The easiest way to see spell descriptions is generally to click on the little 'I' in a circle next to a spell list on the spells tab of the sheet.   It will popup a window with the whole list.

Otherwise search in the compendium for the spell list and you can see it in the side bar.

I have not worked out how to show a single spell description in the side bar - something the d&d sheet does, but is not documented.  (if you figure it out let me know and I can add support).

Giovanni81

The i button is sufficient for my purposes: thanks, I did not noticed it.

Another question: the "subtle" option automatically considers the point spent in "spell trickery" ?

nash

Quote from: Giovanni81 on November 04, 2024, 03:47:41 PM
Another question: the "subtle" option automatically considers the point spent in "spell trickery" ?

It should. If the name of the Spell Trickery or Grace specialisation matches the spell list you should see the (Trickery: X) or (Grace: Y) after the name of the spell list in the spells tab.  If you don't see that, you may need to modify the name of the skill specialisation - they need to be exactly the same. 

Then they will be applied appropriately when you cast.  Note you need to click the name of the spell to cast to get the effect.

nash

I should also point out that the Transcendance skill is also applied automatically - however it's not specialised per list.

nash

Short list of updates this week. However heeps of progress in getting treasure law ready for release. In the mean time enjoy:

- Bump sheet version to 5
- Vocational skills are now dynamic specialisations. No longer a fixed list.
  - Cleans up a lot of space on the sheet
   - Update the level up & creation process to match
- Automatically move old skills across

So this should go live sometime on 2024-11-5.   

Giovanni81

Sorry for the number of questions but: those update will also be effective for already created PCs?  If yes: Is there the possibility to loose data or obtain inconsistencies?

nash

So the update will go live sometime after the roll20 developers merge tomorrow.   You need to reload if you are logged in, otherwise next time you log in it will be applied.

Part of my sheet code is to check the version - if you peak at the settings tab, down the bottom you can see the current version.  It should be 4 at the moment, sometime after you load tomorrow it will become 5.

When the sheet loads it checks its version, and the version of the data.   If they are out of sync it does an upgrade.  So that can in theory go wrong (that's why I didn't do a lot last week - I needed to test that quite a bit).    However if there is a problem this change is easy to manually recover.   The old pre-update data will still be there.   So if you force the version back to 4, next time you load it will try and update again. 

If there is a bug I'll make a version 6, and try to clean it up as best I can.

FWIW: v2 moved skill costs from the compendium to the sheet.  This was super intrusive... and no one reported a problem.

v3 fixed a bug were your SCR had your realm stat added twice.

v4 set everyone to Superior power level.