RMU for Roll20

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

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nash

So I've been slack updating recent updates here.  Lots of progress - a lot quite impactful as we prepare for the release:

- Add movement for creatures.  Not useful for those without access to creature law or other adventures.
- Set default values for hp, pp and injuries and the like.  Don't start the game on 0 HP
- Sort skill and table names in attack add.  So now you can find things.
- Add option for no attack skill in attack add.  Sometimes you want a simple bonus or something.
- Spells show +/-.  So the modifiers all make sense.
- Initiative is an action; not a roll.  No d20 logo.  Now a d10 instead/
- Attacks
  - include manuever penalty.   Sorry; if you are injured, now it hurts
  - add AP tracking (melee only).  Also.. if you enable it, and you spend less than 4AP... the sheet updates your attacks.
  - Expand modifiers clearly.  Better list of mods on attack summary
- Spells now include manuever penalty.  Casting spells with broken wrists hurts
- Bugs
  - Fix missing attack modifiers
  - Handle applying damage to creatures with ')' in their name
- Add internal sheet versions.  Unfortuantely the time had come for this feature
- Display sheet version on last page.  So you can check you are up to date.
- Automatically upgrade sheet 1 -> 2
  - Sheet 2 is skill costs on sheet (Character support)

- Split injury handling out
- Handle breakage penalties in criticals correctly
- Improve layout of rolltemplates; only show Apply when it's useful
- Condition tracking:
  - Track current phase
  - Handle bleeds
- AP Tracking for attacks: Melee & Spells
- Add special page to apply injuries

nash

Big update this week.  Injury tracking is now handled in a currently rudimentary manner.  More sophisticated updates are coming soon.   

- Bump sheet to version 3
  - Version 3 has only 'Realm Stat' for SCRs, removes 'Realm Stat Bonus'
- Clear high level spell names on updates.
- Move defenses near RRs on the main page.
- Spell display:
  - Don't add Realm Stat to casting bonuses twice.
  - Always put things [ ] (even hand bonusues) in description
  - Display 'no voice' corrently (not undefined)
- Attacks:
  - Fix escaping for ')' on targets
  - Fix for target size bug (typo I guess)
  - Encode location in the damage string.
- Actions
  - Persist free action, and clear after 4 phases.
  - Show the correct phase (relative, not the total)
  - Add 'new combat' button
- Status
  - Display staggered/stun status
  - Apply stun penalties to spells & attacks
- Injuries
  - Display knockback, grapple and other injury types
  - Keep record of penalty based injuries
  - Display injuries on Scratch page
  - Add basic recovery rolls
  - Set the location in the injury
  - Can delete injuries
- Bug fixes:
  - Misc Remove Attr function now actually does something
  - Fix minor (but amazingly irritating) bug in the AP description

nash

Release for 2024-9-10; Another decent size update.

The headline feature of this weeks release is using CRP (Custom Roll Parsing) for skill rolls. This means we have a lot more descriptive text and information in skill rolls; similar to attacks and spells.

Experimental support for custom spells has been added, and there is a way you can turn a sheet to a creature sheet.  More on that coming soon.

Otherwise there are lot of nits; hiding stun effects when you don't have any; and show current ranks when you level up.  For both skills and spells.

- Skills:
  - Use CRP for rolls
  - Expand descirption and modifiers for use.
- Custom Spells now supported (experimental)
- Status effects like stun/staggered/bleed disappear if empty.
- Spell mastery masters magic; not manipulates (message change)
- Remove some injury debug.
- Religion is now an attribute.
- Compendium:
  - Evaporate Liquid is not 1, and it's 1000 cu ft, not 000 cu ft
  - Darkvision 10 + 5/tier. not 10+10
  - Golden throat 5/tier
  - Fix some minor grammar issues in some talent descriptions (.s and the like)
- Talents:
  - Fix costs with different per tier costs
  - Add placeholder support for spell lists.
- Optimisation: Reduce by ~3 number of API calls in updateSkils.
- Force ' ' for empty skills when there was a value.
- Attacks now have parry and 'other' modifiers (Long requested feature)
- Fix a bug stoppind stun penalies from applying to spells
- Levelup:
  - Spells persist their ranks (again)
  - Show current rank of simple skills
  - Show current rank of specialised skills.
  - Show current rank of spells
- Creatures:
  - Make creature loading more resiliant
  - Add a hidden way to turn a sheet into a creature
- Add a new preview image.

Finwe

Quote from: nash on August 19, 2024, 03:55:06 PM
Quote from: Finwe on August 19, 2024, 01:02:36 PM
Hello, there are any video tutorial or something to learn how works RMU in Roll20? I've tried but I dont know how use the sheet, compendium or anything.
Thank you.

Nothing yet.  It is on my list, but considering my video editing skills, I'm not sure how great a help it would be.

The compendium is not yet available.   It will be available for purchase in less than 1 month.

After that the sheet should become a lot easier to use!

However if you have specific questions (or feature requests) let me know!

Hello I've see that the compendium is already for purchase at drivethrurpg, but I think that before purchase it, would be wonderful that someone explain how it works. is it possible to customize the character sheet?

nash

I am pleased to announce that Rolemaster Unified is now available on Roll20!


All the rules, tables, and spelllists are included in the appropriate books which can be purchased through drivethruRPG or roll20.

Use the Rolemaster Unified official character sheet for attack, skills and spell integration.

Early adopters should have received a discount code for the Roll20 ruleset and bundles are available for first time buyers.

Enjoy! And let us know what you think in the ⁠roll20 channel.

Drivethru
Core Law - https://www.drivethrurpg.com/en/product/494657/rolemaster-core-law-rmu-roll20-vtt

Spell Law - https://www.drivethrurpg.com/en/product/494658/rolemaster-spell-law-rmu-roll20-vtt

Or on Roll20:
https://marketplace.roll20.net/browse/bundle/33503/rolemaster-unified-players-bundle-core-and-spell-laws

nash

Quote from: Finwe on September 11, 2024, 11:42:41 AM
Hello I've see that the compendium is already for purchase at drivethrurpg, but I think that before purchase it, would be wonderful that someone explain how it works.

So Core Law gives you:
- Walk through character creation (Charactermancer), applying racial talents, culture ranks and the like.
- Level up tracking DP and purchased skills
- All the text of Core Law is searchable in game and in the compendium (on roll20, not downloadable)
- Make direct attacks against other characters and single click to apply the effects to the target.
- Make & look up critical results immediately

The attacks thing is huge.   It means attacking someone is at most 4 clicks: 2 to select your target, 1 to attack and 1 to apply the results.
And if you keep attacking the same target?  Well you just need the attack button & apply.  Like you can go through combat faster than systems without critical tables.

Spell Law:
- All the spell lists searchable in game
- All the spell law text searchable in game and in the Roll20 compendium
- Summary of all your spells on sheet
- One click to view a spell list your character has
- Spell casting resolution including Subtle option, voice options, hands & prep.  Integrated with Action tracking.   Grace & Spell Trickery automatically applied.

Some other sheet features (without compendium)
- Tracking stun/bleed/injuries/exhaustion/pp/hits/actions(AP)
- Skill, stat, RR, DB and lots of other stuff automatically calculated.
- Skill & attack rolls with modifiers
- Inventory tracking

There are lots of other small features, but that's the main ones.

nash

The first post compendium release has gone live... and it's small.  This is a good thing.  Sooner I get to Treasure Law I guess.  It should be live in the next 12-18 hours.

- Rewrite the way we track spell lists on level up.
  - Makes Hybrids happy; stops duplicated lists during level up
  - Track lists from the sheet side.  Should stop the annoying duplicate spell list after level up.
- Fix a problem with single tier talents not applying

nash

# 2024-9-17

Miscalenous bug fix week!  This fixes should go live sometime on the 17th in Pacific Time US - usually 10-11am or so.

After one week of activity there are a number of bugs.  Talents seemed to cause most grief - I've
fixed a lot of them.  Hopefully this means peoples sheets won't lock up anymore.

Otherwise it's a whole host of little things.

- Hair is now a box you can edit
- Save gender set during character creation
- Initiative:
  - Fix the button so it works again (stupid roll20 quotes)
  - Show the penalty in the result box
  - Send the value to the tracker
- Fix a few missing translation strings.
- Set correct ranks for written languages.
- On creation, make sure each stat gain has a unique name
- Creature:
  - Allow JSON and string items.
  - RR rolls for creatures
  - Injuries for creatures
- Talents
  - Save talent cost correctly for single tier talents
  - Fix some of the talents that cause problems on some browsers.
  - Handle more errors
  - Delete a malformed talent in the database
- Roll templates (side panel)
  - Add basic darkmode support
  - Put the results before the mods for skills and spell rolls.
- Can edit height/weight/build on sheet
- Stat gains uniquely identified during levelup
- Fix for item's name's template in the compendium
- Partial fix for vmabraces`greaves
- Fix for short bow and long bow attack tables
- Remove old Claw & Shockbolt hacks from compendium
- Spells correct display of realm stats
- Fix vambrace and greave ordering
- Update equipment on deletion
- Add a pending reset button to hopefully unjam people.
- Add an animated icon when doing work

nash

The big update listed above is now live.   Just to be clear... this is really a lot of small bugs and error conditions that a lot of people testing in different ways naturally shake out.

If you are hesitant at what the Compendium brings you; feel free to reach out to me.  I've set up a roll20 game with the compendium and people can try it and see how it works with the only expenditure being your time.

nash

An update to workaround an issue introduced by a recent roll20 update has been released.

More details:
https://github.com/Roll20/roll20-character-sheets/commit/18b84a60b6ae1e2df47c876b2af1c3f11810e095

nash

A number of small updates this week.  Starting some work to fix a mumber of other wierd bugs; but nothing yet.
Thank you to all who have reported problems.  Please let me know if there are more.

- Dark mode tweaks for side panel, and the crit box.  Dark mode is still a long
  way from complete on the main sheet; but the side panel should be usual.
- Spell rank modifier when casting; missed that in the other massive improvements.
- Don't barf AP updates on New Combat.
- Fix for weight allowance (thanks spaturno80).  I totally misread those rules.  Like totally.
- Creature sheet improvements for skills and other items.
- Async: Recover is a few more wierd situations (thanks major__havoc).
- Spells: Show trickery and grace bonuses in spells.  This is the sort of
  feature you get when I play with the sheet, not just GM with the sheet.

[Compendium]
Add base lists by profession to the spell law list. Treasure Law data imported
for most non-magical items.  Chapter 1 complete.  Chapter 2 is 75% complete.
Monsters for other modules are getting ready too.

nash

Just send for review another update (2024-9-25)
Start work on fully supporting encumbrance and maneuver penalties.  So now we
calculate load (we did not before), our max pace (been empty forever), change
the property name to carried_weight (was set, but never used before).

- Creatures:
  - Handle more attack types
  - Creature attacks work again with the new maneuver penalties.
  - Fix issue with creatures without skills failing
- Update maxpace and load %s on sheet
  - Need to update equipment in the compendium to make this effective.
- Add a dot to show skills you have a profession bonus in
- Update DB:
  - Add passive block to active dodges and passive dodge to active block
  - Cap running ranks, not passive DB at 50.

nash

The update for the 1st of October has been staged.  It should go live tomorrow.

Work continues on improving 'stuff' (aka Inventory or items). So first up we have casting penalties for armor calculated and working. This may may the spell casters in your group most unhappy. I hope they stocked up on Transcendance. We have also added a 'pack' and 'store'. A pack is backpack or similar item you can drop if in combat. Or maybe on your horse. There is a toggle button to carry or not carry it.
Encumbrance penalties are calculated depending if carried or not. Store is for stuff you character doesn't have with them. Homewares or buried treasures. You can move items between the three lists easily.

Then there is a pile of small items; Spells persist previous ranks on levelup is the most notable. Lots of people have asked for this - Enjoy!

- Stuff (aka Inventory)
  - Spell equipped correctly.
  - Items only count to encumberance% if equipped (w/ test)
  - Add Store & Backpack sections
  - Add toggle for backpack carried
  - Allow items to move between sections with a click
- Add support for transcendance and spell Enc% penalties
- Make bleed a local (internal change)
- Reset current round/phase on new combat.
- Show the current round in the action box
- Don't set negative PP on the character sheet (min 0)
- Spells remember how many you got on level up.

Hurin

Love the 'Store' and 'Backpack' ideas.
'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

Quote from: Hurin on September 30, 2024, 10:29:13 PM
Love the 'Store' and 'Backpack' ideas.

Encumbrance is a nightmare in Rolemaster... so I think the backpack is a practical compromise similar to what a lot of players do.   It's an interesting strategic choice... if you need to flee (or chase) do you go back for your pack?

And of course there are is lot of stuff that character leave in their abode.  Recent campaign had literal metal ingots.

nash

So a small extra update is staged for this week:
- Remove a lot of debug in level up and stuff.
- Allow creatures to be called NPCs on drop
- Creatures (NPCS) now display spells & skills

Should go live today.

nash

Also as a small update, progress on the Compendium for Treasure Law continues.

nash

Release 2024-10-8:
A small list of minor updates. Big piece was tracking down the annoying errors in some attack rolls which were making me wonder if I could count. There is a compendium update which was uploaded last night. Characters may need to regenerate thier attacks (mostly only natural attacks) if they are still seeing the problem.

- (Hopefully) quieten monsters AP messages.
- Handle a numeric AT (some monsters)
- Updated attack testing significantly.
- Remove some not-an-error errors in attacks
- Stop using D for side. That's death/defeat. O is now side. (Odd)
- Fix for monsters dropped from compendium

nash

Release 2024-10-15

So this weeks update is queued: Power Level start, better stats other improvements.

We have started power level support - after seeing people use it mixed; I'm doing per characcter, not a game setting.  First up is stat rolls.  Fun fact, stat rolls were like the first thing I implemented.  This now uses CRP (custom roll parsing) to generate and display the stats.  And we now support rerolls for each of the standard power levels.
   
A few more logs when injuries are applied - so you know it worked.
   
And an easy button to upload NPCs.
   
- Start of Power Level support
    - Sheet version to 4: Set everyones powerlevel to Superior
     - Show powerlevel on sheet
     - Add create step for power level
     - Add support for powerlevel during stat rolling
- Use the roll20 dice roller for dice; not the js one.
- Send stat rolls to the chat.
- More messages when injuries are applied.- Make checkboxes a standard size,
- NPC upload button on the front page.

Hurin

Nice! I was never that keen on the Core Law stat system to begin with, and I was a bit put off by the inability to exchange more than 2 stats in the Roll20 version -- note that the Core rules do give that as the base method but they also state that the GM can modify that to allow any and all stats to be swapped, which is the way we always did it. So, being able to swap as many stats as you want would be nice, but until that is implemented (if it ever is), being able to tune up the power level to give better stats in general will help.
'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