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Dangermouse

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Posts posted by Dangermouse

  1. It's slow going as I have to balance development with work, and the other hobbies 🙂   Just about done with damage and healing (a few more changes to be made) - then will get on to weapons, items and spells.  At that point it might be ready for some testing (no promises on what those timelines are).  I am not a developer/coder by trade (some experience now though) so it does take me some time (and the CoC developers have been a great help - I can't praise them enough) to get stuff working properly.

    If there are specific features that people think should be in the initial release please say so and I'll see what I can do.

    First release won't have much automation (it will track stuff likes wounds, power points etc but probably not automated combat or things like opposed roles) - that may come later if there is a demand.


    And no doubt I'll have to build in lots of different options (things like Hits Per Location are already incorporated).

     

    • Like 1
  2. It's been a while since I made an update.

    So here are some screenshots of where I've got to so far - images are taking up a lot of space so I may loose them in due course but for now there are icon's for skills, personalities etc.  You drag and drop a culture, personality and profession to the sheet, selecting the various skills and specifying specialities.  Dice rolls, skills check, XP checks etc all work.  It's only basic skill rolls so far (no complimentary rolls etc).  No combat yet, damage, armour etc - I need to build all that out.  Powers are just titles/placeholders at the moment.

    Most of the options in the game config work (e.g. using EDU etc  some need some work).

    A lot of this is based off the Call of Cthulhu implementation

     

     

    brp1.thumb.png.2d7625e1693ce5a20d5f1616bfbc8063.pngbrp8.png.f449edc627de5e966f9805081bd5273c.pngbrp7.thumb.png.d527db8abe789104513844969207d38d.pngbrp6.thumb.png.e8ddccae231a7922d86a79b380ce43bb.pngbrp5.thumb.png.c19ab63456f5526aed0c12f6aaa69175.pngbrp4.thumb.png.a79fb09e2c28b389b669f265913d39bf.pngbrp3.thumb.png.3e90768aee00f1ad843dd558f2a9f02a.pngbrp2.thumb.png.497e8bb902132b4905a19fe8fe793bb4.png

    • Like 5
  3. V8 of Foundry implementation of Rivers has been released. Compatible with Foundry V11-release 300. Sheets now have a grey background rather than blue. All the blue text and banners remain but for Demi Monde Characters/NPCs they are green (as in the previous screenshot)

    • Like 1
  4. 13 hours ago, WisdomOfWombat said:

    I would love to see a greenish sheet for demimonde characters.

    Let me have a think about how to do it.  Well that was easier than I expected.  Does this work for you?  If the PC or NPC is flagged as Demi-Monde this is what you get (otherwise everything else is the blue colouration)?

    If you're happy with that I will include it in the next release.

    P.S.  It's not perfect - there's a slight blue paper background around the image - 8 pixels wide.  This is taxing my brain on how to correct it

    image.png.2d7033b2c688b4fbc33db0a2aff2e3b2.png

    • Like 1
  5. Good morning.

    I've released V7 of Rivers implementation for Foundry - this should work with V11 of Foundry and I've also added a check to stop duplicate skills, spells and advantages being added to the character sheet.

    If you hit any problems please let me know.

    I'm working on an implementation for Basic Role Playing for Foundry but if there are any features people want in the Rivers implementation please let me know.

    Cheers

    • Like 1
  6. 3 hours ago, CussaMitre said:

    @Dangermouse is you are doing this in an open source code, I would be glad to take a look and maybe try to help a little 🙂

    @CussaMitre - yes it will be open source, - it's on Github at the moment - Genii-Locorum/BRP: Foundry VTT implementation for Basic Role Playing (github.com)   It is not the most up to date version (that's on my PC and I periodically update Github).  Any advice on cleaning up/simplifying the code is welcome (I like figuring out how to make something work but it may not be the most efficient code going)

    • Like 1
    • Thanks 1
  7. Now that I'm back from holiday my work is underway on a Foundry implementation - early days yet and nowhere close to having a full data model for you @Alliante

    So far I have the start of a character sheet with primary and derived stats (you can make rolls from these), skills (you can make basic* rolls from these and can also drag them to the hotbar for quick access) - no spells, items, powers etc yet - so still a long way to go but some initial progress.   SKills and stats also have context menus to allow for skill rolls and some other functions (view skill details) plus skills now get checked for succesful skill rolls (not for Easy rolls).

    *by basic rolls I mean you can include difficulty and flat modifier and there is a short cut (Shift Key) to roll Average difficulty with no modifier.

     


    image.png.ca8f8dd1bc324e8d0ec7d7635e8e14cb.png

    • Like 2
  8. Hi,

    Happy to jump on a zoom call sometime to see what the problem is.  It has run fine for me.  

    What isn't working for you?

    Have you set the initial player order via the GM tools first and then trigger initiative to say who goes first and roll the dice to determine which direction play goes in?

    Cheers

    Simon

     

  9. I had a scenario idea involving CCTV and thought that due to the spells being thrown about the CCTV cameras will be toast but the recordings are probably in the cloud or are further away in a secure room so would be out of range of the sanding effect.  It would also depend on whether the recording is to a Solid State hard drive or goes to a normal harddrive or video tape - the latter two could be recoverable)

    • Like 1
  10. V0.1.6 is now released  

    -The three instructions documents moved to a Journal compendium to make them visible in game
    -Checks rolls code refactored to enable item macros
    -Item macro functionality added - drag item to the hotbar - you can trigger rolls from there for spells, skills, or weapons (otherwise display the equipment sheet)  
    -Tweak to natural armour to remove the armour points if the advantage is removed
    -Bonus/Penalty dice selector on difficulty rolls is now -1 to +1, unless it's for attacks (weapons or spells) in which case it remains at -2 to +2.  The underlying 
    functionality hasn't changed (max one bonus/penalty dice, but with the extra one carried over to damage rolls) - it is just a cosmetic change
    -Actor and Item sheets redesigned to incorporate a bit more colour, make the font a bit larger and to fix some bugs
    -Context menus added to spells, skills etc - at this stage just edit and delete (icons removed in the sheet redesign) - more functionality may follow
     

    ROL.jpg

    • Like 4
  11. Having just bought the new BRP system and put a Rivers of London Fan/Unofficial implementation together I was turning one eye to a possible BRP implementation - so it's great news to hear that it's OK to do this under ORC (thanks @Neil)

    But I wouldn't want to duplicate effort or step on anyone's toes if that's already underway - so if anyone is working on a Foundry Implementation please shout.

    And for clarity - I am not a developer or a graphic designer so this may be pretty basic if I do this 🙂.  I do however like a challenge....

  12. V0.1.5 of Foundry VTT implementation released including the named skills (no descriptions) that appear on the character sheet and a few generic examples of advantages, equipment etc.  Also included some "how to" instructions that may help.

    • Like 3
  13. I've been having a think about what @g33k and @Numtini have said - and I will look at including the skills (just names and the internal configuration) for those skills that appear on the character sheet PDF file (i.e. common and weapon skills).  Yes, it's not everything a GM may want, but it's also (hopefully) me not crossing a line over the rule book.

    I will also look at adding examples of advantages, spells etc - but not anything from the rule books that isnt on the character sheet.

    Hopefully a compromise position

     

    • Like 1
    • Helpful 1
  14. Hi Numtini.  This was a tricky one and this is the approach I've taken.  This is Chaosium' s game and so taking some core stuff from the rules isn't something I want to do.  I want RoL to succeed (I'm rubbish at writing scenarios so want the game to do well and then see more products).   Therefore I don't want to release an implementation that would mean people don't need to buy the game - but I balanced that with wanting to make it easy to run a game and get people enthused.

    So I've avoided adding spells, advantages, skills equipment etc but appreciate that things like bonus dice, stats etc are built in.

    I did take a steer from the Call of Cthulhu Foundry implementation which didn't include skills etc on the basis that I hoped that if Chaosium were ok with that approach there they would be ok with me following the same tack.  Now Chaosium haven't approved or endorsed this and VTTs are outside the Fan Material Policy.  At the end of the day if Chaosium are unhappy with the implementation I will change or remove it as they want - as I say I want to support the game not undermine it.  

    So I've taken a very conservative/risk adverse approach - but I get that it makes the users life a little trickier (I spent a Christmas break setting up the Call of Cthulhu stuff for my game but I may have gone a bit overboard).

    If the set up of skills, spells etc isn't intuitive in the Foundry implementation please let me know and I'll happily talk you through things (if that would help). 

    Sorry - that was a bit of a ramble but just trying to set the scene.

    Cheers

    Simon

    • Like 1
  15. Version 0.1.4 released - some more bug fixes and removing superfluous data from chat messages to reduce the messages.db file size.

    Things I am thinking of to work on next but in no particular order:
    1) Opposed rolls
    2) Removing a lot of the roll data from the template (html) files are deriving them from the skills, spells etc directly with a view to making macro hotbars work

    If there are any feature requests (or bugs) you want looking at please shout

    • Like 2
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