TCArknight
Well-known member
I should be able to get it out by Saturday morning (CST) at the latest.....
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I’ve got this and the “SPECIAL ABILITIES” header noted as issues as well.Focuses aren't showing on the character sheet when saved as a PDF. A sample is attached, if I did things right....
I noticed that last night when trying to fix a couple of other things.You are probably already aware of and working on it, but out of curiosity, are you dealing with the descriptions for talents on the character sheet?
I noticed a while back that the talents will show, and one or two words of the description, then it gets cut off on the character sheet. There is also no 'Long/Detailed Descriptions' option for the character sheets. (I can't remember if I brought it up before, either in my fixes or the text file for updates made. I did not have any clue how to fix this issue myself, although if I delved deep in one of the other game files I could probably find a solution.)
My bad.I don't see any of your newest updates on the Github link I have, and that update source link doesn't seem to work for me. Unless I am doing something wrong with it.
Downloaded the file and added it to the game file folder, and added it to the sources list on checking for updates. Neither method worked.
Aesthetic issue: Traits appear to be auto-sorted alphabetically. This sometimes results in minor weirdness, especially with mixed species Traits.
<snip>
Also, using the game's standard notation, Species Traits should show up first, with additional traits (Section 31, Cybernetic Limb, or whatever) showing up after the species Trait(s).
I’ll provide separate items for next release.Gear Issue (Minor): Communicators and commbadges are two separate things, and should both be listed separately.
I run a late TOS-era game (2295), but allow a couple of TNG-era races since they were part of the Federation then (Trills and Betazoids, specifically), so I have both TOS and TNG eras checked when I create the character. When I give one of these characters a communicator, though, the program changes it to Commbadge because the TNG box is ticked, and this is not a good thing. It's not a major thing, to be sure, but it's not desired behavior.
Mixed Species (Aesthetic/ease of use): Once the traits are added and the attribute increases are unlocked, it would be helpful/more intuitive is the first two attribute boosts were labeled as Primary, and the third as Secondary. This is mostly for clarity; the dropdown lists have shown the correct attributes, but it's not as clear as it could be. Something like this would help:
"Attribute +1 (P): [dropdown]"
"Attribute +1 (p): [dropdown]"
"Attribute +1 (S): [dropdown]"
I’ll take a look at that.Ok, the new files are working now. I decided to test out the Mixed Heritage and encountered a slight problem. Detlans have the option of also being an Empath, yet the talent is still showing as Betazoid only.
When looking at it with the intent to edit, I realized I wasn't sure exactly how to do that without breaking the file set. Is there a way to change all the species talent pre-reqs from the 'isspecies' to requiring the species trait instead?
I’ll take a look at that.
Actually, the #isspecies[X] macro (in the definition.def) now looks for the “CountsAsSpecies.X” tag, so you would just need to add that tag to whatever species for a talent or whatever to become valid. I could probably add something like a “ValidForSpecies.X” tag too if think that would be useful?
You could change the expression to:So in order to change the Empath talent from Betazoid only to Betazoid or Deltan would be phrased how?
Also, the Nerve pinch, how would you change the damage CD from adding Security to adding whichever the higher discipline is of Medicine, Science, or Security?
If it is easier for you to simply make the changes and push out the newly edited sections, that would be fine too.
(#isspecies[spcBetazoid] + #isspecies[spcDeltan] <> 0)
You could change the expression to:Code:(#isspecies[spcBetazoid] + #isspecies[spcDeltan] <> 0)
Your second question is something I didn’t consider.I may need to add a DmgBonus tag or something of the sort...