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LaSossis - Lancer Automation 4.4.0 & Npc Import 2.0.0
About This Title
Hi there,
Sorry for my absence last week. There was no weekly devblog/update, so some fixes were held back a bit. Today I bring some neat little stuff, but nothing grandiose. I've been working more on other modules than LA, and I started more work for my personal game, which has kinda taken half of my time lately.
First, I decided to take on some of the requests I got from patrons, especially a big one. Some aren't completely done, but I got sidetracked by my own stuff.
TLDR:
Token Faction FORK
GAA , THT Fork
Template Macro
Lancer NPC import
Lancer Style Library
Token Faction FORK 13.3.0I said in a previous devblog that I talked with the owner of the original module, and with his blessing I plan to take it over. But I feel it's not polished enough yet, so I've been working on that a bit and tried a new UI. I abandoned the matrix view (it's pretty, but honestly not easy to read with many factions). I also added a way for a faction to hate itself, so you can have a faction of lone wolves that consider the other members enemies.
The code API has changed, so if you use it, you'll need to update LA and my forks of THT, GAA and Template Macro.
Lancer Comp/Con Sync 2.0.0 (aka Lancer Npc Import)So one of the request i had was :
Well my campaign uses the stress and burden system, but i noticed whenever i sync the sheet to comp/con it reverts the stress and bond exp to what was on the comp/con sheet. So i was wondering if there is a way to make a tracker or make the stats on the sheet consistent, so we don’t have to keep going back to the comp/con sheet to set the stress and we can actually utilise the stress tracker in Foundry?To be honest, at first I wanted to say that's not possible... but I got curious and tried a bit. I managed to repeat the same operations Comp/Con does when it syncs, and got a pilot's stress value updated from Foundry.
I'd still call it beta, since I might have forgotten stuff while testing. I did test sending items that don't exist in Comp/Con and all that. It won't break Comp/Con, you'll just end up with a weird pilot.
So yeah, NPC Import can now export too. Pilots, mechs and NPCs.
BUT this updates your cloud data, not the local data in your browser. You'll still have to sync in Comp/Con to see the changes there.
Also, only the GM can export, and it only goes to the Comp/Con account you're signed in with. So if your players keep their pilots on their own Comp/Con accounts, you'll have to sign in with that account to export them. (For now, I'll see for player own account later)
I also brought over some of the UI design I developed in LA. The new window makes it easier to see the differences item by item, and it changes depending on whether you're in import or export mode.
So here's my solution for your stress value haha.
Also brought some UI design i developed in LA there , in taht new UI you'll be able to better see the difference in item. It change whenever you are in export or import mode.So here my solution for your stress value haha.
Lancer Style LibrarySome annoying fix with Carolingian UI
Lancer Automation 4.4.0Not much new stuff here. A lot of UI stuff, plus little additions and fixes.
Battle LogPretty simple: a bit of a UI redesign, and pilots are tracked now. Huh, that's all.
Combat Carousel...Well, absolutely not necessary, I mainly did it for myself. But there you go, my LA combat carousel. Optional of course.
I haven't written a tutorial on it, but it works the same as Carousel Combat Tracker, just double-click to activate/deactivate the turn. And it handles Token Factions.
Environment ActorSmall addition: you now have a dedicated ghost actor for environment damage and stuff that doesn't come from a specific actor.
No worries for your automations: unless checked, they won't react to environment stuff. Dangerous terrain damage no longer uses the token itself as the source.
Deployable Art
Simple stuff that use the free deployable art as default token asset (when non default) I'm commissioning art for throw weapon, hopefully soon.
Other stuff
Template actors (Throw, Hard Cover, Wreck, Environment) live in a Lancer Automations folder and update when their definition changes.
Dangerous terrain damage comes from the Environment actor.
Auto damage roll skips a full miss unless the attack has Reliable.
Battle Log credits deployable and drone attacks to their owner, and pilot token actions, moves and knockbacks to their mech.
Boost FX renders above tokens.
Ejected or dismounted pilots join their mech's combat.
Portrait rail: clicking the active pilot deselects it.
Alt-peek respects the stat bar visibility mode.
Fixes:
End of turn effects (Fragment Signal's Impaired and Slowed) no longer expire when the target's turn starts.
Players' movement cap no longer adds up earlier turns (19/19 after a 5 space move).
Distances and range checks work on gridless scenes. Tactical distance read Infinity.
Basic Tech gets the tech attack HUD. Fragment Signal targeting shows the Sensors range. The empty weapon profile strip is hidden.
LOS ruler from empty space uses the same height as a size 1 token.
Activations use the clicked token when an actor has several, talents included.
Iso elevation offset no longer shifts flying tokens.
Stat hint position at a non-default scale.
Elevation badge size on grids other than 100px.
API- `api.syncTemplateActors()` and `api.getEnvironmentActor()`.
- Trigger data carries `isEnvironment`.
As always thanks for the support.Documentation · All my modules
Lancer Automations is free and always will be. Patreon or Ko-fi if you want to support it.
Yapping YappaI said last Yapping time that because now will all i learned in UI and LCP , Supabase stuff blabla. i kinda wanted to leave my giga old ominous google sheet and to my own site. Well it's doing good. Using direct LCP data, i could improve my loot formula, being able to spread even odd to get type of items .
P(L) = Σᵣ 1/R × (k · wᵣ(L)) / (3·Sᵣ + Nᵣ)
where:
P(L) = chance that a roll gives licence L
r = a frame role (Striker, Artillery, Controller, Defender, Support)
R = number of roles with a licence left
k = 3 if L is started, 1 if new
wᵣ(L) = L's share in role r
Sᵣ = total share of started licences in role r
Nᵣ = total share of new licences in role r
As for the excel we went from this
to this
BUT while all that stuff is not finished. I though to myself, I'm not really using a lot of thing in World Anvil. So i decided that in the long run, i'll move my whole world building, my loot stuff. All that shit into one single website. Starting with the Banner you saw at the beginning.
while take more time, (although it allow me to revisit my writings) , turn out it kinda better than learning and twisting World Anvil custom balise system. Still think it's great. But it so much cooler, i cant go back. I've been kinda all other the place , writing there, coding there, doing emblem for faction I forgot etc..
Obliviology, on the contrary, is devoted to the riddles of our past and the search for our origins: Who are we? Where do we come from? What fate truly befell Kharak? The field takes in archaeology, the close analysis of archaeo-technologies, the comparative history of the Kiithid, and deep-time geology.Obliviology raises many troubling questions. The theory of Exo-genesis, which suggests that our genetic heritage may be partly or wholly foreign to Kharak, is a telling example. The theory of the “Great Ocean” holds that the Great Banded Desert was once covered by water. Other hypotheses still, resting on the discovery of materials and structures several thousand years old, paint us as the descendants of an earlier, extraordinarily advanced Kharakid civilisation that collapsed.So i'm a bit less focus on LA right now, but don't worry.Anyway, losing my train of thought.bye bye.
Hi there,
Sorry for my absence last week. There was no weekly devblog/update, so some fixes were held back a bit. Today I bring some neat little stuff, but nothing grandiose. I've been working more on other modules than LA, and I started more work for my personal game, which has kinda taken half of my time lately.
First, I decided to take on some of the requests I got from patrons, especially a big one. Some aren't completely done, but I got sidetracked by my own stuff.
TLDR:
Token Faction FORK
GAA , THT Fork
Template Macro
Lancer NPC import
Lancer Style Library
Token Faction FORK 13.3.0I said in a previous devblog that I talked with the owner of the original module, and with his blessing I plan to take it over. But I feel it's not polished enough yet, so I've been working on that a bit and tried a new UI. I abandoned the matrix view (it's pretty, but honestly not easy to read with many factions). I also added a way for a faction to hate itself, so you can have a faction of lone wolves that consider the other members enemies.
The code API has changed, so if you use it, you'll need to update LA and my forks of THT, GAA and Template Macro.
Lancer Comp/Con Sync 2.0.0 (aka Lancer Npc Import)So one of the request i had was :
Well my campaign uses the stress and burden system, but i noticed whenever i sync the sheet to comp/con it reverts the stress and bond exp to what was on the comp/con sheet. So i was wondering if there is a way to make a tracker or make the stats on the sheet consistent, so we don’t have to keep going back to the comp/con sheet to set the stress and we can actually utilise the stress tracker in Foundry?To be honest, at first I wanted to say that's not possible... but I got curious and tried a bit. I managed to repeat the same operations Comp/Con does when it syncs, and got a pilot's stress value updated from Foundry.
I'd still call it beta, since I might have forgotten stuff while testing. I did test sending items that don't exist in Comp/Con and all that. It won't break Comp/Con, you'll just end up with a weird pilot.
So yeah, NPC Import can now export too. Pilots, mechs and NPCs.
BUT this updates your cloud data, not the local data in your browser. You'll still have to sync in Comp/Con to see the changes there.
Also, only the GM can export, and it only goes to the Comp/Con account you're signed in with. So if your players keep their pilots on their own Comp/Con accounts, you'll have to sign in with that account to export them. (For now, I'll see for player own account later)
I also brought over some of the UI design I developed in LA. The new window makes it easier to see the differences item by item, and it changes depending on whether you're in import or export mode.
So here's my solution for your stress value haha.
Also brought some UI design i developed in LA there , in taht new UI you'll be able to better see the difference in item. It change whenever you are in export or import mode.So here my solution for your stress value haha.
Lancer Style LibrarySome annoying fix with Carolingian UI
Lancer Automation 4.4.0Not much new stuff here. A lot of UI stuff, plus little additions and fixes.
Battle LogPretty simple: a bit of a UI redesign, and pilots are tracked now. Huh, that's all.
Combat Carousel...Well, absolutely not necessary, I mainly did it for myself. But there you go, my LA combat carousel. Optional of course.
I haven't written a tutorial on it, but it works the same as Carousel Combat Tracker, just double-click to activate/deactivate the turn. And it handles Token Factions.
Environment ActorSmall addition: you now have a dedicated ghost actor for environment damage and stuff that doesn't come from a specific actor.
No worries for your automations: unless checked, they won't react to environment stuff. Dangerous terrain damage no longer uses the token itself as the source.
Deployable Art
Simple stuff that use the free deployable art as default token asset (when non default) I'm commissioning art for throw weapon, hopefully soon.
Other stuff
Template actors (Throw, Hard Cover, Wreck, Environment) live in a Lancer Automations folder and update when their definition changes.
Dangerous terrain damage comes from the Environment actor.
Auto damage roll skips a full miss unless the attack has Reliable.
Battle Log credits deployable and drone attacks to their owner, and pilot token actions, moves and knockbacks to their mech.
Boost FX renders above tokens.
Ejected or dismounted pilots join their mech's combat.
Portrait rail: clicking the active pilot deselects it.
Alt-peek respects the stat bar visibility mode.
Fixes:
End of turn effects (Fragment Signal's Impaired and Slowed) no longer expire when the target's turn starts.
Players' movement cap no longer adds up earlier turns (19/19 after a 5 space move).
Distances and range checks work on gridless scenes. Tactical distance read Infinity.
Basic Tech gets the tech attack HUD. Fragment Signal targeting shows the Sensors range. The empty weapon profile strip is hidden.
LOS ruler from empty space uses the same height as a size 1 token.
Activations use the clicked token when an actor has several, talents included.
Iso elevation offset no longer shifts flying tokens.
Stat hint position at a non-default scale.
Elevation badge size on grids other than 100px.
API- `api.syncTemplateActors()` and `api.getEnvironmentActor()`.
- Trigger data carries `isEnvironment`.
As always thanks for the support.Documentation · All my modules
Lancer Automations is free and always will be. Patreon or Ko-fi if you want to support it.
Yapping YappaI said last Yapping time that because now will all i learned in UI and LCP , Supabase stuff blabla. i kinda wanted to leave my giga old ominous google sheet and to my own site. Well it's doing good. Using direct LCP data, i could improve my loot formula, being able to spread even odd to get type of items .
P(L) = Σᵣ 1/R × (k · wᵣ(L)) / (3·Sᵣ + Nᵣ)
where:
P(L) = chance that a roll gives licence L
r = a frame role (Striker, Artillery, Controller, Defender, Support)
R = number of roles with a licence left
k = 3 if L is started, 1 if new
wᵣ(L) = L's share in role r
Sᵣ = total share of started licences in role r
Nᵣ = total share of new licences in role r
As for the excel we went from this
to this
BUT while all that stuff is not finished. I though to myself, I'm not really using a lot of thing in World Anvil. So i decided that in the long run, i'll move my whole world building, my loot stuff. All that shit into one single website. Starting with the Banner you saw at the beginning.
while take more time, (although it allow me to revisit my writings) , turn out it kinda better than learning and twisting World Anvil custom balise system. Still think it's great. But it so much cooler, i cant go back. I've been kinda all other the place , writing there, coding there, doing emblem for faction I forgot etc..
Obliviology, on the contrary, is devoted to the riddles of our past and the search for our origins: Who are we? Where do we come from? What fate truly befell Kharak? The field takes in archaeology, the close analysis of archaeo-technologies, the comparative history of the Kiithid, and deep-time geology.Obliviology raises many troubling questions. The theory of Exo-genesis, which suggests that our genetic heritage may be partly or wholly foreign to Kharak, is a telling example. The theory of the “Great Ocean” holds that the Great Banded Desert was once covered by water. Other hypotheses still, resting on the discovery of materials and structures several thousand years old, paint us as the descendants of an earlier, extraordinarily advanced Kharakid civilisation that collapsed.So i'm a bit less focus on LA right now, but don't worry.Anyway, losing my train of thought.bye bye.
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