Added a selection box if the weapon gets an extra 1d6, or if its a Dagger/Javelin and use 1 or 2 dice less respectively.
Updated Chivalry if a female is used and other minor improvements.
Added a selection box if the weapon gets an extra 1d6, or if its a Dagger/Javelin and use 1 or 2 dice less respectively.
Updated Chivalry if a female knight is used and other minor improvements.
Added a selection box if the weapon gets an extra 1d6, or if its a Dagger/Javelin and use 1 or 2 dice less respectively.
Updated Chivalry if a female knight is used and other minor improvements.
Added a selection box if the weapon gets an extra 1d6, or if its a Dagger/Javelin and use 1 or 2 dice less respectively.
Updated Chivalry if a female knight is used and other minor improvements.
Added a selection box if the weapon gets an extra 1d6, or if its a Dagger/Javelin and use 1 or 2 dice less respectively.
Updated Chivalry if a female knight is used.
Added a selection box if the weapon gets an extra 1d6, or if its a Dagger/Javelin and use 1 or 2 dice less respectively.
Updated Chivalry if a female knight is used.
Both needed chirurgery and the skill gets checked. Now they get checked seperatly.
Improvement to the automated manor tab. Now zeroes are added to value so it updated correctly.
Both needed chirurgery and the skill gets checked. Now they get checked seperatly.
Improvement to the automated manor tab. Now zeroes are added to value so it updated correctly.
@{squire_name} added to the squire skills.
Lines: 566-590
Added a roll button for end of round concern rolls
Lines: 803-804
Concern and Hate of landlord reworked. Love added to counter hate when below 0.
Lines: 802-808
Knight entry added for easier access to Stewardship skill
Lines: 811-820
Steward entry added.
Line: 824-848
Land Record Sheet updated to look close to the real one.
Line: 854
Manor Income Worksheet updated to look close to the real one.
Line: 900
Added Misfortune opposed roll to Manor Income Worksheet
Line: 949-950
@{squire_name} added to the squire skills.
Lines: 566-590
Added a roll button for end of round concern rolls
Lines: 803-804
Concern and Hate of landlord reworked. Love added to counter hate when below 0.
Lines: 805-808
Steward entry added.
Line: 811-835
Land Record Sheet updated to look close to the real one.
Line: 841
Manor Income Worksheet updated to look close to the real one.
Line: 887
Added Misfortune opposed roll to Manor Income Worksheet
Line: 936-937
@{squire_name} added to the squire skills.
Lines: 566-590
Added a roll button for end of round concern rolls
Lines: 803-804
Concern and Hate of landlord reworked. Love added to counter hate when below 0.
Lines: 805-808
Steward entry added.
Line: 811-835
Land Record Sheet updated to look close to the real one.
Line: 841
Manor Income Worksheet updated to look close to the real one.
Line: 887
@{squire_name} added to the squire skills.
Lines: 566-590
Added a roll button for end of round concern rolls
Lines: 803-804
Concern and Hate of landlord reworked. Love added to counter hate when below 0.
Lines: 805-808
Steward entry added.
Line: 811-835
Land Record Sheet updated to look close to the real one.
Line: 841
Manor Income Worksheet updated to look close to the real one.
Line: 887
@{squire_name} added to the squire skills.
Lines: 566-590
Added a roll button for end of round concern rolls
Lines: 803-804
Concern and Hate of landlord reworked. Love added to counter hate when below 0.
Lines: 805-808
Steward entry added.
Line: 811-835
Land Record Sheet updated to look close to the real one.
Line: 841
Manor Income Worksheet updated to look close to the real one.
Line: 887
@{squire_name} added to the squire skills.
Lines: 566-590
Added a roll button for end of round concern rolls
Lines: 803-804
Concern and Hate of landlord reworked. Love added to counter hate when below 0.
Lines: 805-808
Steward entry added.
Line: 811-835
Land Record Sheet updated to look close to the real one.
Line: 841
Manor Income Worksheet updated to look close to the real one.
Line: 887
@{squire_name} added to the squire skills.
Lines: 566-590
Added a roll button for end of round concern rolls
Lines: 803-804
Concern and Hate of landlord reworked. Love added to counter hate when below 0.
Lines: 805-808
Steward entry added.
Line: 811-835
Land Record Sheet updated to look close to the real one.
Line: 841
Manor Income Worksheet updated to look close to the real one.
Line: 887
@{squire_name} added to the squire skills.
Lines: 566-590
Added a roll button for end of round concern rolls
Lines: 803-804
Concern and Hate of landlord reworked. Love added to counter hate when below 0.
Lines: 805-808
Steward entry added.
Line: 810-819
Land Record Sheet updated to look close to the real one.
Line: 822
Manor Income Worksheet updated to look close to the real one.
Line: 868
@{squire_name} added to the squire skills.
Lines: 566-590
Added a roll button for end of round concern rolls
Lines: 803-804
Concern and Hate of landlord reworked. Love added to counter hate when below 0.
Lines: 805-808
Steward entry added.
Line: 810-819
Land Record Sheet updated to look close to the real one.
Line: 822
Manor Income Worksheet updated to look close to the real one.
Line: 868
@{squire_name} added to the squire skills.
Lines: 566-590
Added a roll button for end of round concern rolls
Lines: 803-804
Concern and Hate of landlord reworked. Decrease to hate workaround to work with the dice.
Lines: 805-808
Steward entry added.
Line: 814-820
Land Record Sheet updated to look close to the real one.
Line: 826
Manor Income Worksheet updated to look close to the real one.
Line: 872
@{squire_name} added to the squire skills.
Lines: 566-590
Added a roll button for end of round concern rolls
Lines:803-804
Steward entry added.
Line: 808
Land Record Sheet updated to look close to the real one.
Line: 820
Manor Income Worksheet updated to look close to the real one.
Line: 866
@{squire_name} added to the squire skills.
Lines: 566-590
Added a roll button for end of round concern rolls
Lines:803-804
Steward entry added.
Line: 808
Land Record Sheet updated to look close to the real one.
Line: 820
Manor Income Worksheet updated to look close to the real one.
Line: 866
Changes to dice rolls with the skill surplus beyond 20 added to the die roll.
Lines: All roll_ / roll_test lines apart from attacks.
-Additional fixes
Typo fixed. Ennemy changed to Enemy
Line:182
TPio changed to TSpi to reflect Spiritual instead of old Pious.[REVERTED]
Line:326-335 and 392
Distaff being Courtesy in roll text.
Line:441
Fashion being Falconry in roll text.
Line:461
OCD fixed, Chirurgery changed to chirurgery in roll text.
Line:426
Skills changed to look somewhat the same[REVERTED], as well as some 'roll_TestFOR' fixed to be the skill its supposed to be.
Lines: 413-551
@Cskillvalue changed to '@Cskillname (skill)' in the roll text at the end.
Line:557
Squire skills are called their name now instead of the skill values being put in. i.e: @{squire_skill_value} is now 'squire (skill) roll'
Lines:566 572 578 584
Squire horsemanship fixed to being horsemanship and not battle.
Line:584
'squire @{squire_skill_name} skill' instead of 'squire skill' in roll text.
Line: 590
'@{CCname} skill' instead of just '@{CCname}'
Line: 635
--For people that play with personalitiy traits 20--
Tried to make personality traits go above 21 on both sides as the rule states it can happen. And as it happens the surplus beyond 20 gets added to the die roll.
I was not able to make this happen.
The positive side of the personalities somewhat works as the surplus gets added. But the negative side becomes -1 and decreases as the positive one increases while it should stay at 0. (Fix for this if you need to make a opposed roll is to decrease the positive side to 20>)
The negitive traits can't go higher than 20 as the traits would need to be editable (becomes 20--1 if you go below 0 on the positive trait which you shouldn't be able to do. And breaks the surplus roll).
What I figured was, the easiest fix would be to make people set and keep track of these themselves.
If it was something people wanted.
Changes to dice rolls with the skill surplus beyond 20 added to the die roll.
Lines: All roll_ / roll_test lines apart from attacks.
-Additional fixes
Typo fixed. Ennemy changed to Enemy
Line:182
TPio changed to TSpi to reflect Spiritual instead of old Pious.[REVERTED]
Line:326-335 and 392
Distaff being Courtesy in roll text.
Line:441
Fashion being Falconry in roll text.
Line:461
OCD fixed, Chirurgery changed to chirurgery in roll text.
Line:426
Skills changed to look somewhat the same[REVERTED], as well as some 'roll_TestFOR' fixed to be the skill its supposed to be.
Lines: 413-551
@Cskillvalue changed to '@Cskillname (skill)' in the roll text at the end.
Line:557
Squire skills are called their name now instead of the skill values being put in. i.e: @{squire_skill_value} is now 'squire (skill) roll'
Lines:566 572 578 584
Squire horsemanship fixed to being horsemanship and not battle.
Line:584
'squire @{squire_skill_name} skill' instead of 'squire skill' in roll text.
Line: 590
--For people that play with personalitiy traits 20--
Tried to make personality traits go above 21 on both sides as the rule states it can happen. And as it happens the surplus beyond 20 gets added to the die roll.
I was not able to make this happen.
The positive side of the personalities somewhat works as the surplus gets added. But the negative side becomes -1 and decreases as the positive one increases while it should stay at 0. (Fix for this if you need to make a opposed roll is to decrease the positive side to 20>)
The negitive traits can't go higher than 20 as the traits would need to be editable (becomes 20--1 if you go below 0 on the positive trait which you shouldn't be able to do. And breaks the surplus roll).
What I figured was, the easiest fix would be to make people set and keep track of these themselves.
If it was something people wanted.
Changes to dice rolls with the skill surplus beyond 20 added to the die roll.
Lines: All roll_ / roll_test lines apart from attacks.
-Additional fixes
Typo fixed. Ennemy changed to Enemy
Line:182
TPio changed to TSpi to reflect Spiritual instead of old Pious.[REVERTED]
Line:326-335 and 392
Distaff being Courtesy in roll text
Line:441
Fashion being Falconry in roll text
Line:461
OCD fixed, Chirurgery > chirurgery
Line:426
Skills changed to look somewhat the same[REVERTED], as well as some 'roll_TestFOR' fixed to be the skill its supposed to be.
Lines: 413-551
'Repeating skill' line changed. @Cskillvalue changed to @Cskillname in the roll text at the end.
Line:557
Squire skills are called their name now instead of the skill values being put in. i.e: @{squire_skill_value} is now 'squire skill roll
Lines:566 572 578 584
Squire horsemanship fixed to being horsemanship and not battle.
Line:584
squire @{squire_skill_name} skill instead of 'squire skill' in roll text.
Line: 590
--For people that play with personalitiy traits 20--
Tried to make personality traits go above 21 on both sides as the rule states it can happen. And as it happens the surplus beyond 20 gets added to the die roll.
I was not able to make this happen.
The positive side of the personalities somewhat works as the surplus gets added. But the negative side becomes -1 and decreases as the positive one increases while it should stay at 0. (Fix for this if you need to make a opposed roll is to decrease the positive side to 20>)
The negitive traits can't go higher than 20 as the traits would need to be editable (becomes 20--1 if you go below 0 on the positive trait which you shouldn't be able to do. And breaks the surplus roll).
What I figured was, the easiest fix would be to make people set and keep track of these themselves.
If it was something people wanted.
Changes to dice rolls with the skill surplus beyond 20 added to the die roll.
Lines: All roll_ / roll_test lines apart from attacks.
-Additional fixes
Squire horsemanship fixed to being horsemanship and not battle.
Line:584
Squire skills are called their name now instead of the skill values being put in. i.e: @{squire_skill_value} is now 'squire skill roll
Lines:566 572 578 584 590
'Repeating skill' line changed. @Cskillvalue changed to @Cskillname in the roll text at the end.
Line:557
Typo fixed. Ennemy changed to Enemy
Line:182
-Revised-
Minor errors found and corrected.
Distaff being Courtesy in roll text
Line:441
Fashion being Falconry in roll text
Line:461
TPio changed to TSpi to reflect Spiritual instead of old Pious.[REVERTED]
Line:326-335 and 392
OCD fixed, Chirurgery > chirurgery
Line:426
Skills changed to look somewhat the same[REVERTED], as well as some 'roll_TestFOR' fixed to be the skill its supposed to be.
Lines: 413-551
@{squire_skill_name} instead of 'squire skill' in roll text.
Line: 590
--For people that play with personalitiy traits 20--
Tried to make personality traits go above 21 on both sides as the rule states it can happen. And as it happens the surplus beyond 20 gets added to the die roll.
I was not able to make this happen.
The positive side of the personalities somewhat works as the surplus gets added. But the negative side becomes -1 and decreases as the positive one increases while it should stay at 0. (Fix for this if you need to make a opposed roll is to decrease the positive side to 20>)
The negitive traits can't go higher than 20 as the traits would need to be editable (becomes 20--1 if you go below 0 on the positive trait which you shouldn't be able to do. And breaks the surplus roll).
What I figured was, the easiest fix would be to make people set and keep track of these themselves.
If it was something people wanted.
Changes to dice rolls with the skill surplus beyond 20 added to the die roll.
Lines: All roll_ / roll_test lines apart from attacks.
-Additional fixes
Squire horsemanship fixed to being horsemanship and not battle.
Line:584
Squire skills are called their name now instead of the skill values being put in. i.e: @{squire_skill_value} is now 'squire skill roll
Lines:566 572 578 584 590
'Repeating skill' line changed. @Cskillvalue changed to @Cskillname in the roll text at the end.
Line:557
Typo fixed. Ennemy changed to Enemy
Line:182
-Revised-
Minor errors found and corrected.
Distaff being Courtesy in roll text
Line:441
Fashion being Falconry in roll text
Line:461
TPio changed to TSpi to reflect Spiritual instead of old Pious.[REVERTED]
Line:326-335 and 392
OCD fixed, Chirurgery > chirurgery
Line:426
Skills changed to look somewhat the same[REVERTED], as well as some 'roll_TestFOR' fixed to be the skill its supposed to be.
Lines: 413-551
--For people that play with personalitiy traits 20--
Tried to make personality traits go above 21 on both sides as the rule states it can happen. And as it happens the surplus beyond 20 gets added to the die roll.
I was not able to make this happen.
The positive side of the personalities somewhat works as the surplus gets added. But the negative side becomes -1 and decreases as the positive one increases while it should stay at 0. (Fix for this if you need to make a opposed roll is to decrease the positive side to 20>)
The negitive traits can't go higher than 20 as the traits would need to be editable (becomes 20--1 if you go below 0 on the positive trait which you shouldn't be able to do. And breaks the surplus roll).
What I figured was, the easiest fix would be to make people set and keep track of these themselves.
If it was something people wanted.
Changes to dice rolls with the skill surplus beyond 20 added to the die roll.
Lines: All roll_ / roll_test lines apart from attacks.
-Additional fixes
Squire horsemanship fixed to being horsemanship and not battle.
Line:584
Squire skills are called their name now instead of the skill values being put in. i.e: @{squire_skill_value} is now 'squire skill roll
Lines:566 572 578 584 590
'Repeating skill' line changed. @Cskillvalue changed to @Cskillname in the roll text at the end.
Line:557
Typo fixed. Ennemy changed to Enemy
Line:182
-Revised-
Minor errors found and corrected.
Distaff being Courtesy in roll text
Line:441
Fashion being Falconry in roll text
Line:461
TPio changed to TSpi to reflect Spiritual instead of old Pious.
Line:326-335 and 392
OCD fixed, Chirurgery > chirurgery
Line:426
Skills changed to look somewhat the same[REVERTED], as well as some 'roll_TestFOR' fixed to be the skill its supposed to be.
Lines: 413-551
--For people that play with personalitiy traits 20--
Tried to make personality traits go above 21 on both sides as the rule states it can happen. And as it happens the surplus beyond 20 gets added to the die roll.
I was not able to make this happen.
The positive side of the personalities somewhat works as the surplus gets added. But the negative side becomes -1 and decreases as the positive one increases while it should stay at 0. (Fix for this if you need to make a opposed roll is to decrease the positive side to 20>)
The negitive traits can't go higher than 20 as the traits would need to be editable (becomes 20--1 if you go below 0 on the positive trait which you shouldn't be able to do. And breaks the surplus roll).
What I figured was, the easiest fix would be to make people set and keep track of these themselves.
If it was something people wanted.
Changes to dice rolls with the skill surplus beyond 20 added to the die roll.
Lines: All roll_ / roll_test lines apart from attacks.
-Additional fixes
Squire horsemanship fixed to being horsemanship and not battle.
Line:584
Squire skills are called their name now instead of the skill values being put in. i.e: @{squire_skill_value} is now 'squire skill roll
Lines:566 572 578 584 590
'Repeating skill' line changed. @Cskillvalue changed to @Cskillname in the roll text at the end.
Line:557
Typo fixed. Ennemy changed to Enemy
Line:182
-Revised-
Minor errors found and corrected.
Distaff being Courtesy in roll text
Line:441
Fashion being Falconry in roll text
Line:461
TPio changed to TSpi to reflect Spiritual instead of old Pious.
Line:326-335 and 392
OCD fixed, Chirurgery > chirurgery
Line:426
Skills changed to look somewhat the same, as well as some 'roll_TestFOR' fixed to be the skill its supposed to be.
Lines: 413-551
--For people that play with personalitiy traits 20--
Tried to make personality traits go above 21 on both sides as the rule states it can happen. And as it happens the surplus beyond 20 gets added to the die roll.
I was not able to make this happen.
The positive side of the personalities somewhat works as the surplus gets added. But the negative side becomes -1 and decreases as the positive one increases while it should stay at 0. (Fix for this if you need to make a opposed roll is to decrease the positive side to 20>)
The negitive traits can't go higher than 20 as the traits would need to be editable (becomes 20--1 if you go below 0 on the positive trait which you shouldn't be able to do. And breaks the surplus roll).
What I figured was, the easiest fix would be to make people set and keep track of these themselves.
If it was something people wanted.
Changes to dice rolls with the skill surplus beyond 20 added to the die roll.
Lines: All roll_ / roll_test lines apart from attacks.
-Additional fixes
Squire horsemanship fixed to being horsemanship and not battle.
Line:584
Squire skills are called their name now instead of the skill values being put in. i.e: @{squire_skill_value} is now 'squire skill roll
Lines:566 572 578 584 590
'Repeating skill' line changed. @Cskillvalue changed to @Cskillname in the roll text at the end.
Line:557
Typo fixed. Ennemy changed to Enemy
Line:182
-Revised-
Minor errors found and corrected.
Distaff being Courtesy in roll text
Line:441
Fashion being Falconry in roll text
Line:461
TPio changed to TSpi to reflect Spiritual instead of old Pious.
Line:326-335 and 392
OCD fixed, Chirurgery > chirurgery
Line:426
Skills changed to look somewhat the same, as well as some 'roll_TestFOR' fixed to be the skill its supposed to be.
Lines: 413-551
--For people that play with personalitiy traits 20--
Tried to make personality traits go above 21 on both sides as the rule states it can happen. And as it happens the surplus beyond 20 gets added to the die roll.
I was not able to make this happen.
The positive side of the personalities somewhat works as the surplus gets added. But the negative side becomes -1 and decreases as the positive one increases while it should stay at 0. (Fix for this if you need to make a opposed roll is to decrease the positive side to 20>)
The negitive traits can't go higher than 20 as the traits would need to be editable (becomes 20--1 if you go below 0 on the positive trait which you shouldn't be able to do. And breaks the surplus roll).
What I figured was, the easiest fix would be to make people set and keep track of these themselves.
If it was something people wanted.
Changes to dice rolls with the skill surplus beyond 20 added to the die roll.
Lines: All roll_ / roll_test lines apart from attacks.
-Additional fixes
Squire horsemanship fixed to being horsemanship and not battle.
Line:584
Squire skills are called their name now instead of the skill values being put in. i.e: @{squire_skill_value} is now 'squire skill roll
Lines:566 572 578 584 590
'Repeating skill' line changed. @Cskillvalue changed to @Cskillname in the roll text at the end.
Line:557
Typo fixed. Ennemy changed to Enemy
Line:182
-Revised-
Minor errors found and corrected.
Distaff being Courtesy in roll text
Line:441
Fashion being Falconry in roll text
Line:461
TPio changed to TSpi to reflect Spiritual instead of old Pious.
Line:326-335 and 392
OCD fixed, Chirurgery > chirurgery
Line:426
Skills changed to look somewhat the same, as well as some 'roll_TestFOR' fixed to be the skill its supposed to be.
Lines: 413-551
--For people that play with personalitiy traits 20--
Tried to make personality traits go above 21 on both sides as the rule states it can happen. And as it happens the surplus beyond 20 gets added to the die roll.
I was not able to make this happen.
The positive side of the personalities somewhat works as the surplus gets added. But the negative side becomes -1 and decreases as the positive one increases while it should stay at 0. (Fix for this if you need to make a opposed roll is to decrease the positive side to 20>)
The negitive traits can't go higher than 20 as the traits would need to be editable (becomes 20--1 if you go below 0 on the positive trait which you shouldn't be able to do. And breaks the surplus roll).
What I figured was, the easiest fix would be to make people set and keep track of these themselves.
If it was something people wanted.
Changes to dice rolls with the skill surplus beyond 20 added to the die roll.
Lines: All roll_ / roll_test lines apart from attacks.
-Additional fixes
Squire horsemanship fixed to being horsemanship and not battle.
Line:584
Squire skills are called their name now instead of the skill values being put in. i.e: @{squire_skill_value} is now 'squire skill roll
Lines:566 572 578 584 590
'Repeating skill' line changed. @Cskillvalue changed to @Cskillname in the roll text at the end.
Line:557
Typo fixed. Ennemy changed to Enemy
Line:182
-Revised-
Minor errors found and corrected.
Distaff being Courtesy in roll text
Line:441
Fashion being Falconry in roll text
Line:461
TPio changed to TSpi to reflect Spiritual instead of old Pious.
Line:326-335 and 392
OCD fixed, Chirurgery > chirurgery
Line:426
Distaff changed to be like the other traits.
Line:439-441
--For people that play with personalitiy traits 20--
Tried to make personality traits go above 21 on both sides as the rule states it can happen. And as it happens the surplus beyond 20 gets added to the die roll.
I was not able to make this happen.
The positive side of the personalities somewhat works as the surplus gets added. But the negative side becomes -1 and decreases as the positive one increases while it should stay at 0. (Fix for this if you need to make a opposed roll is to decrease the positive side to 20>)
The negitive traits can't go higher than 20 as the traits would need to be editable (becomes 20--1 if you go below 0 on the positive trait which you shouldn't be able to do. And breaks the surplus roll).
What I figured was, the easiest fix would be to make people set and keep track of these themselves.
If it was something people wanted.
Changes to dice rolls with the skill surplus beyond 20 added to the die roll.
Lines: All roll_ / roll_test lines apart from attacks.
-Additional fixes
Squire horsemanship fixed to being horsemanship and not battle.
Line:584
Squire skills are called their name now instead of the skill values being put in. i.e: @{squire_skill_value} is now 'squire skill roll
Lines:566 572 578 584 590
'Repeating skill' line changed. @Cskillvalue changed to @Cskillname in the roll text at the end.
Line:557
Typo fixed. Ennemy changed to Enemy
Line:182
-Revised-
Minor errors found and corrected.
Distaff being Courtesy in roll text
Line:441
Fashion being Falconry in roll text
Line:461
TPio changed to TSpi to reflect Spiritual instead of old Pious.
Line:326-335 and 392
OCD fixed, Chirurgery > chirurgery
Line:426
--For people that play with personalitiy traits 20--
Tried to make personality traits go above 21 on both sides as the rule states it can happen. And as it happens the surplus beyond 20 gets added to the die roll.
I was not able to make this happen.
The positive side of the personalities somewhat works as the surplus gets added. But the negative side becomes -1 and decreases as the positive one increases while it should stay at 0. (Fix for this if you need to make a opposed roll is to decrease the positive side to 20>)
The negitive traits can't go higher than 20 as the traits would need to be editable (becomes 20--1 if you go below 0 on the positive trait which you shouldn't be able to do. And breaks the surplus roll).
What I figured was, the easiest fix would be to make people set and keep track of these themselves.
If it was something people wanted.
Minor errors found and corrected.
Distaff being courtesy
Line:441
Fashion being Falconry
Line:461
TPio changed to TSpi to reflect the name.
Line:326-335 and 392
Quality of life changes to dice rolls with the surplus beyond 20 added to the die roll.
Squire horsemanship fixed to being horsemanship and not battle.
Squire skills are called their name now instead of the skill values being put in. i.e: @{squire_skill_value} is now 'squire skill roll'