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Current Version: 3.02
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Current Version: 3.02
WOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!
Thanks a lot mate! Now I can begin the conversion to Black Crusade and Only War :)
I have one small request for this ruleset...can you please bring back the skills to the Character Sheet...? with all the funtions that the other one had...pleaseeee...the one you made, takes a lot of time to fill and for green players its very annoying, not to mention that is a lot more hard for me to explain how things work for my players...at least the basic ones...
Great work :)
The reason why I switched to this model is because the old way was broken in that it only allows for the very out-of-the-box basic skills. With advanced skills becoming basic skills and modifiers due to talents that weren't being accommodated for, it made for situations where the skills were downright wrong with no way of fixing them. This new way, while it puts more work up front, allows for custom modification due to talents, etc.
I'm not sure why you have to do a lot of explaining. Aren't we all supposed to have a copy of the official rule book anyway and the ruleset is just a character sheet.
I will consider it if I can find a way to pre-populate a text list. Since this is all pro-bono work, I will look into it but please don't expect and immediate modification. If someone reading this knows how to pre-populate a text list, please shoot me a response on how to do it and that will make the process quicker. Thanks.
Try a search for DataCommon.skilldata in the 3.5E ruleset code. It's used to populate the skills tab on the 3.5E character sheets.
Cheers,
JPG
Damn, JPG. You were too quick to give me the answer. I was hoping to breathe for a week or two before going back into development :-)
Thanks.
I will look into this and see if I can modify the skills tab accordingly.
Danny
Thank you friend :) yeah i know that, but for noob players that want to start playing right away and jump into the action, if i told them to read the book, i know they will not read it :( and then i have to stop and lose time...but its ok friend :) i will wait for your work ;)
Thanks
Updated Library with this new version.
Regards,
JPG
Thank you, JPG. This should make it easier for the Dark Heresy folks to find the correct ruleset.
Hey sciencephile. If I may ask you something, and I totally understand if it's too tedious to respond, but can you please tell me the exact file(s) you edited for your recent fix of the ruleset? I have a heavily modded BC version and I would rather hack in your fix or just replace specific files, if possible.
The recent fix was in regards to initiative so it would have been:
manager_action_init.lua [lines 42-78] (within the main script folder)
record_char_main.xml [lines 73-74] (within the campaign folder)
record_npc.xml [lines 253-254] (within the campaign folder)
Thanks a lot sciencephile. Really appreciated. I've been extremely overloaded with work lately, so just getting around to things now. I'll update the stuff on my end. I'm getting close to finishing the BC tables and looking to put together a database of NPCs. It'll still be a while before I get a more-or-less complete version of the ruleset to send your way as I work in between real-life obligations, but things are coming along nicely. Again, thanks!
I am wondering if anyone else has this issue. When I load the DarkHeresy-TablesMods.mod it loads fine, looks correct on the GM side, but on the player side the text labels for each of the modifiers has its left anchor shifted and they end up even with the plus/minus button so the players can't read the first 3-4 characters of text for the modifiers. Not a huge issue, but it is such a great feature I'd like my players to use it more.
This was an issue in the CoreRPG ruleset in v3.0, prior to the v3.0.2 patch. I'm guessing that the W40K Dark Heresy ruleset borrowed that code from the CoreRPG ruleset.
Regards,
JPG
Yes. I had borrowed the utilities_modifers.xml page to be able to attach a hyperlink to a modifier (to give an explanation as to what the modifier meant). Now that I know the issue, I will make the fix (I actually looked into it last night but couldn't get it to cooperate).
Better yet, it would be a great added functionality for the Core ruleset to have the ability to attach a hyperlink to the modifiers (in which I will just delete my copied utilities_modifiers.xml out of the Dark Heresy ruleset and let it use the core's functionality).
JPG, if you plan on adding links to modifiers in a near future update, I will delete the borrowed page and update accordingly. Otherwise, I will borrow the updated modifiers page and just add the link element as I did previously.
Thanks,
Danny
I don't have plans to add links to modifiers in the near term. Too many things queued up right now.
You could implement the modifier changes as a "merge" on the windowclass, instead of a full replacement too.
Cheers,
JPG
Okay, thanks. I understand. I just didn't want to go one direction if it was being changed at the master level. I will experiment with the merge and reload the fix to this thread so it can be moved to the proper library area by someone with the proper rights.
Updated .pak file on this thread (first post). Fixed the modifiers not displaying for players.
Thank you once again :)
Excellent stuff! Thanks. Are you planning to add d100 dice and drag and drop capabilities?
d100 dice and drag and drop are already in the ruleset. The d100 can be accessed by right-clicking on the d10 and selecting "%" Please look under Armory for the updated version and PDF instructions.
There is no library file for the drag and drop as that would violate copyrights. You can create your own and use it within the ruleset, however.
Sorry I was unclear. I meant a drag characteristoc/skill/whatever and automatically roll the dice on release, like in many other rulesets. That would be awesome.
Unless I am totally missing things, each of the skills, weapons, attributes, etc. has a rollable die that you can either double click or drag and drop that rolls the appropriate die (d100 for skills/attributes, d10 for weapon damage).
Found the correct thread and file! Thanks!!!
Please see first post for current files.
Thank you, Paul.
JPG, or whomever puts this with the wiki: Please be sure that Paul is added to the author line so he gets credit too. Maybe a line like "by Danny Stratton and Paul Pratt". You can reverse names if you wish (whatever mood you feel like at the time). I just want him to get credit too - he did a lot of good modifications.
With collaborators like Paul, I might just have to come out of ruleset retirement when my everyday work project comes to end this summer. :)
Will you guys work on a ruleset for the new version that is coming out...? i mean Dark Heresy 2nd edition :)
Many thanks for the hard work i love it :)
Big Hugs
Sorry, I don't have the 2.0 edition and don't plan on purchasing it strictly for making a new version of the ruleset. Not sure what Paul's feelings are about this.
Ok friend :) i guess i can make a remake with a new skin (i love the new look of 2nd edition) and still use the old stuff ;)
Thank you so much :)
Thank you very much for this excellent ruleset !
Sorry for my bad English !
If you are interested I've made some modifications to translate the ruleset in French for Deathwatch.
https://tuckel.free.fr/images/FG/Dea...Deathwatch.pak
Actually I have 2 questions :
- in the "Talents" (Abilities) page, in "Capacités de mode Solo" when I create a new character, 14 lines are immediately created in the list. If you delete those lines and close the character, they re-appeared and the characteristics (WS, BS, Str ...) are turning to zero.
- can someone send to me a module example for this ruleset to drag/drop the skills, abilities ... ?
Thank you very much ! ;)
(post deleted - no idea why I wound up on this thread when I posted about the 3.0.4 release. Nothing to see here...)
Hi,
I've just updated to latest version 3.0.4 and I now get an error when opening a tab (like 'Skills'...) in the charactersheet :
Can you have a solution ?Code:Script Error: [string "common/scripts/list_text.lua"]:23: attempt to call field 'setVisibility' (a nil value)
Thank you in advance !
See 3.0.4 Release thread https://www.fantasygrounds.com/forum...l=1#post177980
Could you please look into the combat tracker issue where it doesn't allow the GM to delete NPCs in v3.0.4? Thanks a bunch!
Responded in v3.0.4 thread. This ruleset was mostly converted to CoreRPG, but still overrode a few things the CoreRPG normally handles. I'm working on an update to make the integration smoother, and get rid of errors.
Should have something for people to test tomorrow.
JPG
Uploaded new ruleset file to first post.
https://www.fantasygrounds.com/forum...FG-3-0-Created
Please give it a spin, and let me know if you see any errors.
A side benefit of tighter integration with CoreRPG is that double-clicking on rollable fields now works. (at least it didn't work when I initially tried on v3.0.4)
Regards,
JPG
Just tested creating a new campaign, dragging a test NPC to the combat tracker and deleting it. It worked flawlessly! Many thanks for the swift response!
Thank you, JPG.
to start with amazing rule set .....but I seem to have some problems with the items
1) no mater how I set the ID the players don't have the items identified last set had 2 identified and 2 not and the player could not identify either
2) pen , clip size , reload and ROF are not transferring from the item when dragged from the Items 2 the CHAR sheet
(it might be a formatting error with ROF)
I hope you can solve my problem as I really like what you`ve done
just a comment on what I`ve read in posts as FFG are basing DH2 on the BC DW OW if you can get one of those 3 built it shouldn't`t take more that a little tweak for the new dark heresy