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Zeus
March 11th, 2010, 11:57
UPDATE
Version 1.5 of 4E Partysheet is now available for download. see last post for more info.
Version 1.7 of 4E Tables is now available for download. see post #132 (https://www.fantasygrounds.com/forums/showpost.php?p=106417&postcount=132).

Hey all, a quick heads up for all ye playing D&D 4E using the 4E ruleset.

Over the past 3 or so weeks I have been working on some optional enhancement projects for the 4E ruleset, namely a new Party Sheet window offering a party wide view and party based action support as well new classes in the form of Treasure Parcels and Tables.

The extensions are now available for download and use. I have tried my best to eliminate as many bugs as possible however its quite possible some have yet to surface. Please ensure you backup your campaign files before using, whilst I'm confident nothing untoward should happen I wouldn't want to be held responsible should anything arise. Having said that I have been running the extensions for a few weeks now in my games and all appears to be quite stable. In addition Tenian and Eugene have also been assisting with the testing and aside from some hiccups arising from mostly incomplete charsheets all appears to be well.

Still, should anyone hit any issues, feel free to report here and I'll do my best to action as soon as possible.

My thanks to following individuals for helping to make these projects a reality:

Doug, moon_wizard and the rest of the Smiteworks team for all the support on FGII's API, methods and for enabling such a flexible and open framework to work with.
moon_wizard for the excellent 4E ruleset and extensible architecture
Tenian and Eugenez for testing support and use case feedback
Foen - for providing inspiration and original code for status bars and drop down menus


DrZeuss.

4E Party Sheet

All player information linked from player character sheets and dynamically updated for consistent view.
DM can share the Party Sheet window to all players enabling a single consistent view of the party for all. Party based actions are DM only.
Integrates with RulesManager, RollsManager, ChatManager, CombatCommon and other 4E v2 ruleset modules and methods in an effort to provide a compatible and robust implementation.
Party Information (Main tab) - provides a consolidated list view of all characters within the current party; includes summarised view of basic stats and defenses, enables party wide ability and ability vs DC checks as well as generic d20 vs AC|For|Ref|Will roll actions with support for effects, modifiers and bonuses.
Skills Information (Skills tab) - provides a consolidated list view of all character skill stats within the current party; includes passive and active skills, enables party wide skill and skill vs DC roll actions.
Inventory Information (Inventory tab) - provides a consolidated list view of all character inventory items and coins within the current party; enables a single view of all inventory items and coins, enables automated distribution of coins across party members, includes framwork (basic at present) for Treasure Parcels.
Order Information (Order tab) - provides ordered list view for party Watch order and a dedicated image with token and CT tracking support for arranging party formation and/or marching order.
Party Notes - provides a simple notepad enabling DM's to quickly share notes to the party.


https://farm5.static.flickr.com/4003/4423957311_c7412c3be6_t.jpg (https://farm5.static.flickr.com/4003/4423957311_c985f3f783_o.jpg) https://farm5.static.flickr.com/4047/4423957385_a81a2c5381_t.jpg (https://farm5.static.flickr.com/4047/4423957385_1a999007ee_o.jpg) https://farm3.static.flickr.com/2782/4424721618_090943c70a_t.jpg (https://farm3.static.flickr.com/2782/4424721618_2aae6905c3_o.jpg) https://farm5.static.flickr.com/4039/4424721668_419a3d7497_t.jpg (https://farm5.static.flickr.com/4039/4424721668_1f409dbcf7_o.jpg) https://farm5.static.flickr.com/4059/4423957527_c9833881fb_t.jpg (https://farm5.static.flickr.com/4059/4423957527_63d30c10b4_o.jpg)

Note: As this is the first public release please ensure you backup your campaign files before you use. Please also read the readme.txt file before using.

Download readme (https://zgp.eugenez.net/Extensions/4E%20Partysheet/readme.txt)
Download extension (https://zgp.eugenez.net/Extensions/4E%20Partysheet/4E%20Partysheet.ext)

4E Treasure Parcels


Introduces new Adventure Class Treasure Parcel class, allowing for creation of 4E Treasure Parcels, a collection of items and monetary treasure that can be conveniantly managed in a single object.
Accessible through new Desktop Shortcut icon in the sidebar.
Supports twin lists (items and coins) with drag and drop support for items (weapons, armor, equipment) and magic items.
Automatically totals monetary treasure of a Parcel switching base coin types automatically (Heroic and Paragon = GP, Epic = PP), based upon the Party Level setting.
Can be shared by the DM to all players in the Party
Integrates with the 4E Party Sheet (drop support) to enable DM's to rapidly distribute coin elements to party members. Players can drag items to their character sheets.


https://farm5.static.flickr.com/4002/4424721810_a3e4b1e5d7_t.jpg (https://farm5.static.flickr.com/4002/4424721810_a8d6a396aa_o.jpg)

Note: As this is the first public release please ensure you backup your campaign files before you use. Please also read the readme.txt file before using.

Download readme (https://zgp.eugenez.net/Extensions/4E%20Treasure%20Parcels/readme.txt)
Download extension (https://zgp.eugenez.net/Extensions/4E%20Treasure%20Parcels/4E%20Treasure%20Parcels.ext)


4E Tables


Allows for creation of simple range / value tables that can be rolled against with results output sent to the chatwindow.
Provides a convenient framework tool for managing random/tabled elements to any D&D 4E game including item random effects, random encounters and table lookups.
No row or column count limit with single/all column value lookup.
Automated table creation support for between 2 - 100 rows with a choice of single, 2, 4, 5, 10 20 or 100 step increments.
Supports a simple table reference scheme for chaining table rolls results to other tables.
Tables can be hidden/revealed.


https://farm5.static.flickr.com/4052/4424721784_cfd0429d08_t.jpg (https://farm5.static.flickr.com/4052/4424721784_e59245e559_o.jpg)

Note: As this is the first public release please ensure you backup your campaign files before you use. Please also read the readme.txt file before using.

Download readme (https://zgp.eugenez.net/Extensions/4E%20Tables/readme.txt)
Download extension (https://zgp.eugenez.net/Extensions/4E%20Tables/4E%20Tables.ext)

BruntFCA
March 11th, 2010, 12:26
Hi,

I played my first RPGA sanction 4e game last week. All went well but there was one annoying feature (or lack of feature!)

I had no idea what power or even class my party mates were! You can't click on their tokens. With 6 people, not easily knowing who's the Leader, Controller etc got to be a real hassle!

People kept asking each other, er...so your the Defender...no I'm the Striker, wheres the controller! Totally ruins immersion.

So will this tool allow players to look at their party as well? If so people at the RPGA Yahoo FG2 group would be interested.

Zeus
March 11th, 2010, 12:31
Hi,

I played my first RPGA sanction 4e game last week. All went well but there was one annoying feature (or lack of feature!)

I had no idea what power or even class my party mates were! You can't click on their tokens. With 6 people, not easily knowing who's the Leader, Controller etc got to be a real hassle!

People kept asking each other, er...so your the Defender...no I'm the Striker, wheres the controller! Totally ruins immersion.

So will this tool allow players to look at their party as well? If so people at the RPGA Yahoo FG2 group would be interested.

Yes correct. The DM can 'share' the Party Sheet window to all connected clients. Albeit with slightly fewer controls players can see the same high level information as in what you see in the screenshots. Players can open their own character sheets for detailed information using the link icons on the right of each entry in the main and skills tabs. Players cannot open other player owned character sheets though, this to preserve character sheet ownership and read access rights.

Placebo
March 11th, 2010, 13:00
Just one word...Wonderful! :D

Kalan
March 11th, 2010, 13:10
Very nice! As I'm starting my 4e campaign tomorrow night, this will be a NICE addition to the 4e ruleset!

Awesome work! :) (now to just finish learning all the toys in the ruleset)

TR0LL
March 11th, 2010, 19:09
wow I have to say this looks amazing, when will it be ready for user consumption?

Zeus
March 11th, 2010, 19:13
Thanks for comments guys.

TR0LL - The extensions are going through testing at the moment so its difficult to predict exactly when they will land. Having said that I'm hopeful this weekends play testing will shake out any last minute issues in time for a first release at some point next week.

DrZ.

TR0LL
March 11th, 2010, 20:53
sounds great! cant wait to use it.

BruntFCA
March 18th, 2010, 00:01
I have to agree this looks very good, I think the people over at RPGA yahoo will be thrilled.

I was thinking of naming my Character "Gwyn [ROGUE]" for my next game...lol. Guess we won't have to soon:P

DNH
March 18th, 2010, 11:50
Yes, this looks amazing. Good work. Throw in a time tracker/campaign calendar sheet too and you will have my unending thanks!

Zeus
March 18th, 2010, 22:00
Update.

I have been adding additional functionality to the Tables extension. Latest dev build supports multiple columns and dice drop support as well as a couple of visual tweaks.

I am just finishing a few final tweaks to the Partysheet (Parcel drop support) and I think all three extensions should be ready for a v1.0 release. Watch the Armory tomorrow for the release post. :)

DNH - A Timeline/calendar could be quite useful, I'll happily add it to the feature request list if you all think its a good idea, what kind of functionality are you after?

TR0LL
March 18th, 2010, 22:23
fricking awesome! Cant wait!

Zeus
March 19th, 2010, 10:31
Extensions are now available. See first post.

Oberoten
March 19th, 2010, 11:13
Only one small problem with the random-tables.

This functionality is GRAND, I love it to bits and pieces. But it has a small flaw if the table goes to 12 and the dice to be rolled is 1d8 it still rolls a D12.

- Obe

** I see, you can also drop dice directly on the table, nice**

Blue Haven
March 19th, 2010, 12:18
Great Work friend :) dont stop now... ;)

Zeus
March 19th, 2010, 12:31
Obe - I am not sure if I follow you correctly?

The dice used to roll on the table when clicking on the d20 icon is determined by the highest range value in the table not the number of rows.

e.g. a 10 row table where the highest range is 99 - 100 would select a d100 for the roll or for a 10 row table where the highest range is 19-20 it would select a d20 for the roll.

If you want to match the number of rows to the die then always choose a step increment of 1 when creating your table.

As you noted and precisely because some users will want to roll using different die mechanics I enabled die drops so you can for example if you really want to roll a d20 on a 100 row table.

If you right click the dice and select multiple die, FGII will sum the results of all die rolls and apply that to the table lookup. I might if others also request it look at introducing single click multi-roll functionality but for now its limited to single rolls.

DNH
March 20th, 2010, 17:01
Excellent stuff. Not had the opportunity to fire it in anger yet (my turn for the down cycle of our DM roster) but it looks to answer all my issues and tick all the boxes.

As for the calendar/timetracker thing, I would like something that would permanently display the date (custom calendar, naturally) and time of day, allow for advancing forwards and backwards in various increments (days, hours, 15 minutes) and perhaps tie in to the combat tracker/rest scripts to track those too. Oh, and as you already know who is taking which watch, you could use that too.

Thing is, I play in Mystara and there are thousands of events set out over the next several game years that I intend to use to varying extent. But I find I have to go outwith the game to keep track of it, or else make it up whenever the players ask!

Good work on this, though. Thanks.

TR0LL
March 21st, 2010, 00:06
hmm i seem to have caused a problem, under the inventory tab I was playing with renaming the coins, and if you backspace too much it deletes the line all together and now I cant get it back, I only have PP, GP and SP.

Zeus
March 21st, 2010, 00:22
TR0LL - I hit the same issue accidently last night in my game too. I also hit a couple of issues with auto-inventory not working if charsheets contained an empty line item.

I am adding fixes and will post an updated version sometime tomorrow.

Aside from the coin issue - how else has it fared for you?

TR0LL
March 21st, 2010, 01:58
TR0LL - I hit the same issue accidently last night in my game too. I also hit a couple of issues with auto-inventory not working if charsheets contained an empty line item.

I am adding fixes and will post an updated version sometime tomorrow.

Aside from the coin issue - how else has it fared for you?

I love the module its a great addition. the only other problem I'm seeing is that if you make the Marching order map large by going through the drawing options, you cant make it smaller again and if you zoom out some of the lines disappear until you zoom back in.

Is there a way to NOT show some of the information to the players? Id really rather that they could not see each others stats/skills. basically so that they cannot see the Main and Skills tab would be awesome. - those tabs are a great quick reference for the GM though.

Zeus
March 21st, 2010, 10:13
OK. Since v1 was released, I have addressed the following glitches:

- BS/DEL key presses on Treasure Parcel Coins list (under Inventory) will no longer remove the entry once the label is cleared.
- Auto inventory now works even if charsheets contain empty lines

As for Marching Order and map display issues - I am not able to reproduce the problem reported by TR0LL. I can effectively draw/erase/reset grids and zoom in zoom out without loss of fidelity or articles disappearing. TR0LL can you explain the steps your taking so that I can try to reproduce the problem on my system?

Its also worth noting two things that perhaps I should have made explicitly clear:

i) Only the DM can scale, zoom and re-position the Marching Order Map.
ii) Once re-zoomed, re-scaled or re-positioned the DM must re-share the sheet to update the players view. This as the extension uses standard 4E Images, therefore zoom,position and scale are asynchronous actions with client displays not automatically updating.

As for client views of the Main/Skill tabs, at present no show/hide functionality has been included but it would be relatively straight forward to do. I opted to leave them visible in v1 so that players can exploit the Ability and Skill vs DC rolls (only accessible from the Partysheet Main and Skills tabs).

If your happy with players not being able to use the new vs DC rolls I'll add the capability to show/hide Main and Skills.

Zeus
March 21st, 2010, 15:58
v1.1 of the Partysheet Extension is now available for download. see first post.

Changes:

Fixed a bug with auto inventory which was failing when charsheet inventories contained empty entries.
Fixed a bug with the Coin entries as part of a the Treasure Parcel panel which were being deleted if BS/DEL was being used to clear labels.


TR0LL - Create a Treasure Parcel and drag/drop its link onto the Treasure Parcel coin or item list in the Treasure Parcel panel of the Partysheet inventory. This will re-create your deleted entries but will revert any changed labels back to the defaults. I have disabled the BS/DEL key issue so you shouldn't have to re-edit your labels again thereafter.

madman
March 21st, 2010, 16:33
Nice work. I was wondering if you think this is something that could be ported to the d20_jpg ruleset and still function well.

and if you had plans to do such a thing.

Chris

Zeus
March 21st, 2010, 17:43
madman - Thanks for the quote. It should be portable but will need to cater for differences between 4E and d20_JPG charsheet and ruleset functional code.

I have no personal plans to make another port available, sorry. However, as with all my community submissions the community is free to adopt and adapt as they see fit, so I am more than happy for someone who wants to re-use/modify the code for a similar capability in other community developed rulesets, to do so. All I ask is that you share any work back with the community.

moon_wizard leads the 4E and d20_JPG (soon to be 3.5E) ruleset development. I have already submitted the extension to him for consideration in 4E, if, when and how it is adopted (if at all) is really up to moon_wizard and Smiteworks.

The Partysheet feature has been on the 4E feature wish list for some time and moon_wizard is aware of it so it wouldn't surprise me to see some sort of similar (if not enhanced) capability in some future version.

If you request the feature for d20_JPG/3.5E I am sure moon__wizard will duly consider it.

TR0LL
March 21st, 2010, 19:30
TR0LL - Create a Treasure Parcel and drag/drop its link onto the Treasure Parcel coin or item list in the Treasure Parcel panel of the Partysheet inventory. This will re-create your deleted entries but will revert any changed labels back to the defaults. I have disabled the BS/DEL key issue so you shouldn't have to re-edit your labels again thereafter.

I don't think its gone. After I do this then close the window and open it again, I still only have the three that are there.

Also if you drag and drop multiple parcels into the inventory tab it keeps adding duplicates of the coin types. (so for example I have 3 of each type in the list, int he test I put in 3 CP, it does not show 3 sets of 3 CP however, the value of 3 coins was only added once, where as the coin categories were increased for each time I drug a parcel into the field. if this makes sense I guess.)

Something else I notices was that if you rebuild the coin, or inventory, it doesn't remove what is already there, it just adds to it. is there a way to make the rebuild option clear what is already there?

sorry to be a pain int he *** about all this, thought you might want to know. - I really do like the extension!

edit: oh strange, it looks like its not duplicating all of the coin types, just the three that I had left in there. (from when I found the bug) so this is PP, GP, and SP where the others only have one of each. I assume because I deleted them before moving this extension over.

Zeus
March 21st, 2010, 19:51
Did you update to v1.1?

Once you have updated, dropping a parcel onto the coins list of the Treasure Parcel panel will force it to rebuild the deleted entries you lost.

Then close the window, save your campaign and re-open.

As for lists not clearing before you build them, there's a menu option to clear all items/coins. Do this before rebuilding to ensure you have clean lists.

TR0LL
March 21st, 2010, 20:40
alright here is a step-by-step of what I am doing.

First I put the ext in the correct folder,
launch FG and select my extensions.
https://i634.photobucket.com/albums/uu64/LumberingTroll/RPG/Stuff/FG2-Extensions.jpg

Then I load my campaign, and open the party sheet.
https://i634.photobucket.com/albums/uu64/LumberingTroll/RPG/Stuff/PartySheet1.jpg

Make a new parcel and add some money. (ive done this step without values as well - no change)
https://i634.photobucket.com/albums/uu64/LumberingTroll/RPG/Stuff/PartySheet2.jpg

Then drag the test parcel into the inventory
https://i634.photobucket.com/albums/uu64/LumberingTroll/RPG/Stuff/PartySheet3.jpg

Everything looks good so far.

Adding another parcel does this however
https://i634.photobucket.com/albums/uu64/LumberingTroll/RPG/Stuff/PartySheet4.jpg

Closing and re-opening the party sheet does this.
https://i634.photobucket.com/albums/uu64/LumberingTroll/RPG/Stuff/PartySheet5.jpg

Hope this helps.

Zeus
March 21st, 2010, 20:46
That does indeed.

What's odd is that whenever I drop another parcel to the parcel panel it clears the existing entries and then applies the new values as opposed to adding them as in your screenshots. I guess because you have ended up with only 3 entries for some reason the behavior is misbehaving.

I'll take another look. Did you try saving the campaign before closing the window or after?

TR0LL
March 21st, 2010, 21:03
hmm, you know im not sure, let me test quick and ill get back to you.


(in-case you cant tell, I really enjoy alpha/beta testing software)


Update: saving makes no change at all, same behavior.

Zeus
March 21st, 2010, 21:26
TR0LL - Lol. I just realized the v1.1 I uploaded earlier didn't include the fix!!!

I have fixed it now so please re-download and try again.

TR0LL
March 21st, 2010, 21:59
Awesome Issues resolved!

Next problem :D
The distribute coins function does not work.

I put 3 CP in a TP, then moved it to the Party sheet.

Then I did the distribute coin command as seen here
https://i634.photobucket.com/albums/uu64/LumberingTroll/RPG/Stuff/CoinDisperce.jpg

Then I cleared and reloaded the parties coins
https://i634.photobucket.com/albums/uu64/LumberingTroll/RPG/Stuff/CoinDisperce2.jpg
No CP at all. (they had none to begin with btw)

And checked their character sheets just to be sure.
https://i634.photobucket.com/albums/uu64/LumberingTroll/RPG/Stuff/CoinDisperce3.jpg

I checked with all coin types and its the same.

Zeus
March 22nd, 2010, 08:24
The Treasure Parcel MUST use the same labels as in use on the charsheet and the Partysheet.

In your example CP is failing because it cannot find a CP entry in the charsheet. Either change your Parcel to include 'Copper' or update your charsheets and the partysheet to use CP.

Either way make sure they are all the same.

TR0LL
March 22nd, 2010, 15:19
awesome, good to know. thanks for the effort.

I had a couple thoughts last night that are more feature requests.

Patty Sheet
Either a new tab or section off one of the sides of Notes and call it "Handouts" and make it so that the GM drag and drop Story items (From the story container) that the players can easily access, thinks like Maps, puzzles and other things of that nature - The GM can just make a new container in story for Handouts and keep them all in there.

Tables
Allow for items/encounters (pretty much any linkable object) to be drug into the list so that after comparing a roll result you can just click the hot link, would be awesome for random encounters, Items(Parcels even), story hooks, just about anything.

Question: Is there a way to make the Tables exportable? so that they can be modularized and/or shared?

maobul
March 23rd, 2010, 11:44
Tried it out yesterday. THIS are some of the greatest extensions I've seen so far for the 4e Ruleset.

I also like the idea about handouts TROLL mentioned.

Great Work! :-)

Zeus
March 23rd, 2010, 22:22
TR0LL - I like your idea of including a list of current player handouts, however there will be a challenge to first consider.

FGII, as you probably know, makes use of an internal XML database (stored in your campaigns db.xml file) to represent the state of the current campaign. As well as storing some metadata, this database also contains the datasources for the various windowed information found in the campaign e.g. story, images, personalities, encounters and their associated data etc etc.

Now as a GM you would have noticed that you get access to a number of functional areas of the ruleset that players do not. For example the GM will have access to Story, Images, Encounters, Personalities, Items, Notes, Library and Tokens. Whilst a player simply has access to Notes, Library and Tokens. This to ensure the GM controls the content of the game and not the players (just like in a round table game). Therefore in order for a player to see a story entry or an image, it first has to be shared by the GM, since players will not have read access to the data in the database.

Therefore the challenge is this:

1) If I enable a list on the Partysheet to accept drops for Story, Image, NPC or other GM owned content unless I change the node ownership of the content to allow players to read the source data, the list would always appear empty to players.

2) I cannot change the node ownership for the source database entries as this would invalidate the FG database schema. A node can only be owned by one individual at any time. In this instance the GM needs to own the nodes so as to be able to edit them etc. Having said that a database node can be made readable by players even when owned by the host however if we start to do this we are deviating from the intended approach developed by Smiteworks. I guess I'd need some advice from the devs first

3) If I copy the datanodes to new datanodes under the Partysheet I can get around 1 and 2 but you will end up with two copies of your data, the original and the Partysheet players version. I'm not sure if this is ideal as it adds more work for the GM to ensure the two versions are always in sync.

I'll have another think about this and the next time I can grab the devs I'll ask for their view. In the meantime I can recommend the approach I take for managing player handouts.

My campaign game(s) are based in the Forgetten Realms world and use a bastardization of published and home brew content. Right now one of my groups is just finishing a customized version of H2 Thunderspire Labyrinth and the other group is half-way through the Scales of War episode 3 adventure path published in Dungeon by WotC.

For each gaming group I created a Player's Campaign World Guide module which contains pertinent information on the world and includes reference material such as a world and some regional maps. In addition the module contains an adventure log, all of which is linked and referenced from the reference manual. Now after each game session any new material that I have shared during the game is added into the module and the new version distributed to all my players ready for the next game. I also take the same information and publish it to my group's web portal ensuring they can access the same information outside of normal gametime.

During game time, players just have to ensure the module is activated and they have ready access to the campaign digest and adventure logs through the library. I have found this approach to be the cleanest and simplest for my group to manage. The added bonus is that because its module based, once its exported I no longer have to maintain a copy in the campaign, keeping my campaign files lean.

As for adding drop link support as an additional field for a table entry in Tables. Its doable but might look a bit messy when you have multi-column tables.

I'll add it to the feature request list for know but will need to have a think about how to best do this.

Regarding your question on exporting tables, at the moment there is no way to export tables from a campaign file aside from manually copying the data from the source campaign db.xml file into the target campaign's db.xml file.

I have been recently considering updating the FGII Campaign Tools application to be able to handle import/export of other FGII 4E objects including tables. At the moment the current version only handles PCs. Also and if moon_wizard accepts tables into the core ruleset, I could take a look at the inbuilt FG /export functionality and possibly update it to include other objects aside from the standard set.

In addition and if I can convince him to add it, Tenian might be persuaded to add table support to the 4E Parser allowing you to add 4E tables to your modules. I'll ask him.

Thanks for the kind words and ongoing support.

Z.

Griogre
March 28th, 2010, 02:59
I used the Party Sheet in the my game the other night and it's very nice. DrZeuss this is a great effort.

I do have one request. I would like an option where the exact hitpoints and surges of the party are not displayed. I like the bars I'd just like the tool tips to say Healthy, Light, Bloodied, Dying, Dead similar to the setting on the 4E combat tracker when you have the 4E rulesets option "PC health in player view" selected to off. I would suggest you use this option setting in the 4E ruleset to determine whether to display actual hit points or status text.

Zeus
March 28th, 2010, 10:03
Griogre - Thanks for the feedback, your request sounds more than reasonable, I'll take a look and see if I can add it into the next release.

gmkieran
March 29th, 2010, 02:32
Interesting note: I was testing the Treasure Parcel functionality with one of my players pre-game and we discovered that he was able to edit the Parcel I had shared if he dragged text from the chat window to the Parcel. Dragging allowed him to create entries or populate existing blank entries or over-write populated entries. I bring this up only because the ReadMe said creation/editing was host only; I'm actually glad my players will be able to add stuff.

On a more nit-picky note (sorry, I have a degree in English, editing is the other thing I do for fun *grin*), what is "Residium"?

That asked, I'm with the rest - awesome functionality addition!!! Thanks for your time and effort on our behalf!

Zeus
March 29th, 2010, 09:24
That is indeed interesting, in theory only the GM should be allowed to do that. Having said that, I probably missed a check somewhere for drag/drop actions.

I'll take a look, thanks for pointing it out.

As for Residium, it should be Residuum, typo in the Partysheet. :o
It's the magical substance you extract from a Magical Item when you use the Disenchant Magic Item ritual. Its a silvery dust that can be used as a currency in some worlds or as a ritual component. 1 Pound of the stuff is worth 500,000 gp. See pages 225 and 300 of the PHB.

dm-crazy
March 29th, 2010, 12:01
Omg its in AMAZING! TY! :)

dm-crazy
March 29th, 2010, 21:13
Ty Friend! :)

Zeus
March 29th, 2010, 22:22
Your very welcome. :D

dm-crazy
April 7th, 2010, 04:13
Well i tested and loved! :) Congratz for Zeuss! :D

ShadeRaven
April 7th, 2010, 04:39
I tested it too. Good stuff!

One comment, though... if Players click on a skill for themselves on that tab, and I have Hide Roll Results selected, only the players see the roll. I (as the DM) didn't. :P

Ideally, I would like it so that I could, in effect, allow players to roll their skills using that table if they wanted with the "Hide Roll Results" option selected and it would be as if it was dropped into the tower. Obviously, the DM not seeing the results doesn't work. ;)

Nevertheless, everyone was very impressed with the work and as I get more time with the the other extensions you have given us, I am sure it will be an even bigger boon to the game experience.

Thanks again!
SR

Zeus
April 7th, 2010, 10:44
Thanks for the feedback.

You are correct in that the HideRoll feature is designed to hide the results for everyone, including the GM when the players make a roll. I originally had some difficulty getting Tower support to work with Table rolls but I'll take another look when I get some time.

Am I right in understanding that you don't want Hide Roll results to effect player rolls just the GMs?

ShadeRaven
April 7th, 2010, 19:58
I'd like the Hide Roll results to effect only the Players, so I can see the results as a GM, but players get the fun/controlling their own destiny feeling of rolling the dice for themselves.

Example: I set the DC for the group at 20 for a Perception Check. The players, who want to "roll" their own dice, use your excellent Party Sheet to roll from. I set the eyeball to "Hide" and the players then roll their own checks. They see the dice tumble out, but don't see the results. I see each result (with Success or Failure vs the DC). Everyone is happy. :)

Love it already, though, regardless if you can figure this one out.
SR

lokibee
May 3rd, 2010, 01:30
cant download the ext for party sheet now? its gone

Zeus
May 3rd, 2010, 02:17
My bad. I updated my resources (https://zgp.eugenez.net/index.html) page and the link got corrupted somehow. Anyhow the link has now been restored. Thanks for the heads up.

Zeus
May 3rd, 2010, 02:35
I'd like the Hide Roll results to effect only the Players, so I can see the results as a GM, but players get the fun/controlling their own destiny feeling of rolling the dice for themselves.

Example: I set the DC for the group at 20 for a Perception Check. The players, who want to "roll" their own dice, use your excellent Party Sheet to roll from. I set the eyeball to "Hide" and the players then roll their own checks. They see the dice tumble out, but don't see the results. I see each result (with Success or Failure vs the DC). Everyone is happy. :)

Love it already, though, regardless if you can figure this one out.
SR

Interesting notion and it could be implemented. I'll add it to the list to consider for the next release.

tdewitt274
May 3rd, 2010, 02:47
Interesting notion and it could be implemented. I'll add it to the list to consider for the next release.

Maybe just a toggle for the entire page itself. So, for example, all I'd have to do is click the "eye" icon to make the results visible and then click on it again when they're done rolling.

Or, just have a "hide" button at the top of the rolls. So, I can have Stealth, and Athletics hidden all the time, but click the Athletics so they can see their results for just this one set of rolls and then I click it again to hide it for future rolls.

Good stuff even without this!

Talen
June 7th, 2010, 19:07
I've been making fairly extensive use of the Party Notes tab to provide summaries of our sessions to the players. However, it does not appear that the tab is capable of being scrolled. Any chance that feature can be added?

Zeus
June 8th, 2010, 11:54
Talen - I thought it had the ability to scroll via the scroll wheel but perhaps not by scoller button. I'll check.

I am in the midst of a lot of development at the moment so it may be a week or so before I can get back to 4E Party Sheet. I'll update this thread as soon as I can.

Z.

Talen
June 8th, 2010, 13:30
Understood - Appreciate all the work either way - the tool is great as-is.

Griogre
June 14th, 2010, 09:58
DrZeuss, I notice that the Paragon paths are not pulled over automatically in the Party sheet on the main tab. It might be because the characters started below paragon and then leveled to paragon and entered the paths.

Zeus
June 14th, 2010, 10:32
Ah OK, another one to add to the list to fix in the next release. Thanks for pointing it out.

In the meantime you can delete the PC entry from the Partsheet and re-drop it to clear.

Blade24
June 20th, 2010, 18:53
First of all thanks a lot for these tools, I think that they would be a lot of help to me (if I get them to work :-P).

EDIT: never mind figured it out. thanks for the tools! :)

hazardousindex
July 12th, 2010, 02:18
Does anyone know if there is a party sheet add-on for the 3.5 ruleset?

Griogre
July 16th, 2010, 06:44
I'm not aware of any party sheet for 3.5.

Crossfireue
July 22nd, 2010, 19:34
Zeuss - I have to say I love what you're doing here. You've added some incredible mods to what can be done with 4e games. My game can only benefit from what you've done.

Cheers.

C.

Doc_Waldo
December 1st, 2010, 09:11
What does the font extension do? Dumb I know, but just wondering if it what area of the fonts does it effect? Also, what does the 4E house rules extension do? Thanks.

Acroyear
December 1st, 2010, 21:59
Zeuss, thanks for all the great work!

Zeus
December 1st, 2010, 23:45
What does the font extension do? Dumb I know, but just wondering if it what area of the fonts does it effect? Also, what does the 4E house rules extension do? Thanks.

Prior to v2.02 (or there abouts) of the 4E ruleset from moon_wizard, the ruleset made use of the stock FGII supplied fonts. The 4EFonts extension simply replaced the stock fonts with the styled fonts based upon the font used in published 4E material.

Since v2.0.2 (or there abouts) of the 4E ruleset, the custom 4E fonts have since been adopted into the core ruleset, the extension is therefore now largely defunct. It largely now serves as an example of how you can substitute the ruleset fonts with your own custom versions.

4E House Rules - see here (https://www.fantasygrounds.com/forums/showthread.php?t=13741)

Zeus
December 1st, 2010, 23:46
Zeuss, thanks for all the great work!

Your welcome. Happy 4E gaming ;)

Zeus
December 1st, 2010, 23:47
Zeuss - I have to say I love what you're doing here. You've added some incredible mods to what can be done with 4e games. My game can only benefit from what you've done.

Cheers.

C.

Thanks. I have had to take a break for a while due to other real life pressures, however I intend to come back with a bang. Watch this space. DrZ.

KlCrash
December 3rd, 2010, 15:20
I'm stuck. I'm trying to use Tenian's parser to include treasure parcels in a module I am creating. I am fighting with the Syntax. Does anybody have a sample that includes coins and a non magical item?

here is the code I used, with no luck
ZTreasure
Name;Parcel A
Level;8
Coin;GP;250
ZCategory
White Field

KlCrash
December 4th, 2010, 21:55
I figured out that the coin count has to come first.
works with items as well, not sure what the type field is for.

Coin;250;GP works
Item; 1; Ruby Necklace works

Spikenog
December 10th, 2010, 00:10
Sight is down :(

Zeus
December 10th, 2010, 00:37
Sight is down :(

Not sure why. I have dropped a note the site admin, hopefully it will be back up soon. Thanks for the heads up.

EDIT: And its now back up. :)

Spikenog
December 10th, 2010, 03:16
Fantastic!

tahl_liadon
January 9th, 2011, 22:57
site is down again... :-(

Zeus
January 10th, 2011, 01:21
It seems to be fine for me? Try again maybe its a local problem your end.

tahl_liadon
January 10th, 2011, 02:05
i'm getting a 404 -- maybe it's on my end. not sure.

anyway, i deleted the url back to "https://zgp.eugenez.net/" and clicked on "extensions" and was able to download from there.

thx

Zeus
January 18th, 2011, 16:18
Hey All,

Another update for the 4E Tables extension. :)

v1.3

Replaced GM Only/Visible to All iconcycler control for table list items with new share/unshare table functionaility (see below).
Updated campaign tables window to support moon's latest client/server sharing methods in 2.7.1+.

Host

Main campaign tables can be Shared to players (open table, right-click, select Share Table).
As per campaign story, image and item lists, host campaign table lists are accompanied by icons which indicate share/integrity status of the list items.
Tables with a S icon to the right indicates a shared table.
Tables with a book icon to the right indicates the table is from a module and is unchanged.
Tables with a book icon and quill to the right indicates the table is from a module and has been changed.
Hovering the mouse pointer over a S icon reveals a tooltip listing which players currently have access.
Left clicking an item's Shared symbol (S) will 'unshare' the table.
Tables from client/host modules on the host will be listed in a seperate category
Drag/drop of tables from modules onto the campaign tables list will create a cloned copy of the table.

Clients

As per campaign story, image and item lists, client campaign table lists are accompanied by icons which indicate access status of the list items.
Tables with a padlock icon to the right indicates a read only table.
Tables with a book icon to the right indicates the table is from a module and is unchanged.
Tables with a book icon and quill to the right indicates the table is from a module and has been changed.
Tables from client modules on clients will be merged with the main camapign list of tables.
Tables from host modules on clients must first be copied (by the host) to the campaign tables list before being shared and thus made accessible to the players. Host module data is not directly accessible by clients.


v1.3 can be downloaded from my resource site (see sig for link).

Enjoy!

tahl_liadon
January 18th, 2011, 16:26
thank you!

Zeus
January 18th, 2011, 19:37
Oops, Oberoten spotted a bug. v1.31 uploaded to the resource site.

v1.31


Fixed a bug that caused a script error when the extension initialised and attempted to update the schema for tables found in the campaign db created with an earlier version.

tahl_liadon
January 19th, 2011, 00:01
question on the personalities extension:

- how do i enter senses (i.e. darkvision, low-light, etc)?

Zeus
January 19th, 2011, 00:35
question on the personalities extension:

- how do i enter senses (i.e. darkvision, low-light, etc)?

Open your existing (or create a new) Personality. The Senses field is on the main tab just under the Perception field. If its not visible make sure the Eye iconcontrol (at the bottom on the left) is set to Reveal all Fields (eye looks solid). If you cannot enter data into the field, make sure the unlock fields icon control is not locked (click to unlock).

tahl_liadon
January 19th, 2011, 00:55
odd. i made 3 npcs so far and none had the "sense" field. the thing is i had another completed homemade adventure module open for reference.

when i closed the homemade module and made a new npc, the "sense" field became available [shrug]. guess i have to recreate those 3 npcs :-P

thx

tahl_liadon
January 19th, 2011, 01:09
okay, something is weird.

i made a new npc, filled out the data, closed it. opened it again, and "sense" is gone.

just randomly, i cleared out some fields: it turns out that when the "new personality" field is cleared out temporarily, "sense" shows up again. [shrug]

Zeus
January 21st, 2011, 15:01
OK, so after a long break I finally got around to looking at the 4E Partysheet extension I wrote last year with a view to adding some additional features I planned for the first release but couldn't complete in time.

Namely:

Campaign Calendar
Adventure Log
XP Tracker


After much toiling I came up with a straight forward way to build in support to allow users to change the calendar type to suit different D&D campaign worlds. The answer was staring me in the face all the time, 4E Tables.

By defining a specially formatted table and leveraging the programmatic methods I added to the 4E Tables extension in the last update I came up with a method to specify different calendars in table format that I can parse into the Partysheet to construct a calendar the user can interact with.

So far I have Greyhawk, Forgotten Realms and Eberron world calendars working but any system following the table format I will outline should work, allowing other calendars to be added in time e.g. Dark Sun. Also, as Tenian's 4E Parser supports tables, I will bundle in a module with the three calendars providing users with a few ready to go examples.

So with the Calendar functions done, I moved onto an adventure log, or rather a means of interacting with the calendar to record and store/retrieve information in chronological order. For the initial release the GM is the only one who can add information to the log with players only able to view however if FGII allows for it, moving forward I may look into enabling users to added sub-notes etc. For now though the log serves as good reference tool and has enabled my players to keep track of events over time.

Here's a couple of screenshots for you to much on whilst I iron out a couple of small bugs and pull together an update for the readme.txt.

https://farm6.static.flickr.com/5204/5375492314_a201d8f0a4.jpg (https://farm6.static.flickr.com/5204/5375492314_f06d3973b8_o.png)

https://farm6.static.flickr.com/5247/5375450376_d89bab5a1b.jpg (https://farm6.static.flickr.com/5247/5375450376_13158c92de_o.jpg)

The first one shows a calendar table, nothing to laborious, right? You just drag the link to the left side of the log window and the calendar is built.

The second shows the log in use from one of the heroic tier campaigns I'm running for my youngest group. Notes and information can be stored in the entry page (right side of the window). Its uses formatted text so you can use the usual story/reference paragraph formatting. It also supports object linking, so you can store useful links to NPC, Item, Notes and anything else that has the referencelink icon in the top left of its window. :) I also added a small date/time control (bottom left) which can be used to send date/time stamps to the chatpad.

OK, so thats enough about the Adventure Log (& calendars) for now, more to come in the next few days. Lets talk XP.

If like me you spend your days plotting and your evenings executing :) then some of the more mundane aspects of managing a D&D game can be quite laborious e.g. tracking XP that has been earned from combat and non combat encounters during games and remembering which quests/side quests are running.

So in typical lazy DM style I have devised a tab (called XP Tracker funnily enough) that simply provides a XP focused view of the Party as well as two maintained lists which detail a log of encounters (combat or skill challenge) and quests (major/minor). The Encounters list supports drag/drop of standard 4E Encounters and Skill Challenges whilst the Quests list introduces a new windowclass called Quest (right-click, Select Create New Entry to create a new Quest).

So now during a game and after an encounter has been completed I simply drag the encounter reference link and drop it onto the Encounters log and it adds a record for safe keeping. For Quests I create a new entry whenever a new quest is undertaken. Now anytime I need to review which encounters have been played / quests that are still completed/open, I have a nice ready reference to go to. I also added some routines that will scan through the lists totalling the XP value for entries where the XP has not been awarded and then awarding this to the PCs in the current Party - very similar to the Distribute Coins feature on the inventory tab. The selected entries are auto-marked as awarded and the function is split, one for encounters and one for quests. Its therefore open to the DM to dictate how often he/she awards XP, after every encounter/quest or after a batch or collection.

Anyhows, its strictly a DM feature. The tab is hidden from clients. Here's some screenies ...

https://farm6.static.flickr.com/5125/5375450386_7d78167c76.jpg (https://farm6.static.flickr.com/5125/5375450386_502aa88e32_o.jpg)

https://farm6.static.flickr.com/5209/5375450396_ba82b2855f.jpg (https://farm6.static.flickr.com/5209/5375450396_d17c1853a8_o.jpg)

https://farm6.static.flickr.com/5248/5375450390_b612f61c37.jpg (https://farm6.static.flickr.com/5248/5375450390_741af74f96_o.jpg)

More to come ...

Acroyear
January 21st, 2011, 19:50
awesome job as always! :) Thanks!

DNH
January 22nd, 2011, 11:35
Sir, you are a gentleman and a scholar. This is exactly the kind of thing I have been looking for since starting using FG2. Thank you very much. Looking forward to playing with it.

And you, sir, you should take your place in the Hall of Heroes.

Zeus
January 30th, 2011, 00:40
Hey everyone, well I think v1.2 is ready for wider testing and feedback. :)

I have uploaded the new version to the resource site, its available from the usual Extensions area of the page. I have also uploaded a 4E Calendars module which contains 3 sample Table Calendar definitions (Forgotten Realms, Greyhawk and Eberron), it can be found in the Miscellaneous section of the Resource page.

Enjoy!

DrZ.

v1.2 Changes


Added new Adventure Log tabbed page to Partysheet window. The tab contains a customisable calendar control allowing support for multiple 4E game/campaign world settings to be supported, as well as an adventure log journal system and time/date controls allowing for campaign events to be tracked and recorded in chronological order.
Added new XP tabbed page to Partysheet window (host only). DM can now track completed encounters (combat/skills challenges) as well as ongoing quests. DM can also track the status of unawarded XP and award this across the party automatically.


New Feature - Adventure Logs

Window providing a campaign calendar and clock controls as well as journal/adventure log for the DM and players.
Currently only the DM can manipulate the campaign's date and time as well as create new log entries. Players can click on days in the calendar control, if an entry exists (denoted by a greyed out square icon next to the day number on the calendar entry) the log is refreshed and the entry displayed.
Calendar months are listed in sequence from top to bottom. Each month lists the first two letters of the week on the first row. Each subsequent row represents a week in the month.
Days with a created entry in the adventure log are signified by a grey square widget icon (right of the number)
Days which incoporate a holiday are italised and underlined in red.
The current day is signified by a red square border widget.
Adventure log entries are referenceable in that they can be linked to other campaign/module content (by dragging the red dragon link).
Adventure log entries can be opened and minimised as standalone sheets.
Adventure log entries accept formatted text and all regular FGII paragraph types e.g Text, Header, List, Link-List, Frame etc. etc. as well as bold, underline and italised text.

Host

Left clicking on a calendar day entry will create an entry in the adventure log (if one doesn't exist) and marks the day with a small grayed out square icon (next to the day number) denoting the page has been edited. The corresponding entry in the adventure log is then created and displayed.
Double-clicking on a calendar day entry will create an entry in the adventure log (if one doesn't exist) and also sets the campaign date to match. The current date for the campaign will also be updated on the calendar with a red square border widget and the corresponding entry in the adventure log is displayed.
Scrolling the mouse wheel over the hour and minutes controls of the clock control (bottom of the window) will advance/reverse campaign time (and date).
Double-clicking on the campaign date entry (bottom of the window) will send a date message from the DM to the chatpad
and all players.
Double-clicking on the campaign clock entry (bottom of the window) will send a time message from the DM to the chatpad and all players.
The DM's Logs tab window contains additional controls via the Radial Menu:


Calendar Control (left side of the window)

Clear Calendar - clears the calendar control and resets it to blank. Note: Calendar control supports drag/drop of Calendar tables to build a new calendar control. Control must first be cleared.


Calendar Table Definition (see 4e Calandars module for examples)
--------------------------------------------------------------------------
Table Name: <Name of the Calndar>
Table Description: <Description of Calendar>
Rows: 1 for each period (month) of the year, numbered qith sequential singular range .e.g. 1-1, 2-2, 3-3-3
Columns: 6 labeled as 'Week', 'Months', 'Days in Month', 'Holiday', 'Holiday' and 'Holiday'


Each row in the 'Week' column should be populated with the ordered names of the weekdays in a standard week. Empty rows should be populated with '--'.
Each row in the 'Months' column should be populated with the ordered names of the months in a standard year.
For each Month, its 'Days in Months' column entry should be populated with the total number of days in the month.
For each Month, its three x 'Holiday' column entries should be populated with the name of the holiday followed by the starting day and duration of the holiday in parenthensis e.g. Spring Equinox (19,1). Empty holiday entries should be populated with '--'.


Adventure Log Control (right side of window)

Enter Edit Mode - enters edit mode allowing changes to be applied to a log entry. Note: the date and any holidays are not editable
Delete Entry - deletes the adventure log entry
Delete Log - deletes the entire log including all entries and resets the campaign date, year and clock


Client

Left clicking on a calendar day entry will display the corresponding entry in the adventure log (if one exists).


New Feature - XP Tracker (Host only)

Window providing XP and Level focused view of the party as well as encounter (combat/skill challenge) and quest (minor/major) logs.
Current only the host/DM can see this page, add encounters and quests to the logs and award XP to the party.


Encounters Log (bottom left)

Delete Entry - deletes the encounter log entry
Delete Log - deletes the entire encounters log including all entries
Award XP - evenly distributes all unawarded XP (denoted by each entry's Awarded checkbox) across the current party. Note: The encounters log supports drag/drop of encounters and skill challenges to add new populated entries. Dropping links over the Encounters title is also supported (useful for when the list view is fully populated).


Quest Log (bottom right)

Create New Entry - creates a new empty entry
Delete Entry - deletes the quest log entry
Delete Log - deletes the entire quest log including all entries
Award XP - evenly distributes all unawarded XP (denoted by each entry's Awarded checkbox) across the current party.

Acroyear
January 30th, 2011, 05:07
Awesome! Thanks!

Oberoten
January 31st, 2011, 08:42
Any luck making the table-rolling a generic extension useable by those who don't use 4E ?

- Obe

Zeus
January 31st, 2011, 09:18
Any luck making the table-rolling a generic extension useable by those who don't use 4E ?

- Obe

Its on the list of things to do. I'll keep you posted.

Zeus
February 3rd, 2011, 23:28
Hey All,

New version of the 4E Tables extension has been uploaded to the usual spot.

Enjoy!

v1.32


Added onTab() method to table row fields enabling faster editing of tables from within FGII's UI.
Fixed a bug that caused a script error when creating new multi-row tables using the radial menu Create Table commands. The tables were still useable but the error was anoying, so fixed.
Fixed a bug that was causing table data loss under specific conditions.

Blue Haven
February 4th, 2011, 13:19
You never stop to amaze me with your work ;)
Thanks

Jetic
February 7th, 2011, 05:08
Dr. Zeuss,

First off your extensions are awesome and really help the game.
Thank you for all your time and effort.

Second I uploaded your latest and greatest "partysheet" and the calendar component is great. Keeping track of the campaign is a great tool, especially when your group might not meet as frequently as you would like.

I uploaded the Eberron Calendar from the tables module you made and it loaded fine. I picked a start date and double clicked and got he red box and journal entry.
Double click the date at the bottom and it sends and message to chat window and the time works that way as well.

HOWEVER, I highlight the time with the mouse and rolled my mouse wheel and the time does not move. I checked the mouse wheel by using it to scroll the calendar and it worked fine.

Maybe I'm not following the directions correctly, but that was how I read your readme instructions to advance or reverse the time. Not sure if the issue is specific to the Eberron calendar.

Please take a look and let us know.

Zeus
February 7th, 2011, 07:55
Dr. Zeuss,

First off your extensions are awesome and really help the game.
Thank you for all your time and effort.

Your welcome, glad you find it useful.


Second I uploaded your latest and greatest "partysheet" and the calendar component is great. Keeping track of the campaign is a great tool, especially when your group might not meet as frequently as you would like.

I uploaded the Eberron Calendar from the tables module you made and it loaded fine. I picked a start date and double clicked and got he red box and journal entry.
Double click the date at the bottom and it sends and message to chat window and the time works that way as well.

HOWEVER, I highlight the time with the mouse and rolled my mouse wheel and the time does not move. I checked the mouse wheel by using it to scroll the calendar and it worked fine.

Maybe I'm not following the directions correctly, but that was how I read your readme instructions to advance or reverse the time. Not sure if the issue is specific to the Eberron calendar.

Please take a look and let us know.

It sounds like you may want to check the 'Mouse: Wheel Editing' option in Options (button with the Tick in top right-corner). The option allows you to set whether mouse wheel editing of field data only applies if the Cntrl key is also depressed or not. AFAIK mouse wheeling will always scroll lists and scrollers regardless of the option setting.

Jetic
February 8th, 2011, 01:48
Dr. Zeuss

Thanks for the enlightenment.
The ctrl key with the mouse wheel was the solution.

No software glitch here just operator error.

lordbeanis
February 10th, 2011, 02:11
Dr. Zeuss did you ever change the party sheet so that the exact HP and Surges are not shown to the party? You do incredible work.

Zeus
February 10th, 2011, 08:38
Dr. Zeuss did you ever change the party sheet so that the exact HP and Surges are not shown to the party? You do incredible work.

Hmm I don't recall this being requested, so hadn't planned to do it. I recall Griogre mentioning a request to integrate his Additional Wounds extension in with the PS but this was to enable consistent coloring of the health states.

If this is something that everyone would like to see as an option, I might be able to do something in the next release update. Z.

Acroyear
March 2nd, 2011, 07:26
Do you think it's possible to create a new campaign with the 4E Tables extensions. Then create tables and export the campaign as a library module?

Zeus
March 2nd, 2011, 10:57
Do you think it's possible to create a new campaign with the 4E Tables extensions. Then create tables and export the campaign as a library module?

The 4E ruleset's /export command currently only supports exporting Story, Images, Encounters, Personalities and Items from a Campaign to a Module. To extend the /export functionality to include other content like Tables would require the extension to add the functionality to the /export command. Doable but not currently in place.

In the meantime you can use the 4EParser tool to create a module with Tables. That's the approach I used to create the sample 4E Calendars module for use with the 4E Partysheet extension.

Acroyear
March 2nd, 2011, 17:31
ah! ok thanks! and thanks again for the great extensions!

sturtus
March 3rd, 2011, 04:53
I've loaded up my campaign file with the latest Party Tracker Sheet and followed your instructions to create a custom calendar. I've run into an issue that doesn't look like would be supported in the current build. My weeks are 7 days, but my months are 33. So the last day of the month ends up not being the last day of the week.

Yet, the first day of the NEXT month is always the first day of the week in the party tracker. Posting a screenshot.

I dragged over the months from your 4e Calendars module to see if they suffered the same issue, but it looks like all those months conveniently are multiples of their week lengths. So couldn't really test.

What do you think?

Zeus
March 3rd, 2011, 11:27
I've loaded up my campaign file with the latest Party Tracker Sheet and followed your instructions to create a custom calendar. I've run into an issue that doesn't look like would be supported in the current build. My weeks are 7 days, but my months are 33. So the last day of the month ends up not being the last day of the week.

Yet, the first day of the NEXT month is always the first day of the week in the party tracker. Posting a screenshot.

I dragged over the months from your 4e Calendars module to see if they suffered the same issue, but it looks like all those months conveniently are multiples of their week lengths. So couldn't really test.

What do you think?

Yes, its a limitation of the current calendar control implementation. I did consider the problem at the time of writing but upon investigating various different D&D campaign worlds concluded the extra logic wasn't required as the calendars for all the official worlds seemed to end the month on the last day of the week and each month had an even number of weeks per month. Oh well should have thought more about custom calendars.

I can't promise it will be anytime soon, but I'll take a look at the code and see what can be done for next release. Thanks for the feedback though.

adminwheel3
March 6th, 2011, 06:05
Having trouble with custom coinage. When I create a treasure parcel and change GP to Gold (or whatever) and then close the parcel, my change reverts back to GP.

Also - for some reason Party Level seems stuck at '1' - if I change it, it too reverts back to 1 when I close the parcel.

Zeus
March 6th, 2011, 11:10
Treasure Parcels use a standard reference for the coin types described in the DMG/PH. In order for coin distribution to work, the labels need to be the same between the treasure parcels and the coin types on the players character sheets. I found a bug that reverts the coin types on initialisation of a parcel so I have prepared a hot patch, which appears to have fixed the problem, it will be released in the next v1.1 release of the extension.

As for the Party Level, this one is odd. If you use the keyboard to enter a new part level it works, if on the other hand you use the scroll wheel on your mouse, unless you change the level to start a new tier, it resets back to the original value, very odd indeed given the code logic is identical. I will keep looking and will release a fix soon. I also want to update the Treasure Parcels extension to use the new share/unshare methods in 4E.

kenneth_burnell
March 9th, 2011, 22:35
is there a way you can set the extension up so that it can be for any ruleset?

Zeus
March 9th, 2011, 23:34
is there a way you can set the extension up so that it can be for any ruleset?

To which extension are your referring to kenneth?


The 4E Partysheet is tightly coupled to the 4E ruleset, however with some effort it can be ported to work with other rulesets
The 4E Treasure Parcels extension can be easily adapted to other rulesets
The 4E Tables extension is moderatley coupled to existing 4E functionality - however agin with some effort it can be ported to other rulesets

sturtus
March 20th, 2011, 22:59
The only way I've been able to successfully move the date on the partysheet forward is to mousewheel the clock in the lower right. Is there any way to simply set the date?

Zeus
March 20th, 2011, 23:55
Yes.

Double-clicking on a calendar day entry in the Calendar will create an entry in the adventure log (if one doesn't exist) and also sets the campaign date to match. The current date for the campaign will also be updated on the calendar with a red square border widget and the corresponding entry in the adventure log is displayed.

sturtus
March 21st, 2011, 01:12
my apologies. was right there in your documentation.

DMTrev
March 26th, 2011, 13:57
DrZeuss:

Hey, I was checking out the fora here and saw what looks like an awesome extension for FG; when I click on any of the links in the first post I get 404 errors. Is there some other set of links I should be clicking?

Zeus
March 26th, 2011, 15:41
Links in the 1st post are fixed. You can also grab most of my stuff directly from my 4E Resource page (link is in my signature).

DrZ.

DMTrev
March 27th, 2011, 13:17
Cool! Thanks a bunch, DrZeuss!

vodokar
March 29th, 2011, 23:29
I have some questions to ask.

1. I have a set of random magic item tables I created in the tables extension, which I tried to share with my group. As soon as I shared the tables, it caused the server to crash. This behavior was repeatable. I was running the tables extension. I do not know if my players have this extension.

2. I tried to distribute money via the party sheet and it gave an error with a console popping up. No money was distributed. Experience distribution, on the other hand, still functioned properly.

3. I have tried to use the adventure log tab of the party sheet, but it does nothing. I am unable to add any entries or to change the time. There is no popup calendar. I can see there is a library module called calendar, but it contains no information.

4. If I want to modify the lua script for the 4e house rules extension, how do I do that?

Zeus
March 30th, 2011, 01:32
I have some questions to ask.

1. I have a set of random magic item tables I created in the tables extension, which I tried to share with my group. As soon as I shared the tables, it caused the server to crash. This behavior was repeatable. I was running the tables extension. I do not know if my players have this extension.
Never seen this occur before.

Can you post a screenshot of the table, I'll try and see if I can repeat the crash behaviour on my system to find the root cause (if any). It shouldn't be happening.

In theory if your players don't have the extension it should be transferred to them on connection automatically however its probably a good idea to get them to install it locally in their app data/extensions folder as it will reduce the time it takes them to connect.

Also can you confirm:

- version of FGII your using
- version of the 4E Tables extension your using
- whether the problem occurs with just the 4E ruleset and the Tables extension loaded. i.e. no other extensions.


2. I tried to distribute money via the party sheet and it gave an error with a console popping up. No money was distributed. Experience distribution, on the other hand, still functioned properly.

Again a screenshot or reference to the exact console error message your getting would be helpful. I can then take a look to understand the error your experiencing. One thing to note is that coin distribution requires the PC character sheets to contain the same Coin Labels as defined in the Parcel or Coins List of the Inventory tab on the Partysheet otherwise it won't work. Have a re-read of the Readme.txt file that accompanies the extension for more information on how to do this.


3. I have tried to use the adventure log tab of the party sheet, but it does nothing. I am unable to add any entries or to change the time. There is no popup calendar. I can see there is a library module called calendar, but it contains no information.
I can assure you it does do something. First you have to drop a Table containing the Calendar system you want to use onto the left side of the window when on the Log tab. This will create the calendar controls, from there you will then be able to set the campaign date and create/navigate log entries by interacting with the calendar control. The module that you reference contains three example Calendar systems in three tables, open the module and then open Tables, the three tables in the module should be listed under the Category 4E Calendars.

Re-read the Readme.txt file that accompanies the extension for instructions on how to use the controls.


4. If I want to modify the lua script for the 4e house rules extension, how do I do that?
Depends on what it is that you want the modifications to do. If you can provide a overview of what changes you'd like to make, I'd be happy to advise you on where and how to start.

In the meantime, open the .ext file with Winzip and extract the contents to another folder somewhere on your system. Once un-archived you can then browse and look through the .xml and .lua files for the extension for an idea of how the extension works.

vodokar
March 30th, 2011, 20:58
1. Regarding sharing tables causing crashes: I won't be able to repeat this until my group logs on next time. I can't repeat the problem myself, as I have never had that happen when I share tables from server to localhost client or to my laptop running client. I suspect the problem isn't with my server, but with something on one of my players machines.

2. Regarding Money Distribution. Likewise, I can't repeat this problem myself. I'll let you know next time my group is logged in if it happens again.

3. Regarding the Adventure Log: Dragging the calendar table indeed was the solution. Fixed.

4. Regarding editing the House Rules extension: I like the idea of the automatic fumbles rolling on a 1. I would like to extend its functionality.

It is currently a 1d6 roll with 6 outcomes. I want to extend this to possibly 1d12 with 12 outcomes or 1d20 with 20 outcomes.

Also, possibly look at adding automatic critical outcomes on a natural 20 in the same manner.

I also would likely want to put some sort of a fumble/critical confirmation check first i.e. You roll a nat 1, that rolls a d6, a 1 confirms the fumble and rolls to see the result (rolling 2-5 on the confirmaiton roll would simply report back "you automatically miss".

Likewise for criticals, you roll a nat 20, which rolls a d6, a 6 confirms the critical and rolls to see the result (rolling 1 - 5 on the critical confirmation would report back "you automatically hit".

In this form, this house rules extension might find a lot more use with people.

Zeus
March 30th, 2011, 22:09
1. Regarding sharing tables causing crashes: I won't be able to repeat this until my group logs on next time. I can't repeat the problem myself, as I have never had that happen when I share tables from server to localhost client or to my laptop running client. I suspect the problem isn't with my server, but with something on one of my players machines.
Sounds odd. If the problem persists, try asking your players to connect one at a time, each time re-share the table, to see which player or combination causes the problem. Also make sure when they connect that they select a PC before you share.


2. Regarding Money Distribution. Likewise, I can't repeat this problem myself. I'll let you know next time my group is logged in if it happens again.
You can test the functionality whilst no players are connected, as the routines simply look at the PC's in the Party and then update the corresponding charsheets from the database. The routines do not change if players are connected.


3. Regarding the Adventure Log: Dragging the calendar table indeed was the solution. Fixed.
Great.


4. Regarding editing the House Rules extension: I like the functionality of the fumbles rolling on a 1. It is currently a 1d6 roll with 6 outcomes. I want to extend this to possibly 1d12 with 12 outcomes or 1d20 with 20 outcomes. Also, possibly look at adding automatic critical outcomes on a natural 20 in the same manner.
To adjust the Fumble rolls, take a look at the script manager_fumble.lua. The file contains all the logic and handlers for the 'fumble' roll type introduced by the extension.

It basically works by:


registering a new 4E roll type using ChatManager.registerRollHandler() called "fumble" and assigning a roll handler called FumbleManager.processFumbleDiceLanded() in manager_fumble.lua's onInit() block
unregistering the default roll handler in 4E which is called processDiceLanded() and replacing it with a new custom version called (FumbleManager.processDiceLanded() ) defined in the manager_fumble.lua script in the onInit() block.
The new FumbleManager.processDiceLanded() routine simply replaces the "Automatic Miss" message when an attack roll of 1 is encountered in the default handler with a call to a routine called FumbleRoll() , also defined in manager_fumble.lua
FumbleRoll() calls the ruleset's ChatManager.DieControlThrow() routine which rolls a 1d6 of type "fumble"
FumbleManager.processFumbleDiceLanded() handles the processing of a fumble roll and outputs the results of the roll to the chatwindow. It calls the routine FumbleResultString() which contains the descriptions of the fumble for each possible result on a 1d6.


So to change the Fumble die type from 1d6 to 1d12 or 1d20 simply edit the FumbleRoll() and FumbleResultString() routines. These are basic routines (less than 3 lines of code for each them) so should be doable within a few minutes.

Changing the Critical results of a roll is a little more complex (see lines 243-287 in manager_fumble.lua) but still doable following a similar approach. Replace the output message of "[CRITICAL HIT]" with a call to a routine which
calls ChatManager.DieControlThrow() using a roll type of your registered "critical" type. You then need to register a handler for the "critical" roll type which will be called when ChatManager detects a roll of this type. Your handler then needs to determine the output of the critical roll.

vodokar
March 31st, 2011, 00:03
Thanks Dr. Zeus.

The best thing I can say regarding changing the House Rules is to requote your signature: You said it wouldn't hurt ...

I'll give it a shot and see what I can do. I'm not a programmer, I'm a biology teacher.

Zeus
March 31st, 2011, 00:56
Well, if you like I can make a separate extension that handles fumble and critical rolls. It shouldn't take too long to write one.

If you can post up the dice you want for fumbles and criticals along with the corresponding outcomes I'll see if I can pull it something together for you over the next few evenings.

vodokar
March 31st, 2011, 03:25
Here is what I had in mind for a Fumble Check:

Player rolls a natural 1.

This causes an autoroll of 1d6:

1-4 - Reports "Automatic Miss"
5-6 - 1d20 autorolls on Fumble Table

Fumble Table
__________________________________________________
1 "BALANCE LOST - You fall Prone."

2 "BUTTERFINGERS - You throw your weapon/implement 1d4 squares in a random direction."

3 "EMBARRASSED - You recieve a -2 penalty to attack rolls against target until you successfully hit target with an attack."

4 "PULLED MUSCLE - You are weakened until end of your next turn."

5 "FATIGUED - You are dazed until end of your next turn."

6 "OVEREXTENDED - You are stunned until the end of your next turn."

7 "ITEM BROKE - Your Weapon/Implement is broken."

8 "COUNTER ATTACKED - The target hits you with a basic attack. If this action is impossible, your original target gains an action point."

9 "BAD AIM - You hit an Ally with a basic attack. If this action is impossible, your original target gains an action point."

10 "CRITICAL COUNTER - The target critically hits you with a basic attack. If this action is impossible, your original target gains an action point."

11 "FRIENDLY FIRE - You critically hit an ally with a basic attack. If this action is impossible, your original target gains an action point."

12 "SUICIDE STRIKE - You critically hit yourself with same attack you fumbled with, receiving all negative conditions and effects of the attack."

13 "ANKLE TWIST - You twist your ankle and have 1/2 movement speed and cannot charge for 1d4+1 rounds."

14. "DISLOCATION - A forceful pop in your shoulder is is heard as your arm goes limp. The arm you used to make the attack is incapacitated for 1d4 + 6 rounds."

15. "KNEE POP - Your knee hyperextends awkwardly. You have 1/4 movement speed and cannot charge for 1d4 + 6 rounds."

16. "WRONG STRAP - In an embarrasing move, you cut loose part of your armor and receive a -4 penalty until armor is fixed. Fixing the armor will require 3 rounds of performing no other action."

17. "STAGGERING IN PAIN - Your opponent parries your awkward attack that causes you to hit yourself in the groin. You have 1/2 movement and -4 to all actions for 1d6 + 4 rounds. If this action is impossible, your original target receives an action point."

18. "SPELL BACKLASH - Your spell feeds back to you, doing its damage and effects on yourself. If this action is impossible, your original opponent receives an action point."

19. "GROUND ZERO - Your not sure what happened, but your spell blew up in your face. You do critical damage and effects in a close burst 2. This effects everyone inside of the close burst including you. If this action is impossible, your original target gains an action point."

20. "BLINDED BY YOUR OWN BLOOD - You hit yourself in the head causing a minor flesh wound (4 damage) and you are blinded by blood flowing into your eyes for 1d4 rounds."

vodokar
March 31st, 2011, 06:59
Here is a critical hit table:

A natural 20 is rolled

This causes an autoroll of 1d6

1-4 Reports "Critical Hit" (player would then manually roll the critical per standard 4e procedure)
5-6 1d20 autorolls on Critical Hit Table

Critical Hit Table
_________________________________
1 "KNOCKDOWN - In addition to standard critical hit damage, you knock the target prone."

2 "HAMSTRING - In addition to standard critical hit damage, you hamstring the target. The target is slowed (save ends)."

3 "TURN THE TIDE - In addition to standard critical hit damage to your target, you gain combat advantage against all enemies on the battlefield until the end of your next turn."

4 "EYE GOUGE" - In addition to standard critical hit damage, your target is blinded until the end of its next turn."

5. "FORCEFUL BLOW - In addition to standard critical hit damage, your target is dazed until the end of its next turn."

6 "STUNNING BLOW - In addition to standard critical hit damage, your target is stunned until the end of its next turn."

7 "PARRY - In addition to standard critical hit damage to your target, you gain +2 to all your defenses against attacks from the target until the end of your next turn."

8. "GAPING WOUND - In addition to standard critical hit damage, the target takes ongoing 5 +1/2 your level damage (round up)".

9 "PRESSURE POINT - In addition to standard critical hit damage, the target is Weakened (save ends)."

10 "OPPORTUNITY - In addition to standard critical hit damage to your target, you may take an extra standard action this turn."

11 "KNOCKOUT BLOW - In addition to standard critical hit damage, you knock the target Unconcious (save or target taking damage ends)."

12 "EVISCERATE - You do two standard critical hits to the target."

13 "DECAPITATION - Your target's head is decapitated (slashing weapon), crushed (blunt weapon) or pierced (piercing weapon) or (if weapon was a spell) some effect to the head related to the type of attack that will likely leave target dead. If this action is not possible due to nature of the target, you do standard critical damage and gain an action point, instead."

14 "APPENDAGE BLOW - In addition to standard critical damage, your target loses a finger (slashing weapon), breaks fingers (blunt weapon) or has arm muscle punctured (piercing weapon) or (if weapon was a spell) some effect to the fingers or arm related to the type of attack. 50% chance of either main or offhand. This hand or arm will suffer a -2 penalty on all checks for 4 weeks or until appropriate healing spell cast upon target. If this action is not possible due to the nature of the target, then in addition to standard critical damage, you gain an action point instead."

15 "WRIST BLOW- The targets' hand is removed at the wrist (slashing weapon) or wrist broken (blunt weapon) or wrist pierced (piercing weapon) or (if weapon was a spell) some effect to wrist related to the type of damage. 50% chance of either main or offhand. Wrist is incapacitated in any case. If this action is not possible due to the nature of the target, then in addition to standard critical damage, you gain an action point instead."

16 "MIGHTY BLOW - You do three standard critical hits to the target."

17 "HEAD BLOW - In addition to standard critical hit, the target loses an ear (slashing weapon) or an eye (piercing weapon), or blow to the skull (blunt weapon) or (if weapon was a spell) some effect related to the type of attack. 50% of left or right side. Loss of ear or eye both result in permanently granting combat advantage to opponents approaching from that side. Blow to the head permanently reduces intelligence by 4 and knocks target Unconcious (save ends). If this action is impossible due to the nature of the target, then you do standard critical hit damage and gain an action point, instead".

18 "KNEE HIT" - In addition to standard critical damage, your targets leg is cut off at the knee (slashing weapon) and falls prone or knee is broken (blunt weapon) and movement reduced to 1/4 speed and target will have permanent limp (-2 speed) as after effect or knee is split (piercing weapon) and target falls and movement reduced to 1/2 speed or (if weapon is spell) some effect to the knee related to the type of attack. If this action is impossible due to the nature of the target, then you do standard critical damage and gain an action point, instead."

19 "BODY BLOW - In addition to standard critical damage, your targets lung is slashed (slashing weapon) or pierced (piercing weapon) or ribs are broken (blunt weapon). All of these result in being stunned for 2 rounds and a -1 penalty to combat until healed with appropriate healing spell. 50% chance of right or left side. If this action is impossible due to the nature of the target, then you do standard critical damage and gain an action point, instead."

20 "SHOULDER BLOW - In addition to standard critical damage, your targets arm is cut off at the shoulder (slashing weapon) and target is stunned for 2 rounds or shoulder is broken (blunt weapon) and target is stunned for 2 rounds or shoulder is torn (piercing weapon) and target is stunned for 2 rounds or (if weapon was a spell) some effect to shoulder related to the type of attack. 50% chance of main or off hand. Broken or torn shoulders will result in a permanent -2 to all checks until healed with appropriate healing spell. If this action is impossible due to the nature of the target, you do standard critical hit damage and gain an action point, instead."

Zeus
March 31st, 2011, 07:43
Wow, OK. Two comments:

1. Given some of the outcome descriptions are quite lengthy - do you want me to output just the label header for the outcome or do you prefer the entire description being output to the chatwindow. I only ask as outputting some of the lengthier descriptions may spam the chatwindow.

2. Rather than hardcode the Fumble and Critical tables into the extension, I'm thinking it might be better to leverage the 4E Tables extension to define the required tables. Advantages includes the ability for DM's to easily customise the outcomes without the need to get their hands dirty with XML and LUA programming. Disadvantage of course means you have to have the 4E Tables extension loaded.

vodokar
March 31st, 2011, 20:07
1. This is mostly only an issue with the criticals, which are longer since the critical effect varies depending on the type of weapon. I tried to cover every contingency so that it made sense.

Yes, it would spam the chat window, but it will be useful information for the DM in order to interpret how to handle the situation.

As these extra effects only occur after a roll of a natural 20 on a d20 followed by a roll of a natural 5 or 6 on a d6, they will occur on approximately 1.5% of attack rolls -- thus meaning they won't dominate the game too much, but still allow some cool stuff to happen occasionally.

As they will happen so infrequently, we can't expect the DM to remember the details. If you have a better idea on how to provide the details to the DM when he needs them, then go for it. If there is a good way to do that, then you could simply go with reporting the Label Header of the outcome. Perhaps a library module to accompany the extension?

2. I love your 4e tables extension and if there was a good way to leverage it, that would be good--however, as I have personally experienced technical difficulties with the sharing of tables, i'm a little tentative on this.

I suppose that this might skirt that issue, since the actual attack roll, even though being made from the players machine, would be calling the tables on the DM's machine after it passes thru the combat tracker. (perhaps catching the output of the critical hit or automatic miss report from the combat tracker rather than the actual players dice roll? thus keeping the table call coming from the DM's machine instead of the client? Thus eliminating all together the issue about if the table was shared or not?) I'm just not sure.

I want to keep the technology simple to avoid too many possible technical glitches and with hopes that it might find maximum usefulness to the 4e community.

You do make a good point regarding individual DM's ability to fine tune it for their game -- nudging the odds up or down or replacing an outcome they don't like etc.

That would be a good design goal to shoot for. I'm just not sure of the best way to proceed here. Tables provides the easiest interface to tweak things without much technical knowledge. It also complicates the technical functioning of it, however, thus allowing the potential for more glitches.

Anyway, your the expert on these matters. I'll do whatever I can to help, but I'm limited in my abilities.

I think this is an important project to undertake, however. Many d&d people have been augmenting fumbles and criticals with tables like this since the dawn of d&d. I'm certain I am not the only one who will find this a useful and exciting aspect to add to the game.

Perhaps others in the community might provide us some opinions, ideas and input into this?

Zeus
April 1st, 2011, 08:26
1. Get your point. Having built the tables (and with a few manual rolls) I can see its not that bad.

2. Sorry to hear you have had problems sharing Tables with your players. I haven't seen issues with my groups but then again they each have the extension installed locally. As per my post below if you can share the following, I'll look into it.

- version of FGII your using
- version of the 4E Tables extension your using
- whether the problem occurs with just the 4E ruleset and the Tables extension loaded. i.e. no other extensions.
- whether the problem occurs when sharing any table or a specific table only - if the latter can you provide a copy of the table you are using

I am working on v1.4 of 4E Tables in parallel. The new version optimises table column widths so they scale proportionately with the size of the Table window. This way long field descriptive text can be easily viewed/edited from within FGII. The Fumble and Critical Hits tables are built and working and I should have some more time over this weekend to finalise the extension and upload.

Testing will take a little longer though as the probabilities for Fumbles/Critical hits have lowered. I in 20 chance of a Fumble/Critical Hit then a 1 in 6 or 2 in 6 chance of a true Fumble/Critical Hit. After each change I have to launch an average of 100 attacks just to test the rolls fire as expected ... sheesh

I might have to write a test harness which forces the attack/fumble/critical hit roll results so as to speed up the testing process.

vodokar
April 1st, 2011, 11:56
I'll be happy to help you test that part.

I may not be a computer programmer, but I am a scientist and I know the importance or doing repetitions and statistics.

vodokar
April 1st, 2011, 23:45
2. Sorry to hear you have had problems sharing Tables with your players. I haven't seen issues with my groups but then again they each have the extension installed locally. As per my post below if you can share the following, I'll look into it.

- version of FGII your using
- version of the 4E Tables extension your using
- whether the problem occurs with just the 4E ruleset and the Tables extension loaded. i.e. no other extensions.
- whether the problem occurs when sharing any table or a specific table only - if the latter can you provide a copy of the table you are using



It is a main table that links to subtables that link to subsubtables etc. It is a random magic item generation table akin to the old 1e tables

So, let's say you just received a level 1 item: in the main level 1 item table, you roll to see what type of item, and let's say you get a potion, so that calls up the potion table and it rolls to determine what type of potion, so let's say you get a resistance potion, so that calls up the potion resistance table and rolls to determine the resistance to what and outputs a potion of fire resistance.

I have currently entered every magic item from level 1 to 6 out of PH1, AV1 and AV2.

It's possible it's just too much data? Maybe I'm trying to force it to go beyond the scope of what it was designed to do?

At any rate, it functions perfectly on the DM server. I have even been able to test it satisfactorily rolling on shared table from localhost client and from my laptop.

But, when I tried to share the tables to 5 remote clients simultaneously, it caused Fantasy Grounds to crash to desktop.

I have the main table linked in the story tab. I opened up the linked page in the story tab and shared that page, which simultaneously shares all of the nested tables linked to it with one click.

I'm using the most current Fantasy Grounds and the most current tables extension (updated it a couple weeks ago).

I haven't tried doing it with no other extensions loaded. This occurred when we were in game. We tried to share it three times, resulting in three crashes, so we moved on.

It doesn't appear to effect any other tables other than this one - which as I said, is actually a group of a bunch of linked tables.

I also haven't tried sharing each table individually from the table window, as that would be a major pain.

Zeus
April 2nd, 2011, 00:55
It is a main table that links to subtables that link to subsubtables etc. It is a random magic item generation table akin to the old 1e tables

So, let's say you just received a level 1 item: in the main level 1 item table, you roll to see what type of item, and let's say you get a potion, so that calls up the potion table and it rolls to determine what type of potion, so let's say you get a resistance potion, so that calls up the potion resistance table and rolls to determine the resistance to what and outputs a potion of fire resistance.

I have currently entered every magic item from level 1 to 6 out of PH1, AV1 and AV2.

It's possible it's just too much data? Maybe I'm trying to force it to go beyond the scope of what it was designed to do?

At any rate, it functions perfectly on the DM server. I have even been able to test it satisfactorily rolling on shared table from localhost client and from my laptop.

But, when I tried to share the tables to 5 remote clients simultaneously, it caused Fantasy Grounds to crash to desktop.

I have the main table linked in the story tab. I opened up the linked page in the story tab and shared that page, which simultaneously shares all of the nested tables linked to it with one click.

I'm using the most current Fantasy Grounds and the most current tables extension (updated it a couple weeks ago).

I haven't tried doing it with no other extensions loaded. This occurred when we were in game. We tried to share it three times, resulting in three crashes, so we moved on.

It doesn't appear to effect any other tables other than this one - which as I said, is actually a group of a bunch of linked tables.

I also haven't tried sharing each table individually from the table window, as that would be a major pain.

It could be the nesting is too deep, as you have highlighted, and/or FGII getting bogged down when its adding holder tags to the database nodes. The table XML can get deep if there's a lot of data, and for every level the holder tags would need to be applied.

If your happy to, PM me to arrange to send me your campaign db.xml so that I can take a look to see if I can replicate the problem and figure out what's happening.

Zeus
April 2nd, 2011, 15:52
Here's some work in progress screenshots of the chatwindow output for Fumble and Critical Hit attack rolls. This after a gazillion test throws of the dice!

https://farm6.static.flickr.com/5015/5581694311_1ff66d1b0f.jpg (https://farm6.static.flickr.com/5015/5581694311_ace3c5b8a6_o.jpg)

Top 2 demo the output from Critical Hits and Fumbles that do not result in an Effects roll (4 in 6 chance). Bottom 2 demo the output from Critical Hits and Fumbles that do result in an Effects roll (2 in 6 chance).

The extension uses 4 user defined tables, named as follows:

- Fumble - (contains 1 column called 'Outcome')
- Fumble Effect - (contains 2 columns called 'Effect' and 'Description')
- Critical Hit - (contains 1 column called 'Outcome')
- Critical Hit Effect - (contains 2 columns called 'Effect' and 'Description')

The extension automatically detects the required dice needed for the rolls based upon the table definitions and users are free to customise the tables (excluding table name and column headers) in any way.

Screenshot of example tables below.

https://farm6.static.flickr.com/5025/5581727147_ba6b2b1eeb.jpg (https://farm6.static.flickr.com/5025/5581727147_4194245d4b_o.jpg)

The extension currently requires a dev version (v1.4) of the 4E Tables extension. I'm just awaiting some feedback from JPG reference the ability to dynamically re-size columns for windowlists (for easier editing) before releasing a test version.

In addition I will be adding some 4E ruleset game options to enable/disable Fumble or Critical Hit functionality for those only interested in having one or the other.

Just about there.

I'll need some testers (probably tomorrow), if anyone is interested add you name below or PM me.

DrZ.

vodokar
April 2nd, 2011, 20:59
I'll help you test it.

Dr. Zeuss, you have outdid yourself on this one. You have taken my basic idea and not only brought it to fruition, but made it into something more with your own style and flair.

The fact that all the tables are visible and capable of being edited is a huge plus to their usefulness.

tahl_liadon
April 3rd, 2011, 23:24
howdy.

party sheet bug report: can't enter xp in "quests" in xp tab.

Acroyear
April 4th, 2011, 01:11
Yea, awesome work again, Dr Z!! Been waiting for this I use a home-version of the ICE critical rules for spells and weapons. I will mos-def' use this! :)
Count me in for testing!

Griogre
April 4th, 2011, 01:23
howdy.

party sheet bug report: can't enter xp in "quests" in xp tab.
Hmm, I did this just Friday. You have to right click then add a line then open the quest and click the amount and type it in.

Griogre
April 4th, 2011, 01:26
One thing that bugs some of my players. You have Residuum mispelled as RESIDIUM on the inventory tab. No "IU" two "UU"s. They whine about it... ;)

tahl_liadon
April 4th, 2011, 01:51
One thing that bugs some of my players. You have Residuum mispelled as RESIDIUM on the inventory tab. No "IU" two "UU"s. They whine about it... ;)

ya. noticed that but didn't wanna say anything :-)

anyway, maybe i can input the xp when i am actually running a live game maybe, cause i can't do it while making an adventure module (still learning...).

also, i noticed this time, i don't see the non-color attack type icon like i did before (e.g. melee basic, ranged, aura, etc.). they are in color. which is more up-to-date? i prefer the non-color version like in the wotc material. it looks better to me.

thx! love this community, helping make fg2 soooo awesomely intuitive and easy to use.

Zeus
April 4th, 2011, 10:52
One thing that bugs some of my players. You have Residuum mispelled as RESIDIUM on the inventory tab. No "IU" two "UU"s. They whine about it...
Ay cu rumba. I'll correct this for the next release.


ya. noticed that but didn't wanna say anything :-)

anyway, maybe i can input the xp when i am actually running a live game maybe, cause i can't do it while making an adventure module (still learning...).

Hmm. It does work via keyboard editing although I have noticed changing the value using the mouse wheel seems to reset the XP value back to 0 again. I'll see if I can correct this behaviour for the next release.


also, i noticed this time, i don't see the non-color attack type icon like i did before (e.g. melee basic, ranged, aura, etc.). they are in color. which is more up-to-date? i prefer the non-color version like in the wotc material. it looks better to me.

thx! love this community, helping make fg2 soooo awesomely intuitive and easy to use.

The power type icons (colour) versions are included in the ruleset and are therefore the defaults. The black versions you referenced can be found in my House Rules extension.

I didn't include the black versions with the Personalities extension as some users felt that the black versions were too akin to Wizards versions and therefore concerns were raised over whether they could be used.

I am currently re-working House Rules into a Fumble/Critical Hits extension and removing my graphics mods into a separate extension so you will be able to still apply them.

tahl_liadon
April 4th, 2011, 13:03
I didn't include the black versions with the Personalities extension as some users felt that the black versions were too akin to Wizards versions and therefore concerns were raised over whether they could be used.

ah. gotcha. thx

Zeus
April 6th, 2011, 12:37
All,

A new version (v1.4) of my 4E Tables extension has been uploaded to my resource site (see sig for link). The new version mainly optimises and corrects some bugs from previous releases and supports the new 4E Fumbles & Critical Hits extension.

6th April 2011 v1.4

Optimised table rolling routines.
Added new framework to support dynamic scaling of column widths based upon window size. Requires FGII 2.8 for full functionality. Pre FGII 2.7.x utilises fixed width columns.
Optimised XML classes for Tables, simplifying defintions and removing redundant components


Enjoy!

DrZ.

sturtus
April 28th, 2011, 02:36
A player just noticed something interesting about the party sheet's experience point bar on the main tab. The bar measures total experience against the player's next level goal, so if a character achieves 4th level with 3751 experience with the 5th level goal set for 5500, the bar is only at the mid-point.

What do you think about making the bar measure from the beginning of the character's level, in the above case 3750, to the next level goal, in this case 5500. Then the player gets to see roughly how far along the track to achieving the next level they are. With the way it is built now, the bar will always start a little over halfway then creep toward 100% full. When a player levels and updates his goal, the bar would then measure the new difference, but report halfway progress. Perhaps there is a limitation in the Fantasy Grounds API I'm simply ignorant of.

What do you think? Worth a look?

Griogre
April 28th, 2011, 10:25
Its probably more a legal problem an API problem. WotC has *never* given permission to distribute their XP tables and currently the 4E character sheet just has total and current XP. Thus without a table of XP values the bar is not going to show just one levels progress. At higher levels, the issue its even more apparent.

What we started doing was just putting just the amount of XP needed to move to the next level into the total XP on the character sheet instead of the total. Thus as XP was been received, the bar only showed the how much of the current level was completed. IE for my 16th level charaters they have like 14ishK (don't remember the difference between 17th and 16th level XP) in the need for next cell and like 9K in the XP cell.

Zeus
April 28th, 2011, 11:04
As Griogre states, I couldn't (for legal reasons) include a hardcoded table for XP advancement in the Partysheet extension.

I could however include a hook to lookup the values in a user defined XP advancement table using the 4E Tables extension as the vehicle, if the host has one defined that is. Let me take a look and see what i can do.

I started looking at Foen/Stuarts Layers extension yesterday with a view to enhancing it with more layer support and I also have a UDK project on the go so I may not be able to look at it until later this weekend/next week.

sturtus
April 28th, 2011, 21:10
My concern has been addressed in greater fashion than can be anticipated. You are a Doctor among apes. Thank you. Love your work.

Zeus
May 1st, 2011, 21:50
Hi everyone, another update. New versions of 4E Partysheet, Tables and Treasure Parcels have been uploaded to my resource site.

30th April 2011 - 4E Partysheet v1.3


Updated the XP status bar on the Main Partysheet list entries to use a user defined "Character Advancement" table (4E Tables) as a reference for determining XP status bar value scale. The update improves the readability of the status XP bar as the bars will now reflect 100% of the XP Total required between current and the next level. If no "Character Advancement" table is available then the default XP and XP Needed fields on the PC charsheets are soley used to determine status bar scale. To enable the relative scaling of the XP Status bar, install 4E Tables v1.4 or higher and define a new Table called 'Character Advancement' in the campaign Tables window. The table should contain 30 rows (as per the table in PHB, Chapter 2 Making Characters). Users are free to re-create the table in its entirety however the Partysheet requires the table must have, as a minimum, one column called 'Total XP' containing the total XP for each level. The table must be shared to all Players before the Partysheet is shared, this will ensure all views of the Partysheet (host/client(s)) are syncronised.
Updated the XP status bar frame color on the Main Partysheet list entries to Black, XP values within 25% of next level XP value will change the XP status bar to red.
Updated the HP status bar on the Main Partysheet list entries to show current/total HP as opposed to wounds/total HP as per previous versions.
Updated the HP status bar on the Main Partysheet list entries to mimic the additional wound category colors (Healthy=Blue, Lightly Wounded=Green, Moderatly Wounded=Orange, Bloodied=Red, Critically Wounded=Black, Dying/Dead=Grey) introduced in Griogre's 4E Additional Wound Categories extension.
Updated the Surge status bar on the Main Partysheet list entries to show used/total surges as opposed to remaining/total surges as per previous versions.
Updated the Surge status bar frame color on the Main Partysheet list entries to Black, used values within 25% of total surges value will change the Surge status bar to red.
Updated Coins list on Partysheet Inventory tab Treasure Parcels to {PP, GP, SP, CP, AD, RESIDUUM} corecting a typo and the ordering. Match charsheet inventory coin labels to the above labels for Partysheet coins auto-distribution functions to work.


Screenshot:

https://farm6.static.flickr.com/5022/5673644837_af1cccb7ed.jpg (https://farm6.static.flickr.com/5022/5673644837_ff03c1520b_o.jpg)

8th April 2011 - 4E Tables v1.5

Added support for module /export of Tables database data (enhanced /export functionality requires FGII v2.8 to function).


30th April 2011 - 4E Treasure Parcels v1.1

Fixed a bug that caused coin types to revert on parcel open.
Added support for module /export of Treasure Parcel database data (requires FGII v2.8 to function).
Updated Coins list to {PP, GP, SP, CP, AD, RESIDUUM} corecting a typo and the ordering. Match charsheet inventory coin labels to the above labels for Partysheet coins auto-distribution functions to work.


Enjoy!

DrZ.

Ictinike
May 4th, 2011, 03:23
Enjoy!

DrZ.

Awesome job DrZ :)

I'm liking the export of the Treasure Parcels from modules and glad you and moon could work that into the next build of FG. Just as we spoke and I'm eagerly awaiting!

Thanks!

sturtus
May 4th, 2011, 04:26
This is very very excellent. I've updated my extensions, built the table per your instructions, but my XP table is not updating at all. I have a console (running in Wine) that is barking this:

Script Error: [string "partysheet_mainitem:exp"]:1: bad argument #1 to 'gsub' (string expected, got nil)

It adds another entry of that line each time I change the character's xp on his sheet. I've attached a screen of my table and party sheet.

https://www.vandogar.com/public/tables.png

Zeus
May 4th, 2011, 13:32
Ooh a bug! My bad.

I'll post up a patched version later this evening, in the meantime try this as a work-around.

Close the Partysheet and open your table.

For each row in your table in column one Total XP, insert a comma for the thousand unit in the value. e.g. change 1000 to 1,000, 57000 to 57,000.

The close the table and re-open the Partysheet.

That should work.

Zeus
May 4th, 2011, 13:41
Awesome job DrZ :)

I'm liking the export of the Treasure Parcels from modules and glad you and moon could work that into the next build of FG. Just as we spoke and I'm eagerly awaiting!

Thanks!

Ictnike - The new versions of 4E Tables and 4E Parcels already contain the neccessary calls to the enhanced ExportManager functions I patched.

JPG has confirmed enhanced ExportManager will be in the next release of the 3.5E and 4E rulesets.

As soon as its released, you should be good to go.

Ictinike
May 5th, 2011, 00:30
Ictnike - The new versions of 4E Tables and 4E Parcels already contain the neccessary calls to the enhanced ExportManager functions I patched.

JPG has confirmed enhanced ExportManager will be in the next release of the 3.5E and 4E rulesets.

As soon as its released, you should be good to go.


Sweet incoming business! :)

Thanks again DrZ and JPG :D

As always, lovin your work mate..

sturtus
May 5th, 2011, 01:09
I added the commas and closed the table and re-opened the party sheet but continued to get the error. I'll just wait until your patch comes up, no hurry.

Zeus
May 5th, 2011, 10:23
I added the commas and closed the table and re-opened the party sheet but continued to get the error. I'll just wait until your patch comes up, no hurry.

Sturtus - the line in question that is throwing the error relates to Table Lookup of the Total XP value for a given level. The gsub' (string expected, got nil)' error message means the function gsub (used to replace substrings) was expecting its first parameter to be a string but instead it got nil. In other words the TableManager lookup function failed to return a string value.

I can't seem to re-produce the error your seeing so can you PM me the table your using and I'll check it to make sure everything is OK.

DrZ.

Zeus
May 5th, 2011, 18:11
Sturtus - the table you forwarded looks to have some weird node sequencing? Did you create this form within FGII? If so can you confirm if you entered data in a non sequential manner? i.e. created some date then inserted data afterwards.

I have PM'd you the link to a working table just so we can rule out anything else with your setup. Can you try the new table and let me know if it works for you.

gmkieran
June 18th, 2011, 01:47
Hey, DrZ! Just downloaded 1.3 of the party tracker and I have a comment on the XP tab functionality. This may be a non-issue due to differences in intended use, but I figured I'd at least throw it out there.

Before I read your description of how you use the Encounters section of this tab, I decided to just throw every encounter I've got planned onto it, figuring I'd check them off as they were completed. I maxed the list out at 13 entries and couldn't find a way to add more, nor is there scrolling functionality or a way to expand that section of the tab; expanding the entire sheet just makes the Party section of the tab larger, leaving the two lower sections the same height. Done your way, I can see that it's unlikely you'd ever hit 13 entries, but for those to whom my way makes sense, would it be possible to add scrolling or the option to expand that section of the sheet?

Looking forward to using it in-game!
Cheers!
GMK

Zeus
June 18th, 2011, 20:54
Hmm, that doesn't sound right. There should be a scroller button in the bottom right of the windowlist. It won't appear though until there are more entries than can be displayed in the window. You should also be able to scroll the window entries with the usual middle mouse scroll wheel. Again it won't scroll the window entries unless there are more than can be displayed.

It sounds like your not able to add new entries once the available display space is consumed. To add a new entry in this situation make sure you drop the new encounters onto the title text 'Encounters', this will ensure the new entries are created correctly.

Anaphyis
June 18th, 2011, 21:56
Speaking of which, right now "Award XP" awards XP from all entries not ticked off, regardless if you use it on a free space or over an entry. Would it be possible to include some context-sensitive button to only award the xp for the encounter you are hovering over?

Currently I'm throwing all encounters in I expect the party to see in that session and I have to tick all but one off as already awarded so they don't get the XP for the whole session after the first encounter. Kinda defeats the purpose of that checkbox.

Great work by the way :)

gmkieran
June 20th, 2011, 16:15
Thanks, DrZ - I'll test that tonight. I was dropping new entries just anywhere in the box (on top of existing entries) and expecting them to be added to the list (btw, it confused me at first having new entries added to the top of the list, rather than the bottom or in alpha-numeric order). I'll drop an entry on the title and see if that 1) adds the entry and 2) brings up the scroll functionality. Let you know and thanks, again!!! :D

That got it, DrZ! Scroll functionality became available as soon as I dropped the 14th encounter on "Encounters" instead of in the display window. Even worked with the scroll-wheel. As always, much appreciated!!!

Zeus
July 3rd, 2011, 10:12
Hello everyone, here's another update for the Partysheet, Tables and Parcels extensions following feedback received since the last update and test release v2.8 U3 of FGII.

Please note that these extensions are still in testing against 2.8 U3, therefore please ensure you backup any campaign data before using.

Also, please note that I have moved the hosting of the extensions to a new portal. The banner below in my signature will now take you to the new site. Please also note that the new site requires user registration before you can download.

4E Partysheet
30th June 2011 v1.4


Updated to support latest 2.8 API
Fixed bug with HP and Surge status bar’s on the Main Partsheet list entries incorrectly reversing bar data, consequently bar’s were decrementing in an upward fashion. Fix corrects and eases status bar readability as bars will now decrement downwardly.
Updated Encounters list on the XP tab to better handle drop of new encounters when the list window becomes full. Encounters can now be dropped anywhere in the windowlist (even over existing entries) and a new entry will always be created.
Updated Quests list on the XP tab to better handle drop of new quests when the list window becomes full. Quests can now be dropped anywhere in the windowlist (even over existing entries) and a new entry will always be created.
Removed drop Encounter support on Encounters header
Removed drop Quests support on Quests header
Added context sensitive options for awarding XP, right clicking on an entry in either Encounters or Quests will now offer the option to award the XP for the current entry or for all entries
Added context sensitive options for deleting entries, right clicking on an entry in either Encounters or Quests will now offer the option to delete the current entry or all entries.


4E Tables
1st July 2011 – v1.6


added support for v2.8 API and 4E v2.1.
leveraged new setColumnWidth() API change to finalise dynamic scaling of column widths in line with current window size and number of colums in table.
added an extended notes field (toggable using Notes button on new control bar at the bottom of each table) which support formatted text to provide greater flexibility with regards to side notes, modifers etc. etc.


4E Treasure Parcels
1st July 2011 – v1.2


added support for v2.8 API and 4E v2.1.


Enjoy!

DrZ.

Zeus
August 1st, 2011, 00:05
Update: 4E Tables v1.7 has been uploaded to the FGII Extensions page on my resource site (see banner in sig).

4E Tables 31st July 2011 - v1.7


updated /rollon handler registration following API changes in v2.8


DrZ.

Griogre
August 8th, 2011, 09:37
DrZeuss, you get the following console error with the party sheet when you load the Party-sheet extension and not the Tables extension:

Script Error: [string "partysheet_mainitem:exp"]:1: attempt to index global 'TableManager' (a nil value)
Script Error: [string "partysheet_mainitem:expneeded"]:1: attempt to index global 'TableManager' (a nil value)

It looks like the party sheet has become dependent on the Tables extension?

Zeus
August 8th, 2011, 16:20
Its the integrated support for XP character advancement that I built in during the pentultimate update for the PS. The introduction has introduced the dependency. If I recall I thought I made a check for TableManager's existance before calling any dependant code but I'll check as something has obviously broken.

Thanks for the heads up.

Z.

tahl_liadon
August 11th, 2011, 04:58
hi there, drzeuss.

is your site registration working? i registered by never got email confirm to log in. wanna download your updates :-)

thx

Zeus
August 11th, 2011, 17:04
It should be. Check your spam/junk folder, sometimes aggressive spam filtering will waylay the occasional email.

If you still don't have a validation email, drop me a PM with your username and I'll forward on another one.

Zeus
August 11th, 2011, 23:21
A new version of the 4E Partysheet extension has been uploaded to my site (see banner in sig for link.)

4E Partysheet 11th August 2011 – v1.5


Fixed a bug that caused TableManager dependency errors if 4E Tables was not loaded. 4E Tables (if available) can be used to store the 4E Character Advancement Table, which if detected, is used by the Partysheet to update XP status bar information (see v1.3 change notes for more info on 4E Tables integration). The Partysheet is not dependant upon 4E Tables unless the DM requires the integrated XP status from the 4E Character Advancement Table.


Enjoy!

DrZ.

drvolk
October 12th, 2011, 21:00
The 4E Tables v1.7 extension is not working for me, as expected (and shown by your example screenshot at the beginning of this threat) :(

I am using FG2 v2.8.1 (on a linux host, codeweavers wine emulator). I created a new campaing (only the table extension was selected from the list of extensions). I created a simple table "testit", two ranges, 1-3 and 4-6. One column "result" with the values "here is result one" and "and here two".

A double click on the dice symbol causes an 1d6 roll with following text on the chat window:

GM: [GM] [TABLE ROLL] testit(All) (? 2)

(? 2) is the text bubble with random the result of the dice roll.

I tried also the feature with an [table] as result of an master table. In this case i got the expected second roll an the [first result] table, but again onle the dice value for the second table roll ...

What i'm doing wong ?!?

Zeus
October 12th, 2011, 23:41
Make sure the eye icon on the table is set to visible (this will show the table rolls to the GM and players in the chatwindow. To ensure table roll results are also displayed, make sure the 4E ruleset option Show Roll Results is also enabled.

drvolk
October 13th, 2011, 00:32
Yepp, the 4E ruleset option was it ! ("Chat: Show roll totals" in die Game (GM) Section)

thanks a lot for your fast help and thanks for all your cool extensions, they made FG2 worth twice and even more ;)

nory
December 30th, 2011, 12:25
I Dr,
I'm new to FGII and a a old dundeon player and DM. With the grows of my childrens, the game surface again... wow. I have to manage the 4E. (I was a 2e player). I use FG2 within my game to shorten the time pass in "installing and uninstalling the game" again and again. I have to play often but short time to play each time. Thank for all your tools (partysheet, screens format for 4E, tables....) they are very usefull.
I try to write some adventure module and all seem to work well. (with some minor tweek in xml script).

The point is with your partysheet for the Quest windows. How to add quest link to story page witout adding it in parteysheet quest XP page ?

Im dreaming of a button like Encounter or item to add quest in adventure module. Or a 3rd option in encounter (after skill challange, named "quest").

or

If it's impossible, a check box is missing near "awarded" whith the meaning of "assigned" in the XP page of the party sheet.

or maby it's alrady possible and i miss something...

Thx for the help,

Nory

P.S: Sorry for my poor english, but i usually speak french.

Zeus
December 30th, 2011, 13:52
Je suis désolé, mais je ne parle pas bien le français.

I'll see what I can do to add support for a Quests sub sheet as part of Story (similar to how I added Skill Challenges to Encounters).

DrZ.

nory
December 30th, 2011, 14:14
Thx for the quick repply,

The idea is to be able to store quest in adventure (in module) and be able to track them in partysheet while playing (in base campain).

Nory

Zeus
December 30th, 2011, 17:48
No problem. I'll make sure you can drag/drop a Story-Quest sheet to the Quests window of the PartySheet. You will also be able to export your Quests using the /export command.

Nilliom
January 1st, 2012, 19:06
I have found a problem with the campaign time in the party sheet. When using the wheel mouse on the hours and the minutes they don;t have upper and lower limits, so you can have 26 hours 69 minutes. or -3 hours and -10 minutes. And when you get to go into negatiove minutes it will break the hours also.


Also in the partysheet the token don't seem to copy to the order and XP tab when a character is added to the party.
And I have a problem with the order sheet that I don't understand. When I first open the partysheet and go to the order tab I get the error

Script Error: [string "partysheet_order"]:1: setGridOffset: Grid size is zero


Great extension Dr Z.

Thanks

Zeus
January 1st, 2012, 23:08
I have found a problem with the campaign time in the party sheet. When using the wheel mouse on the hours and the minutes they don;t have upper and lower limits, so you can have 26 hours 69 minutes. or -3 hours and -10 minutes. And when you get to go into negatiove minutes it will break the hours also.

Thanks. I think the problem has recently occurred due to changes with FGII. I'll take a look at getting a fix out shortly.



Also in the partysheet the token don't seem to copy to the order and XP tab when a character is added to the party.

That's odd. I can't seem to re-produce this behaviour. I take it the characters have a portrait on the main and skill tabs, is this correct?


And I have a problem with the order sheet that I don't understand. When I first open the partysheet and go to the order tab I get the error

Script Error: [string "partysheet_order"]:1: setGridOffset: Grid size is zero


Its a bug. The extension should auto-create a 50px grid which for some reason it no longer does. As a temporary workaround just right click in the order view and select layers -> add grid.

I'll add a fix in the next release.

Thanks for the heads up.

Great extension Dr Z.

Thanks[/QUOTE]

Nilliom
January 2nd, 2012, 01:38
yes both skill and main had the token, but not the other two. I had to manually add them.

Werethunder
January 25th, 2012, 18:04
Hi, there!

First of all (and most important!), thank you, Dr. Zeuss, for all your dedication! All of us can play more because of people like you.

I would like to ask things on the Partysheet extension (I don't know how much is "noobieness" or issues on the module itself):

I'm starting using the partysheet extension, and I do not kow what I am doing wrong, but I just have to adjust time and date manually, instead of just scrolling the mouse wheel. When I do it through the mouse wheel, it just shifs date when the time passes 12 PM. That seems OK at first, but turns out weird when it goes back to AM but the hours keep increasing endlessly (on the other end, hours can retrocede to minus thousands without changing date)! It should revert to 0 and so on, right? Or, optionally, one could put somewhere how many hours a day should have in his campaign, and from that the module could determine the AM/PM changing and the date advancing/retroceding. How about it?

Zeus
January 28th, 2012, 11:02
Hi, there!

First of all (and most important!), thank you, Dr. Zeuss, for all your dedication! All of us can play more because of people like you.

I would like to ask things on the Partysheet extension (I don't know how much is "noobieness" or issues on the module itself):

I'm starting using the partysheet extension, and I do not kow what I am doing wrong, but I just have to adjust time and date manually, instead of just scrolling the mouse wheel. When I do it through the mouse wheel, it just shifs date when the time passes 12 PM. That seems OK at first, but turns out weird when it goes back to AM but the hours keep increasing endlessly (on the other end, hours can retrocede to minus thousands without changing date)! It should revert to 0 and so on, right? Or, optionally, one could put somewhere how many hours should a day have in his campaign, and from that the module could determine the AM/PM changing and the date advancing/retroceding. How about it?

Recent changes to the FGII API following v2.8.1 release has broken some of the functionality in the Calander/Time module of the Partysheet. It will be fixed in the next release.

sturtus
March 20th, 2012, 19:22
DrZeuss,

Thank you for all your fantastic development for FG. The party sheet itself clears up so many misunderstandings players have about other characters, and no real-life table can really quickly do what that extension does.

So here's a crazy question. Masterplan, which I'm sure you're aware of, has a calendar feature that has the ability to create lunar cycles. Each satellite can have its own period of orbit with an offset number to kick it off at the beginning of the calendar year x amount of days after the 1st day. When you view the calendar, it displays "new moons" and "full moons". Very fun. I managed to create a holiday every 25 years in my homebrew world where there are 2 full moons.

If this data were put in a table, the cycle time, offset, and the year the cycle and offset begin, would it be possible to have it another drag and drop feature for the Logs section?

Zeus
March 20th, 2012, 20:10
DrZeuss,

Thank you for all your fantastic development for FG. The party sheet itself clears up so many misunderstandings players have about other characters, and no real-life table can really quickly do what that extension does.

So here's a crazy question. Masterplan, which I'm sure you're aware of, has a calendar feature that has the ability to create lunar cycles. Each satellite can have its own period of orbit with an offset number to kick it off at the beginning of the calendar year x amount of days after the 1st day. When you view the calendar, it displays "new moons" and "full moons". Very fun. I managed to create a holiday every 25 years in my homebrew world where there are 2 full moons.

If this data were put in a table, the cycle time, offset, and the year the cycle and offset begin, would it be possible to have it another drag and drop feature for the Logs section?

No worries, glad you find the extensions useful.

The one thing I luv about FGII, is its extensibility ... anything within the limits of the API is pretty much possible with a little bit of love and attention.

It should certainly be possible to adapt the current log sheet to include another control for Lunar based calendars (using a similar drag/drop approach as to the current calendar system.

I am currently in Japan and have been for some time now ( working on the fastest computer .... in the World :) ) and so have had limited access/time for FGII development. The good news is, is that JPG has done a marvellous job of intigrating most of my extensions into the current test alpha release. The 4E Partysheet hasn't been included yet but I believe it too is on the list, it may not make 2.9 but will hopefully appear at some point.

In addition, I should be done with K by close of next week and should be returning to the UK; we just finished phase 2 of tuning hitting a sustained 10.51 Pflops. Woohoo. As soon as I am able to, I intend to rip off the covers of 2.9 and see what other goodies we can implement.

Catch you next week.

sturtus
March 20th, 2012, 21:26
Thatsallotta flops!

Ram Tyr
March 20th, 2012, 21:33
Yea, but were any of them bellyflops? :D

mystara
March 25th, 2012, 17:09
I've just found these, they're great.

A couple of questions though...

1) I'm not sure how to format skill challenge encounters in such a way that I can add them to the skill challenge tracker.

I can add new entries under "Information" that have a subtitle and some text. But what do I need to write here?

2) What is the best way to use the "Encounters" list in the XP tab of the party information screen in order to award XP?

If I want to award XP, I either need to keep all my encounters in this list (as well as in the encounters window) or I need to manually add each encounter when it's complete, award the XP and then remove it. Is there a better way for me to be doing this?

Zeus
March 26th, 2012, 11:12
I've just found these, they're great.

A couple of questions though...

1) I'm not sure how to format skill challenge encounters in such a way that I can add them to the skill challenge tracker.

I can add new entries under "Information" that have a subtitle and some text. But what do I need to write here?


The Skills Challenge Encounter window class much like the other class windows for 4E in FGII is designed to capture the information as presented in the hardback rulebooks. Simply follow the format used in the guides. See the attached screenshot for an example of a Skill Challenge taken from the DMG. (Note: the image is of the new Skill Challenge window class in the latest test release of FGII, v2.9. Whilst newer the information is basically the same.)

https://farm8.staticflickr.com/7060/6871011492_4b2069491d_o.jpg


2) What is the best way to use the "Encounters" list in the XP tab of the party information screen in order to award XP?

If I want to award XP, I either need to keep all my encounters in this list (as well as in the encounters window) or I need to manually add each encounter when it's complete, award the XP and then remove it. Is there a better way for me to be doing this?

I simply add an Encounter once its completed to the list. After a session I then right-click the list and Select 'Distribute XP'. This then steps through the list an auto-awards the XP for all encounters which have their Awarded checkbox unset. Any encounters XP which is awarded will automatically then set the Awarded checkbox for those encounters. This means you can effectively then leave the encounters in the list as a handy audit trail/history of completed encounters.

mystara
March 26th, 2012, 19:03
The Skills Challenge Encounter window class much like the other class windows for 4E in FGII is designed to capture the information as presented in the hardback rulebooks. Simply follow the format used in the guides. See the attached screenshot for an example of a Skill Challenge taken from the DMG. (Note: the image is of the new Skill Challenge window class in the latest test release of FGII, v2.9. Whilst newer the information is basically the same.)



I'm still not really understanding this. I tried to create a skill-challenge, but it still doesn't work.
Clearly my formatting is different to yours (see attached). FG doesn't seem to recognise the skills or the DCs that I've put in.


[COLOR="DarkRed"]
I simply add an Encounter once its completed to the list. After a session I then right-click the list and Select 'Distribute XP'. This then steps through the list an auto-awards the XP for all encounters which have their Awarded checkbox unset. Any encounters XP which is awarded will automatically then set the Awarded checkbox for those encounters. This means you can effectively then leave the encounters in the list as a handy audit trail/history of completed encounters.


Ah cool, thanks.

Torgaard
March 26th, 2012, 22:14
The DC's are in boxes of their own, off to the right of the frame, in the same line as the heading for each Skill type (ie Arcana). Look at DrZ's screenshot and you'll get an idea of where they are. They're kinda invisible, but you'll know it when you find it. I can't remember if an actual cursor shows up when you find and click the box (I wanna say it doesn't), so I think I just kinda click where (I think) it is and start typing a number.

Another little tip about working with the Skill Challenge sheets is that clicking on a Skill heading will typically "roll-up" the description text (the "blah blah blah" in your screenshot) when you're playing around when them, so don't panic if your text disappears. Just click the (Arcana, Thievery, etc) heading again and it'll drop open.

mystara
March 28th, 2012, 13:28
Ah ha, brilliant! Got it!

Yes, I had noticed the collapsing of the text. I also noticed that, when entering the skill name, pressing return doesn't terminate field editing. Instead, it inserts a new line, causing the text that you've already entered to disappear.

Griogre
March 29th, 2012, 00:49
2) What is the best way to use the "Encounters" list in the XP tab of the party information screen in order to award XP?

I use the encounters list as an aid to helping me know which encounters are milestone encounters as well. Unlike DrZeuss, I usually give out XP per fight and then leave all encounters on the list until the party takes an extended rest. Then I clear the encounters list. This allows me to just count the encounters to tell whether its a milestone encounter or not. I find this helpful since I have players that can sometimes go 3 or 4 sessions before they take an extended rest.

Zeus
April 1st, 2012, 00:13
I use the encounters list as an aid to helping me know which encounters are milestone encounters as well. Unlike DrZeuss, I usually give out XP per fight and then leave all encounters on the list until the party takes an extended rest. Then I clear the encounters list. This allows me to just count the encounters to tell whether its a milestone encounter or not. I find this helpful since I have players that can sometimes go 3 or 4 sessions before they take an extended rest.

Hmm, never thought of taking that approach. Good to know its flexible enough to support different usage scenarios.

On the tracking of Milestones front, keep your eyes peeled for some new enhanced 4E functionality which will introduce a few new ruleset features including automated encounter tracking (for automatic Action Point awards) as well as introducing the 4E Morale system that was discussed a while back, to streamline large scale combats.

I'm just getting back into FGII and the new 2.9 code (uber cool update btw JPG) after having been away from my home for a while so will hopefully have something to show you in a couple of weeks.

DrZ

Torgaard
April 2nd, 2012, 15:18
as well as introducing the 4E Morale system that was discussed a while back, to streamline large scale combats.

DrZ


EEEEEEEEEE!!! :D

Can't wait!

Bidmaron
October 31st, 2012, 07:19
All the documentation links in this thread seem broken.
How do you link a table roll? That is, how does a roll of 4 on one table cause a roll on a second table for the final result?

Blue Haven
October 31st, 2012, 13:17
Just go to his website friend and you can download the exts :)

Griogre
October 31st, 2012, 18:11
Also be aware that the links were removed because they are now included in various rulesets. All three are now in the 3.5 and 4E rulesets.

Bidmaron
November 1st, 2012, 02:41
The documentation isn't included, however. I don't need the extensions, just the way to link tables. I searched but can't find a thread telling how to do it. All the readme file links in this thread are broken.

Trenloe
November 1st, 2012, 04:20
The documentation isn't included, however. I don't need the extensions, just the way to link tables. I searched but can't find a thread telling how to do it. All the readme file links in this thread are broken.
Go to DrZeuss's website: https://www.drzeuss.co.uk/

You'll need to register and then go to Fantasy Grounds II -> Extensions, and download the readme for the Tables extension under the 2.8 section. There are details at the bottom of the readme on usage.

Bidmaron
November 2nd, 2012, 01:45
Thanks, Trenloe. It appears that the good doctor has preserved all of his old extensions (even those already subsumed into 3.5/4 E) on his website, so the documentation for all those new capabilities in the rulesets can be found on his website in the extensions area. The Tables capability is even more awesome than I thought.