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earthworm3
September 23rd, 2013, 21:05
Ok thanks
So
-> Double click on damage is ok ?

S Ferguson
September 23rd, 2013, 21:34
Yep.

SF

earthworm3
September 23rd, 2013, 21:44
It is ok ?

https://dl.dropboxusercontent.com/u/29747038/Ruleset/VtM1.3.pak

S Ferguson
September 23rd, 2013, 22:10
Looks good. As a suggestion, you might want to move the maneuvers page to the one immediately following weapons. That way all the rollable detail is given within the first three pages and background detail takes up the rest. Otherwise the Uzis and Crossbows work perfectly. I take it the STR+Modifiers were placed in the maneuvers pane? It jumped when I saw it.

earthworm3
September 23rd, 2013, 22:17
I take it the STR+Modifiers were placed in the maneuvers pane? It jumped when I saw it.

What do you mean ?

Page 7 become page 3 and 3,4,5,6 become 4,5,6,7 ?

S Ferguson
September 23rd, 2013, 22:26
What do you mean ?

Page 7 become page 3 and 3,4,5,6 become 4,5,6,7 ?

Yes that would be the logical page order to follow. By "jumped", I mean the values for damage increased in the maneuvers panel for damage. A feature already there, it would seem to me.

earthworm3
September 23rd, 2013, 22:34
There is one case for maneuvers damage, and we can have more than one weapon, that's the problem.

S Ferguson
September 23rd, 2013, 22:51
There is one case for maneuvers damage, and we can have more than one weapon, that's the problem.
Not necessarily, A Claw or Bite attack can't be combined with a weapon. Neither can a tackle or punch (unless using brass knuckles). The only problem I see is with melee weapons and damage. Where a sword is STR + 2, etc. This could be entered manually on the weapon sheet and have the roll from there. You'd just have to grab the stats out of the rulebooks. then it's just a matter of determining whether it's bludgeoning, bashing and aggravated damage.

SF

earthworm3
September 23rd, 2013, 23:01
For determinate bashing, lethal and agravated damage maybe an other case ?

S Ferguson
September 23rd, 2013, 23:23
For determinate bashing, lethal and agravated damage maybe an other case ?

Not according to the rules. Those are the only types of damage. Mind you a bullet is considered bashing damage unless you get a DIFF 8 and called a headshot in which case it's lethal. "Lethal" though, shouldn't be confused with normal types of damage, as it is more of a culmination of damage than damage itself.

Cheers,
SF

earthworm3
September 24th, 2013, 05:04
So how to determine damages ?

earthworm3
September 24th, 2013, 17:44
i think only the GM can determine what is the sort of damage.

S Ferguson
September 24th, 2013, 17:59
i think only the GM can determine what is the sort of damage.

Well Sunlight, Claws and Fangs are all aggravated. Bashing is from any blunt object (including bullets) unless targeting the head in which case it's lethal damage; and lethal damage is caused from sharp pointy things; oh and there's the staking rules for arrows and crossbow bolts (separate). That about sums up how damage is applied.


Cheers,
SF

earthworm3
September 24th, 2013, 18:39
It is ok ?

https://dl.dropboxusercontent.com/u/29747038/Ruleset/VtM1.4.pak

S Ferguson
September 24th, 2013, 19:19
It is ok


What am I supposed to be looking for? The damage still rolls the same way. The checkboxes are usually the indication of what type of damage has been taken, and what can be soaked. 1 slash bar across the box for bashing (soakable), an X in the box for aggravated, non-soakable damage and 3 line for lethal damage. I'm just not sure what the differences between 1.3 and 1.4 are.

earthworm3
September 24th, 2013, 19:23
see character sheet, normally page 3,4,5,6 become 4,5,6,7 and page 7 become page 3


The damage still rolls the same way.
It is good ?

S Ferguson
September 24th, 2013, 19:33
Yes I did notice that. Nice touch. Far easier to get to all forms of conflict now.

earthworm3
September 24th, 2013, 19:36
ok i will add all roll on page 1 for strength,...

earthworm3
September 25th, 2013, 07:03
We can roll attributes and abbilities by double clicking on their names :

https://dl.dropboxusercontent.com/u/29747038/Ruleset/VtM1.4.pak

earthworm3
September 25th, 2013, 17:51
I am thinking the ruleset is finish or near finish...

S Ferguson
September 25th, 2013, 22:10
The clicking on the attributes and skills is a nice touch. Don't finish it before you port it over to 3.0. We need more rulesets like this.

Cheers,
SF

earthworm3
September 26th, 2013, 02:45
Ok.
I am upgrading to 3.0 to see what's happening.

earthworm3
September 26th, 2013, 06:00
it's in alpha, i wait for FG3 release version and i will upgrade the ruleset.

earthworm3
September 28th, 2013, 14:28
So i am tring to this ruleset work with FG 3.0 alpha and i have just one error :

Runtime Error: desktop: Unable to create window with invalid class (40 : combattracker.list.id-00001)

I really do not know how can i solve it, all help is welcome, thanks.

Moon Wizard
September 28th, 2013, 18:06
That message is saying that the ruleset is trying to open a window, but the "class" specified in the request is the number 40, which is not valid.

The message can be generated directly by an Interface.openWindow script call, or by activating a windowreferencecontrol, or hot key link, or anything that has a link that opens a window.

Regards,
JPG

S Ferguson
September 28th, 2013, 23:55
Under 3.0 you'll notice that the close boxes will disappear when it comes time to close the window. In each instance, every time you open a window you'll get this result. Perhaps you forgot a few templates for the windowclass information? It's important to use all the templates you call in the code. Hope you get it fixed. I'm looking forward to stalk the Dark Ages amongst traitorous coteries and getting rid of the Tremere menace.


Cheers,
SF .

earthworm3
September 29th, 2013, 00:11
i am trying to click to health box (windowreferencecontrol) into the combat tracker for change health status...
Need help plz.

S Ferguson
September 29th, 2013, 00:28
Not sure what you mean. Could you elaborate?

Regards,
SF

earthworm3
September 29th, 2013, 11:05
When i click to a health box i have : "Runtime Error: desktop: Unable to create window with invalid class (40 : combattracker.list.id-00001)". Health box are "windowreferencecontrol" and i try to change the icons.

EDIT :

"Runtime Error: desktop: Unable to create window with invalid class (40 : combattracker.list.id-00001)" - Fixed but now i have a new window with health status andd i want to change the health status directly from the combat tracckr to the sheets.

EDIT2 :

"now i have a new window" - Fixed but when i click to change the box it's happen nothing...

earthworm3
September 29th, 2013, 20:46
Ok i have found a solution, i can click to my box for change icons into the character sheet wthout problem but it's doesn't change the same icons into the combat tracker... any idea ? thanks.

earthworm3
September 29th, 2013, 21:27
i have fixed this error.

earthworm3
September 30th, 2013, 16:11
Anyone know what is this error ? :
Script Warning: setValue: Database node not owned (combattracker.list.id-00002.bruised1)

Thanks

Moon Wizard
September 30th, 2013, 19:43
It looks like one of the player instances is attempting to change a value within the combat tracker. Players can only change data which they "own", and only one player can ever own a section of the database. Since the combat tracker data is owned by the "host", player instances can not change that data directly.

If you look at the 3.5E or 4E rulesets, whenever a player initiates an action which affects a combat tracker entry, the request is sent to the host to make the change. (See OOB_MSGTYPE_APPLYATK, OOB_MSGTYPE_APPLYDMG, OOB_MSGTYPE_APPLYINIT, OOB_MSGTYPE_APPLYEFF)

Cheers,
JPG

earthworm3
September 30th, 2013, 20:00
Thanks - Fixed.

earthworm3
September 30th, 2013, 20:21
Another error, i try to roll initiative for npcs but i have an error :
"attempt to index a nil value" on "initresult".

see my code plz :



ct_node = DB.findNode("npc");
for k, v in pairs(ct_node.getChildren()) do
local node_ref = v.getChild("name").getValue();
if node_ref == rSource.sName then
v.getChild("initresult").setValue(total_init);
end
end




<jpgnumberfield name="initresult">
<anchored>
<to>initiative</to>
<position>insidetopleft</position>
<offset>110,12</offset>
<size>
<width>34</width>
<height>23</height>
</size>
</anchored>
<font>sheetnumbersmall</font>
<frame>
<name>modifier</name>
<offset>2,2,2,2</offset>
</frame>
<hideonvalue>0</hideonvalue>
</jpgnumberfield>


EDIT : under FG 3.0 alpha

Trenloe
September 30th, 2013, 20:32
Another error, i try to roll initiative for npcs but i have an error :
"attempt to index a nil value" on "initresult".

see my code plz :
Are you sure that "ct_node = DB.findNode("npc");" is returning the combat tracker node from the database?

earthworm3
September 30th, 2013, 20:34
No ... i'm not sure ...

Trenloe
September 30th, 2013, 20:42
Well then, that is probably your issue.

ct_node = DB.findNode("npc");
for k, v in pairs(ct_node.getChildren()) do
local node_ref = v.getChild("name").getValue();
if node_ref == rSource.sName then
v.getChild("initresult").setValue(total_init);
end
end
Is the error on the highlighted line above? Also, in future, if you are requesting help with an error please identify the line that is causing the error - the line number would have been reported in the original error message.

First the code gets the "npc" DB node. Then it gets all of the children in that node (stored in v) and steps through each of them and when it matches the v.getChild("name") with the source name (I'm guessing the source name is the name of the NPC rolling initiative) it tries to set the v.getChild("initresult") field in the database.

"v" is an NPC record - stored in the <npc> section of db.xml. I am guessing that the combat tracker database is not called NPC? Perhaps it is called <combatracker>? This is why the attempt at v.getChild("initresult") fails, as there is no npc.id-000XX.initresult field in the FG database.

Open up a campaign db.xml file and see what the combat tracker database entry is called. Then use this in your ct_node = DB.findNode("XXXXXXX"); command.

earthworm3
September 30th, 2013, 20:53
Thanks for your answer and sorry if i have not identify the error. Yes, the error is on v.getChild("initresult") ...

Into the db.xml file the write "combattracker". Thanks for your answer.

EDIT : Fixed.

earthworm3
September 30th, 2013, 21:18
1) Can i release my ruleset for FG2 (VtM1.4) ?

2)) Can i release my ruleset for FG3 alpha (VtM 1.5) ?

S Ferguson
September 30th, 2013, 21:46
You can release it to the community, on both levels. You just can't release it publically, as the text for the books is copyrightable material. Aside from that there isn't a problem. I'd distribute the 3.0 alpha version the way you've been releasing your previous projects, at least until the ruleset hits beta. You seem to have all the bugs ironed out, though, so it should run fine.

Cheers,
SF

earthworm3
September 30th, 2013, 21:51
So i can release this ruleset for FG2 but not for FG3 alpha ?

S Ferguson
September 30th, 2013, 21:58
You can release both if you want. Just get it up on the wiki and on the forum links. Don't ask me how, but it can be done. I was just suggesting maybe holding back on the alpha release as most people haven't switched over. Once beta testing starts, more people can take advantage of it.

Cheers,
SF

Trenloe
September 30th, 2013, 22:05
You can release it to the community, on both levels. You just can't release it publically, as the text for the books is copyrightable material.
I'm confused with this statement - are you saying that releasing to the community is not the same as releasing to the public?

If this ruleset contain any copyright material then it can't be released "even" to the community without breaking copyright laws.

earthworm3
September 30th, 2013, 22:08
What do you mean about "copyright material" ?????

S Ferguson
September 30th, 2013, 22:10
The word "community" should read "public," and the only thing the ruleset contains are the mechanisms for automating a character sheet. You're absolutely right, no written material allowed. At least that's what I was trying to get across. There that should pass the muster and clarify things.:)

S Ferguson
September 30th, 2013, 22:16
What do you mean about "copyright material" ?????

Any written material that comes from the books is copyrightable. This basically means you can't release it to the public with any rulebooks, or setting material. What you have now is O.K. If you were to include the Rulebook, or modules written by White Wolf, you would be in violation of copyright laws, which protect written material from being plagiarized or redistributed through electronic means. Basically you can't distribute the rulebooks or supplements without permission. As I said though, the way it is is alright.


Cheers,
SF

Trenloe
September 30th, 2013, 22:26
What do you mean about "copyright material" ?????
White Wolf books are released under a copyright agreement - have a look in front of the book/s you are using, there will be something like this: "© 1997 White Wolf Publishing, Inc. All rights reserved. Reproduction without the written permission of the publisher is expressly forbidden, except for the purposes of reviews, and blank character sheets, which may be reproduced for personal use only. White Wolf, Vampire the Masquerade and Mage the Ascension are registered trademarks of White Wolf Publishing, Inc. All rights reserved. All characters, names, places and text herein are copyrighted by White Wolf Publishing, Inc. "
Basically, as Scott says, you are limited to publicly distributing a Fantasy Grounds ruleset that covers the mechanics of the rules (dice rolling, blank character sheet, etc.) but you can't include any text or graphics from the White Wolf books or products.

This is similar to the D&D 4e ruleset in Fantasy Grounds - no reference libraries are released as these are copyright material, hence the need for the D&D 4e parser to allow people with a DDI subscription to "scrape" the Wizards website to create modules for their own use.

Copyright basically means you can do anything with the products in your own games, but you can't distribute, copy, give out or otherwise make available material that is the property of the copyright owners without their permission.

earthworm3
September 30th, 2013, 22:30
I have not created modules...

Trenloe
September 30th, 2013, 22:39
I have not created modules...
The 4e reference was just an example. It doesn't matter if data is held in a module, ruleset or extension - just be aware of what material is covered by copyright and use that only in your own private games. Anything you distribute on this site or elsewhere should not include this copyright material.

earthworm3
September 30th, 2013, 22:42
i think this ruleset is ok just i have added automtic roll

earthworm3
October 1st, 2013, 18:46
It is possible to create an extension for translate this ruleset ?

How work extension ?

Thanks in advance

Moon Wizard
October 1st, 2013, 18:51
Are you talking about an extension to change the language displayed in the interface? (i.e. German, French, etc.)

JPG

earthworm3
October 1st, 2013, 18:54
yes that's correct.

Moon Wizard
October 1st, 2013, 19:18
For v2.x, the windowclasses need to be redefined with the new language text.

For v3.0, I just implemented a string resources feature that allows the ruleset developer to specify a resource to use for a given interface string as opposed to static text. The CoreRPG ruleset has been changed over to use this method. Perform a search on <string name=, textres=, tooltipres= and Interface.getString. With this new capability, you should be able to write a language extension that only overrides the string resources.

Regards,
JPG

earthworm3
October 1st, 2013, 19:20
Thanks for your answer.

What is the anatomy of an extension ?

Moon Wizard
October 1st, 2013, 19:24
Try opening the Theme_Dungeon or Theme_Wood extensions to get an idea. Just rename to .zip, and start exploring. It's very similar to ruleset XML, except it uses extension.xml instead of base.xml and a slightly different header for meta-data.

Regards,
JPG

earthworm3
October 1st, 2013, 19:26
Thanks i am looking.

Trenloe
October 1st, 2013, 19:33
Also read the extension section of the ruleset modification guide: https://www.fantasygrounds.com/modguide/extensions.xcp

earthworm3
October 1st, 2013, 19:52
Thanks for your quick reply.

earthworm3
October 4th, 2013, 18:24
hello for all,

i release Vampire the Masquerade ruleset for FG3 alpha. If you want to try, just download it :
https://dl.dropboxusercontent.com/u/29747038/Ruleset/VtM1.5.pak

Trenloe
October 4th, 2013, 19:58
hello for all,

i release Vampire the Masquerade ruleset for FG3 alpha. If you want to try, just download it :
https://dl.dropboxusercontent.com/u/29747038/Ruleset/VtM1.5.pak
I'd recommend creating a new thread for this - so that people specifically interested in this FG 3 ruleset know about it and can discuss it.

earthworm3
October 4th, 2013, 20:22
thanks for your answer, into the workshop ?

Trenloe
October 4th, 2013, 21:01
thanks for your answer, into the workshop ?
While the ruleset is in test and development, yes.