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earthworm3
March 25th, 2013, 21:26
Hello, it is allowed to create a ruleset for vampire the masquerade ? Thanks for reply.

viresanimi
March 25th, 2013, 23:30
I can't answer that, but I would love a good, supported one!

S Ferguson
March 26th, 2013, 19:48
You probably could get White Wolf's permission as they are now distributing the VtM books through RPGNow.com. It probably wouldn't hurt if you asked. There's a NWoD set in the library, but I'm not sure of it's status. Generally, as long as you don't include text from the books, and stick to numbers and dice, you're still in the "fan" domain. Include text and art, and you're infringing on copyright. So if you set it up so that everyone still requires a rulebook, and you're in business.

earthworm3
March 26th, 2013, 21:45
Thanks you for reply !

earthworm3
April 1st, 2013, 21:16
i am creating this ruleset ... see screenshots :


https://dl.dropbox.com/u/29747038/01.png

https://dl.dropbox.com/u/29747038/02.png

https://dl.dropbox.com/u/29747038/03.png

https://dl.dropbox.com/u/29747038/04.png

https://dl.dropbox.com/u/29747038/05.png

https://dl.dropbox.com/u/29747038/ScreenShot001.png

viresanimi
April 1st, 2013, 21:27
I've given up on some rulesets and just make charactersheets as text. Might not be so darn interactive, but it works. Here's my Masquerade skin for 3.5.

https://www.dropbox.com/s/ro66f7jehn56gis/screenshot0004.png


Vires Animi

S Ferguson
April 1st, 2013, 21:27
Doesn't look that bad. I might sign on as a alpha/beta tester on this. I notice you're using the Basic Ruleset as a guide. watch out as this is pure 2.8 FG code, and doesn't take to the new flashy things kindly. Unless you soup it up under the hood. Or blatantly steal code from other rulesets.:)

earthworm3
April 1st, 2013, 22:15
cool screenshot !

earthworm3
April 2nd, 2013, 19:17
What's this strange warning ?

Ruleset Warning: Anchored control static height ignored for 'injured'


What can i do ?

Trenloe
April 2nd, 2013, 20:28
What's this strange warning ?

Ruleset Warning: Anchored control static height ignored for 'injured'


What can i do ?
Sounds like the "height" value for the "injured" control is being ignored as it is a control that is anchored to more than one control. See the XML description for the <size> entry (<height> is under <size>) of the windowcontrol here: https://www.fantasygrounds.com/refdoc/windowcontrol.xcp

It mentions "Defines the size of controls anchored on only one side" - so I'm guessing the "injured" control is anchored on more than one side and also has this static <height> entry specified.

Look in your XML files for the "injured" control specification (and any templates this is defined from) and see if there is a need for a static "height" value - you may need to create a new template if this control is defined from another template that has a static height value.

Hope that is actually what happens and that the above makes sense? :)

earthworm3
April 2nd, 2013, 20:50
ok thanks !

and for Anchored control static width error ?

Trenloe
April 2nd, 2013, 20:59
ok thanks !

and for Anchored control static width error ?
Do exactly the same - but look for "width". Notice in the windowscontrol reference page there is the XML definition for the control. static width and height are under the <size> section:

<size> Defines the size of controls anchored on only one side
<width > ... </width> The width of the control, in pixels
<height > ... </height> The height of the control, in pixels
</size>

These sizing definitions for the control are used if the control is anchored on only one side. It sounds like your control/s are still using these even though they are anchored on more than one side. Hence the warning you're getting regarding an anchored control static height/width value being ignored.

earthworm3
April 2nd, 2013, 21:10
i really don't understand the width error, not solved in this code :


<textlistitemvalue name="value">
<anchored>
<left>
<anchor>left</anchor>
<offset>2,2</offset>
</left>
<right>
<parent>shortcut</parent>
<anchor>left</anchor>
<offset>-3</offset>
</right>
<top>
<anchor>top</anchor>
</top>
<size>
<width>40</width>
<height>20</height>
</size>
</anchored>
</textlistitemvalue>

Trenloe
April 2nd, 2013, 21:16
i really don't understand the width error, not solved in this code :


<textlistitemvalue name="value">
<anchored>
<left>
<anchor>left</anchor>
<offset>2,2</offset>
</left>
<right>
<parent>shortcut</parent>
<anchor>left</anchor>
<offset>-3</offset>
</right>
<top>
<anchor>top</anchor>
</top>
<size>
<width>40</width>
<height>20</height>
</size>
</anchored>
</textlistitemvalue>
What error are you getting?

earthworm3
April 2nd, 2013, 21:18
Ruleset Warning: Anchored control static width ignored for 'value'

Trenloe
April 2nd, 2013, 21:26
Ruleset Warning: Anchored control static width ignored for 'value'
It seems you haven't been following what I've mentioned above, so I'll try to explain further... :)

The static width and height values as shown in post #12 above are only relevant if the control is anchored on one or less sides.

The control you show in post #13 is anchored on 3 sides - left, right and top. So, the width and height statements are not needed and they are ignored. Hence the warning (this is a warning, not an error):


Anchored control static width ignored for 'value'
The "static width" ("<width>40</width>") is being "ignored" because this is an "anchored" control with more than 1 anchor - it has 3 anchors (left, right and top).

EDIT: Remove the whole <size> ... </size> section as this is not needed. In fact it is being ignored, and FG is nice enough to warn you that it is being ignored. :)

earthworm3
April 2nd, 2013, 21:41
Thanks it is working !



<textlistitemvalue name="value">
<anchored>
<left>
<anchor>left</anchor>
<offset>2,2</offset>
</left>
<right>
<parent>shortcut</parent>
<anchor>left</anchor>
<offset>-3</offset>
</right>
<top>
<anchor>top</anchor>
</top>
</anchored>
</textlistitemvalue>


Without <size>...</size> it's perfect !

earthworm3
April 2nd, 2013, 23:43
Where can i found icon code when i right click on a map ? (i have no entering mask mod).
Please

Trenloe
April 2nd, 2013, 23:56
Which ruleset are you basing your code off?

Usually there is a registerMenuItem command in the code to add all of the radial menu items: https://www.fantasygrounds.com/refdoc/windowcontrol.xcp#registerMenuItem

Do a search in the files of the ruleset for registerMenuItem and see if there is one for the mask. I'm not 100% sure where this is and I'm not where I can review a ruleset to check. It may even be built into the mask functionality of the imagecontrol control: https://www.fantasygrounds.com/refdoc/imagecontrol.xcp

The graphics definition of the radial menus is usually in a file called something like "graphics_radial.xml" - look in here for the graphic icon files for the radial menu.

earthworm3
April 3rd, 2013, 10:09
I'm based on "fg2_d20_jpg_v3_0_5" ruleset

EDIT :
i have added mask file into "graphics_radial" with this code :



<icon name="mask2" file="icons/icon_mask.png" />
<icon name="deletemask2" file="icons/icon_deletemask.png" />


But when i use registerMenuItem, there is nothing :


function onInit()
if (User.isHost() == true) then
registerMenuItem("Enable Mask", "mask2", 7, 5);
end
end

earthworm3
April 3rd, 2013, 11:38
I have ffound the solution, "enter/exit mask" is use by FG2 not a ruleset.
So we just have to add a map and access mask mode.

earthworm3
April 3rd, 2013, 13:17
An other bug : When i use this code into base.xml, players who connect can't access to choose their characters directly :


<root version="2.9" release="0.7" logo="logo.png">


And whith this code :


<root version="2.0" release="0.7" logo="logo.png">


Players can choose their characters direcctly but many bug into "manager character" When i click to "Manager Character" at FG2 menu.

Any idea ?

Ikael
April 3rd, 2013, 13:44
There is no bug regarding that when you use 2.9 root version. It's design feature. Previously it was buildin functionality to force players select character when they login. But in laterwards (2.9) it changed. Instead of buildin function ruleset developers can do that themselves. All you have to do it to setup Interface.onDesktopInit handler. See example piece of code how to enable character selection in startup





function onInit
Interface.onDesktopInit = onDesktopInit
end

function onDesktopInit()
if not User.isLocal() and not User.isHost() then
Interface.openWindow("identityselection", "", true)
end
end

earthworm3
April 3rd, 2013, 14:25
Thanks for your reply !

Trenloe
April 3rd, 2013, 16:28
EDIT: Didn't see the whole thread - please ignore.

earthworm3
April 3rd, 2013, 19:53
Because there are too much disciplines i am deleting them and i willl release the ruleset ...

S Ferguson
April 3rd, 2013, 19:58
So, in effect, there will be a place that disciplines can be added? Don't forget, disciplines can be "made up" according to the rules.

earthworm3
April 3rd, 2013, 20:11
Yes, there is a disciplines field into the page 1 of the character sheet, see it :


https://dl.dropbox.com/u/29747038/06.png

S Ferguson
April 3rd, 2013, 20:27
That's an awful lot to fit into such a small box. Perhaps a Disciplines page?:)

earthworm3
April 3rd, 2013, 20:29
Hmm yes maybe ... For the moment you can scroll down/up the box...

EDIT :
Or i try to add more height...

EDIT 2 :
Or i add a mini sheet with disciplines fields ...

earthworm3
April 3rd, 2013, 20:45
The problems is i have already create 7 pages... So maybe a mini sheet is a good idea.
What do you think about it ???????

S Ferguson
April 3rd, 2013, 20:52
I was just about to ask you what the seven pages were for anyway. The TT character sheet fits on one page. Mabye a reorganization of what you have in the pages?

earthworm3
April 3rd, 2013, 21:01
page 1 : https://dl.dropbox.com/u/29747038/Screenshots/001.png

page 2 : https://dl.dropbox.com/u/29747038/Screenshots/002.png

page 3 : https://dl.dropbox.com/u/29747038/Screenshots/003.png

page 4 : https://dl.dropbox.com/u/29747038/Screenshots/004.png

page 5 : https://dl.dropbox.com/u/29747038/Screenshots/005.png

page 6 : https://dl.dropbox.com/u/29747038/Screenshots/006.png

page 7 : https://dl.dropbox.com/u/29747038/Screenshots/007.png

S Ferguson
April 3rd, 2013, 21:29
O.K. I see. I'd move the Blood Points/Willpower/Health to the first page if possible. A lot of the information such as Prelude/Contacts/Blood Bonds/Expanded Background, etc. are usually determined during play (during the first episode, usually the prelude).

Don't forget that the players have "Notes" that they can use specifically for this type of information (or you could simply have a "Notes" tab on the adventure sheet.

The Backgrounds/Disciplines/Virtues in the original sheet have only seven slots so you could just add the seven with dots, and Virtues beside it. Gear Carried could be below those.

Generally the more "transparent" the character sheet, the easier it is to manage for the player. Most of us couldn't possibly account for everything during roleplaying sessions regardless. A good notes page is probably a good idea.

Hope this helps.

earthworm3
April 3rd, 2013, 21:50
Ok i am working on it. Thanks

earthworm3
April 3rd, 2013, 22:43
i have added it :

page 1 : https://dl.dropbox.com/u/29747038/Screenshots/1.png
mini sheet page 1 (disciplines) : https://dl.dropbox.com/u/29747038/Screenshots/2.png
mini sheet page 2 (backgrounds) : https://dl.dropbox.com/u/29747038/Screenshots/3.png
mini sheet page 3 (notes) : https://dl.dropbox.com/u/29747038/Screenshots/4.png

I can't move heal / willpower / blood points into the first page...

S Ferguson
April 3rd, 2013, 23:57
Oh well. At least it's pared down to the essentials, and still is functional. Improvements might come over time and changes through play. It looks good from this end, though.

earthworm3
April 4th, 2013, 01:03
Yeah and the first release :
https://dl.dropbox.com/u/29747038/Ruleset/VtM-Installer.exe

It's my first release ... please keep cool ! :)

viresanimi
April 4th, 2013, 02:45
Here's the issues I found (and ideas I had), when looking at it. I understand that this is work in progress, but in case I noticed something you didn't... well... here you go:

Even for someone with zero coding experience, it is very obvious, that this is 2.8 style ruleset. Can't move the chat. Dunno if persistant sharing is on, but somehow doubt this... please make these new things happen.

Tried opening token modules - didn't work

Couldn't add portraits.

Pressing "more" on the charactersheet while on page 6 generates an error.

May I suggest that there is space for weapons and armour on page 7 at the bottom? It would be good, if there was a space for putting in the stats for weapons and armour. Perhaps making the dicepools clickable, for players, so they could roll their combat dice things... (its late, I am not making sense).

Also: It would be nice if you could double click on traits (ie attributes and so forth) and roll the appropriate number of dice and NOT change the dots. CTRL+mousescroll would be good for determining the dots on traits. Dragging traits into the modifier would be good. (IE: dragging dex + firearms to modifier box and then rolling from that...)

Best for last:
No dumb mini npc-sheet, but a full charactersheet for every npc. Yes! This is how every ruleset should do it. I love it. *fanged smile*


Vires Animi

earthworm3
April 4th, 2013, 12:03
1 : Pressing "more" on the charactersheet while on page 6 generates an error. - Fixed.
2 : No mini npc-sheet. -Fixed.

3 : Tried opening token modules, didn't work. - i have try to add this code into base.xml but it didn't work, need help plz :


<importinfo>
<acceptfrom ruleset="any" />
</importinfo>


4 : Couldn't add portraits. - We can't drag and drop portrait from portrait selection and i don't know why, need help plz ...

5 : Can't move the chat. Don't know why need help plz ...

earthworm3
April 4th, 2013, 13:22
4 and 5 : I think it's thee same error due to this code into base.xml :


<root version="2.9" release="0.8" logo="logo.png">

Blackfoot
April 4th, 2013, 15:24
Isn't there already an existing WoD ruleset?
Starting from that might save you a lot of work.

earthworm3
April 4th, 2013, 15:26
only for nwod not for owod ...

Blackfoot
April 4th, 2013, 15:26
Is it really that different? Seems like it would still be a good basis.

earthworm3
April 4th, 2013, 15:28
it's not the same ...

Blackfoot
April 4th, 2013, 15:42
Sure but 'similar' enough that you could probably modify the rules of the existing to match the older rules.. no? Saves a lot of time over starting from scratch.

earthworm3
April 4th, 2013, 15:44
yeah i understand.

EDIT : with nwod ruleset host can't edit portrait, only player.

earthworm3
April 4th, 2013, 16:00
i have found a bug : When you add dice to the bottom bar and roll, there is an error.
- Fixed.

viresanimi
April 4th, 2013, 16:00
"2 : No mini npc-sheet. -Fixed."

Seriously.. Leave it as it is. Don't make those horrible mini sheets. It is so much better when you have a normal charatersheet with all stats and so on right there.

viresanimi
April 4th, 2013, 16:00
Double post. Sorry.

earthworm3
April 4th, 2013, 16:02
You want i remove mini npc sheet ? Sorry for my english i'm french...

S Ferguson
April 4th, 2013, 16:16
Mini sheets are usually used for a quick glance at the players combat stats, which aren't necessary anymore as the sheets have more "real-estate" on them now. Anything dealing with combat or rolls should be on the first and second page. A nice feature to add (not now as it is your first ruleset) would be to have the ability to drag the dice pool off the character sheet. But all in good time.

earthworm3
April 4th, 2013, 16:23
npc mini sheet removed.

earthworm3
April 4th, 2013, 16:36
I really don't know why GM can add portrait with :

<root version="2.0" release="0.8" logo="logo.png">

But not with :

<root version="2.9" release="0.8" logo="logo.png">

S Ferguson
April 4th, 2013, 17:15
I really don't know why GM can add portrait with :

<root version="2.0" release="0.8" logo="logo.png">

But not with :

<root version="2.9" release="0.8" logo="logo.png">

Possibly because it would be 2.9 release 0.2? Type /version in the command prompt to see which build you are running. Also 2.8 rulesets don't have all the bells and whistles of later rulesets.

earthworm3
April 4th, 2013, 17:26
Not this... i really don't understand...

S Ferguson
April 4th, 2013, 17:47
Try version 2.0 release 0.9. If it doesn't work then, it's because of the minor incompatibilities between the 2.8 rulesets, and the ones for 2.9.2.

earthworm3
April 4th, 2013, 17:51
It doesn't work

S Ferguson
April 4th, 2013, 17:58
Then it's probably a compatibility issue. Check the 3.5 and 4E that come with FG to see if you can see how it is done in other systems. Might help.

Trenloe
April 4th, 2013, 18:33
Possibly because it would be 2.9 release 0.2? Type /version in the command prompt to see which build you are running. Also 2.8 rulesets don't have all the bells and whistles of later rulesets.
A lot of rulesets don't give you the version if you type /version in the chat window - it needs to be coded into the ruleset itself and it is entirely up to the ruleset developer what it says - it does not tell you what the base version of FG is, this you see on the initial screen of FG. For example, the 3.5e ruleset does not have this programmed in and won't show anything, it does however display the version in the chat window when it initially starts. Again, this is all a function of the ruleset and depends on what the developer did.

Back to the problem earthworm3 is having with the root version entries:

The <root version="X.X"> relates to the version compatibility that the portion of the ruleset in question will use. See the "Ruleset Application Compatibility" table here: https://www.fantasygrounds.com/refdoc/

Note the entry under 2.8: "The onDragStart event will be called instead of onDrag for initial drag events in windowcontrols."

Looking at the "portraitselection_entry" XML definition for the control in utility.xml we have the code:

function onDrag(button, x, y, draginfo)
draginfo.setType("portraitselection");
draginfo.setStringData(getFile());
draginfo.setIcon("button_dragtarget");
return true;
end
This works in any XML with root=2.7 or less, but with root=2.8 or more you will need to change the function onDrag to onDragStart.

This is documented in the onDrag reference for the windowcontrol:
"As of v2.8, the onDrag event will not be called for the initial drag event. See onDragStart to capture the initial drag event."
https://www.fantasygrounds.com/refdoc/windowcontrol.xcp#onDrag

Hope this helps to explain the different between root versions and also why there may be problems with dragging portraits (and other drag operations) with root version="2.9" when working with older rulesets.

earthworm3
April 4th, 2013, 18:39
Thanks for your reply ! it is working !
So :

- Bug fix when clicking on minisheet button at page 6 of the sheet.
- Minisheet on NPCs removed.
- Bug fix when rolling dice with the bottom bar.
- Impossible to move and delete/restore the chat window - Fixed.
- Bug fix when adding portrait.

earthworm3
April 4th, 2013, 20:49
https://dl.dropbox.com/u/29747038/Ruleset/VtM-Installer.exe

S Ferguson
April 4th, 2013, 21:20
A lot of rulesets don't give you the version if you type /version in the chat window - it needs to be coded into the ruleset itself and it is entirely up to the ruleset developer what it says - it does not tell you what the base version of FG is, this you see on the initial screen of FG. For example, the 3.5e ruleset does not have this programmed in and won't show anything, it does however display the version in the chat window when it initially starts. Again, this is all a function of the ruleset and depends on what the developer did.


I most humbly stand corrected. I've been coding in a more "modern" environs, and that fact completely escaped my mind. Actually I believe most of the chat features are coded into the ruleset. In fact the ChatManager is a heap all of it's own within most rulesets.

Something in your installer is causing Norton 360 Antivirus to go crazy and not save the file. I'll try overriding it. Compressing the file might help.

earthworm3
April 4th, 2013, 21:35
Do you want a zip file ?

S Ferguson
April 4th, 2013, 21:47
Please, if you could. Or Rar. I don't think it matters these days...;)

earthworm3
April 4th, 2013, 22:13
https://dl.dropbox.com/u/29747038/Ruleset/VtM.pak

https://dl.dropbox.com/u/29747038/Ruleset/VtM.zip

S Ferguson
April 4th, 2013, 22:42
Thank you. That resolved the problem nicely.

viresanimi
April 4th, 2013, 23:26
Getting the .pak file certainly is easier, since I also had to some trouble with the zip file.

I found an error while trying to open an item when I logged on via localhost.


And speaking of items. I hadn't even seen the work gone into that. Very nice. Keep up the good work! I will post any idea / problems I see, if that is ok. I have been looking for something like this for a long time, so I am very happy someone will work on it.

I like the option to just remove the chat box, with a click of a button!


Vires Animi

earthworm3
April 4th, 2013, 23:46
What is the problems with items ?

viresanimi
April 4th, 2013, 23:49
When I press the link to make the item appear as a player I get an error.

earthworm3
April 4th, 2013, 23:58
i have no error but item not appear... What is the error exactly ?

S Ferguson
April 5th, 2013, 00:00
Is the modifier button implemented or not? If it isn't being used, dispense of it. It just one more thing to get in the way of an otherwise clean interface (I also liked the hiding of the chat window it reminds me of the Mind's Eye Theater LARP especially if used with VOIP - nice touch). There are still modifiers in the game, though so keep up the good work.

earthworm3
April 5th, 2013, 00:06
ok i will remove it

viresanimi
April 5th, 2013, 00:06
The error is generated by:

Making an item as a master (a shotgun for instance) and placing the link on a character.
Logging into the campaign via "local" host and selecting the character with the item and clicking on the link box gives the following message:

Runtime Error: Unable to create window with invalid data source 'item' - 'item.id-00001'

I hope that helps!



Vires Animi

earthworm3
April 5th, 2013, 00:14
The item is not shared - Fixed, you can share item for players

S Ferguson
April 5th, 2013, 00:25
The module activation menu, has a case of the "stickies," where you can't activate any modules because you can't drag the appropriate icon (be it GM, Player or Forced Player).

earthworm3
April 5th, 2013, 00:29
Module Activation menu : Fixed, you can drag the appropriate icon

S Ferguson
April 5th, 2013, 00:37
Now would be an appropriate time to start "release version" codes for the system so that people know which is the current version of your code.

earthworm3
April 5th, 2013, 00:46
the ruleset version is 0.91.

S Ferguson
April 5th, 2013, 00:58
And having the die box, or dicetower, as it's usually called, is beneficial for secret rolls for the player and GM (helpful during Notice checks where individuals have different values). They also have other benefits, as you can imagine.

earthworm3
April 5th, 2013, 01:05
ok i will add it tomorrow

earthworm3
April 5th, 2013, 15:56
I have an other bug, i have created few windowlist bbut when i click to a value, windowlist is moving into tthe charactersheet ...

EDIT :
FIXED

viresanimi
April 5th, 2013, 16:20
The "more" button that is on the bottom left on the character sheet is missing from the npc sheet...

earthworm3
April 5th, 2013, 16:48
You have said it's not necessary for npc mini sheet...

earthworm3
April 5th, 2013, 17:53
last release : https://dl.dropbox.com/u/29747038/Ruleset/VtM0.91.pak

S Ferguson
April 5th, 2013, 22:52
In the preferences menu, pressing on "gear" gives an error. I'm actually not sure what "gear" is doing in preferences, but it causes an error (nil value).

Cheers,
SF

earthworm3
April 5th, 2013, 23:11
what is "gear" ?

S Ferguson
April 5th, 2013, 23:20
Sorry, "game." If you press down on the options tabs there are three tabs. the second and third throw the nil error. The second tab is labeled "game," which I misread as "gear."

earthworm3
April 5th, 2013, 23:23
i have not this error ...

EDIT :
Are you trying whis the last version 0.91 ?

S Ferguson
April 5th, 2013, 23:26
Then it's probably a 2.9.3 error. I run the test build to catch any future errors in my own work. I tried it in Live mode and also didn't get these. You might want to check them just to be sure.

earthworm3
April 5th, 2013, 23:29
do you mean the test version of FG2 ?

S Ferguson
April 5th, 2013, 23:32
Yes. That's the one.

earthworm3
April 5th, 2013, 23:35
1 : So in 2.9.3 it's ok.
2 : And 2.9.3 Test Mode there is an error.

???

S Ferguson
April 5th, 2013, 23:38
In 2.9.2 it's OK but in 2.9.3 there is an error. The current Live version is 2.9.2.

earthworm3
April 5th, 2013, 23:42
We have to wait for 2.9.3 ...

I have added an option, when you try a right click on character sheet dots, there is a "clear" option to remove dots for strength or dexterity or ...

S Ferguson
April 5th, 2013, 23:48
OK. I see. I'll test it under 2.9.2 from now on. But the test version might save you some update time in the future.

earthworm3
April 6th, 2013, 00:08
ok i see ...

earthworm3
April 6th, 2013, 02:39
https://dl.dropbox.com/u/29747038/Ruleset/VtM0.92.pak

viresanimi
April 6th, 2013, 12:53
There seems to be a misunderstand of what I meant with "npc-sheets" versus "character-sheets".

https://www.dropbox.com/s/u662ae5zmmtkvb8/Exalted%29.png

I use the Exalted ruleset here as a reference, as it reflects how npc sheets can be bad (and was in the old wod ruleset). There is a clear difference between the normal charactersheet, where as the small npc-sheets don't have any information and each and every trait would have to be manually put in every time. It's basically useless.

What I wrote earlier about about having full charactersheets for NPC's stand. I really like this! But I would like the "more" window as well, so I can write in those disciplines, backgrounds and notes.

Having a charactersheet for your npc's that is every bit as functional as the one players get, makes it much easier and faster to create npc's, as you have everything you need ready to be filled out.

Your way of handling NPC's is something I've been wanting for other rulesets for a long time and I really like what you're doing. I would just suggest that npc sheets have all the same functions as player charactersheets.


I hope I was more clear this time *smile*


Keep up the good work. It is much appreciated. I already have players asking me "when will we play Vampire?" !


Vires Animi

earthworm3
April 6th, 2013, 13:15
ok so i add "more" button into npc sheet ?

viresanimi
April 6th, 2013, 13:16
Would be nice yes. Please.

earthworm3
April 6th, 2013, 13:33
ok i have added it and i have added an effect field innto the combat tracker. You can drag and drop effect.

earthworm3
April 6th, 2013, 13:37
https://dl.dropbox.com/u/29747038/Ruleset/VtM0.93.pak

earthworm3
April 6th, 2013, 13:59
Dice Tower is ok ?

viresanimi
April 6th, 2013, 14:31
This is under version 2.9.3

I had a friend log in to go bug hunting. Unfortunately we had some problems and I couldn't get the actual error messages, so I can only describe what generated errors.

Having another player make a character, it generated errors when both master and player activated page 7 and player got errors trying to double click on any of the maneuvers.


Dicetower does not seem to work. An option for players to activate the dicetower would be nice.

More button on npc sheet does not seem to work.

Using mousewheel over an ability can make the dots disappear.

With the setting "Show GM dice rolls" set to "off", the rolls were still visible for the player.


Other things tested:

Item sharing is working as intended: confirmed.
Module activation working now: confirmed.


Vires Animi

earthworm3
April 6th, 2013, 14:59
All this bug are 2.9.3 ?

and 2.9.2 ?

viresanimi
April 6th, 2013, 15:00
I don't have a 2.9.2 version installed at the moment, so haven't tested the ruleset with that version number.

earthworm3
April 6th, 2013, 15:02
ok ... i am testing with 2.9.2 and it's ok for the moment...

S Ferguson
April 6th, 2013, 16:34
I'm not getting the character building errors when I log into a session. I'm running 2.9.3.

S Ferguson
April 6th, 2013, 16:37
Whoops. I take that back. The errors are there after all. It's been a long night.

Trenloe
April 6th, 2013, 16:48
I think you guys need to decide on what version you're targeting for this and therefore what version you should use to test! :)

Doing work in FG "test" mode is OK, but this can change a lot before it is released - so things that worked in "test" mode last week, may not work after Moon_Wizard does an update next week, and he can do lots of updates.

For the amount of new development work earthworm3 is doing, it may be best to stick with a stable release (i.e. 2.9.2 - run in "live" mode). And then once this is running well you may want to at a later date do some testing against the "test" mode to see how this tracks against the next version (which still may change before release).

Anyway, it's entirely up to you guys what you do, but I'm seeing wasted time here just because you're not all on the same page. :-)

S Ferguson
April 6th, 2013, 16:58
Have I ever been involved in something that doesn't waste time Trenloe?:) Besides, with 2.9.3 pretty stable, I think Moon_Wizard is juggling a lot of things at once, and Dr. Zeuss is involved. True, it can change, but is it better to make the fixes as they come, reducing update time or let it sit on a stable release which may require a massive overhaul when 2.9.3 becomes official. Just trying to cut down on the coding time earthworm3 has to spend. It's actually a very unique and well done ruleset.

earthworm3
April 6th, 2013, 20:46
try this version :

https://dl.dropbox.com/u/29747038/Ruleset/VtM0.94.pak



EDIT : Not so bad in 2.9.2.

S Ferguson
April 6th, 2013, 21:01
When the player logs in, or not, and "sheet 7" is selected it throws an error about charshets_notes:initiativemod:1 being nil.

earthworm3
April 6th, 2013, 21:03
i have not this error are you in 2.9.3 ?

S Ferguson
April 6th, 2013, 21:06
No. I ran it under 2.9.2. (it also fails under 2.9.3 but that's beside the point). It only happens on page 7, though.

earthworm3
April 6th, 2013, 21:10
retry with it : https://dl.dropbox.com/u/29747038/Ruleset/VtM0.94.pak

S Ferguson
April 6th, 2013, 21:14
Consider the bug fixed.

earthworm3
April 6th, 2013, 21:17
ok it''s cool, have you found other bugs ?

S Ferguson
April 6th, 2013, 21:18
Checking now.

earthworm3
April 6th, 2013, 21:19
ok ok .....

S Ferguson
April 6th, 2013, 21:55
1) The "secret" die roll shouldn't be broadcast to every person playing. It's a "secret roll" between the player and the GM. The way it is now, everyone playing knows who makes a secret roll, they just don't know the results.

2) The GM icon, which is rather cheery for such a dark game (perhaps a darker icon?), is appearing twice during GM rolls and Players Icons are doubling up as well. The standard way of presenting this is the way you have the chat set up: [icon] [name]: (roll)* all on one line (the dice lines can carry over to newlines).

1) I would call a bug (not an error).
2) Is really a matter of clarity in presentation, but the icon doubling I would call a bug (not an error).

That's all for now...

3) NPC Icons can't be dragged and dropped. (bug)
4) When the GM creates a character, the Icon is drag and drop but the window isn't updated unless the sheet is closed then opened. (Bug)

earthworm3
April 7th, 2013, 01:11
3) Where ?

S Ferguson
April 7th, 2013, 01:22
3) Occurs when the GM creates a server character. The portrait will show up on the character sheet, but not in the GM's character list until he manually closes and opens the character window. A player logging in will see it right away, but the GM won't. When the GM tries to create a Personality, the portraits screen won't come up at all.

earthworm3
April 7th, 2013, 22:41
try with it :

https://dl.dropbox.com/u/29747038/Ruleset/VtM0.95.pak

S Ferguson
April 7th, 2013, 23:15
OK everything works so far as I know save:

1) When creating a Personality (above the item box), the Portrait feature doesn't work. (i.e. you can double click on the portrait icon and nothing happens) Seeing that most personalities are either allies or enemies they should have a portrait, for the screen and the Combat Tracker.
2) If the GM deletes and then immediately creates a new Server Personality, the old portrait will show up again.


I'll do a test on the combat tracker once this is resolved.

Cheers,
SF

earthworm3
April 7th, 2013, 23:23
For personalities, it's not a portrait but a token...

EDIT : when you add a token into a personality and when you add the personality into the combat tracker, his icon is ok.

S Ferguson
April 7th, 2013, 23:25
How do you add tokens?

earthworm3
April 7th, 2013, 23:29
You have to go into FG2 "Application Data Folder" by clicking on it into "start -> programs -> FG2 -> Application Data Folder".

Then, you will see a "tokens" directory and you can add your tokens.

S Ferguson
April 7th, 2013, 23:35
Got it working. No problems with the CT. Otherwise looks good. I miss the collapsible chatbox; and the die rolling portion of the available chat window is rather small and hard to roll into but good job!

Cheers,
SF

earthworm3
April 7th, 2013, 23:38
do you want a chat box which we can move it but not resize it ?

EDIT : or a mininum size ?

S Ferguson
April 7th, 2013, 23:56
Just one that has the diebox increase or decrease with it. The way you had it before with the minimize feature was perfectly functional, but if you can move and resize it, without having the diebox staying the same size and have the minimize button that would be handy. When you get images and maps as a GM or player and there is no need for a roll, it gives more screen space to arrange things on - especially during intense roleplaying that is non-roll related. It's not a necessary feature request though, It is, after all, your creation. Include what you think it needs for *your* game. What do you see yourself using, or having the need for, most often. What tables do you regularly consult? Do you roll-play or role-play? We'll be here for playtesting.

What I'd like to know is how to change the difficulty rating.

I believe you said you spoke French. If you can write a document stating all the features you've added, I could most likely get someone to translate. Or, if you'd like to write it in English, I could proofread your material. It's up to you.

earthworm3
April 8th, 2013, 00:02
When you click on create campaign, and choose the ruleset, you have a "licence" box, click on it.

EDIT : roll-play

earthworm3
April 8th, 2013, 00:19
for the diebox :

https://dl.dropbox.com/u/29747038/Ruleset/VtM0.95.pak

S Ferguson
April 8th, 2013, 00:44
How do you change the Difficulty if a roll (instead of it being a standard Difficult 6)?
Also, the modifier box doesn't seem to work at all.

earthworm3
April 8th, 2013, 00:47
At page 7 there is a difficulty mod : change the value and roll "kick" for example
Next, you can try to change dicepool mod.
And you can try custom roll.

S Ferguson
April 8th, 2013, 01:04
At page 7 there is a difficulty mod : change the value and roll "kick" for example
Next, you can try to change dicepool mod.
And you can try custom roll.

I've changed the modifier, and it displays [+2] but a roll of 5 doesn't count as a success as it should, if the difficulty is 6.
The same happens with the kick roll example, it says [kick trait +2] and difficulty 7 I rolled a 6 and the modifier wasn't applied to grant a success.

Is this intentional or a bug?

earthworm3
April 8th, 2013, 01:20
it's intentional...

earthworm3
April 8th, 2013, 01:24
It is better a default 6 difficulty ?

S Ferguson
April 8th, 2013, 01:27
Yes. With the modifier, of +3 a 4 would count as a success against difficulty 6.

earthworm3
April 8th, 2013, 01:45
try it : https://dl.dropbox.com/u/29747038/Ruleset/VtM0.95.pak

for page 7 and modifier stack.

S Ferguson
April 8th, 2013, 02:01
O.K. I have it now, but players should not be allowed to adjust the difficulty and modifiers of the rolls. That's the GM's job. Also, the modifier box down in the corner seems to have no effect (that I can see). That little box is useful for the GM to add modifiers or players who are told what the modifier is. I'd concentrate a little more effort into using it as the primary modifier control (essentially taking Page 7's role), then perhaps (on the Host side only) a similar box for difficulty which would be 6 initially, but could be scrolled with the mouse wheel to adjust it. Going through the character sheet is a bit awkward, and this would simplify it a great deal.

Cheers,
SF

earthworm3
April 8th, 2013, 02:06
1) So delete difficulty modifier into the sheet page 7 ?
2) "Also, the modifier box down in the corner seems to have no effect" what do you mean?

S Ferguson
April 8th, 2013, 02:12
I mean that you can scroll the value with the mouse wheel up and down and it has no effect on the roll. If you set it at +2 a 5 doesn't count as a success as it should, if it were modifying the value rolled.

earthworm3
April 8th, 2013, 13:44
https://dl.dropbox.com/u/29747038/Ruleset/VtM0.95.pak

earthworm3
April 14th, 2013, 18:32
Updated :

https://dl.dropboxusercontent.com/u/29747038/Ruleset/VtM0.96.pak

viresanimi
April 17th, 2013, 08:27
Found an error in version 2.9.3. Was not able to test it in 2.9.2:

When a player tried to open links from the Story tap it created an error: Runtime Error: Unable to create window with invalid data source 'encounter' - 'encounter.id-00043'

This is what I did and what happened: I wanted to make story elements consisting of haven description, merits, flaws and disciplines and enable my players to click on the links on their character sheets.

My playtester first couldn't open the links at all and got the above error. When he relogged he simply started creating new and empty story elements. He never could open the story elements that I had made.

Personally the ability to share things and have the ruleset remember what is shared with whom is something I've used extensively since implementation and I for one, hope this can be put it.

EDIT: The option "mouse wheel editing" is not working. Essentially the ruleset has the "always" option turned on no matter what.


Vires Animi

earthworm3
April 17th, 2013, 14:18
"Mouse wheel editing" -> i will remove it.
"Open links error" -> I have FG2 v2.9.3 and it work fine i don't understand.

viresanimi
April 17th, 2013, 16:26
Why remove mousewheel editing? Its good and fine. Just add the option to do it with CTRL+Mousewheel.

Regarding links to elements from the Story tap. It works fine for me too, but not for my players. That's the difference I see.

earthworm3
April 17th, 2013, 16:38
Ok for mousewheel but how can i fixe a bug which i can't see it ?

Trenloe
April 17th, 2013, 16:39
Regarding links to elements from the Story tap. It works fine for me too, but not for my players. That's the difference I see.
Have you tried connecting as a player yourself and seeing exactly how the issue occurs? Open another instance of FG on the same computer as the GM instance and "join game" with the host address of localhost

This is very handy for testing and understanding what the player sees.

viresanimi
April 17th, 2013, 16:41
I can't answer the question, as I have no clue about coding. All I can do is report the problems I see. Perhaps there are others on the forum, that can answer the question about issues with sharing?

Trenloe
April 17th, 2013, 16:58
I can't answer the question, as I have no clue about coding. All I can do is report the problems I see. Perhaps there are others on the forum, that can answer the question about issues with sharing?
I'm not seeing this issue either, so I think you need to describe *exactly* how to reproduce the issue you are seeing - hence my post above about running a player instance of FG on the same computer, so you can tell us exactly the issue you are seeing - perhaps also include screenshots. That will allow the dev, and others, to get a better idea of what the issue is.

earthworm3
April 17th, 2013, 17:04
i am trying to connect in localhost but i see no bug except for mousewheel...

EDIT : mousewheel fixed :

https://dl.dropboxusercontent.com/u/29747038/Ruleset/VtM0.97.pak

viresanimi
April 17th, 2013, 17:13
Right... I'll try my best:

If I try to share anything I've made in the "Story" tap. IE: a piece of text and I then subsequently link it to any charactersheet that a player controls, the link does not work properly.

Elements from the story tap that is dragged and dropped by the master on to a character portrait works, but unlike in the D&D rulesets there is no "s" icon in the story tap to indicate that a document has been shared.
Futhermore: if a player tries to press the shared document and open it later in his own story tap list it generates the following error:

Script Error: [string "scripts/template_viewerlist.lua"]:10: attempt to index local 'v' (a userdata value)
Network Notice: Send - NULLR

This error does not seem to be present upon a relog in localhost.

A story document that has been dropped on a charactersheet works for the master, not the player. Upon pressing the link on the charactersheet the player generates a new, empty story document.

This is tested in localhost and version 2.9.3. I presently don't have players available to help me find bugs, as they are all travelling at the moment... typical eh?
And sorry if I was unclear regarding the problems I run into. I am suffering from a pain condition and is often pretty darn tired as a result. Will try to do better in the future.

Please don't take these reports as being negative! I am super excited that someone is making a Vampire ruleset and only want to help make it better.

Vires Animi


EDIT: The mousewheel fix is just what I was hoping for. Thank you!

earthworm3
April 17th, 2013, 18:28
try it plz :

https://dl.dropboxusercontent.com/u/29747038/Ruleset/VtM0.97.pak

viresanimi
April 17th, 2013, 18:41
Tried it and it sort of works, but not as intended.

It seems that whenever the GM opens the story or items tap, everything gets shared. And that is not desirable, as players would then be able to see the notes they're not supposed to.

What I was looking for was sharing only for the material that the GM provides, in the form of links provided.
Example: A link to a description of a players haven. The link is put on the charactersheet of the player and the player can view this, but wouldn't be able to open other descriptions of havens of NPC's that the GM has made as these have not been shared.

I hope that made sense.


Vires Animi

earthworm3
April 18th, 2013, 06:46
not sure if it's ok :


EDIT :
https://dl.dropboxusercontent.com/u/29747038/Ruleset/VtM0.97.pak

earthworm3
May 3rd, 2013, 13:54
They are other bugs or no ????????

viresanimi
May 3rd, 2013, 17:56
I still can't make sharing work. Not in any edition or by any means. In fact sharing one document, seems to share all now. Not exactly what I had in mind.

Since I am not a programmer, I can't really point at what is wrong. All I can say is that the sharing functions in the Dungeons and Dragons rulesets is what I am looking / hoping for.

Vires Animi

earthworm3
May 3rd, 2013, 18:03
have you tried to recreate your campaign and test ?

viresanimi
May 3rd, 2013, 18:13
Yes. Twice.

Just made a new campaign. Had a player log on. I dropped a story document on to the character sheet (under the disciplines section). He did not get the document. As before the ruleset simply makes a new empty story document.



Vires Animi

earthworm3
May 3rd, 2013, 19:08
ok have you try to share this document ?

earthworm3
May 4th, 2013, 14:08
VtM0.98 :
- Now a "1" roll cancel a success.
- Bug when rolling dice when characters are not into the combat tracker - Fixed.

https://dl.dropboxusercontent.com/u/29747038/Ruleset/VtM0.98.pak

earthworm3
May 7th, 2013, 21:43
Updated :

https://dl.dropboxusercontent.com/u/29747038/Ruleset/VtM0.98.pak

earthworm3
May 8th, 2013, 20:37
how much dots do you think it's necessary to have ? 5 dots ? (attributes, abilities, ...)

viresanimi
May 8th, 2013, 20:41
Leave it as it is. Then you can have normal campaigns, but if you want to have games with players having 7th generation characters or lower, you can without problems.

Vires Animi

earthworm3
May 8th, 2013, 20:44
ok ok and do you think i's a good idea to have full abilities,skill,... name (str->strength, ...)

viresanimi
May 8th, 2013, 20:52
If there is space for it sure, but I wouldn't worry too much about it.

earthworm3
May 8th, 2013, 20:56
ok ok... do you have found other bugs ? it is ok with sharing your documents ?

S Ferguson
May 8th, 2013, 20:58
Might want to go up to 10 on the dots. There is a thing called Diablerie you know.:)
And I totally agree, if you've got the space, fill it, if not then don't worry too much about it,

earthworm3
May 8th, 2013, 21:01
ok i will improve it maybe tomorrow or after tomorrow

viresanimi
May 8th, 2013, 21:02
Nope. I can't make sharing work.

I haven't had much time to look at it really, because I am very occuppied with real life stuff these days. Since I don't know coding at all feel free to ignore the following advice: "but the code for sharing, isn't it possible to find it in the D&D rulesets and copy it over"?

Vires

earthworm3
May 8th, 2013, 21:03
Yes it is possible, what do you want ?

viresanimi
May 8th, 2013, 21:05
Basically I am looking for the exact same sharing functions that the D&D rulesets offer.

Actually. That is the only thing I really miss in this ruleset. The rest of the stuff is pretty good and I am very happy that you made it. Keep up the good work, it is appreciated.


Vires

earthworm3
May 8th, 2013, 21:10
Are you looking for d&d 3.5 sharing functions or d&d 4 ?

viresanimi
May 8th, 2013, 21:13
I believe that work the same. But I use 3.5 for a lot of games, so I know it works in that.

S Ferguson
May 8th, 2013, 21:15
Are you looking for d&d 3.5 sharing functions or d&d 4 ?

I'd go with 4e as it's more "up-to-date," IMHO.

earthworm3
May 8th, 2013, 21:20
ok i will add it

earthworm3
May 9th, 2013, 20:44
i think it's better :

https://dl.dropboxusercontent.com/u/29747038/Ruleset/VtM0.99.pak

S Ferguson
May 10th, 2013, 03:40
It definitely getting there.

Cheers,
SF

earthworm3
May 10th, 2013, 04:29
Are they some bugs ???

earthworm3
May 10th, 2013, 22:55
Physical feats added :

https://dl.dropboxusercontent.com/u/29747038/Ruleset/VtM0.99.pak

earthworm3
May 11th, 2013, 13:33
Are they some or few bugs ?

viresanimi
May 11th, 2013, 13:37
Actually yes. I forgot to post this:

Whenever I try to open any page on a character / npc sheet I get this error:

Script Error: [string "scripts/template_tabcontrol.lua"]:353: attempt to index a nil value

This only happens for preexisting characters/ NPC's. It doesn't seem to happen to new one's. IE, characters / NPCS generated with the new version of the ruleset.

I hope I made sense.


Vires

earthworm3
May 11th, 2013, 16:12
and now ?

https://dl.dropboxusercontent.com/u/29747038/Ruleset/VtM0.99.pak

(Try to delete your cache)

earthworm3
May 11th, 2013, 19:00
It is fixed ?

viresanimi
May 11th, 2013, 20:17
Seems to be working fine now. I still had it on a couple of npc's, though most were fine. I tried the /flushdb command and then I didn't get the error again.

Good job.


Vires Animi

S Ferguson
May 11th, 2013, 20:59
Can you delay the update screen control on the difficulty modifier box? At the moment it seems to decrement or increment in multiples of 2 I usually get -2 then -4 then -5 up to -3 and -1 then to +2 and +4. You wind up having to fumble around to get the proper modifiers (and you can't get +1 or +3).

Also, as a tip, just display [Difficulty 5], rather than [-1] [Difficulty 5]. It makes reading the difficulties a lot easier.

earthworm3
May 11th, 2013, 21:19
i will add it tomorrow

RevenantBob
May 21st, 2013, 16:07
Legally dice rolls and numbers cannot be copyrighted, so you can make VTM dice rolling and such with stats and what not, but to call it "VTM module" or use artwork from the product like "Character Sheets" or any trademarked material, then you have to get permission.

S Ferguson
May 29th, 2013, 18:47
Legally dice rolls and numbers cannot be copyrighted, so you can make VTM dice rolling and such with stats and what not, but to call it "VTM module" or use artwork from the product like "Character Sheets" or any trademarked material, then you have to get permission.

Nor can you use any text, excerpts, or other written material from the manuals.

earthworm3
June 11th, 2013, 08:28
Release 1.00 for Fantasy Grounds 2.9.4 :

https://dl.dropboxusercontent.com/u/29747038/Ruleset/VtM1.00.pak

viresanimi
June 11th, 2013, 09:30
This is great! Now sharing works just like I was hoping it would.

I still can't just drag and drop links on to charactersheets and have them work, but if I just share the link first, then it works, so that is no big hazzle at all.

Thanks!


Vires Animi

S Ferguson
June 11th, 2013, 16:38
Good job so far. What have you got planned for future releases?

EDIT: Like viresanimi said the drag and drop links to the character sheets is a hassle but it's not a big one.

earthworm3
June 11th, 2013, 18:57
ok.

i will add some feats

viresanimi
June 24th, 2013, 00:34
The /export function doesn't seem work. I can't select what to export on the check boxes on the left side on the export window.

Anyone else have this issue?

Vires Animi

S Ferguson
June 24th, 2013, 00:40
The /export function doesn't seem work. I can't select what to export on the check boxes on the left side on the export window.

Anyone else have this issue?

Vires Animi

I have had the same issue. It's like it doesn't know what to export.

Cheers,
SF

Valarian
June 24th, 2013, 06:46
In order for the export function to work you need to add a template describing the character / NPC structure. IIRC, this is in the export.xml.

viresanimi
June 24th, 2013, 12:09
Thank you . . but eh... could you say that in English? *grins*

Vires

Valarian
June 24th, 2013, 12:44
For the developer to do .... it's a feature that often gets left to last as it relies on the campaign database structure to be set (after you've finished messing with the character and NPC sheets). You have to let Fantasy Grounds know how to format the data it's exporting so that it can reimport the data when you open the module.

earthworm3
June 25th, 2013, 16:37
i will fix it this weekend

earthworm3
June 29th, 2013, 22:37
try to test the /export command with this version plz :

https://dl.dropboxusercontent.com/u/29747038/Ruleset/VtM1.1.pak

viresanimi
June 30th, 2013, 00:12
A quick test with exporting story and images, indicates that it works as intended. Nice job! My players will love this.


Vires Animi

S Ferguson
June 30th, 2013, 00:20
Yep. Working as advertised. Good work! You deserve a star for this one.:)

Cheers,
SF

earthworm3
June 30th, 2013, 12:15
thanks.

Do you want some mental and social feats on page 7 ?

S Ferguson
June 30th, 2013, 19:18
thanks.

Do you want some mental and social feats on page 7 ?

There's am idea. Sure. Bring it on!;)

earthworm3
June 30th, 2013, 20:14
next weekend probably :)

S Ferguson
June 30th, 2013, 20:15
Take as long as you need. We vampires live forever. :)

earthworm3
June 30th, 2013, 20:27
yeah love vampire :)

S Ferguson
July 2nd, 2013, 18:11
I'm getting an error message when rolling skills off of the last sheet in the character tabs. the error is:

Script Error: [string "scripts/chat_chat.lua"]:121: attempt to index local 'ct_nodetmp' (a nil value)

Could you see what you can do about this?

Cheers,
SF

earthworm3
July 3rd, 2013, 17:20
Try it plz :

https://dl.dropboxusercontent.com/u/29747038/Ruleset/VtM1.1.pak

S Ferguson
July 4th, 2013, 21:02
Now when the window opens I get:

Script Error: [string "scripts/template_tabcontrol.lua"]:400: attempt to index a nil value

Just thought I'd let you know.

Cheers,
SF

EDIT: NOw it doesn't do it, I think the DB just had to be updated.

earthworm3
July 4th, 2013, 22:19
Ok ok

Have you try to delete your cache ?

S Ferguson
July 4th, 2013, 22:21
Ok ok

Have you try to delete your cache ?

Yes. That's what cleared the problem. Thnaks anyway.:)

Cheers,
SF

earthworm3
September 22nd, 2013, 20:27
I have added mental feats into the 1.2, link above :

https://dl.dropboxusercontent.com/u/29747038/Ruleset/VtM1.2.pak


EDIT : Do you want weapon like armor ?

S Ferguson
September 22nd, 2013, 20:51
Upon opening a new campaign I get the error:

Ruleset Warning: chatwindow: Link icon not defined for control (chat) in windowclass (chat)

and on opening other windows:

Ruleset Warning: chatwindow: Link icon not defined for control (chat) in windowclass (chat)
Ruleset Warning: genericcontrol: Could not find icon (indicator_resize) in windowclass (encounterlist)
Ruleset Warning: genericcontrol: Could not find icon (indicator_resize) in windowclass (imagelist)
Ruleset Warning: genericcontrol: Could not find icon (title_encounters) in windowclass (battlelist)
Ruleset Warning: scrollercontrol: Could not find zoom icon () in windowclass (battlelist)
Ruleset Warning: scrollercontrol: Could not find zoom pressed icon () in windowclass (battlelist)
Ruleset Warning: scrollercontrol: Could not find zoom icon () in windowclass (npclist)
Ruleset Warning: scrollercontrol: Could not find zoom pressed icon () in windowclass (npclist)
Ruleset Warning: scrollercontrol: Could not find zoom icon () in windowclass (itemlist)
Ruleset Warning: scrollercontrol: Could not find zoom pressed icon () in windowclass (itemlist)
Ruleset Warning: scrollercontrol: Could not find zoom icon () in windowclass (gm_notelist)
Ruleset Warning: scrollercontrol: Could not find zoom pressed icon () in windowclass (gm_notelist)
Ruleset Warning: scrollercontrol: Could not find zoom icon () in windowclass (library)
Ruleset Warning: scrollercontrol: Could not find zoom pressed icon () in windowclass (library)
Ruleset Warning: scrollercontrol: Could not find zoom icon () in windowclass (library)
Ruleset Warning: scrollercontrol: Could not find zoom pressed icon () in windowclass (library)
Ruleset Warning: scrollercontrol: Could not find zoom icon () in windowclass (library)
Ruleset Warning: scrollercontrol: Could not find zoom pressed icon () in windowclass (library)
Ruleset Warning: scrollercontrol: Could not find zoom icon () in windowclass (library)
Ruleset Warning: scrollercontrol: Could not find zoom pressed icon () in windowclass (library)
Ruleset Warning: tokenbag: Could not find bag shared icon () in windowclass (tokenbag)

Regards,
SF

earthworm3
September 22nd, 2013, 20:53
hmmm i have not this error ... have you clean your cache and have you FG 2.9.4 ?

S Ferguson
September 22nd, 2013, 21:06
Cache is cleared but I am running under 3.0, which shouldn't make a difference. Your code is self contained and upgradable as far as I can tell. I don't get the errors on 2.9.4, mind you so it might be a "hiccup" under 3.0. I hope you'll make the upgrade, as I really enjoy this ruleset.


Cheers,
SF

earthworm3
September 22nd, 2013, 21:08
i do not work on 3.0 for the moment : it's beta :)
please test under 2.9.4 ...

S Ferguson
September 22nd, 2013, 21:17
Alright. Testing under 2.9.4. The One thing I noticed is that when playing Constantinople by Night For V:TDA, The "chronicle" line wasn't long Enough to hold the whole text line between it. Is it possible to have the chronicle line run the length of the bottom of the text field?.

S Ferguson
September 22nd, 2013, 21:19
i do not work on 3.0 for the moment : it's beta :)
please test under 2.9.4 ...

Soon to be released. :)

earthworm3
September 22nd, 2013, 21:19
Yes i will release it on 1.3,

Do you want weapon like armor ?

EDIT : "chronicle" line, it is "history - prelude" ?

S Ferguson
September 22nd, 2013, 21:32
Yes i will release it on 1.3,

Do you want weapon like armor ?

EDIT : "chronicle" line, it is "history - prelude" ?

Weapon like armor would be great for the Tzimisce (and possibly even higher level Lasombra spells). If I'm reading you right.

The "Chronicle" line is the name of the campaign you are currently playing in (so sometimes it's quite long, such as "Transylvania by Night" In it's place you could put "Birthplace" as all kindred feel a natural affinity for their home turf in which they were embraced (especially Tzimisce).

Cheers,
SF

earthworm3
September 22nd, 2013, 21:35
i'm not sure if it's possible to change campaign name field ...

Do you think it's better to remove "experience spent on" to have a great window for weapon ?

S Ferguson
September 22nd, 2013, 21:43
Yes, that would be a good idea. And with the campaign name, you'd just be putting something in it's place, and then anchor it to the bottom of the panel with a longer line. That would be the simplest solution.

earthworm3
September 22nd, 2013, 21:45
Into FG2 menu at startup ?

EDIT : i can move "experience spent on" to the "more" mini sheet and take the empty window for weapon ?

S Ferguson
September 22nd, 2013, 22:00
That sounds about right. Weapons are a part of every VTM game. Having them available on the sheet would be advantageous.

About the "Chronicle." All I am saying is that perhaps you can give it more line-space if the current "Chronicle" slot is renamed "Birthplace" or "Place of Embrace" and have the chronicle line run across the bottom of the current window, This should be possible to do.

Cheers,
SF

earthworm3
September 22nd, 2013, 22:14
it's not possible to modify the startup menu ...

S Ferguson
September 22nd, 2013, 22:24
it's not possible to modify the startup menu ...

No. I mean on Page 1 of the character sheet. "chronicle is listed third from the top, but there's also a lot of space that could be used. Re: posts above.

Cheers,
SF

earthworm3
September 22nd, 2013, 22:26
Ho you want "chronicle" beccome "place of embrace" and "chronicle" go to the bottom of the window ?

S Ferguson
September 22nd, 2013, 22:32
Yes. That's the gist of it.

Cheers,
SF

earthworm3
September 22nd, 2013, 22:35
i will add it for v1.3 ruleset, so :
1 : Move "experience spent on" to "more" mini sheet.
2 : Add fields for weapon.
3 : "Chronicle" become "Birthplace".
4 : "Chronicle" move to the bottom of sheet at page 1.

?

EDIT :
5 : Social feats on page 7.

S Ferguson
September 22nd, 2013, 22:42
Sounds Great!

SF

earthworm3
September 22nd, 2013, 22:44
ok i will release it next week.

earthworm3
September 23rd, 2013, 17:52
1 : Do you think it's good or bad to see chronicle name at the bottom of all page for Players sheets ?

2 : Will i add a double click option to roll damage ?

S Ferguson
September 23rd, 2013, 17:54
WHere you put the Chronicle Name is entirely up to you. The double click to roll damage is a great idea, though:).

earthworm3
September 23rd, 2013, 18:52
ok i am working on it.

earthworm3
September 23rd, 2013, 18:53
If i remember good damage is the dice pool to roll ?

S Ferguson
September 23rd, 2013, 19:07
If I remember it's Die pool + ranged, Die pool + Melee and die pool + brawl. But I play with Vampire: the Dark Ages mostly. Damage is by weapon or maneuver, (difficulty 6) and soak difficulty 6.

SF

earthworm3
September 23rd, 2013, 19:32
Ok but when damage is rolled only with weapon damage, the dice pool is equal to damage true ?

S Ferguson
September 23rd, 2013, 19:47
Damage is usually Str or Str+1 except for disarm attempts or by weapon (melee or ranged).

SF

earthworm3
September 23rd, 2013, 19:49
So :
Weapon -> Damage dice pool ?
with hands -> Str or Str+1 ?

S Ferguson
September 23rd, 2013, 19:51
Yep. That's about it.

SF

earthworm3
September 23rd, 2013, 19:53
ok so i need to create roll for strength, wits, and other.

S Ferguson
September 23rd, 2013, 20:23
You need Dex + Brawl for Bite, Block, Claw, kick, strike, and sweep; Str + Brawl for clinch, hold & tackle; Dex + dodge for dodge; Dex+ melee for disarm, parry and weapon strile; Weapons are always Dex + Firearms. Those are the rolls to be made, and the damage is Str +1 (aggravated) for Bite, Claw; Str + 1 (knockdown) for sweep and tackle; Str (successive turns) Clinch, Str for strike.

Here's the cinch, it's *only* (reduce attacker success) for Block, dodge and parry; and (successive turns) for Hold.

Melee combat damage is Str+ Modifier (e.g. STR + 2 for Swords).
Firearms give a fixed die pool for damage.

Mostly it's a Variation of STR and DEX unless you want to take into account other rollable "social combats" such as seduction, or intimidation.

SF

earthworm3
September 23rd, 2013, 20:30
ok i am creating new weapon field so i we double click on damage, FG2 roll damage dice pool number ?

S Ferguson
September 23rd, 2013, 20:51
Yes. Weapons should have, for melee, Weapon, Damage and Conceal, and for ranged weapons, Damage Pool, Range, Rate, Clip and Conceal. but that's just off the top of my head. for V:TDA there is also Strength Required. I'd check the rulebooks just to make sure.

earthworm3
September 23rd, 2013, 20:58
ok ok i wait for your answer.

S Ferguson
September 23rd, 2013, 21:04
Yes. Weapons should have, for melee, Weapon, Damage and Conceal, and for ranged weapons, Damage Pool, Range, Rate, Clip and Conceal. but that's just off the top of my head. for V:TDA there is also Strength Required. I'd check the rulebooks just to make sure.

Wow. My memory is better than I thought. Those are the correct entries in the weapons slots.