View Full Version : Running The One Ring, possibly creating a custom ruleset
Heilemann
January 29th, 2014, 04:09
I've been using FG occasionally since 2005, and now I'm feeling the urge come on again to run my latest infatuation, The One Ring.
I'm looking into the daunting task of creating a custom ruleset to smooth over the roughest edges (and I have to say that even though I'm a web developer by day, I find the whole system daunting indeed!). A couple of questions:
I notice that the dF die has a +/ /- skin on it; does that mean I can create custom dice, or is this just another die included with the FG?
TOR has a system where you roll multiple kinds of dice, and depending on the sides that come up, a whole heap of things can happen. As far as I understand it, that can be scripted to some extent, but I can't quite grasp how much is possible. Can it do stuff like count success on d6s and output something into the chat window based on it? Totaling the dice isn't of much use in TOR.
Heilemann
January 29th, 2014, 04:55
Also, I get a 'License key conflict' when I try to connect to my own server on the same computer. Is there no way to do this without buying an ultimate license?
Moon Wizard
January 29th, 2014, 06:44
You have to enter "localhost" or "127.0.0.1" into the host field to connect to yourself.
JPG
Moon Wizard
January 29th, 2014, 06:50
I did add an "onDiceTotal" event to the chatwindow object in v3.0, similar to the onDiceLanded event. It gives a roll structure (like the one passed to Comm.addChatMessage) as the parameter for the event. If the first return value is "true", then the second numerical return value is used as the total for that roll.
https://www.fantasygrounds.com/refdoc/chatwindow.xcp#onDiceTotal
Regards,
JPG
Trenloe
January 29th, 2014, 10:38
Heilemann - you might want to PM Valarian as he has a ruleset for the One Ring. I don't know how complete it is, but at FG Con 2 it worked very well:
https://dl.dropboxusercontent.com/u/39085830/Screenshots/FG%20Con%20-%20The%20One%20Ring.JPG
Valarian
January 29th, 2014, 12:54
The ruleset is fully functional (Character Sheet with dice rolling on skills, weary/normal dice, NPC sheet, combat tracker). There are library modules, but they can't be shared for obvious reasons.
The Google group linked below has access, or the Google+ Fantasy Grounds RPG Group community. Or send me an email and I can add you to the Drive folder as an individual.
Trenloe, nice screenshot.
Valarian
January 29th, 2014, 18:35
JPG, is it possible to now substitute the font numeric over the dice display? Can I use a custom number font to display the die result using onDiceTotal? Can this be done for different die roll types (i.e. defined onDiceLanded type of definitions in dice handlers).
I did add an "onDiceTotal" event to the chatwindow object in v3.0, similar to the onDiceLanded event. It gives a roll structure (like the one passed to Comm.addChatMessage) as the parameter for the event. If the first return value is "true", then the second numerical return value is used as the total for that roll.
https://www.fantasygrounds.com/refdoc/chatwindow.xcp#onDiceTotal
Regards,
JPG
Moon Wizard
January 29th, 2014, 23:08
For graphics, you can specify a die result font (drawn over die icons in die box), a die modifier font (modifier amount) and a die sum font (total amount). However, these can only be defined globally, not per roll.
I think a couple rulesets (Warhammer? Star Wars: EotE?) have built custom die result fonts to add custom icons to die results displayed in chat window. We'd have to look to be sure, but I think I remember something like that going on.
For the onDiceTotal event function, it only accepts numerical values. I was thinking more success based game systems would benefit (World of Darkness, etc.).
Regards,
JPG
Valarian
January 29th, 2014, 23:12
May have to give it a go. Would be nice to have the correct symbols for The One Ring
Trenloe
January 30th, 2014, 00:43
I think a couple rulesets (Warhammer? Star Wars: EotE?) have built custom die result fonts to add custom icons to die results displayed in chat window.
Yeah, they do - normal dice are rolled but then graphics are substituted to show the specific symbols. For example:
https://dl.dropboxusercontent.com/u/39085830/Screenshots/Fantasy%20Grounds/Star%20Wars%20EotE/Combat%20Result.jpg
The Star Wars ruleset can be got from here:
https://www.fantasygrounds.com/forums/showthread.php?20055-Star-Wars-Edge-of-the-Empire-FG-3-0
Heilemann
January 30th, 2014, 20:07
This is all fantastic, thank you. I'm giving Valarian's ruleset a go tonight. This saves me so much work! :D
Heilemann
January 30th, 2014, 20:16
I can't seem to make it work; the extension isn't showing up in FG.
Trenloe
January 30th, 2014, 20:50
I can't seem to make it work; the extension isn't showing up in FG.
Follow the instructions in the "fcore-TORInstructions.docx" document which was in the same directory where you got the ruleset and extension from.
Basically, rename the foundations-core directory in \rulesets to foundations_core i.e. change the - to a _ (underscore).
Valarian
January 30th, 2014, 23:17
There's a bug in the npc_main.xml of the current github version. Missing end tags. Use the version I've got in the rulesets Drive folder.
I really need to change these to .pak files.
Heilemann
January 31st, 2014, 04:01
Alright, I got it working. Though that said, I don't see anything TOR-related.
I also still can't connect, even if I write localhost or 127.0.0.1; same error.
damned
January 31st, 2014, 06:08
what are you doing to connect?
launch first instance and load campaign.
once campaign loaded launch second instance and join game with server localhost and use a different username to what your load game session used.
if it cant connect it may well be a local AV or Windows firewall.
Valarian
January 31st, 2014, 07:58
The extension will show up for the foundations_core ruleset when you create the campaign or start the campaign. This needs to be selected to get The One Ring changes. You should see a chsracter sheet like on Trenloe's screenshot.
Heilemann
January 31st, 2014, 18:04
Alright, so it sounds like the TOR changes revolve mostly around the character sheet, if I understand it right? In which case I can't see it without connecting to my own localhost.
@damned, I did just that, and it still throws me the license key error. I'm running it through Crossover on a Mac though, so maybe there's some sort of issue with that?
Trenloe
January 31st, 2014, 18:13
Alright, so it sounds like the TOR changes revolve mostly around the character sheet, if I understand it right? In which case I can't see it without connecting to my own localhost.
The GM can access character sheets - just open the Character Selection window and create a new character (in the right-click menu).
Valarian
February 1st, 2014, 09:31
The changes for The One Ring are:
- Character Sheet (with double-click or drag-and-drop dice rolling on Common Skills, Valour, Wisdom, Armour, Weapon Skills)
- NPC Sheet (with double-click or drag-and-drop dice rolling on Adversary Skills, Armour, Weapon Skills)
- Combat Tracker (with initiative based on stance and Wits attribute)
If enemies have the initiative, start round one with a click on the first enemy (i.e. skip the PCs)
Heilemann
February 4th, 2014, 01:20
What's the advantage to it being an extension rather than a ruleset in its own right. And what is Foundation Core, vs Core RPG?
Griogre
February 4th, 2014, 02:47
An extension "piggybacks" on top of work already done for a ruleset. Typically an extension just changes a small percentage of a ruleset so it allows the parts of the ruleset that are not changed to be used without any modification. It can be much faster to develop an extension for that reason.
Foundation Core was an old project to try have the most commonly used pieces of a ruleset gathered together in a generic ruleset that could be expanded upon. Effectively it has been replaced by CoreRPG which was released with FG3.
Valarian
February 4th, 2014, 06:49
Foundations Core is basically the 2.8 equivalent of the CoreRPG released in 3.0. It was/is a community project led by Joshuha and PhantomWhale.
Heilemann
February 4th, 2014, 17:07
So in essence it wouldn't be too much work to make something built for Foundations Core work with Core RPG?
Trenloe
February 4th, 2014, 17:19
So in essence it wouldn't be too much work to make something built for Foundations Core work with Core RPG?
I'm not that familiar with Foundations Core - but the base FG functionality has moved on and the current CoreRPG that is part of the main Fantasy Grounds product has a lot of new functionality in it and, I would imagine, a different file structure. So, I'd say that it could well be significant work to move something built on Foundations Core to CoreRPG - it all depends on how much had been done in the original extension built on Foundations Core. If there wasn't much code then it should be fairly straightforward to change it for CoreRPG, but if there is a lot of code then it could require lots of modification. It will all depend on how stand-alone the code is or how reliant it is on the underlying code.
Valarian
February 4th, 2014, 18:21
I've not yet investigated CoreRPG behind the scenes as yet. I would imagine most of the character sheet and NPC sheet layout will port over. The issues will be how tabs are displayed, registering the die handlers, and the combat tracker - especially with allnthe targetting stuff added. This isn't needed so much for The One Ring but will need to be navigated to fit the ruleset specific stuff in.
Wbweather
July 9th, 2014, 17:19
I have been using your ruleset while playing a few sessions. We were trying to select targets in the combat tracker and were not able to do so. Still being new to Fantasy grounds, I was uncertain if I was doing something wrong, or if this function was disabled. Target selection works for me when I try it with the CoreRPG ruleset.
Valarian
July 10th, 2014, 06:47
I've not implemented target tracking, other than sekection in the combat tracker. The One Ring doesn't use maps and tokens like D&D, The combat tracker selection is drag and drop of the targetting reticule from the currently active character to their target. Other than commrnts on effects dropped on to the adversary, targetting doesn't have any effect. There's no automatic damage allocation.
Wbweather
July 10th, 2014, 15:41
Okay. Thanks.
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