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Treegreen
March 19th, 2015, 03:48
ianmward has put some good work into updating the extension and posted a new release. You can find the post here: CoC7e Extension v1.0.9 (http://www.fantasygrounds.com/forums/showthread.php?23483-CoC-7e-Rules-Extension-Release&p=249084&viewfull=1#post249084)



*****************
See ianmward's post (linked above) for the most up-to-date version.

This extension changes the default character sheet for the Call of Cthulhu ruleset to be more inline with the recent release of the 7th edition rules.

V1
- Auto calculates your Damage Bonus and Build Bonus
- Auto calculates your 1/2 and 1/5 for each ability score (you can also double-click or click and drag to roll from the 1/2 and 1/5)
- Auto calculates Max HP and Max MP
- Adds a new MOVE box
- Calculates Dodge based on 7e rules. Still calculates max sanity.
- Enabled double-click and drag n' drop rolling directly from the ability scores
- Updated skills and updated the add skills to account for the new version
- Removed redundant skills that are now various ability scores instead.
V1.0.1
- NPCs/Creatures created in or added to the campaign can now roll directly from their ability scores.


**** I would start a new campaign to test this rather than use it with one you have going. It shouldn't bust anything if you do, but you'll have some left-over skills that are meaningless.

**** Obviously, feel free to poke around and make updates/changes if you think they'll help.

938493859389

P.S. Thank you JPG (Moon Wizard) for coding an easy to follow ruleset. I only take credit for updating some of the math and copy/pasting his code.

ianmward has put some good work into updating the extension. For more information see his post here: https://www.fantasygrounds.com/forums/showthread.php?23483-CoC-7e-Rules-Extension-Release&p=249084&viewfull=1#post249084

Trenloe
March 19th, 2015, 03:57
Very nice work. :)

Treegreen
March 19th, 2015, 06:04
Update, see first post.

Insanity
April 5th, 2015, 13:48
Thanks for taking the time to put this together, I will check it out a bit.

Alvi_Leiz
April 7th, 2015, 17:08
Thanks for this amazing extension!

CrawlingChaox
April 14th, 2015, 12:37
Amazing work, thank you so much. Just a quick question, though: does the extension fully cover all the changes between 6th and 7th Edition? If not, are you planning to include the missing stuff?

Treegreen
April 17th, 2015, 02:36
Amazing work, thank you so much. Just a quick question, though: does the extension fully cover all the changes between 6th and 7th Edition? If not, are you planning to include the missing stuff?

Some things are easier than others. Is there something in particular it's missing?

CrawlingChaox
April 17th, 2015, 10:51
I'll be sure to tell you if something comes up in play. For now, it seems to cover all of the basics pretty well!

ts.salvador
April 20th, 2015, 21:15
Very good!

tlavalle
April 28th, 2015, 00:08
Hey treegreen, i modified your ext to show skills for achtung cthulhu, and the ones that can have subtypes aren't showing what am i missing on this

Treegreen
April 28th, 2015, 15:45
Hey treegreen, i modified your ext to show skills for achtung cthulhu, and the ones that can have subtypes aren't showing what am i missing on this

It's a multi-step process. Changes have to occur in manager_era.lua and record_char_skills.xml. Then new icons are made and added to graphics\buttons\ and linked in graphics_icons.xml. Finally, strings_coc.xml needs to be updated. Post the mod edit and it'll be easier to help.

tlavalle
April 28th, 2015, 16:19
here is the manager_era.LUA



-- Copyright 2008 Digital Adventures LLC.


local name = "1920s";
local skills = {
["Accounting"] = { base=10},
["Aeronautical Systems"] = { base=1},
["Anthropology"] = { base=1},
["Archaeology"] = { base=1},
["Art"] = { sublabeling=true, base=5},
["Astronomy"] = { base=1},
["Bargain"] = { base=5},
["Biology"] = { base=1},
["Chemistry"] = { base=1},
["Climb"] = { base=40},
["Combat Engineer"] = { base=15},
["Command"] = { base=5},
["Comptography"] = { base=1},
["Conceal"] = { base=15},
["Craft"] = { sublabeling=true, base=5},
["Credit Rating"] = { base=15},
["Cthulhu Mythos"] = { base=0},
["Damage Control"] = { base=15},
["Disguise"] = { base=1},
["Diving"] = { base=1},
["Dodge"] = { base=0, preserve=true},
["Drive"] = { sublabeling=true, base=20},
["Drive Track"] = { base=10},
["Electrical Repair"] = { base=10},
["Espionage"] = { base=1},
["Fast Talk"] = { base=5},
["Fieldcraft"] = { base=5},
["First Aid"] = { base=30},
["Folklore"] = { base=5},
["Forensics"] = { base=5},
["Forgery"] = { base=1},
["Geology"] = { base=1},
["Hide"] = { base=10},
["History"] = { base=20},
["Hypnosis"] = { base=5},
["institutional Lore"] = { base=1},
["Jump"] = { base=25},
["Jury Rig"] = { base=25},
["Law"] = { base=5},
["Library Use"] = { base=25},
["Listen"] = { base=25},
["Locksmith"] = { base=1},
["Martial Arts"] = { base=1},
["Mechanical Repair"] = { base=20},
["Medicine"] = { base=5},
["Meteorology"] = { base=10},
["Military Doctrine"] = { base=5},
["Natural History"] = { base=10},
["Navigate"] = { base=10},
["Occult"] = { base=5},
["Operate Heavy Machine"] = { base=1},
["Other Language"] = { sublabeling=true, base=1},
["Own Language"] = { base=0, preserve=true},
["Parachute"] = { base=1},
["Perform"] = { base=5},
["Persuade"] = { base=15},
["Pharmacy"] = { base=1},
["Photo-Interpretation"] = {base=1},
["Photography"] = { base=10},
["Physics"] = { base=1},
["Pilot"] = { sublabeling=true, base=1},
["Psychoanalysis"] = { base=1},
["Psychology"] = { base=5},
["Radio Operator"] = { base=1},
["Radio Operator, Sonar"] = { base=1},
["Ride"] = { base=5},
["Ride Motorcycle"] = { base=15},
["Rope Use"] = { base=10},
["Sabotage"] = { base=5},
["Scrounge"] = { base=10},
["Ski"] = { base=5},
["Sneak"] = { base=10},
["Spot Hidden"] = { base=25},
["Swim"] = { base=25},
["Tactics"] = { base=1},
["Telephony"] = { base=1},
["Theology"] = { base=5},
["Throw"] = { base=25},
["Track"] = { sublabeling=true, base=10},
["Artillery"] = { sublabeling=true, base=1},
["Close Combat"] = { base=25},
["Demolitions"] = { base=1},
["Handgun"] = { base=20},
["Heavy Weapons"] = { sublabeling=true, base=15},
["Machine Gun"] = { base=15},
["Melee Weapons"] = { sublabeling=true, base=0},
["Rifle"] = { base=25},
["Shotgun"] = { base=30},
["SMG"] = { base=15},
["Torpedo"] = { base=1},
}

function getSkills()
return skills;
end

function getName()
return name;
end

function setSkills(value)
skills = value;
end

function setName(value)
name = value;
end



here is the extension.xml


<?xml version="1.0" encoding="iso-8859-1"?>
<!-- This file is provided under the Open Game License version 1.0a
For more information on OGL and related issues, see
http://www.wizards.com/d20

All producers of work derived from this definition are adviced to
familiarize themselves with the above license, and to take special
care in providing the definition of Product Identity (as specified
by the OGL) in their products.

Copyright 2008 SmiteWorks Ltd, Digital Adventures LLC.
-->
<root version="1.0">
<properties>
<name>Achtung Cthulhu</name>
<version>1</version>

<author>Chaosium</author>
<description>Skill and other data for the WWII time.</description>

<exclusiongroup>CoCEra</exclusiongroup>

<ruleset>
<name>CallOfCthulhu</name>
<minrelease>1</minrelease>
</ruleset>
</properties>

<base>
<script name="erainit">
local name = "WWII";
local skills = {
["Accounting"] = { base=10},
["Aeronautical Systems"] = { base=1},
["Anthropology"] = { base=1},
["Archaeology"] = { base=1},
["Art"] = { sublabeling=true, base=5},
["Astronomy"] = { base=1},
["Bargain"] = { base=5},
["Biology"] = { base=1},
["Chemistry"] = { base=1},
["Climb"] = { base=40},
["Combat Engineer"] = { base=15},
["Command"] = { base=5},
["Comptography"] = { base=1},
["Conceal"] = { base=15},
["Craft"] = { sublabeling=true, base=5},
["Credit Rating"] = { base=15},
["Cthulhu Mythos"] = { base=0},
["Damage Control"] = { base=15},
["Disguise"] = { base=1},
["Diving"] = { base=1},
["Dodge"] = { base=0, preserve=true},
["Drive"] = { sublabeling=true, base=20},
["Drive Track"] = { base=10},
["Electrical Repair"] = { base=10},
["Espionage"] = { base=1},
["Fast Talk"] = { base=5},
["Fieldcraft"] = { base=5},
["First Aid"] = { base=30},
["Folklore"] = { base=5},
["Forensics"] = { base=5},
["Forgery"] = { base=1},
["Geology"] = { base=1},
["Hide"] = { base=10},
["History"] = { base=20},
["Hypnosis"] = { base=5},
["institutional Lore"] = { base=1},
["Jump"] = { base=25},
["Jury Rig"] = { base=25},
["Law"] = { base=5},
["Library Use"] = { base=25},
["Listen"] = { base=25},
["Locksmith"] = { base=1},
["Martial Arts"] = { base=1},
["Mechanical Repair"] = { base=20},
["Medicine"] = { base=5},
["Meteorology"] = { base=10},
["Military Doctrine"] = { base=5},
["Natural History"] = { base=10},
["Navigate"] = { base=10},
["Occult"] = { base=5},
["Operate Heavy Machine"] = { base=1},
["Other Language"] = { sublabeling=true, base=1},
["Own Language"] = { base=0, preserve=true},
["Parachute"] = { base=1},
["Perform"] = { base=5},
["Persuade"] = { base=15},
["Pharmacy"] = { base=1},
["Photo-Interpretation"] = {base=1},
["Photography"] = { base=10},
["Physics"] = { base=1},
["Pilot"] = { sublabeling=true, base=1},
["Psychoanalysis"] = { base=1},
["Psychology"] = { base=5},
["Radio Operator"] = { base=1},
["Radio Operator, Sonar"] = { base=1},
["Ride"] = { base=5},
["Ride Motorcycle"] = { base=15},
["Rope Use"] = { base=10},
["Sabotage"] = { base=5},
["Scrounge"] = { base=10},
["Ski"] = { base=5},
["Sneak"] = { base=10},
["Spot Hidden"] = { base=25},
["Swim"] = { base=25},
["Tactics"] = { base=1},
["Telephony"] = { base=1},
["Theology"] = { base=5},
["Throw"] = { base=25},
["Track"] = { sublabeling=true, base=10},
["Artillery"] = { sublabeling=true, base=1},
["Close Combat"] = { base=25},
["Demolitions"] = { base=1},
["Handgun"] = { base=20},
["Heavy Weapons"] = { sublabeling=true, base=15},
["Machine Gun"] = { base=15},
["Melee Weapons"] = { sublabeling=true, base=0},
["Rifle"] = { base=25},
["Shotgun"] = { base=30},
["SMG"] = { base=15},
["Torpedo"] = { base=1},
};

function onInit()
if EraManager then
EraManager.setName(name);
EraManager.setSkills(skills);
end
end
</script>
</base>
</root>

Treegreen
April 28th, 2015, 21:19
Are you wanting to use the 6e rules (as laid out in Achtung Cthulhu)? Or, are you wanting to use my 7e extension with the Achtung skills included? I ask because 7e makes significant changes to skills from 6e - mostly in simplifying it such that some of the sublabels would be better served under the already existing 7e categories. In my mind, the easiest thing to do would be to go ahead and change the skill list for everything that does not need a sublabel, and then just use what I already have in place to put the new skills. Otherwise there is going to be some heavy editing that will have to be done to multiple files as I laid out in my earlier response.

If you want each subcategory to show up you will need to make changes to the record_char_skills.xml under the button_iedit name="skills_iedit" section followed by creating new entries for <buttoncontrol name="skills_iadd_NEWSKILL">. You'd also need to create new icons for each new category.

tlavalle
April 28th, 2015, 21:55
Keep 6e but add those skills. Am I going about this wrong.

Treegreen
April 28th, 2015, 22:21
In a sense. You'll want to create your extension based on the 6e rules and ignore mine. See the COCModern or COC1890's extensions included with the CoC ruleset for examples. My extension isn't a bad one in terms of the process I laid out for how you'd accomplish some things, but you'll want to dig into the CallofCthulhu.pak under rulesets as your base.

CryAxe
May 14th, 2015, 22:35
"Call of Cthulhu, 7th edition, is backwards-compatible with all other available Chaosium titles."

That line is after the third paragraph on the dev website, below:

http://www.chaosium.com/call-of-cthulhu-7th-ed-rulebook-pdf/

Is there any intention of updating the ruleset on FG to 7th Edition and making them as full featured and user friendly as the D&D games on here?

Treegreen
May 26th, 2015, 07:47
"Call of Cthulhu, 7th edition, is backwards-compatible with all other available Chaosium titles."

That line is after the third paragraph on the dev website, below:

http://www.chaosium.com/call-of-cthulhu-7th-ed-rulebook-pdf/

Is there any intention of updating the ruleset on FG to 7th Edition and making them as full featured and user friendly as the D&D games on here?

It's possible, but there's a good chance if it does it won't be for a while. I think the devs are pretty focused on D&D first, and then getting the Unity Engine version of FG off the ground. Luckily, they made a pretty great 6th edition ruleset and so we can make extensions like this one to update the rules.

damned
May 26th, 2015, 08:26
"Call of Cthulhu, 7th edition, is backwards-compatible with all other available Chaosium titles."

That line is after the third paragraph on the dev website, below:

http://www.chaosium.com/call-of-cthulhu-7th-ed-rulebook-pdf/

Is there any intention of updating the ruleset on FG to 7th Edition and making them as full featured and user friendly as the D&D games on here?

I think its unlikely.
The 4 D&Ds (3.5e/PF/4e/5e) account for between 70-80% of the RPG market and games played in general.... everything else is a distant.... not second but even further back. The next 10 games roughly take up 15-20% of the market and everyone else is fighting for scraps... Thats just the reality so I dont think CoC will ever get the wow that you get in those big rulesets.

Is there anything in particular that you think is missing?

CryAxe
June 1st, 2015, 04:33
I think its unlikely.
The 4 D&Ds (3.5e/PF/4e/5e) account for between 70-80% of the RPG market and games played in general.... everything else is a distant.... not second but even further back. The next 10 games roughly take up 15-20% of the market and everyone else is fighting for scraps... Thats just the reality so I dont think CoC will ever get the wow that you get in those big rulesets.

Is there anything in particular that you think is missing?
Not a lot, but I'm trying to limit the number of rule sets that I have to use and use only the latest versions available. You never know when older versions will no longer be supported.

Ideally, I'd like to be able to use any of the various Call/Trail/Delta Green - Cthulhu modules with on rule-set, but I know that that is unlikely to happen. I know that there is an unofficial Trail of Cthulhu rule-set established for FG, as well.

ianmward
August 30th, 2015, 23:59
Hi Treegreen,
Thanks creating this, I am currently extending it to add more of the 7th ed mechanics. I'll happily share it when I've tested it a bit.

So far I have added:
Success type on rolls (fumble, success, hard success, extreme success)
Damage type (regular damage, major wound, instant death) when damage dragged to a target.
Major wound check box on char sheet and combat tracker (updated when wounds are dragged on).

Next I want to add buttons next to the modifier box (like dnd 5e) for hard check and extreme check. Then add buttons for adding bonus and penalty dice to checks.

Then I want to look at Sanity to see if there's anything I can do...

Is there anything else I've missed?

ianmward
September 4th, 2015, 14:25
Well, it's nearly there...
* The BONUS & PENALTY dice modifiers, they roll the extra tens dice and choose the best/worst.
* The HRD and EXT penalties modify the target number.
* Evaluation of the result.
These work for ability checks, attacks and skill checks.

10873

Trenloe
September 6th, 2015, 18:29
Looking good! :)

Treegreen
September 7th, 2015, 04:55
Nice work! Good to someone picking up more 7e implementation!

ianmward
September 7th, 2015, 05:36
Thanks Treegreen,

I am toying with the idea of doing a chase tracker (a bit like the one in Savage Worlds). The other thing I want to do is make it compatible with old adventures. To do this, I am thinking of adding a flag to the NPC record to mark if it's a 6th ed NPC or a 7th ed one. Then based on the flag, multiply up the stats. It could then set the flag so that the stats are updated.
I probably don't want to go much further than that but could convert the skills too, though that starts to get complicated.

Do you want me to post my update here? Or I can email it to you and you can post it on the first page, just PM me with your email and I'll send it over.

damned
September 7th, 2015, 13:02
How would one go about trying to debug the serious lag in the official/store 6e version?

Trenloe
September 7th, 2015, 15:12
How would one go about trying to debug the serious lag in the official/store 6e version?
I don't understand the question. It's based on CoreRPG, so it keeps track of CoreRPG updates. It works for CoC 6e, and there is a lot of material available for 6e - including a bunch of adventure modules in the FG store.

What "serious lag" are you referring to? Or are you talking about doing a separate 7e version?

damned
September 7th, 2015, 15:36
The CallOfCthulhu ruleset is decidedly laggy compared to other rulesets. There have been others who have trouble shot laggy behaviour in other rulesets.
Activating Modules, working in Character sheets, there are many things that just lag in this ruleset (not the extension).

Trenloe
September 7th, 2015, 16:47
The CallOfCthulhu ruleset is decidedly laggy compared to other rulesets. There have been others who have trouble shot laggy behaviour in other rulesets.
Activating Modules, working in Character sheets, there are many things that just lag in this ruleset (not the extension).
You'd better open another thread about that then. Rather than jumping on someone else's thread about their cool extension. ;)

Treegreen
September 7th, 2015, 16:48
Thanks Treegreen,

I am toying with the idea of doing a chase tracker (a bit like the one in Savage Worlds). The other thing I want to do is make it compatible with old adventures. To do this, I am thinking of adding a flag to the NPC record to mark if it's a 6th ed NPC or a 7th ed one. Then based on the flag, multiply up the stats. It could then set the flag so that the stats are updated.
I probably don't want to go much further than that but could convert the skills too, though that starts to get complicated.

Do you want me to post my update here? Or I can email it to you and you can post it on the first page, just PM me with your email and I'll send it over.

Whenever you're ready just share it in the thread and I'll update the first post eventually. That way I can direct people to your post on top of having the extension updated on post #1.

ianmward
September 8th, 2015, 00:04
Ok, here it is, my v1.0.2 of Treegreen's extension.

As discussed previously it includes:
* Modifier buttons to make checks hard (HRD: 1/2 rating) or extreme (EXT: 1/5 rating)
* Modifier buttons to add 1 or 2 bonus or penalty dice to a check, with the appropriate selection of the best or worst results
* Evaluation of the dice roll results (success, hard success, extreme success, fail or fumble)
* Logging of targets for attacks when selected
* Application of damage to selected target
* Evaluation of damage effect

Please post any problems or suggestions here.

Trenloe
September 8th, 2015, 02:21
Awesome! Added to the community extension thread.

ianmward
September 12th, 2015, 07:08
I've just spotted a problem with the 7th Ed Extension I uploaded the other day, so I have updated it to fix it.
It was reporting the success/fails wrongly for skills and attributes.

So, here is version 1.0.3

ianmward
September 14th, 2015, 05:34
Another update...
I have been playing 6th ed modules under 7th ed and was annoyed by the NPCs being wrong, so.... I made it automatically convert NPCs the first time they are opened.
* updates the attribute scores (x5)
* updates skills to new versions
* updates attacks, reducing Fist/Punch attacks by 25%
It then sets a version field so that it does not get updated again.

Enjoy v1.0.4...

ianmward
September 14th, 2015, 12:52
Sorry, I missed the rule about converting super high education.

Fixed now in 1.0.5

ianmward
September 16th, 2015, 17:51
I've made various fixes to the conversion of PCs to NPCs as well as the upgrade of PCs and NPCs to 7th ed.
You can now drag Pregen NPCs from the Rise of the Dead module into the PC Selection window and when you open them, they will be converted to 7th ed.

Version 1.0.6

ianmward
September 17th, 2015, 03:37
And one thing I forgot to mention...

I updated the Combat Tracker, adding two new checkboxes to each entry, one marks whether that character has a readied firearm and if so, increases their initiative score (normally Dexterity) by 50. The other marks if the character has suffered a 'Major Wound'. This is automatically set when damage more than half the character's max hit pints is dropped on the entry.

These changes were working in the 1.0.6 version above.

damned
September 17th, 2015, 04:29
You are on a roll good sir!

dberkompas
October 15th, 2015, 17:39
Redacted: Read the first post PICNIC person.

dberkompas
October 16th, 2015, 15:59
Another thing I've noticed, the 'Add Firearm Skill' doesn't create a new entry. All the other buttons work fine.


BoomerET

dberkompas
October 16th, 2015, 20:18
Found the problem to Firearms not being added.

In record_char_skills.xml, it has the line window.skills.addNewInstance("Firearm");

This needs to be Firearms (note the 's')


BoomerET

dberkompas
October 16th, 2015, 20:21
Now the next question is:

Why am I only finding these out on the day of FG Con 7?

Yea, go figure.


BoomerET

ianmward
October 19th, 2015, 01:19
I'm rolling this fix into a new version along with a couple of problems I found during the Con:
1. NPCs max hit points not being calculated sometimes, causing the damage evaluation to fail (E.g. an attack saying 'Instant Death' when it's not)
2. Some attacks causing a script error (nRating nil value)
3. Attacks and damage from NPCs in the combat tracker not evaluation correctly (not identifying actor or targets)

If anyone has any other issues that they have found, please let me know, so I can look at them for this new version.

ianmward
October 19th, 2015, 01:21
Because not enough people are using it or are not reporting the problems, I guess... If I don't spot them, I can't fix them.

Out of interest, did you run a CoC session at FG-Con 7? If so which was it and how did it go?


Now the next question is:

Why am I only finding these out on the day of FG Con 7?

Yea, go figure.


BoomerET

dberkompas
October 19th, 2015, 01:28
SWEEEEEEEEEEEEEEET,

Thanks for your work making this a reality.


BoomerET

dberkompas
October 19th, 2015, 02:09
I've never run a Fantasy Grounds game, I've played a few Savage Worlds games in FG.

I've also never played Call of Cthulhu, but backed the 7th Edition Kickstarter.

I've DM'd quite a few in person D&D 5E games. So I'm spending quite a bit of time playing with the COC 7E extension to hopefully eventually GM/play.


BoomerET

ianmward
October 19th, 2015, 03:31
... So I'm spending quite a bit of time playing with the COC 7E extension to hopefully eventually GM/play.


BoomerET

I look forward to seeing you in one of my games soon then! :-)

dberkompas
October 19th, 2015, 05:14
ianmward,

Looking back over my post about finding the problems, I in no way meant to make fun/insult your extension.

I was meaning it in that of all the times that I've played with these things, that I find them on the day that FG Con started.

Same thing goes with the lag issue that those of us on Windows notebooks have noticed. The lag has been going on for quite some time (months?), but it took me this long to think to try and find the cause myself. (Probably because I just figured it did it for everyone, it wasn't until I was playing with it on my Mac that I didn't see the lag).

Took me all of maybe 10-15 mins of trying different things, once I decided it was a graphics issue.

It was solving the lag issue that gave me the desire to try the extension out further, because it was pure agony trying anything in the CoC ruleset.


BoomerET

ianmward
October 19th, 2015, 09:03
It's great to see more people playing with it, finding bugs and making suggestions. I'm happy to work on it if I see it being used.

Ian

EpicMoreira
November 13th, 2015, 02:11
I think I did something wrong. I downloaded the file and placed it in the extensions folder, but it does not appear to select when I try to create a campaign. Help?

dberkompas
November 13th, 2015, 02:17
Does it have an extension of .ext?

EpicMoreira
November 13th, 2015, 02:25
Yes, I dowlodead the file: CoC7e Extension v1.0.6.
trying to figure out what went wrong ...

dberkompas
November 13th, 2015, 02:30
When you create a CoC game, what extensions do you see listst?

The file should be 'CoC7e.ext' and placed in the extensions folder.

Also, make sure it's a zip file. You can do this by changing the extension to .zip and opening it to see if the internals are there.

ianmward
November 13th, 2015, 02:31
I think I did something wrong. I downloaded the file and placed it in the extensions folder, but it does not appear to select when I try to create a campaign. Help?

That's weird. I just tried it now and it works for me.

To be clear, you choose new campaign, select the CallOfCthulhu Ruleset and the CoC7e extension is not in the list of available extensions?

The file should be CoC7e.ext in the extensions folder

11784

dberkompas
November 13th, 2015, 02:32
Also, was FG already running when you put the extension in the folder? You may want to close FG and reopen it.

EpicMoreira
November 13th, 2015, 02:33
Well, I do not know if this might be the problem, but I bought the ruleset of the CoC 6th a long, long time ago. He was on my old computer, unused. and only now I passed it to my current computer. Maybe it's a version issue.

EpicMoreira
November 13th, 2015, 02:36
Yes, CoC7e extension is not in the list of available extensions when I try create a new campaing

dberkompas
November 13th, 2015, 03:04
Are you running FG 3.1.3?

When you do run a CoC game, you should see: (in the chat window)
Call of Cthulhu ruleset 3.13
CorRPG ruleset v3.1.3

EpicMoreira
November 13th, 2015, 03:15
No, I'm in FG 3.1.4.
I think I've found the problem. When I select CallOfCthulhu in the campaign creation window, the ruleset details point "release 1". From what I noticed in extension.xml file, the CoC7e extension is to release 2. Indeed, it is a problem with the version, as I used the ruleset from my old computer.

dberkompas
November 13th, 2015, 03:53
Yup, mine says release 2

ianmward
November 13th, 2015, 05:38
No, I'm in FG 3.1.4.
I think I've found the problem. When I select CallOfCthulhu in the campaign creation window, the ruleset details point "release 1". From what I noticed in extension.xml file, the CoC7e extension is to release 2. Indeed, it is a problem with the version, as I used the ruleset from my old computer.

You should update, but first add in your account information so it knows that you own the CoC ruleset and can download it.

select setting from the main screen:
11789

put in your FG store username and password:
1178511786

Then hit update and it should download the new version
1178711788

Moon Wizard
November 13th, 2015, 20:55
The problem is most likely because it is an older install. In versions of the CoC ruleset older than about a year, the installer placed the ruleset files in a folder, instead of installing as a PAK file as it does now. Ruleset folders override PAK files, to allow community developers to work on new content without it getting overwritten.

To fix,
* Launch FG
* Click on the folder button in the upper right.
* Go to the rulesets subfolder
* Delete the folder named "CallOfCthulhu"
* Close FG, and relaunch

Let us know what you find.

Regards,
JPG

EpicMoreira
November 15th, 2015, 22:22
Thanks for the tips. The problem was solved.
The account that I used to buy the ruleset was old and the link to dowload was expired. But the support solve the problem. Ruleset up and running.

ianmward
November 15th, 2015, 22:25
Great!

Now that you're playing with it, post any suggestions for making it better...

kael79
December 8th, 2015, 11:06
Hi !
Thank's for your job !

I have translate your extension in french language and i have modified personal and inventory tab to match with french edition of v7.
File is here :
https://www.dropbox.com/s/ts9hx62ci0ojfiu/CoC7e%20-%20VF.ext?dl=0

=================

Bonjour !
J'ai traduit l'extension en y apportant quelques modifications afin de correspondre avec la version française de la fiche personnage v7.
Vous trouverez le fichier ici: https://www.dropbox.com/s/ts9hx62ci0ojfiu/CoC7e%20-%20VF.ext?dl=0

martel
December 26th, 2015, 14:07
Comme d'habitude, Kael79 est un ace.

Merci Kael79

martel
January 3rd, 2016, 15:59
greeting Treegreen,

I would like to create a module, the weapons that are in the V7 manual of guardian.

And I use your extension, and extension and also converted to French.

Could you give me the correct structure to define a weapon V7 .xml format? (see a .xsd, if you know what type of file that defines an .xml). but If you say correct define xml tags it is more easy to create it.

It is clear that the format (structure) which defines a V6 weapon is not identical to that of the V7.

Here is an example format of a weapon .22 V6:
.XML
<id-00001>
<name type='string'>.22 Automatique court </name>
<attack type='number'>20</attack>
<baseskill type='string'>Armes de poing</baseskill>
<damage type='string'>1D6</damage>
<dbflag type='number'>0</dbflag>
<hp type='number'>6</hp>
<malfunction type='number'>00</malfunction>
<rof type='string'>3</rof>
<range type='string'>Courte</range>
<capacity type='number'>6</capacity>
<weapontype type='number'>1</weapontype>
<notes type='string'></notes>
</id-00001>

If you do not know the .xsd format that defined an .xml here the example for a V6 weapon
.XSD
<xs:schema attributeFormDefault="unqualified" elementFormDefault="qualified" xmlns:xs="http://www.w3.org/2001/XMLSchema">
<xs:element name="id-00001">
<xs:complexType>
<xs:sequence>
<xs:element name="name">
<xs:complexType>
<xs:simpleContent>
<xs:extension base="xs:string">
<xs:attribute type="xs:string" name="type"/>
</xs:extension>
</xs:simpleContent>
</xs:complexType>
</xs:element>
<xs:element name="attack">
<xs:complexType>
<xs:simpleContent>
<xs:extension base="xs:byte">
<xs:attribute type="xs:string" name="type"/>
</xs:extension>
</xs:simpleContent>
</xs:complexType>
</xs:element>
<xs:element name="baseskill">
<xs:complexType>
<xs:simpleContent>
<xs:extension base="xs:string">
<xs:attribute type="xs:string" name="type"/>
</xs:extension>
</xs:simpleContent>
</xs:complexType>
</xs:element>
<xs:element name="damage">
<xs:complexType>
<xs:simpleContent>
<xs:extension base="xs:string">
<xs:attribute type="xs:string" name="type"/>
</xs:extension>
</xs:simpleContent>
</xs:complexType>
</xs:element>
<xs:element name="dbflag">
<xs:complexType>
<xs:simpleContent>
<xs:extension base="xs:byte">
<xs:attribute type="xs:string" name="type"/>
</xs:extension>
</xs:simpleContent>
</xs:complexType>
</xs:element>
<xs:element name="hp">
<xs:complexType>
<xs:simpleContent>
<xs:extension base="xs:byte">
<xs:attribute type="xs:string" name="type"/>
</xs:extension>
</xs:simpleContent>
</xs:complexType>
</xs:element>
<xs:element name="malfunction">
<xs:complexType>
<xs:simpleContent>
<xs:extension base="xs:byte">
<xs:attribute type="xs:string" name="type"/>
</xs:extension>
</xs:simpleContent>
</xs:complexType>
</xs:element>
<xs:element name="rof">
<xs:complexType>
<xs:simpleContent>
<xs:extension base="xs:byte">
<xs:attribute type="xs:string" name="type"/>
</xs:extension>
</xs:simpleContent>
</xs:complexType>
</xs:element>
<xs:element name="range">
<xs:complexType>
<xs:simpleContent>
<xs:extension base="xs:string">
<xs:attribute type="xs:string" name="type"/>
</xs:extension>
</xs:simpleContent>
</xs:complexType>
</xs:element>
<xs:element name="capacity">
<xs:complexType>
<xs:simpleContent>
<xs:extension base="xs:byte">
<xs:attribute type="xs:string" name="type"/>
</xs:extension>
</xs:simpleContent>
</xs:complexType>
</xs:element>
<xs:element name="weapontype">
<xs:complexType>
<xs:simpleContent>
<xs:extension base="xs:byte">
<xs:attribute type="xs:string" name="type"/>
</xs:extension>
</xs:simpleContent>
</xs:complexType>
</xs:element>
<xs:element name="notes">
<xs:complexType>
<xs:simpleContent>
<xs:extension base="xs:string">
<xs:attribute type="xs:string" name="type"/>
</xs:extension>
</xs:simpleContent>
</xs:complexType>
</xs:element>
</xs:sequence>
</xs:complexType>
</xs:element>
</xs:schema>

martel
January 3rd, 2016, 21:44
forget the xsd, xml structure will suffice

kael79
January 4th, 2016, 19:01
Hello !
I found a bug on the dodge skill. When DEX is not pair (eg 51), dodge is not a integer number (eg 25.5). This causes a script error.
To correct, in campaign/record_char_main.xml change lines 312 and 316 in

nBase = Math.floor (nDexterity / 2);

Trenloe
January 4th, 2016, 19:18
Could you give me the correct structure to define a weapon V7 .xml format? (see a .xsd, if you know what type of file that defines an .xml). but If you say correct define xml tags it is more easy to create it.
Create a new PC in a CoC 7e enabled campaign. Create a new "fighting" entry and a new "firearms" entry on the "Main" tab. Click the black square link that appears, fill out all of the data, close the box. Type /save in the chat window.

Then open up the campaign db.xml file and look for the entries in <weaponlist> for the PC you created. This will give you the XML format for the weapons.

It doesn't look like they've changed from v6 to v7 in the FG ruleset.

martel
January 5th, 2016, 16:23
Thanks Trenloe.

But there is indeed some differences. (damage, hitpoint of weapon ?).. Finally, I will attempt to encode the weapons as I can with founis fields

I will not encode the weapons, equipment by FG, but a xslx document with macros make the xml for FG

for the creatures I will try to parse the pdf and xml to generate the FG

Trenloe
January 5th, 2016, 16:38
But there is indeed some differences. (damage, hitpoint of weapon ?)..
So, the difference is in the data, not in the format of the weapon entry in FG? If that is the case, then the XML specification doesn't change - just the data that you put in the record. In which case, the XML and XSD you post above for the v6 ruleset will be the same for the v7 ruleset.

kael79
January 6th, 2016, 10:37
Hi Guy's !

I wanted to know if I'm the only one with a script error loading a PC in CT?

Script Error: [string "ct/scripts/ct_entry.lua"]:144: attempt to index global 'initresult' (a nil value)
There is no problem with the NPC.


I can not fix this bug, I do not know enough ...

ianmward
January 6th, 2016, 12:08
Hi martel,
As Trenloe says, I did not change the weapon structure in this extension. Is there some change in the rules that requires a change in the structure which I didn't notice?

Karl79,
I have made a quick update to the extension to fix the drop of PCs in the combat tracker.

Happy Kings Day!

Version 1.0.7:
12489

As always, please post any problems here.

kael79
January 6th, 2016, 13:24
Thank you ! :)

dberkompas
January 6th, 2016, 16:54
@ianmward,

Thanks for your dedication to updating this extension, we appreciate your time and effort. You rock!!


BoomerET

martel
January 9th, 2016, 22:19
hey,

i try to earn the system FG3 :-) and i begin by CoC my game favorit.

I test to fight one player vs one npc, when the player target the npc it is ok (touch ok, damage ok)
but when is turn to npc, (touch ok, damage KO) no target player is impact (i have add the player as target in CT);

this is my debug to simple test fight: (in red color the strike npc to player)

Runtime Notice: s'onAttack: ' | { s'sType' = s'pc', s'sCreatureNode' = s'charsheet.id-00001', s'sCTNode' = s'combattracker.list.id-00009', s'sName' = s'Martel de la pie qui chante' } | { s'sType' = s'npc', s'sCreatureNode' = s'combattracker.list.id-00003', s'sCTNode' = s'combattracker.list.id-00003', s'sName' = s'Abhoth, Larves de' } | { s'aDice' = { #1 = { s'result' = #24, s'type' = s'd100' } }, s'nMod' = #0, s'sType' = s'attack', s'bSecret' = bFALSE, s'sDesc' = s'[ATTACK] Revolver cal. 32 ou 7,65 mm (60%)' }
Runtime Notice: { #1 = { s'result' = #24, s'type' = s'd100' } }
Runtime Notice: s'CoC7e - manager_action_damage --> onDamage: rSource=' | { s'sType' = s'pc', s'sCreatureNode' = s'charsheet.id-00001', s'sCTNode' = s'combattracker.list.id-00009', s'sName' = s'Martel de la pie qui chante' }
Runtime Notice: s'CoC7e - manager_action_damage --> onDamage: rTarget=' | { s'sType' = s'npc', s'sCreatureNode' = s'combattracker.list.id-00003', s'sCTNode' = s'combattracker.list.id-00003', s'sName' = s'Abhoth, Larves de' }
Runtime Notice: s'CoC7e - manager_action_damage --> onDamage: rRoll=' | { s'aDice' = { #1 = { s'result' = #8, s'type' = s'd8' } }, s'nMod' = #0, s'sType' = s'damage', s'bSecret' = bFALSE, s'sDesc' = s'[DAMAGE] Revolver cal. 32 ou 7,65 mm (1D8 (E))' }
Runtime Notice: s'CoC7e - manager_action_damage --> notifyApplyDamage: rSource' | { s'sType' = s'pc', s'sCreatureNode' = s'charsheet.id-00001', s'sCTNode' = s'combattracker.list.id-00009', s'sName' = s'Martel de la pie qui chante' }
Runtime Notice: s'CoC7e - manager_action_damage --> notifyApplyDamage: rTarget' | { s'sType' = s'npc', s'sCreatureNode' = s'combattracker.list.id-00003', s'sCTNode' = s'combattracker.list.id-00003', s'sName' = s'Abhoth, Larves de' }
Runtime Notice: s'CoC7e - manager_action_damage --> notifyApplyDamage: sRollType' | s'damage'
Runtime Notice: s'CoC7e - manager_action_damage --> notifyApplyDamage: sDesc' | s'[DAMAGE] Revolver cal. 32 ou 7,65 mm (1D8 (E))'
Runtime Notice: s'CoC7e - manager_action_damage --> notifyApplyDamage: nTotal' | #8
Runtime Notice: s'CoC7e - manager_action_damage --> handleApplyDamage: rSource=' | { s'sType' = s'pc', s'sCreatureNode' = s'charsheet.id-00001', s'sCTNode' = s'combattracker.list.id-00009', s'sName' = s'Martel de la pie qui chante' }
Runtime Notice: s'CoC7e - manager_action_damage --> handleApplyDamage: rTarget=' | { s'sType' = s'npc', s'sCreatureNode' = s'combattracker.list.id-00003', s'sCTNode' = s'combattracker.list.id-00003', s'sName' = s'Abhoth, Larves de' }
Runtime Notice: s'CoC7e - manager_action_damage --> handleApplyDamage: msgOOB' | { s'type' = s'applydmg', s'sSourceNode' = s'charsheet.id-00001', s'sRollType' = s'damage', s'sTargetType' = s'ct', s'sDamage' = s'[DAMAGE] Revolver cal. 32 ou 7,65 mm (1D8 (E))', s'sTargetNode' = s'combattracker.list.id-00003', s'sSourceType' = s'pc', s'nSecret' = s'1', s'nTotal' = s'8' }
Runtime Notice: s'CoC7e - manager_action_damage --> applyDamage: rSource=' | { s'sType' = s'pc', s'sCreatureNode' = s'charsheet.id-00001', s'sCTNode' = s'combattracker.list.id-00009', s'sName' = s'Martel de la pie qui chante' }
Runtime Notice: s'CoC7e - manager_action_damage --> applyDamage: rTarget=' | { s'sType' = s'npc', s'sName' = s'Abhoth, Larves de', s'sCTNode' = s'combattracker.list.id-00003', s'sCreatureNode' = s'combattracker.list.id-00003' }
Runtime Notice: s'CoC7e - manager_action_damage --> applyDamage: nodeTarget=' | databasenode = { combattracker.list.id-00003 }
Runtime Notice: s'CoC7e - manager_action_damage --> applyDamage: sTargetType=' | s'ct'
Runtime Notice: s'CoC7e - manager_action_damage --> applyDamage: bSecret=' | bTRUE
Runtime Notice: s'CoC7e - manager_action_damage --> applyDamage: sRollType=' | s'damage'
Runtime Notice: s'CoC7e - manager_action_damage --> applyDamage: sDamage=' | s'[DAMAGE] Revolver cal. 32 ou 7,65 mm (1D8 (E))'
Runtime Notice: s'CoC7e - manager_action_damage --> applyDamage: nTotal=' | #8
Runtime Notice: s'CoC7e - manager_action_damage --> applyDamage: nMaxHP=' | #0
Runtime Notice: s'CoC7e - manager_action_damage --> applyDamage: nHP=' | #13
Runtime Notice: s'CoC7e - manager_action_damage --> applyDamage: sOriginalStatus=' | s'Active'
Runtime Notice: s'CoC7e - manager_action_damage --> applyDamage: nTotal=' | #8
Runtime Notice: s'major_wound.onValueChanged: 1'
Runtime Notice: s'onAttack: ' | { s'sType' = s'npc', s'sCreatureNode' = s'combattracker', s'sCTNode' = s'', s'sName' = s'' } | nil | { s'aDice' = { #1 = { s'result' = #55, s'type' = s'd100' } }, s'nMod' = #0, s'sType' = s'attack', s'bSecret' = bFALSE, s'sDesc' = s'[ATTACK] Griffes (70%)' }
Runtime Notice: { #1 = { s'result' = #55, s'type' = s'd100' } }
Runtime Notice: s'CoC7e - manager_action_damage --> onDamage: rSource=' | { s'sType' = s'npc', s'sCreatureNode' = s'combattracker', s'sCTNode' = s'', s'sName' = s'' }
Runtime Notice: s'CoC7e - manager_action_damage --> onDamage: rTarget=' | nil
Runtime Notice: s'CoC7e - manager_action_damage --> onDamage: rRoll=' | { s'aDice' = { #1 = { s'result' = #4, s'type' = s'd6' } }, s'nMod' = #0, s'sType' = s'damage', s'bSecret' = bFALSE, s'sDesc' = s'[DAMAGE] Griffes (1d6)' }

martel
January 9th, 2016, 22:22
i have <name>CoC7e</name>
<version>1.0.7</version>

martel
January 10th, 2016, 08:32
Email to Mike (Chaosium).

Here the new edition V7, is it possible that Chaosium asks SmitWork (Fantasy Grounds) to create a ruleset for editing V7 ... please.

Those who bought V7 paper (English, French, etc ..) can get it for free ruleset. Others will buy the ruleset.

a strong community is in demand, and for the moment there is only a small conversion that does not take all aspects of the rule V7 system but is based on the old V6 :(

Please ... do not forget that the virtual version of Call of Cthulhu games played is strong, and that many new online players will buy the books after because they liked the parts online and embarked on paper parties.


Lovecraftment yours ..
a fan

--------------------------------------------------------------------------------------------------------------

voici la nouvelle édition V7, est il possible que Chaosium demande à SmitWork (Fantasy Grounds) de créer un ruleset pour l'édition V7... svp.

Que ceux qui ont acheté la V7 papier (anglaise, française, etc..) puissent l'avoir gratuitement le ruleset. Les autres devront acheter le ruleset.

une forte communauté est en demande, et pour le moment il n'y a qu'une petite conversion qui ne prend pas tout les aspects du système de règle V7, mais se base sur l'ancienne V6 :(

Svp... n'oubliez pas que la version virtuel du jeux appel de cthulhu est fort joué, et que bien de nouveaux joueurs online vont acheter les livres après parce qu'ils ont aimé les parties online et se lance dans les parties papier.


Lovecraftment vôtre..
un fan

damned
January 10th, 2016, 08:45
Hi Martel - we are actually doing a full Call Of Cthulhu 7 conversion rulebooks etc included.

martel
January 10th, 2016, 11:17
Hey Damned :-)

this song is great...

i start a dashboard online for understand many rules jdr 7th

https://realtimeboard.com/app/board/108477631/


it is possible to cooperation with edit mode for you if you want.

martel
January 10th, 2016, 11:18
Hey Damned :-)

this song is great...

i start a dashboard online for understand many rules jdr 7th

https://realtimeboard.com/app/board/108477631/


it is possible to cooperation with edit mode for you if you want.

romelwell
January 11th, 2016, 17:48
This thread has inspired me to switch my VTT from Roll20 to FGII for my upcoming MoN campaign. I'm intent on using the 7th ed of the ruleset and was leery of using FGII until I found this thread. So, I'll be purchasing the CoC ruleset and MoN adventure this week and learning FGII!

dberkompas
January 11th, 2016, 17:50
@romelwell,

Should you have any questions, please don't hesitate to ask us anything.

BoomerET

romelwell
January 11th, 2016, 17:53
@romelwell,

Should you have any questions, please don't hesitate to ask us anything.

BoomerET

Thanks Boomer. I last used FG back in 2008...so, it has been a very long time. I suspect I will need to purchase a new license, however, I won't know until I reinstall the application and apply the license I purchased back 'in the day'.

dberkompas
January 11th, 2016, 17:57
Before you buy a new license, contact Smiteworks. Their customer service for me has been nothing short of spectacular.


BoomerET

martel
January 11th, 2016, 18:18
@Damned : when you say convert... you dont start a new ruleset full CoC 7 ? on base to lastest CoreRPG with new features....
because, if you convert the v6 to v7, you can rewrite the caractere sheet... (all not the same)

Trenloe
January 11th, 2016, 18:59
I suspect I will need to purchase a new license, however, I won't know until I reinstall the application and apply the license I purchased back 'in the day'.
You're "old" licence will still work fine. :)

damned
January 12th, 2016, 00:34
@martel this is a project that IanMWard is working on and I am assisting. It probably will be a very large rewrite in the end as there are a lot of things in the underlying code that need reworking.
not so much the mechanics.

Here is a teaser of the referencemanual...

http://www.fg-con.com/wp-content/uploads/2016/01/teaser.gif

romelwell
January 12th, 2016, 01:08
You're "old" licence will still work fine. :)

And it did! :-)

martel
January 12th, 2016, 10:43
@damned : nice...
if you need help for create "technical" ruleset, sayed us.
for me the more important, are input string the format of character strings entered in. To have exactly the fields, the data they need.
while minimizing the impact and conflict between technical data and denominated that can be translated into other languages. With the LPack :-)

ianmward
January 12th, 2016, 11:09
Hi martel,

I'm away at the moment but will try to look it when I can.

In the mean time, where did you roll the attack from?

With NPCs when you add them to the combat tracker, it makes a copy so if you then roll the attack from the NPC window record, it is not the same one as is in the ct. Try opening the NPC usung the link in the line on the combat tracker and attacking from there.

Cheers.

Ian


hey,

i try to earn the system FG3 :-) and i begin by CoC my game favorit.

I test to fight one player vs one npc, when the player target the npc it is ok (touch ok, damage ok)
but when is turn to npc, (touch ok, damage KO) no target player is impact (i have add the player as target in CT);

this is my debug to simple test fight: (in red color the strike npc to player)

Runtime Notice: s'onAttack: ' | { s'sType' = s'pc', s'sCreatureNode' = s'charsheet.id-00001', s'sCTNode' = s'combattracker.list.id-00009', s'sName' = s'Martel de la pie qui chante' } | { s'sType' = s'npc', s'sCreatureNode' = s'combattracker.list.id-00003', s'sCTNode' = s'combattracker.list.id-00003', s'sName' = s'Abhoth, Larves de' } | { s'aDice' = { #1 = { s'result' = #24, s'type' = s'd100' } }, s'nMod' = #0, s'sType' = s'attack', s'bSecret' = bFALSE, s'sDesc' = s'[ATTACK] Revolver cal. 32 ou 7,65 mm (60%)' }
Runtime Notice: { #1 = { s'result' = #24, s'type' = s'd100' } }
Runtime Notice: s'CoC7e - manager_action_damage --> onDamage: rSource=' | { s'sType' = s'pc', s'sCreatureNode' = s'charsheet.id-00001', s'sCTNode' = s'combattracker.list.id-00009', s'sName' = s'Martel de la pie qui chante' }
Runtime Notice: s'CoC7e - manager_action_damage --> onDamage: rTarget=' | { s'sType' = s'npc', s'sCreatureNode' = s'combattracker.list.id-00003', s'sCTNode' = s'combattracker.list.id-00003', s'sName' = s'Abhoth, Larves de' }
Runtime Notice: s'CoC7e - manager_action_damage --> onDamage: rRoll=' | { s'aDice' = { #1 = { s'result' = #8, s'type' = s'd8' } }, s'nMod' = #0, s'sType' = s'damage', s'bSecret' = bFALSE, s'sDesc' = s'[DAMAGE] Revolver cal. 32 ou 7,65 mm (1D8 (E))' }
Runtime Notice: s'CoC7e - manager_action_damage --> notifyApplyDamage: rSource' | { s'sType' = s'pc', s'sCreatureNode' = s'charsheet.id-00001', s'sCTNode' = s'combattracker.list.id-00009', s'sName' = s'Martel de la pie qui chante' }
Runtime Notice: s'CoC7e - manager_action_damage --> notifyApplyDamage: rTarget' | { s'sType' = s'npc', s'sCreatureNode' = s'combattracker.list.id-00003', s'sCTNode' = s'combattracker.list.id-00003', s'sName' = s'Abhoth, Larves de' }
Runtime Notice: s'CoC7e - manager_action_damage --> notifyApplyDamage: sRollType' | s'damage'
Runtime Notice: s'CoC7e - manager_action_damage --> notifyApplyDamage: sDesc' | s'[DAMAGE] Revolver cal. 32 ou 7,65 mm (1D8 (E))'
Runtime Notice: s'CoC7e - manager_action_damage --> notifyApplyDamage: nTotal' | #8
Runtime Notice: s'CoC7e - manager_action_damage --> handleApplyDamage: rSource=' | { s'sType' = s'pc', s'sCreatureNode' = s'charsheet.id-00001', s'sCTNode' = s'combattracker.list.id-00009', s'sName' = s'Martel de la pie qui chante' }
Runtime Notice: s'CoC7e - manager_action_damage --> handleApplyDamage: rTarget=' | { s'sType' = s'npc', s'sCreatureNode' = s'combattracker.list.id-00003', s'sCTNode' = s'combattracker.list.id-00003', s'sName' = s'Abhoth, Larves de' }
Runtime Notice: s'CoC7e - manager_action_damage --> handleApplyDamage: msgOOB' | { s'type' = s'applydmg', s'sSourceNode' = s'charsheet.id-00001', s'sRollType' = s'damage', s'sTargetType' = s'ct', s'sDamage' = s'[DAMAGE] Revolver cal. 32 ou 7,65 mm (1D8 (E))', s'sTargetNode' = s'combattracker.list.id-00003', s'sSourceType' = s'pc', s'nSecret' = s'1', s'nTotal' = s'8' }
Runtime Notice: s'CoC7e - manager_action_damage --> applyDamage: rSource=' | { s'sType' = s'pc', s'sCreatureNode' = s'charsheet.id-00001', s'sCTNode' = s'combattracker.list.id-00009', s'sName' = s'Martel de la pie qui chante' }
Runtime Notice: s'CoC7e - manager_action_damage --> applyDamage: rTarget=' | { s'sType' = s'npc', s'sName' = s'Abhoth, Larves de', s'sCTNode' = s'combattracker.list.id-00003', s'sCreatureNode' = s'combattracker.list.id-00003' }
Runtime Notice: s'CoC7e - manager_action_damage --> applyDamage: nodeTarget=' | databasenode = { combattracker.list.id-00003 }
Runtime Notice: s'CoC7e - manager_action_damage --> applyDamage: sTargetType=' | s'ct'
Runtime Notice: s'CoC7e - manager_action_damage --> applyDamage: bSecret=' | bTRUE
Runtime Notice: s'CoC7e - manager_action_damage --> applyDamage: sRollType=' | s'damage'
Runtime Notice: s'CoC7e - manager_action_damage --> applyDamage: sDamage=' | s'[DAMAGE] Revolver cal. 32 ou 7,65 mm (1D8 (E))'
Runtime Notice: s'CoC7e - manager_action_damage --> applyDamage: nTotal=' | #8
Runtime Notice: s'CoC7e - manager_action_damage --> applyDamage: nMaxHP=' | #0
Runtime Notice: s'CoC7e - manager_action_damage --> applyDamage: nHP=' | #13
Runtime Notice: s'CoC7e - manager_action_damage --> applyDamage: sOriginalStatus=' | s'Active'
Runtime Notice: s'CoC7e - manager_action_damage --> applyDamage: nTotal=' | #8
Runtime Notice: s'major_wound.onValueChanged: 1'
Runtime Notice: s'onAttack: ' | { s'sType' = s'npc', s'sCreatureNode' = s'combattracker', s'sCTNode' = s'', s'sName' = s'' } | nil | { s'aDice' = { #1 = { s'result' = #55, s'type' = s'd100' } }, s'nMod' = #0, s'sType' = s'attack', s'bSecret' = bFALSE, s'sDesc' = s'[ATTACK] Griffes (70%)' }
Runtime Notice: { #1 = { s'result' = #55, s'type' = s'd100' } }
Runtime Notice: s'CoC7e - manager_action_damage --> onDamage: rSource=' | { s'sType' = s'npc', s'sCreatureNode' = s'combattracker', s'sCTNode' = s'', s'sName' = s'' }
Runtime Notice: s'CoC7e - manager_action_damage --> onDamage: rTarget=' | nil
Runtime Notice: s'CoC7e - manager_action_damage --> onDamage: rRoll=' | { s'aDice' = { #1 = { s'result' = #4, s'type' = s'd6' } }, s'nMod' = #0, s'sType' = s'damage', s'bSecret' = bFALSE, s'sDesc' = s'[DAMAGE] Griffes (1d6)' }

damned
January 12th, 2016, 12:16
Hi martel I have been watching the language pack thread with much interest.
I will be talking with IanMWard to see that as much as possible we support this going for CoC7e in particular.

dulux-oz
January 12th, 2016, 12:23
Hi martel I have been watching the language pack thread with much interest.
I will be talking with IanMWard to see that as much as possible we support this going for CoC7e in particular.

Easiest way to get an LPak for this is to make sure that all - and I mean ALL - the strings are referenced as textres's, all the graphics by graphic resources (as they must be) and that you resist the temptation to slip in a direct text="" somewhere (cause that's very, very easy to do - I know, I've caught myself doing it more than once) :)

But you know all this, so when you're ready let the Project know and we'll get it set up for you :)

Cheers

damned
January 12th, 2016, 12:40
Easiest way to get an LPak for this is to make sure that all - and I mean ALL - the strings are referenced as textres's, all the graphics by graphic resources (as they must be) and that you resist the temptation to slip in a direct text="" somewhere (cause that's very, very easy to do - I know, I've caught myself doing it more than once) :)

But you know all this, so when you're ready let the Project know and we'll get it set up for you :)

Cheers

yerp. this i know. both parts. what is needed. and what happens in real life!
but as Ian is doing most of the coding work while i work on the support materials its him Ill need to lean on!

dulux-oz
January 12th, 2016, 12:47
yerp. this i know. both parts. what is needed. and what happens in real life!
but as Ian is doing most of the coding work while i work on the support materials its him Ill need to lean on!

Cool! More than happy to help out, as I know the team will be as well :)

Cheers

martel
January 13th, 2016, 20:15
@Damned and Ianmward : you must not sleep ... you have a ruleset has to hop hop hop ... :-)

damned
January 13th, 2016, 21:57
There is no sleep happening but it is still a big, big job.
From my task list I have a 448page manual to convert to FG format. It takes well over 15mins/page as there is so much formatting and sidebars etc in this manual.
From Ian's side there is a tonne of coding to do.
I have only just started on graphics too.

Also we are finishing off another ruleset concurrently.

martel
January 14th, 2016, 08:25
I understand, but the conversion of the manual in terms text, credit etc ... is not the priority for me.

Ianmward should not work alone for its part, the technical part (the various fields, how and what to parse and render the whole dynamic process rules).

should share the work, with a game per person we left the same way.

kind :
-Here's how to be defined a string attack "sNameWapon (imp) (nRating%) [Dammage] + Effect"

damned
January 14th, 2016, 09:05
Hi Martel - IanMWard is doing the coding side and he is familiar with 6e and 7e game mechanics.
At a guess he has about 150 hours of coding work all up to do on the ruleset too.

It is coming but it will take as long as it takes...

ianmward
January 16th, 2016, 18:47
v1.0.8: Fixes issue with targeting not working from NPCs using attacks in the combat tracker.

12699

This was caused by a bug in the CoC 6e ruleset which I have patched in the extension. As always, please let me know if you have any problems.

ianmward
January 16th, 2016, 19:03
v1.0.9: Fixes issue with targeting not working from NPCs using attack damage in the combat tracker.

12700

martel
January 27th, 2016, 11:44
Hey all :-)

why dont use the same syntaxe for Combat Tracker as 5E

http://www.fantasygrounds.com/wiki/index.php/5E_Combat_Tracker

for the DM View Action Entry Example,

Syntax
As mentioned above, the entry is created by FG parsing the normal description text of the action when the NPC is added to the combat tracker. The syntax used is similar to, yet different from, effects. The following lists the current ruleset (5E v3.1.3) supported parameters:
[M] or [R] sets the range type of the action: Melee or Ranged
[ATK: XX] sets the attack roll bonus (and indicates an attack roll)
[DMG: XX] for a damage roll/application - can be a die string (e.g. 1d6) or a fixed number.
[SAVEVS: <ability> <target> (H)] for a save - (H) indicates half on save
[HEAL: XX] for doing healing
[R: X] for a recharge number against a d6 roll ([USED] is added once a damage roll has been made and indicates this action has been used and will be removed when the recharge number is automatically rolled on the beginning of the creature's turn).
[EFF] Indicates there is an effect that can be applied.



And the good idea to multi targets in one attack for area :-) (with CTRL and click)

martel
January 27th, 2016, 11:49
i have seen now this :

Effect Label Features

http://www.fantasygrounds.com/wiki/index.php/CnC_Effects

sorry for previous post.

ianmward
January 27th, 2016, 13:16
i have seen now this : Effect Label Features http://www.fantasygrounds.com/wiki/index.php/CnC_Effects sorry for previous post.
This is for Castles & Crusades, not Call of Cthulhu...

martel
January 27th, 2016, 19:35
arfff noooooooooo :-( ....

it is good perhaps for give to CoC ?

ianmward
January 27th, 2016, 20:57
I am unclear as to why CoC would need such complex actions. It seems to me that the system does not really have the same concepts. Please help me to understand a few of the actions you think you'd use, were the option to exist.


arfff noooooooooo :-( ....

it is good perhaps for give to CoC ?

martel
January 28th, 2016, 16:19
Hey ianmward

Mental health tests.
Automatic gunfire
Area spells vs Power test

all on several people

no ?

ianmward
February 3rd, 2016, 05:42
Automatic fire makes sense, not sure what you mean by mental health tests, though. If you mean the sanity check for seeing the mythos beast, my guess is that most people want to roll that themselves...
I don't think there's any automation for the spells at the moment, so that's probably a stretch too.

I'll take a look at the auto fire mechanics.

martel
February 3rd, 2016, 10:33
Yes ianmward,

you are wrong.. let down multiple check

Are you use technical terms 5E for text parsing? ack, damage, hl (half), ac, save, resist, immunity etc ... and only adapt the effects to stick to CoC7 system?
if so it will be easy to make modules of equipment, weapons, documents and text enough to paste the text, we can easily create parser

ianmward
February 3rd, 2016, 11:24
I'm sorry but I don't understand you at all, I must be very stupid.

Perhaps if you could show the 5E action strings that you would use for the examples you gave, I might be able to see it.

martel
February 3rd, 2016, 12:02
Sorry my english is very bad :-)



http://www.fantasygrounds.com/wiki/index.php/5E_Effects

in this page :
see : Case Study - ATK

see : A Word on Syntax

see: Modifiers

see: PC Specific Notes

see: Examples

if you follow this logic it is more easy to coding no ? same in the future.

i dont know if you understand my idea..

when i see easy after to create object (relic), book of mythe or occultisme.
ex : book of heal : spellHeal [SAN (+5); HEAL (1d10)]
book of athletisme : [STR (+5%)]
gun : [ATK (+10%); DMG (1d8+2)(E) ranged]
claw : [ATK (DEX); DMG (2d6+imp) melee]

here, in the text fight you can double click on the word ATK and dice rolling, after double click on DMG rolling damage.

Conditions ex:
Blinded : GRANTADVATK, DISATK
Paralyzed : Prone, GRANTADVATK

with effects syntax we can take Conditions Blinded to 3 Rounds, 20 Rounds, 2 Turns etc...

ianmward
February 3rd, 2016, 12:24
Ok, I see some of what you are saying.

I think my problem is that the CoC rules are not so complex as to need all of the options that 5e needs (it doesn't contemplate touch attacks, or different damage or weapon types etc.), so it might be a lot of work for a little benefit. There will also need to be extas to support things like the automatic fire which will be different to 5e.

Maybe there is a different syntax which better supports what's needed.

martel
February 11th, 2016, 09:44
hey Ianmward,

i prepare one shot party with this rules V7, (version 1.0.9) and i create encounter and test hit my zombie.

and :
13014

i put bonus +2B and result of my dice is 0 ????? how can i do this in real with 1d100 ? ;-)

for me it is 00 and "Fumble" no "Extrem Succes"

13015

thks.

martel
February 11th, 2016, 10:07
An another thing...
:D

tell me how create correctly the npc template (race) zombie.
I try this
13016

but in ct all attribut is 0 ;
not dynamicaly attribut with dices ? (3d6*7) ? or (2d6+6)*5 in the guardian manual ?

after i had try attribut on column 2 put the number average but it is only this number static for all npc my ct :bandit:

lol

ianmward
February 11th, 2016, 10:40
That's very strange, I tested the bonus dice quite a lot but found no problems. I'll look again and see if I can reproduce. Please can you open the console (/console) in the chat window and test again. You should see some debug come out. Copy it and send me the output (pm me or attach here). I may see something there.




hey Ianmward,

i prepare one shot party with this rules V7, (version 1.0.9) and i create encounter and test hit my zombie.

and :
13014

i put bonus +2B and result of my dice is 0 ????? how can i do this in real with 1d100 ? ;-)

for me it is 00 and "Fumble" no "Extrem Succes"

13015

thks.

ianmward
February 11th, 2016, 11:18
I haven't really looked at this before but it seems to be the same without the 7e extension, it seems to always use the static average.

BTW, the Zombie (and the other creatures) is already defined in the ruleset library module so you don't need to define it yourself, you can drag it in from there.


An another thing...
:D

tell me how create correctly the npc template (race) zombie.
I try this
13016

but in ct all attribut is 0 ;
not dynamicaly attribut with dices ? (3d6*7) ? or (2d6+6)*5 in the guardian manual ?

after i had try attribut on column 2 put the number average but it is only this number static for all npc my ct :bandit:

lol

ianmward
February 11th, 2016, 11:21
So... I just had a play and the first thing I noticed is that whenever BON or PEN dice are added, the result shows the tens and units dice seperately in the chat window, so something strange is happening in your environment.

Did you edit the extension, perhaps to translate it? Maybe you inadvertantly changed something. Can you reproduce the problem with my version? (And get me the debug)

Thanks


hey Ianmward,

i prepare one shot party with this rules V7, (version 1.0.9) and i create encounter and test hit my zombie.

and :
13014

i put bonus +2B and result of my dice is 0 ????? how can i do this in real with 1d100 ? ;-)

for me it is 00 and "Fumble" no "Extrem Succes"

13015

thks.

martel
February 11th, 2016, 13:03
ok, i take the zombie in the modul Beasts & Monsters :-)

but :
13017

snif snif... left my zombie create by me... in right (blue) zombie by Chaosium.... this Mvt it in'st good, and impact -2 ???

Sorry to be boring, I'm a developer and analyst I often test my applications to work ... so ...

I am the only one to test this ruleset? or am I the only one to be boring ^^

martel
February 11th, 2016, 13:52
For this i have my debug lines
[11.02.2016 09:31:08] Runtime Notice: s'CoC7e VF - manager_action_attack --> onAttack: rRoll' | { s'aDice' = { #1 = { s'result' = #60, s'type' = s'd100' }, #2 = { s'result' = #0, s'type' = s'd100' }, #3 = { s'result' = #30, s'type' = s'd100' } }, s'nMod' = #0, s'sType' = s'attack', s'bSecret' = bFALSE, s'sDesc' = s'[BON][ATTACK] Combat Rapproché (30%)' }

i had trow dice +2B = first dice 60 ; second dice 0 ; third dice 30, and the script take the lower ===> 0 for decade and unit 0 ... = 100


So... I just had a play and the first thing I noticed is that whenever BON or PEN dice are added, the result shows the tens and units dice seperately in the chat window, so something strange is happening in your environment.

Did you edit the extension, perhaps to translate it? Maybe you inadvertantly changed something. Can you reproduce the problem with my version? (And get me the debug)

Thanks

Trenloe
February 11th, 2016, 19:44
An another thing...
:D

tell me how create correctly the npc template (race) zombie.
I try this
13016

but in ct all attribut is 0 ;
not dynamicaly attribut with dices ? (3d6*7) ? or (2d6+6)*5 in the guardian manual ?

after i had try attribut on column 2 put the number average but it is only this number static for all npc my ct :bandit:

lol
Use a x for multiplication, not a *. Also, make sure the d for the die is lower case, it won't work with D - which is what you're doing, but I thought I'd mention it. However, Denizens in the base FG modules use a capital D so the random generation fails and uses the average. I'll log this as an issue in the House of Healing.

ianmward
February 11th, 2016, 20:25
I think I'll need to see more of the debug, but you need to know how Fantasy Grounds handles d100 percentile dice. It rolls a tens die with a valie of 00 to 90 and a unuts die with a value of 1-10 so to make the bonus/penaly mechanism work crrectly we have to do some manipulation. If the initial result from FG is a round number e.g. 60 we make the tens die 5 and the units die 10 then compare the 50 with the other dice. The lowest 10s die (0 in this case) will be used and 10 added to make a total od 10.
The result should never be 0, only ever 1-100.
I know this is counterintuitive but it is how FG does d100, so we have to work with it and it gives the same probability curve.

Why your version is not displaying both die results in the chat is a mystery to me.


For this i have my debug lines
[11.02.2016 09:31:08] Runtime Notice: s'CoC7e VF - manager_action_attack --> onAttack: rRoll' | { s'aDice' = { #1 = { s'result' = #60, s'type' = s'd100' }, #2 = { s'result' = #0, s'type' = s'd100' }, #3 = { s'result' = #30, s'type' = s'd100' } }, s'nMod' = #0, s'sType' = s'attack', s'bSecret' = bFALSE, s'sDesc' = s'[BON][ATTACK] Combat Rapproché (30%)' }

i had trow dice +2B = first dice 60 ; second dice 0 ; third dice 30, and the script take the lower ===> 0 for decade and unit 0 ... = 100

martel
February 11th, 2016, 21:16
Ok thanks Ianmward....i go study the mecanical script to dice d100 ^^

@Treloen : i have try 3d6x1.5 and 3D6x1.5 dont work for random race attribut :( or i dont understand your answer.

Trenloe
February 11th, 2016, 21:25
@Treloen : i have try 3d6x1.5 dont work for random race attribut :( or i dont understand your answer.
Works fine for me - this must be in the NPC entry *before* adding to the combat tracker - and the NPC must be marked as a race template.

If this is still the case, please describe the *exact* steps you are taking.

Trenloe
February 11th, 2016, 21:53
And, as a recommendation, if you have any issues with running an extension, try recreating the issue in the base, unmodified, ruleset. Sometimes this is not possible as you'll be getting issues with the extension code. But, in the case of the racial template, this is base CoC functionality. So try it first in the latest (currently v3.1.5), unmodified Call of Cthulhu ruleset, running on top of an unmodified CoreRPG v3.1.5.

martel
February 12th, 2016, 08:29
And, as a recommendation, if you have any issues with running an extension, try recreating the issue in the base, unmodified, ruleset. Sometimes this is not possible as you'll be getting issues with the extension code. But, in the case of the racial template, this is base CoC functionality. So try it first in the latest (currently v3.1.5), unmodified Call of Cthulhu ruleset, running on top of an unmodified CoreRPG v3.1.5.

Ok i try... thks

And Mr. Trenloe, have you good help tools or documentation with examples for Regex Lua, because i read the Lua documentation official but not easy to understand how works the match regex lua.
I know as Regex Lua isn't the same the Regex Posix or Regex Java or Regex Perle, it is different...

martel
February 12th, 2016, 09:23
it is better and more easy to understand CoC V7 , it is create Ruleset CoC V7 with only parent rules CoreRPG lastest.

Not the customize orc ^^ [FG 2 rule : CallOfCthlhu.pak --> CoC7.ext] :s it is spagetti

i wait Ianmward to recreate this [FG3 rule : CoreRPG --> CallOfCthulhu V7.pak] I prayed the great priest IANMWARD of Rl'ey......

martel
March 10th, 2016, 17:49
@ ianmward : :-) are you alive ?

ianmward
March 10th, 2016, 21:09
@ ianmward : :-) are you alive ?

Yes, thanks.

dberkompas
March 10th, 2016, 21:28
Not that any of you gives one iota, but I am alive and well.

Moon Wizard
March 10th, 2016, 21:32
"Are you alive?" is a reasonable question when we're talking about messing with the Elder Ones.

JPG

martel
March 11th, 2016, 06:38
@Moon Wizard : hehe, it was to see if it was not too crowded, and was still living behind these FG lines of code ^^

martel
March 19th, 2016, 14:29
plzzzz CoC V7 ruleset...

the extension have some error.

dberkompas
March 19th, 2016, 17:11
martel,

Have you documented what the errors are?


Boomer

ianmward
March 20th, 2016, 00:23
plzzzz CoC V7 ruleset...

the extension have some error.

Please be more specific, otherwise I won't be able to fix them, in the extension or the ruleset.

martel
March 20th, 2016, 10:42
For example,
The damage isn't correct when you have a DamageBonus < 85 or < 65 it is not a Malus 1d6 but the number of sDBDesc

function getDamageBonus(v)
local aDBDice = {};
local sDBDesc = "";

if v < 65 then
sDBDesc = "-2";
aDBDice = {"m6"};
elseif v < 85 then
sDBDesc = "-1";
aDBDice = {"m6"};
elseif v < 125 then
sDBDesc = "";
aDBDice = {};
elseif v < 165 then
sDBDesc = "+1D4";
aDBDice = {"d4"};
elseif v < 205 then
sDBDesc = "+1D6";
aDBDice = {"d6"};
elseif v < 285 then
sDBDesc = "+2D6";
aDBDice = {"d6"};

martel
March 20th, 2016, 11:05
Other :

Player hit Extreme success, the damage is not good.

Hit Extreme = DamageArms Max + DamageBonus Max positif only (with arms no emp) and with arms emp DamageArms Max + DamageBonus Max positif only + DamageArms rolling

ianmward
March 20th, 2016, 11:55
This is not a trivial fix (as currently the db is only a die) but is in my new dev version.


For example,
The damage isn't correct when you have a DamageBonus < 85 or < 65 it is not a Malus 1d6 but the number of sDBDesc

function getDamageBonus(v)
local aDBDice = {};
local sDBDesc = "";

if v < 65 then
sDBDesc = "-2";
aDBDice = {"m6"};
elseif v < 85 then
sDBDesc = "-1";
aDBDice = {"m6"};
elseif v < 125 then
sDBDesc = "";
aDBDice = {};
elseif v < 165 then
sDBDesc = "+1D4";
aDBDice = {"d4"};
elseif v < 205 then
sDBDesc = "+1D6";
aDBDice = {"d6"};
elseif v < 285 then
sDBDesc = "+2D6";
aDBDice = {"d6"};

ianmward
March 20th, 2016, 11:56
This will require a weapon field to say if it can impale or not. It's on my list, thanks.


Other :

Player hit Extreme success, the damage is not good.

Hit Extreme = DamageArms Max + DamageBonus Max positif only (with arms no emp) and with arms emp DamageArms Max + DamageBonus Max positif only + DamageArms rolling

martel
March 20th, 2016, 21:02
This will require a weapon field to say if it can impale or not. It's on my list, thanks.

I am glad to hear :D

iemckinnon
April 18th, 2016, 04:38
Beautiful work. However, I am running a modern CoC 7 campaign, and the skills section does some odd things when mixed with the modern extension. The add lang/science/arts etc... buttons do not work, and the skills and base values are all skewed.

ianmward
April 18th, 2016, 04:48
The modern skills are included in the 7e extension so you should not need the modern extension.

In the upcoming 7e ruleset, the era will be an option to select, which will affect the available skills.

iemckinnon
April 18th, 2016, 23:40
Thanks, that helped. I guess I was trying to do too much at once. Looking forward to the 7e ruleset!

dberkompas
April 19th, 2016, 03:26
I can't begin to describe how much I'm anticipating playing a Call of Cthulhu game in Fantasy Grounds. I backed the 7th Edition Kickstarter, and have been reading the PDF's, but getting those nice leather-bound copies is going to drive me over the edge.

Sjelsyk
April 19th, 2016, 08:48
While this extension is great (Good job guys!), I must say that I'm really looking forward to the full 7E rule-set to arrive on Fantasy Grounds. Is it the same people working on this extension that is doing the full one?

If so, will the character sheet be more similar to the one you have in paper format, with the 'new' stuff they've added to it (all the background stuff etc).
Also, will all the tables in the book be actual tables in FG, so you can easily open one and roll it without having to look through the digital rulebook. I know it's all optional stuff, but say the tables for creating male or female names, ideology etc. Those would be great as tables which are easily accessible (and you don't even have to think, hah. Just roll and get the final result) :)

ianmward
April 19th, 2016, 09:14
While this extension is great (Good job guys!),
Thanks.

I must say that I'm really looking forward to the full 7E rule-set to arrive on Fantasy Grounds. Is it the same people working on this extension that is doing the full one?
Yes, but with help.


If so, will the character sheet be more similar to the one you have in paper format, with the 'new' stuff they've added to it (all the background stuff etc).

Yes.

Also, will all the tables in the book be actual tables in FG, so you can easily open one and roll it without having to look through the digital rulebook.

Yes.

I know it's all optional stuff, but say the tables for creating male or female names, ideology etc. Those would be great as tables which are easily accessible (and you don't even have to think, hah. Just roll and get the final result) :)
There will be some other great stuff too! And that's without talking about the excellent job Damned is doing on then Rulebook reference module, it's beautiful.

Sjelsyk
April 19th, 2016, 09:19
Sounds great! June/July can't come quick enough :)

Trenloe
July 31st, 2016, 23:28
I just played the free "Alone against the Flames" CoC 7e intro/teaching solo adventure using this extension. which worked very well. :)

Alone Against the Flames PDF/ePub can be obtained from here: http://www.chaosium.com/free-adventures/

dberkompas
July 31st, 2016, 23:52
Try out my character generator for 7th Edition. It allows you to output XML for import into FG.
(Free Webapp)

If you're creating pre-gens, make sure you disable Skill tracking in the app.

http://www.ai6k.com/coc7e


Boomer

Talyn
August 1st, 2016, 21:28
I just played the free "Alone against the Flames" CoC 7e intro/teaching solo adventure using this extension. which worked very well. :)

Alone Against the Flames PDF/ePub can be obtained from here: http://www.chaosium.com/free-adventures/

Oooh wouldn't that be nice to have included in the 7E pack when it arrives? ::cough:: :)

damned
August 2nd, 2016, 06:44
While this extension is great (Good job guys!), I must say that I'm really looking forward to the full 7E rule-set to arrive on Fantasy Grounds. Is it the same people working on this extension that is doing the full one?

If so, will the character sheet be more similar to the one you have in paper format, with the 'new' stuff they've added to it (all the background stuff etc).
Also, will all the tables in the book be actual tables in FG, so you can easily open one and roll it without having to look through the digital rulebook. I know it's all optional stuff, but say the tables for creating male or female names, ideology etc. Those would be great as tables which are easily accessible (and you don't even have to think, hah. Just roll and get the final result) :)


Sounds great! June/July can't come quick enough :)

Quick preview of a couple of pages of the Char Sheet (the tabs havent been updated yet).
14927

And err June/July is looking a bit iffy... ;)

Sjelsyk
August 2nd, 2016, 07:49
Quick preview of a couple of pages of the Char Sheet (the tabs havent been updated yet).
14927

And err June/July is looking a bit iffy... ;)

Hah, well, I'd rather have a great final product than a rushed one, so take your time :) and the character sheet looks great. The skills when listed like the final picture looks a lot cleaner than how it looks now, which is great.
Is the character sheet scalable in 7E? Reason I ask is because it's something friends have requested in 6E to have a better overview of the skills :)

damned
August 2nd, 2016, 08:48
The third screen is really for editing the skills - it tracks your point spend etc.
The second screen is how you would use it normally - you can click on the large number for normal rolls, and the smaller numbers for higher difficulty rolls.
Making the char sheet expandable vertical can be done - actually it can be expandable both ways but there is little vale in expanding horizontally as many elements cant take advantage of the width.

Sjelsyk
August 2nd, 2016, 09:04
The third screen is really for editing the skills - it tracks your point spend etc.
Yeah, that makes sense now that I look at it again (with the viewing/editing differences).


Making the char sheet expandable vertical can be done - actually it can be expandable both ways but there is little vale in expanding horizontally as many elements cant take advantage of the width.
That would've been a nice feature to add at least, to be able to expand it vertically. :)


The second screen is how you would use it normally - you can click on the large number for normal rolls, and the smaller numbers for higher difficulty rolls.
Is it a possibility to change it from three columns to two columns ? I personally think it might look less cluttered with two columns . Might be a preference from my side, but now with 7E having halves and the fifths as well as the normal value there's a lot of information, especially when having custom skills like Other Languages, Science etc.
I've always felt that it looked a bit cluttered in the 6E as well (despite only using two columns ) when adding skills like Craft, Art, Other Languages (and so on), and since 7E has even more information it might be worth testing with two. :)

Not sure how others feel about that though, but it's at least the first impression.

ianmward
August 2nd, 2016, 09:20
It can be made to use 2 columns, but when I had it like that, the list was way too tall and needed lots of scrolling. With 3 columns we should be able to get all skills on screen at once.

Sjelsyk
August 2nd, 2016, 09:28
Yeah, I understand, and I'm also all for having the possibility to view all the skills at once (which is why friends have asked if it's possible to expand the character sheet (6E) vertically).
Is it a lot of work to make the character sheet slightly wider then? Just so there's some extra space between the skills? I'm just thinking out 'loud' :) Again, this might just be a personal preference for me and might not be something most people care about at all.

dulux-oz
August 2nd, 2016, 10:25
@ian => speaking of which - are you guys still planning on getting me appropriate icons for the DOEs so we can integrate them straight out of the box (I'll need a copy of the Ruleset for testing purposes as well)?

Cheers

damned
August 2nd, 2016, 13:26
@ian => speaking of which - are you guys still planning on getting me appropriate icons for the DOEs so we can integrate them straight out of the box (I'll need a copy of the Ruleset for testing purposes as well)?

Cheers

The icons are with me Dulux_Oz we havent got a final set of desktop icons yet.... I know Ive promised them many times :)

damned
August 2nd, 2016, 13:28
Yeah, I understand, and I'm also all for having the possibility to view all the skills at once (which is why friends have asked if it's possible to expand the character sheet (6E) vertically).
Is it a lot of work to make the character sheet slightly wider then? Just so there's some extra space between the skills? I'm just thinking out 'loud' :) Again, this might just be a personal preference for me and might not be something most people care about at all.

We will change the CharSheet to expand vertically (its an easy change) but we will be leaving the columns as 3... we went thru a number of iterations of the sheet and it was definitely a better overall experience with 3 columns - despite potentially being a bit cluttered (not my choice of wording!).

Sjelsyk
August 2nd, 2016, 13:39
We will change the CharSheet to expand vertically (its an easy change) but we will be leaving the columns as 3... we went thru a number of iterations of the sheet and it was definitely a better overall experience with 3 columns - despite potentially being a bit cluttered (not my choice of wording!).
I might have a different opinion when I use it, but it just looked like everything was cramped together with no breathing space (therefore feeling a bit cluttered, or there might be a better word for it but I can't think of one).

Of course I do understand that you want to make it as compact as possible seeing as people also use screens of different resolutions etc.

Also just to make it clear; in no way was I being critical or negative towards all the good hard work you've guys put into it, it was just the first (actually more second, since it was when I looked at the picture the second time that I felt it) impression I was stuck with and I wanted to give some constructive feedback :) Nothing I'd like more than a ruleset that shines (something I know you guys also want :) ).

damned
August 2nd, 2016, 13:54
All feedback is taken on board :)
There is so much information that some screens will be very busy - even the 7e character sheets with 2 full pages have a lot of info on them....
http://www.chaosium.com/content/FreePDFs/CoC/Character%20Sheets/Character%20Sheet%20-%20base%20-%20Call%20of%20Cthulhu%207th%20Ed.pdf

Magnimost
October 21st, 2016, 11:20
Where can I edit the text and behavior of the HRD, EXT, etc. buttons?

I'm editing this for our house ruled skill system reminiscent of 7e (more on that here (http://www.fantasygrounds.com/forums/showthread.php?34549-Incorporating-difficulties-into-6e)).

I successfully edited the roll system to show what I wanted (CRITICAL, Yes, Yes, but..., No, but..., No, FUMBLE), but also need to apply our house rules difficulty system.

Also, is it possible to edit the formatting of text, so that the skill result would be bold or colored? Would be good to have the successes in green, failures in red, for example.

damned
October 21st, 2016, 12:46
\desktop\desktop_classes.xml
\scripts\manager_actions2.lua

Magnimost
February 3rd, 2017, 21:00
Just bought the official 7E. Anything we need to know or do before firing it up after running a few sessions with this extension?

damned
February 3rd, 2017, 21:16
If you are using the Office 7e ruleset you do not need this extension at all. This extension adds some 7e compatibility to the 6e ruleset.
Im pretty sure that the 7e patches went live yesterday or the day before so 7e should be pretty solid.

ianmward
February 4th, 2017, 04:40
Just bought the official 7E. Anything we need to know or do before firing it up after running a few sessions with this extension?

You don't need to do anything special, but you might find that the character conversion gets confused and multiplies all of the abilities by 5...

To be perfectly honest, I have not tested it, so it may have other problems... make a backup of your campaign first.

damned
February 4th, 2017, 09:33
Ahhh I misread it - you want to continue your current campaign that is using the 7e extension in the 7e ruleset.
Your characters stats will get borked (multipled by 5!).
But just the first time.

ianmward
February 4th, 2017, 10:08
If you are using the Office 7e ruleset you do not need this extension at all. This extension adds some 7e compatibility to the 6e ruleset.
Im pretty sure that the 7e patches went live yesterday or the day before so 7e should be pretty solid.

I got curious and just tried it. It seems to work ok at first glance. The characters abilities don't get multiplied, so all good.

Of course, the new ruleset comes with new, 7e weapons and spells, and these may not be the same as the 6e ones, so they may need replacing by dragging from the new module.

Good luck, and let us know how you get on.

Magnimost
February 4th, 2017, 20:41
Generally the import of characters went well. Some character portraits were missing. All Personal Description notes were missing, although some of the other fields on that page were populated correctly. Some skills were either missing or had the wrong value. We suspect this is due to manually added skills messing things up. Very tedious to clean up, as we have to go through every single skill in both old and new campaigns to double check them.