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viresanimi
January 2nd, 2018, 01:34
Double clicking works.

I didn't think of that because of either: A) I didn't think of it because somehow I thought the book was required since the ruleset is based off something older than core or B) I am a lazy bastard that didn't make a thumbnail for the module, so it slipped my mind... *grins*

But I am very very happy that it is possible!


Vires Animi

Meliath1742
January 13th, 2018, 16:27
Trenloe, when I click on the thread to download V2...I get a weird blank page. Do I need permission to download it?

Trenloe
January 13th, 2018, 16:39
Trenloe, when I click on the thread to download V2...I get a weird blank page. Do I need permission to download it?
You don’t need permission. It’s a shared google drive link.

Try a different browser and/or force refresh the blank page with CTRL+F5.

Meliath1742
January 13th, 2018, 17:06
Thanks, that did it! Chrome was glitched...weird.

Samzagas
February 5th, 2018, 03:10
First of all, I'd like to thank you for making this awesome ruleset.
Second, I'd like to ask if there's a way to alter the "What Skill" entry in the "Weapon" tab on the items. You see, I'm using the ruleset to play Genesys and in my sci-fi campaign I've separated the ranged weapons by type(e.g. plasma, laser), I can alter the compat skills in the character sheets, but the list in the items won't show those as options. Is there a way to alter that?

Trenloe
February 5th, 2018, 03:11
First of all, I'd like to thank you for making this awesome ruleset.
Second, I'd like to ask if there's a way to alter the "What Skill" entry in the "Weapon" tab on the items. You see, I'm using the ruleset to play Genesys and in my sci-fi campaign I've separated the ranged weapons by type(e.g. plasma, laser), I can alter the compat skills in the character sheets, but the list in the items won't show those as options. Is there a way to alter that?
For what you can do with this ruleset to play Genesys see this thread: https://www.fantasygrounds.com/forums/showthread.php?41329-Genesys-RPG-Using-the-Star-Wars-ruleset-to-play

Samzagas
February 5th, 2018, 03:17
Thanks

YAKO SOMEDAKY
February 15th, 2018, 16:46
I'd like to know if you can import the characters created through the SWCharGen program into the Star Wars ruleset

Trenloe
February 15th, 2018, 16:47
I'd like to know if you can import the characters created through the SWCharGen program into the Star Wars ruleset
Nope. The PC entry video in post #1 shows you how to do it manually.

YAKO SOMEDAKY
February 17th, 2018, 00:31
Is there any possibility of Star Wars becoming a more organized and CoreRPG-based Ruleset in the not-so-distant future?

Talley Darkstar
February 17th, 2018, 01:06
It won't be soon unfortunately. At least that's what's been said. I'd like it too but I don't have any of the skill to do it.

damned
February 17th, 2018, 02:24
Is there any possibility of Star Wars becoming a more organized and CoreRPG-based Ruleset in the not-so-distant future?

Its a big job yako2020 can you help?

ianmward
February 17th, 2018, 05:55
Is there any possibility of Star Wars becoming a more organized and CoreRPG-based Ruleset in the not-so-distant future?

Trenloe has said various times that he would like to do this and has it on his list, but it is a mammoth task and will not be finished any time soon.

YAKO SOMEDAKY
February 17th, 2018, 09:03
A then it means that there is a possibility of something coming out, that's good, I mean that's great!

Raithmore
March 16th, 2018, 00:16
Hello Everyone,

I am new to both Fantasy Grounds and Force and Destiny. Thank you to Trenloe and all the wonderful contributors who made this ruleset and these features possible!

I had one question... I downloaded the v2 rule set in the top link on page one of this thread. Installed succesfully. However, upon looking at the linked instruction videos as well as the video link to the campaign, the screen, coloration, tables, etc... everything looks different. I cannot figure out why.

See the image links below.

I thought maybe v2 link just had a different visual look. However, the labels on the instructional videos say v2 on them and yet it looks different.

Can anyone shed light on why?

Many thanks to all!

Albert22640

22641

Trenloe
March 16th, 2018, 16:14
I am new to both Fantasy Grounds and Force and Destiny. Thank you to Trenloe and all the wonderful contributors who made this ruleset and these features possible!

I had one question... I downloaded the v2 rule set in the top link on page one of this thread. Installed succesfully. However, upon looking at the linked instruction videos as well as the video link to the campaign, the screen, coloration, tables, etc... everything looks different. I cannot figure out why.

See the image links below.

I thought maybe v2 link just had a different visual look. However, the labels on the instructional videos say v2 on them and yet it looks different.

Can anyone shed light on why?
Welcome to the forums!

Post #1 of this thread has the changes for each version listed. If you look carefully at the two screenshots - the second picture shows the version as v2.0.1, whereas the first picture shows the most recent version.

The version list in post #1 has: "v2.1 - Massive graphical update - thanks to amazing work from Lobosolo."

So, yes, it does look different from the pre v2.1 videos and screenshots. But the information in those videos is still relevant.

dfrost303
April 8th, 2018, 06:27
I apologize if this has been covered before. I'm trying to figure out particulars for the dice pools. For instance, let's say I have a blaster with a mod that adds boost. I've got the blaster set to the combat section, it knows to use my ranged light skill. Is there a way to add the boost to that weapon's dice pool without adding it manually each time I use it?

Trenloe
April 8th, 2018, 18:20
I apologize if this has been covered before. I'm trying to figure out particulars for the dice pools. For instance, let's say I have a blaster with a mod that adds boost. I've got the blaster set to the combat section, it knows to use my ranged light skill. Is there a way to add the boost to that weapon's dice pool without adding it manually each time I use it?
Welcome to the forums!

This has to be done manually each time.

This will be looked into in a future version, after a move to CoreRPG layering. But probably not until next year.

dfrost303
April 8th, 2018, 19:27
Welcome to the forums!

This has to be done manually each time.

This will be looked into in a future version, after a move to CoreRPG layering. But probably not until next year.

Understood. Thanks for all your hard work making this game fun to play online. Looking forward to what's in store.

jhfurnish
April 15th, 2018, 06:45
Hello,

I'm having a terrible time getting started with this, and can't seem to get anyone to help me quite right on Discord.

I have the ruleset working, I can work the dice.

I can find the mods in the mod window and mark them downloadable, both of them.

I cannot get anything in the 'library' window.

So, everything is in the right directory folder and the program seems to know they're there. Still, the library is blank and I'm not getting a module button at the bottom. Nothing.

Can you help?

Thanks,

jhfurnish
[email protected]
Blakstar#2994 on Discord

jhfurnish
April 15th, 2018, 06:57
I have everything in the right folder, I'm not getting the activation button at the bottom of the library window, even though the modules are showing up in the 'module' window.

I'm having this problem on two different computers.

viresanimi
April 15th, 2018, 15:56
You need to double click on the module image in the module activation window, to load them or open the book. This is a pre-3.0 ruleset.

Vires Animi

viresanimi
April 15th, 2018, 16:15
I have a couple of requests for this ruleset.

First of all, I would like it if all windows created or opened for the first time are maximized instead of minimized. I constantly update my modules for this game and every time I do, I need to start maximizing the windows all over. Would be very handy.

Also, theatrical maps are great for keeping track of the range bands, which brings icons into play. I wonder if it would take a lot to re-enable effects or modifiers? I don't care if they actually do anything. It would just be a big help if you could mouse over an icon and see soak / defense values, by using effects or modifiers. Since piercing and breach forces players to modify their damage totals, it would be very handy, if such information was easy for the players to see.
The optimal thing, would of course be to track and be able to modify these value's on the combat tracker but I suspect that would take a lot more work...

I know that there aren't any plans for any serious development on this ruleset, but was hoping these things were small easy fixes.


Thanks


Vires Animi

Trenloe
April 15th, 2018, 17:44
First of all, I would like it if all windows created or opened for the first time are maximized instead of minimized. I constantly update my modules for this game and every time I do, I need to start maximizing the windows all over. Would be very handy.
What's your definition of "maximized"? And which windows are we talking about?

Maximized usually means taking up the whole screen - which I'm certainly not going to do. Then I'll have a bunch of users complaining that the windows are too big when you first open them!

Maybe have a look at the code and you can make an extension that changes the default values of the windows you want to resize, to the values that you want?


Also, theatrical maps are great for keeping track of the range bands, which brings icons into play. I wonder if it would take a lot to re-enable effects or modifiers? I don't care if they actually do anything. It would just be a big help if you could mouse over an icon and see soak / defense values, by using effects or modifiers. Since piercing and breach forces players to modify their damage totals, it would be very handy, if such information was easy for the players to see.
The optimal thing, would of course be to track and be able to modify these value's on the combat tracker but I suspect that would take a lot more work...
This ruleset is not based on CoreRPG, so there are no effects to "re-enable". The ability to code for effects (which will need each one actually coding) will come with a migration to CoreRPG - which will probably happen around the end of this year/early next year.

I may look at doing a very basic text code/parser for skills and weapons that allow dice to be automatically added to the dicebox when a specific skill or combat check is started. Maybe...

Raithmore
April 16th, 2018, 12:36
I had one follow-up question. In this rule set, can you pre- set up encounters (like you can in the DnD fantasy grounds modules) so you can just drop them into play at the appropriate time? If so, where are they stored? The NPC tab? Or do you just save a bunch of NPCs and sort of drag and drop choose them out of the list on the fly?
Also, can they be linked on maps the same way they can be on the DnD ruleset? Thank you!

Trenloe
April 16th, 2018, 14:25
I had one follow-up question. In this rule set, can you pre- set up encounters (like you can in the DnD fantasy grounds modules) so you can just drop them into play at the appropriate time? If so, where are they stored? The NPC tab? Or do you just save a bunch of NPCs and sort of drag and drop choose them out of the list on the fly?
Also, can they be linked on maps the same way they can be on the DnD ruleset? Thank you!
The encounter functionality you're used to was introduced to FG after the Star Wars ruleset was created.

Some info and options here: https://www.fantasygrounds.com/forums/showthread.php?24151-Star-Wars-Edge-of-the-Empire-Age-of-Rebellion-Force-and-Destiny-v2-ruleset&p=327005&viewfull=1#post327005

Raithmore
April 17th, 2018, 13:55
Hello All!

I am thoroughly enjoying having this ruleset available. Thanks again to all that made it possible. As I get ready for my first session as GM in the next couple weeks, I am putting all my story elements into FG. I had a couple questions that I did not see answers to in other posts (perhaps they are so fundamental others take it for granted already and if that is so, I apologize). However, I understand how to format text using the right-click menus (adding titles, tables, chat text, etc.). What I did not easily see was how to format text (bold, italic, etc). I tried using control-B before typing and that didn't work. So my first question is how to format text entered in 'body text' for italics and bold.

Second question: I did notice, however, when hitting control and alt as modifying keys that it changed a bar along the bottom of the screen. In that bar, there were numbers 0-9. When I hit the alt or control key, the labels of course change in front of those numbers. What are those bars usable for in-game? What sorts of items or short cuts does one put down there?

Thank you in advance for the time spent on replying!

damned
April 17th, 2018, 14:09
highlight the text and do ctrl+b or ctrl+i or ctrl+u
you can drag items to teh 12 key slots which can then be accessed quickly by mouse or F-key
By pressing ctrl, alt or shift you get another 36 slots and by pressing combinations of those keys you get another 48 slots :)

Trenloe
April 17th, 2018, 14:18
Shortcut keys in formatted text fields are listed here: https://www.fantasygrounds.com/wiki/index.php/The_Basics#Formatted_Text_Fields

Chorpa
April 21st, 2018, 01:36
Hi there. I am running a current campaign in FFG Star Wars over FG with this ruleset and it have worked perfectly most of the time except for minor quirks now and then that doesn't cause a lot of hassle and usually easy to solve on the spot. But one thing that is starting to annoy the crap out of me that I keep to forget to ask about here on the forum. It is actually starting to disturb the game. By now the campaign have gotten a lot of playtime and more adventure modules are created by me. The problem is that NPCs seem to merge stats from NPCs from different modules that are opened into each NPC stat block and sometimes making it difficult to see what belongs to the current NPC and what are from other NPCs. This problem seem to stem from when I have several modules open at the same time. Have to taken some screenshots to illustrate the problem with only one extra module open. Is there a fix available now or a future one coming for this ruleset?

23137
23138
23139
23140

ianmward
April 21st, 2018, 04:06
Hi Chorpa,

I have seen this before but hadn’t related it to having multiple modules open. It sure is a weird one.

I just tested and confirm that the same happens for me.

ianmward
April 21st, 2018, 06:08
Hi Chorpa,

I have seen this before but hadn’t related it to having multiple modules open. It sure is a weird one.

I just tested and confirm that the same happens for me.

I took a look, found the problem and fixed it.

I am attaching an extension that will fix it and have emailed Trenloe so he can incorporate a real fix into the ruleset.

Give it a go and if you have any problems let me know.

Ian

MODERATOR: Remove the extension as there is a fix here: https://www.fantasygrounds.com/forums/showthread.php?24151-Star-Wars-Edge-of-the-Empire-Age-of-Rebellion-Force-and-Destiny-v2-ruleset&p=386541&viewfull=1#post386541 and the extension caused other issues due to an incorrect version compatibility flag.

Trenloe
April 22nd, 2018, 05:21
Hi there. I am running a current campaign in FFG Star Wars over FG with this ruleset and it have worked perfectly most of the time except for minor quirks now and then that doesn't cause a lot of hassle and usually easy to solve on the spot. But one thing that is starting to annoy the crap out of me that I keep to forget to ask about here on the forum. It is actually starting to disturb the game. By now the campaign have gotten a lot of playtime and more adventure modules are created by me. The problem is that NPCs seem to merge stats from NPCs from different modules that are opened into each NPC stat block and sometimes making it difficult to see what belongs to the current NPC and what are from other NPCs. This problem seem to stem from when I have several modules open at the same time. Have to taken some screenshots to illustrate the problem with only one extra module open. Is there a fix available now or a future one coming for this ruleset?
Thanks for reporting the issue.

And thanks to Ian for (hopefully?) a fix...

I've updated the ruleset to include Ian's fix, and also to fix the library category header issue. It's available here:https://www.fantasygrounds.com/forums/showthread.php?24151-Star-Wars-Edge-of-the-Empire-Age-of-Rebellion-Force-and-Destiny-v2-ruleset&p=387198&viewfull=1#post387198

Can you please let me know if this fixes this specific issue?

Thanks.

bigjip
April 22nd, 2018, 12:20
Hey Trenloe

I can confirm that Ian's fix inclusion in the ruleset works like a charm:
- GM encounter lib has now 3 sub entries
- Same for player lib

Thanks for the quick update guys

PS: any status update on the MoreCore migration ?

@Trenloe, I started playing around with the ruleset and libs (for personal updates on some of text references) and i have a couple of question to begin with:
- are you were using any kind of XSD or external tree definitions for your editing?
- which software are you using for XML edition? (dev background here:D)

Thanks guys :)

Trenloe
April 22nd, 2018, 12:45
Welcome to the forums bigjip!


PS: any status update on the MoreCore migration ?
It will be a migration to be layered on top of CoreRPG, not MoreCore. It will be the end of this year/beginning of the next at the earliest.


@Trenloe, I started playing around with the ruleset and libs (for personal updates on some of text references) and i have a couple of question to begin with:
- are you were using any kind of XSD or external tree definitions for your editing?
- which software are you using for XML edition? (dev background here:D)
Nope, I don't use any XSD or external tree definitions.

I use Notepad++ with the XML plugin for editing FG XML.

Chorpa
April 22nd, 2018, 20:10
Thanks for reporting the issue.

And thanks to Ian for (hopefully?) a fix...

I've updated the ruleset to include Ian's fix, and also to fix the library category header issue. It's available here:https://www.fantasygrounds.com/forums/showthread.php?24151-Star-Wars-Edge-of-the-Empire-Age-of-Rebellion-Force-and-Destiny-v2-ruleset&p=387198&viewfull=1#post387198

Can you please let me know if this fixes this specific issue?

Thanks.

You are great guys. That was some quick response. Did a quick start up with the new .pak file and it seem to work like a charm now. I'll let you know if I find any more problems on this issue. Otherwise I must say the ruleset work very nice and seems like it's gonna be a long campaign since the players love it. We are gonna run our 16th session next Thursday. :D

Trenloe
April 22nd, 2018, 20:17
Otherwise I must say the ruleset work very nice and seems like it's gonna be a long campaign since the players love it. We are gonna run our 16th session next Thursday. :D
Great to hear! :)

Thanks for the feedback and testing.

And, in future, don't let things get to the point that they're really annoying you. Let us know. Although, I may just fob you off with "yeah, sorry, I'll look at it sometime later...." Which might be more annoying! ;)

bigjip
April 22nd, 2018, 20:23
Nope, I don't use any XSD or external tree definitions.


Seriously, you dont even have a mapping reference for your ids (such as <id-00013> under <skills> is X) ?

Edit:
you must have a lot of code snippets then i guess :)

Trenloe
April 22nd, 2018, 20:41
Seriously, you dont even have a mapping reference for your ids (such as <id-00013> under <skills> is X) ?
Nope, because this is the FG child DB node naming and people can delete and remove the child records as they need, so there is never a guarantee that node id-00001 is the Astrogation skill, for example.

If you look at the FG LUA code, you'll see plenty of times where FG cycles through a set of records (a LUA table) using the LUA "pairs" function, and then some field within each DB node will be looked at for a match - usually "name" but could be something else.

bigjip
April 22nd, 2018, 20:47
ok, make complete sense

I thought this was associated with some kind of schema defined in the ruleset files, tbh i did not spend enough time on this (too busy playing around with the wonderful outcome:D)
I guess i should start by "first-things-first" and look at the tutorials...

Any pointers you would recommend inside all these resources (the wiki, the forum and subforums...) to get started ?
(in the context of the SW ruleset only for now)

Trenloe
April 22nd, 2018, 20:58
Any pointers you would recommend inside all these resources (the wiki, the forum and subforums...) to get started ?
(in the context of the SW ruleset only for now)
This is pretty general: https://www.fantasygrounds.com/wiki/index.php/Developer_Guide

Unfortunately, the SW ruleset is derived from an older WFRP 3e ruleset, that had a structure that isn't really used that much now (in terms of directory and file naming within the ruleset itself). The GUI layout and control definition XML is still valid, as is the LUA (otherwise the ruleset wouldn't work) - so the API guide is a good place to check: https://www.fantasygrounds.com/refdoc/

But, I'd pretty much recommend working your way down that Developer Guide page in the Wiki - stop at Layering as that isn't relevant to the current SW ruleset.

bigjip
April 22nd, 2018, 21:02
Brilliant ! thanks a lot Trenloe

bigjip
April 25th, 2018, 17:06
Hey guys,

First time actually writing up a campaign in FG (no previous experience with other rulesets) and i am wondering if the following behavior is "normal" or a missing feature in our beloved FFG ruleset:

- inside a story item, I created a nice table structure , including the special dices and everything, pretty happy with the visual result after reopening it
- if i want to copy that nice layout and symbols into another story item, only the symbols remain intact. The nice table layout is replaced by [ ] surrounding the actual content.

Is this a know issue with the formatting textg entry control in FG or am i missing something here ?

EDIT: Also when copy pasting "[D]" inside a table cell, it gets transformed into "[[D]]", bug or side affect

Thanks for any pointers :)

Moon Wizard
April 25th, 2018, 17:33
Copy and paste within FG does not support any formatting information. It's something we're looking at improving long term.

You can create a full copy of a story record, and then change the rest.

Cheers,
JPG

viresanimi
April 25th, 2018, 19:56
If you need several story elements with the same setup in regards to tables and so on, you can make a base template and then copy that. For instance I've been working on a module where I have all the class talents set up for easy reference. I do this by making a template, with the tables set up but empty. I then drag and drop the link inside the story window. Now I have a copy of the template and then I can fill in the notes I need. And saved myself a lot of time.

Its a quirky way of doing it, but hey... it gets the job done. I hope it helps.


Vires Animi

bigjip
April 25th, 2018, 23:51
Hello

Strange issue while try to export (using the latest ruleset with Ian's fix included [6MB version] )

Issue repro steps:
1. loaded campaign with no extensions / modules loaded
2. opened console (/console)
3. opening export window (/export)

at that time console contains now

Script Notice: Unknown resource string name : File name
Script Notice: Unknown resource string name : Author
Script Notice: Unknown resource string name : Merge ID
Script Notice: Unknown resource string name : Thumbnail
Script Notice: Unknown resource string name : Specify a file path relative to the application data directory as thumbnail
Script Notice: Unknown resource string name : Exported data
Script Notice: Unknown resource string name : Exported tokens

4. entering the just "SW" in the following fields - name/ file name/ author / category
5. selecting only NPCs (no tokens or any other topic selected)

now console contains new line

Script Error: [string "classes/utilities/export.lua"]:123: export: Invalid parameters

I've read on the first post that this was an earlier issue, but I suspect this has been reintroduced with the latest ruleset

Resolution
To fully troubleshoot, I reverted to ruleset 2.2.1.b from the first post [9MB] and module export was successful

No big deal but i must admit the latest fix in the library display is helpful for beginners :)

No pressure to fix this, just so that you guys know: export = use 2.2.1b

Trenloe
April 25th, 2018, 23:59
Use the ruleset here (it includes Ian's fix and another module fix): https://www.fantasygrounds.com/forums/showthread.php?24151-Star-Wars-Edge-of-the-Empire-Age-of-Rebellion-Force-and-Destiny-v2-ruleset&p=387198&viewfull=1#post387198

bigjip
April 26th, 2018, 00:18
Use the ruleset here (it includes Ian's fix and another module fix): <removed>

That's the one causing the export issue: filesize 6183kb
I downloaded it again just to be safe, but same issue

whereas the 2.2.1.b (in 1st post, 9827kb) allows exports

Again no big deal, just have to make sure to switch ruleset before exporting

Trenloe
April 26th, 2018, 01:11
Try this one, v2.1.1c : https://drive.google.com/open?id=1Q6lhYMtqQWri1L-M2In1kkIROz4cKrtC

The warnings will still be there - it's nothing to worry about. But the error should be gone. And the recent module fixes are included.

bigjip
April 26th, 2018, 01:21
Happy to report that 2.1.1.c works for both library hierarchy and export feature

Thanks Trenloe :)

Just out of curiosity, seems you reused 2.1.1.a (from the db.xml) as a base for the version you posted in https://www.fantasygrounds.com/forum...l=1#post386541 (hence causing the rollback on the export bug fix), am i correct ? :D

Trenloe
April 26th, 2018, 01:34
Just out of curiosity, seems you reused 2.1.1.a (from the db.xml) as a base for the version you posted in https://www.fantasygrounds.com/forum...l=1#post386541 (hence causing the rollback on the export bug fix), am i correct ? :D
I used 2.1.1b as the base. I had originally used a dev ruleset I was using - thinking I could sneak another couple of bugfixes in, but I used the wrong one. So just went back to the last proper release, but didn't update the version in the XML - just in the chat window display.

bigjip
April 26th, 2018, 17:57
Hello again

I've searched for "tokens" and read all related posts in the thread but i haven't found the info I am after.

I basically prepared my maps and NPCs with tokens and other markers and masked the images.
Currently my tokens are either located in my campaign\tokens folder or under FG\tokens\host folder.

I would like my players to avoid seing the tokens used for the npcs, and local PC connection to the campaign seems to show them.

Where would recommend to put the markers to achieve this?

Trenloe
April 26th, 2018, 18:03
I would like my players to avoid seing the tokens used for the npcs, and local PC connection to the campaign seems to show them.

Where would recommend to put the markers to achieve this?
Token visibility is not controlled by the location of the files, it is controlled by the individual token. Information here: https://www.fantasygrounds.com/wiki/index.php/Tokens#Visibility But note that you can't set visibility via the Combat Tracker in the Star Wars ruleset.

If you want a token's visibility to be mask sensitive - first set it to always invisible via the right-click menu, and then to Mask Sensitive Visibility.

bigjip
April 26th, 2018, 18:05
That's already done :)

Sorry, i didn't make this clear enough: the issue is the tokens being "visible" in the tokens interface menu, on the bottom right column.

Makes sense ?

Trenloe
April 26th, 2018, 18:08
That's already done :)

Sorry, i didn't make this clear enough: the issue is the tokens being "visible" in the tokens interface menu, on the bottom right column.

Makes sense ?
OK, yeah that makes sense.

Unfortunately, as soon as you share an image with the players that contains tokens, those tokens are shared with the players. FG needs to do this to be able to display the tokens on the maps - the code doesn't go to the low-level detail of whether they are visible or not.

bigjip
April 26th, 2018, 18:14
Ok, got it.
And prior to sharing the "hosting image"? they should not be in the token box?

I was interested in the token box only, as I am pretty sure my sneaky players will have a look at it as soon as they connect :D

Thanks for the quick responses, as usual

EDIT:

as per https://www.fantasygrounds.com/wiki/index.php/Tokens#Loading_Locations

GM Tokens: GM tokens available for all campaigns. Any tokens stored in the FG data directory under the tokens/host subfolder. Accessible via the GM button in the Token Box window. GM tokens are only displayed in the GM token box.
Shared Tokens: Shared tokens available for all campaigns. Any tokens stored in the FG data directory under the tokens/shared subfolder. Accessible via the Shared button in the Token Box window. Shared tokens are displayed in both the GM and player token boxes.

does the SW ruleset follows the same behavior ?

Raithmore
April 27th, 2018, 23:46
Good evening everyone!

I wanted to mention a bug I noticed to see what the experts thought of it. When I am in game and I roll a 'vehicle critical' via the special die in the dice box at the bottom, I receive an error message via the GM console. It returns this error: Script Error: [string "managers/chatmanager.lua"]:815: attempt to index local 'sourcenode' (a nil value)

Chorpa
May 3rd, 2018, 13:00
Good evening everyone!

I wanted to mention a bug I noticed to see what the experts thought of it. When I am in game and I roll a 'vehicle critical' via the special die in the dice box at the bottom, I receive an error message via the GM console. It returns this error: Script Error: [string "managers/chatmanager.lua"]:815: attempt to index local 'sourcenode' (a nil value)

I am far from an expert but I have tried to recreate it and seem to work fine for me. Not sure if the problem is with the ruleset but I can be mistaken.

Trenloe
May 3rd, 2018, 18:24
I wanted to mention a bug I noticed to see what the experts thought of it. When I am in game and I roll a 'vehicle critical' via the special die in the dice box at the bottom, I receive an error message via the GM console. It returns this error: Script Error: [string "managers/chatmanager.lua"]:815: attempt to index local 'sourcenode' (a nil value)
I've identified the issue. I'll provide a fix soon.

In the meantime, drag the vehicle critical chit directly to the target. This is the recommended method anyway, as it takes into account any current criticals on the target and adjusts the dice roll appropriately (+10 per current critical).

Raithmore
May 3rd, 2018, 19:32
Perfect! Thank you!

Chorpa
May 8th, 2018, 08:46
I've identified the issue. I'll provide a fix soon.

In the meantime, drag the vehicle critical chit directly to the target. This is the recommended method anyway, as it takes into account any current criticals on the target and adjusts the dice roll appropriately (+10 per current critical).

Ahh that was why I missed it. I thought this was the only way to apply a vehicle crit. :p

Chorpa
May 17th, 2018, 09:39
Hey guys! Just encountered a problem yesterday that I think might be related to the Star Wars ruleset. I have been working on the 5th adventure in our current campaign and was about to export it to a module to use in our game yesterday and got this error message:

Script Error: [string "classes/utilities/export.lua"]:123: export: Invalid parameters
I have tried everything I could think of but nothing seem to work. Tried to make the same export in other rulesets and there it seem to work fine. I am thinking it might be something in the last 3.3.5 update that did something.

Trenloe
May 17th, 2018, 14:51
Hey guys! Just encountered a problem yesterday that I think might be related to the Star Wars ruleset. I have been working on the 5th adventure in our current campaign and was about to export it to a module to use in our game yesterday and got this error message:

I have tried everything I could think of but nothing seem to work. Tried to make the same export in other rulesets and there it seem to work fine. I am thinking it might be something in the last 3.3.5 update that did something.
EDIT: What version of the ruleset are you using? This works fine in full release versions of v2.1.1a+ - it was fixed a year ago but the issue did briefly sneak back in with a recent test version. Download v2.1.1c from post #1.

Chorpa
May 18th, 2018, 14:35
EDIT: What version of the ruleset are you using? This works fine in full release versions of v2.1.1a+ - it was fixed a year ago but the issue did briefly sneak back in with a recent test version. Download v2.1.1c from post #1.
I was using v2.1.1a. I checked and thought I had the latest version but missed that it was a c version out. Downloading v2.1.1c now. :p

Trenloe
May 23rd, 2018, 16:22
For those who are interested in having clickable sound links within this ruleset, similar to what the DOE: Sound extension (which doesn't work with this ruleset) provides (but not as feature rich) then new FG lin functionality may be of interest to you - info here: https://www.fantasygrounds.com/forums/showthread.php?43933-New-Way-To-Create-Sound-Triggers-in-Fantasy-Grounds

bigjip
May 23rd, 2018, 18:15
Sweet, works like a charm !
and being apparently able to include in the exports makes this even better :)

Raithmore
June 4th, 2018, 03:24
23678

Hello Everyone,

I have run into a problem with running my game since I updated to the latest version (2.1.1.c). All of my players but one connected without difficulty. One player, however kept getting an error when he would try to connect with the game (see the image). It says "Error Loading Date: Rulset: Star Wars EotE. Unable to load ruleset file (base.xml). Do you want to try reloading the data?"
However, if he selects yes, it fails and closes Fantasy Grounds. I have tried having him update Fantasy Grounds, uninstall and reinstall Fantasy Grounds. I have tried having him run Fantasy Grounds as an Administrator. I have tried having him delete his ruleset folder contents and then re-update. I have tried having him deactivate his Norton firewall in case it was some kind of conflict. I even tried sending him the .pak file to put in his ruleset folder. None of these things worked.
Any advice on how to proceed?

Many thanks for your time in advance!

Trenloe
June 4th, 2018, 03:28
Any advice on how to proceed?
Does he get that error when he's joining your game (you see the Player joined message in the GM's chat window)? Or, is that when they're trying to start a campaign themselves as a GM?

If joining as a player, get them to nuke their player cache before joining - from the "Join Game" screen click the nuke button in the top right hand corner and then try to connect to your game. Players don't specifically need the .pak file locally - they will download the data needed when they join your game.

Raithmore
June 4th, 2018, 03:42
Yes he gets that error when I am the GM and he is trying to join my game. Ok I will have him try that! I never noticed that nuke button there before !

Elvedui
September 8th, 2018, 22:47
Is there one link with all the SW materials for FG. I just want to ensure I find the most up to date modules. What I have loaded seems to be light on equipment, etc so I think it must be an earlier version?

Elvedui
September 8th, 2018, 22:52
I can't seem to download this vehicle mod?? The page it takes me to doesn't exist.

Miekael
September 9th, 2018, 05:39
I can't seem to download this vehicle mod?? The page it takes me to doesn't exist.

I believe you are looking for this (https://www.fantasygrounds.com/forums/showthread.php?24150-Star-Wars-Edge-of-the-Empire-Library-modules&p=336494&viewfull=1#post336494) it's the Player Library 2.0 has all the equipment/vehicle libraries included. Do note it is a bit dated and newer books are not in the library yet.

Trenloe
September 9th, 2018, 07:47
I can't seem to download this vehicle mod?? The page it takes me to doesn't exist.
As mentioned in the post, just before the old vehicle module link: "Older modules, now replaced by the v2.0 player library..."

Trenloe
September 9th, 2018, 07:50
Is there one link with all the SW materials for FG. I just want to ensure I find the most up to date modules. What I have loaded seems to be light on equipment, etc so I think it must be an earlier version?
I think you've already followed the library data link from the first post to take you here: https://www.fantasygrounds.com/forums/showthread.php?24150-Star-Wars-Edge-of-the-Empire-Library-modules

Post #1 has a "basic" player library module. Post #2 of that thread has links to the v2.0 player library and encounter module.

Elvedui
September 10th, 2018, 13:57
Sorry it just becomes confusing since there are links to links to links and many of those links don't work. I think I do have that player mod...and yes I guess it is a bit older. Thanks

Batei
September 17th, 2018, 17:16
I've been doing a ton of tinkering with the Library Mod and it works great. I discovered I needed some additional table lists (like one for careers) so added some code to the ref_equipment_lists.xml. I think it's good, but every time I zip the Star Wars EotE back together, it won't load... basically I recall it cannot find or load the base.xml file for the ruleset. Troubleshooting, I unzipped a clean rule set and just zipped it again (no changes, just unzip and rezip). I get the same issue.

So I don't know how to zip a rule set back together and make it work. I do change the "zip" to "pak" after compression. Any suggestions?

Trenloe
September 17th, 2018, 17:44
So I don't know how to zip a rule set back together and make it work. I do change the "zip" to "pak" after compression. Any suggestions?
Make sure you use standard ZIP compression, and ZIP all the files from within the ruleset directory (where the base.xml file is). Don’t ZIP from outside the directory.

Batei
September 17th, 2018, 18:37
Make sure you use standard ZIP compression, and ZIP all the files from within the ruleset directory (where the base.xml file is). Don’t ZIP from outside the directory.

Oh my! LOL! Of course, the extra layer of zipping from outside the folder would create the disconnect. Where is the slapping forehead emoji? If I've learned anything this last week while learning XML, it's the most simplest things that you have to watch. Thanks Trenloe!

Batei
September 18th, 2018, 02:00
New question. I have built new tables in the Library that utilize weapons, items, armor, etc with no issue. Making a table for Talents (Genesys and /or Star Wars) as well as careers is posing a problem. There is nothing currently for careers in the system, so I started using the "ability" classtype one that was used for Species and Special Abilities just to test some things. The talent one has it's own classname type, but no previous tables. I thought I created the correct code in the "ref_equipment_lists.xml" for the tables, but they are not populating with the lines of data I'd expect. The tables pop up when I select them from the Library, and even the various different sections pop up (Tier 1, Tier 2) as well as the column headers (Activation, Ranked, Source). But no data populates. I do have the lists created in the Library for the items.

Do I need to create something else in the ruleset to make it work?

Trenloe
September 19th, 2018, 12:06
New question. I have built new tables in the Library that utilize weapons, items, armor, etc with no issue. Making a table for Talents (Genesys and /or Star Wars) as well as careers is posing a problem. There is nothing currently for careers in the system, so I started using the "ability" classtype one that was used for Species and Special Abilities just to test some things. The talent one has it's own classname type, but no previous tables. I thought I created the correct code in the "ref_equipment_lists.xml" for the tables, but they are not populating with the lines of data I'd expect. The tables pop up when I select them from the Library, and even the various different sections pop up (Tier 1, Tier 2) as well as the column headers (Activation, Ranked, Source). But no data populates. I do have the lists created in the Library for the items.

Do I need to create something else in the ruleset to make it work?
Not exactly sure where the issue might be. If data isn't populating, without any errors/warnings in the console (open the console if it's not already open), then double check that the data path you're passing in actually has some data in it. If the data is in a module, remember to append @<module name> to the database path.

A good way to see where a windowclass is looking for data is to put the following in an onInit function in the windowclass <script> - Debug.console("Windowclass db node = ", getDatabaseNode());

Batei
September 22nd, 2018, 15:54
Thanks Trenloe. I cannot seem to wrap my head around it or get the hangup figured out.

I decided to go back to building entries and using the existing tables which has caused me another wrinkle. Some of the titles for weapons are just too long. In the "ref_equipment_lists.xml" I found a value to change that shifted the titles (Name, Skill, Dam, etc) of the table to the right to make room, but I could not get the values below to match up/line up underneath. If I need more width in the name column, is there a simple way to make that happen? Perhaps by doing little steps I can figure out how to make new types of tables work. :)

Trenloe
September 22nd, 2018, 16:57
I decided to go back to building entries and using the existing tables which has caused me another wrinkle. Some of the titles for weapons are just too long. In the "ref_equipment_lists.xml" I found a value to change that shifted the titles (Name, Skill, Dam, etc) of the table to the right to make room, but I could not get the values below to match up/line up underneath. If I need more width in the name column, is there a simple way to make that happen? Perhaps by doing little steps I can figure out how to make new types of tables work. :)
Look at the XML specification for the controls in the windowclass that is used for each line in the table. This is in a different windowclass than the table heading.

Batei
September 22nd, 2018, 17:21
I keep looking at it, but it keeps looking like Greek. And I'm barely fluent in English. :D In the original code, I changed the <anchored width="500" /> to <anchored width="600" /> for the data under the Special column and the accommodated all the things I needed. But I cannot find one that expands the width for the name column. There are some lines that list values in the <bounds>30,2,120,20</bounds>. I experimented with several of these and the only real change I ended up with respect to the columns under the title was one time the name fields overlapped the skill fields. The letters were literally on top of each other where the names ended and the skills began.

At first I was looking for an "anchored width" value for the name column data, but it just doesn't exist. So the answer I think must be in one of the lines with a <bounds>? I tinkered with lines 17, 20, and 129 for the Weapons table. But other than the overlap, I didn't find it.

Also, I've tried to do some web searching to help explain what some of the items mean in the code and clear definitions/meaning eludes me so I am just learning through experimentation. That is of course the slow route, but the web searching is a rabbit hole with little payoff. Seeing the code you guys created is amazing and definitely makes me appreciative of the effort it took. I hope to be able to contribute something eventually.

Trenloe
September 22nd, 2018, 18:00
There are some lines that list values in the <bounds>30,2,120,20</bounds>. I experimented with several of these and the only real change I ended up with respect to the columns under the title was one time the name fields overlapped the skill fields. The letters were literally on top of each other where the names ended and the skills began.

At first I was looking for an "anchored width" value for the name column data, but it just doesn't exist. So the answer I think must be in one of the lines with a <bounds>? I tinkered with lines 17, 20, and 129 for the Weapons table. But other than the overlap, I didn't find it.
You're nearly there! :)

Controls that use <bounds> are mostly statically positioned - so don't resize/move if the window is resized.

Details on control sizing, bounds, etc. here: https://www.fantasygrounds.com/wiki/index.php/Developer_Guide_-_Rulesets_-_Interface#Positioning

The way the controls are laid out for the row in the table is:
1) Link field - static bounds (5-25 pixels from the left).
2) Name field - static bounds (30 - 150 pixels from the left).
3) reftableanchor - static bounds (150 pixels from the left). This control is what all of the following <string_reftable> and <number_reftable> entries are relatively anchored to - see "relative" anchoring in the page linked above.
4+ - reftable controls relatively anchored to the reftableanchor control.

Batei
September 22nd, 2018, 18:53
Thanks Trenloe! That does look like what I need to understand. I will take a look at that this weekend when I can do so without distraction. I'm slow, but once I get something I can usually extrapolate more things from a discovery and eventually run with it. :)

Batei
September 23rd, 2018, 22:56
Trenloe you are a saint! Reading that made a light bulb go off in my head and it actually fixed several things I was having issues with creating new types of tables let alone spacing. Thanks so much!!!!!

WahaGames
October 9th, 2018, 00:13
Sorry,

New idiot here. Just switched to FG and I LOVE the Star Wars community-supported material.

I've figured pretty much everything out, but one thing that I cannot figure out that seems vital to running a map, is the ability to add an already-dropped-on-map NPC to the initiative tracker. I tend to set up maps and then add NPCs to combat as I go along, but I can't for the life of me figure out how to do it.

The only thing I can figure out is: put NPCs on map, if PCs fight, add NPCs to tracker from NPC list then replace the tokens that are on the map already. This seems to be the only way to leave the NPCs "linked" when making updates in Combat Tracker.

No way to throw them on the tracker on the fly?

LordEntrails
October 9th, 2018, 00:44
Sorry,

New idiot here. Just switched to FG and I LOVE the Star Wars community-supported material.

I've figured pretty much everything out, but one thing that I cannot figure out that seems vital to running a map, is the ability to add an already-dropped-on-map NPC to the initiative tracker. I tend to set up maps and then add NPCs to combat as I go along, but I can't for the life of me figure out how to do it.

The only thing I can figure out is: put NPCs on map, if PCs fight, add NPCs to tracker from NPC list then replace the tokens that are on the map already. This seems to be the only way to leave the NPCs "linked" when making updates in Combat Tracker.

No way to throw them on the tracker on the fly?
Hey, welcome to the forums!

Though I don't use this ruleset, the one Golden Rule of FG (at least for every oher ruleset and I ***-u-me this one too!) is;
"Always place PC and NPC tokens on the map from the Combat Tracker"
So, I think you will find you want to put them on the CT, then from the CT to the map. Never drag directly to the map from anyplace else.

WahaGames
October 9th, 2018, 00:56
Hey, welcome to the forums!

Though I don't use this ruleset, the one Golden Rule of FG (at least for every oher ruleset and I ***-u-me this one too!) is;
"Always place PC and NPC tokens on the map from the Combat Tracker"
So, I think you will find you want to put them on the CT, then from the CT to the map. Never drag directly to the map from anyplace else.

Simple enough! But then how do I hide opponents from the players? Just have to add them as you go along?

The Pathfinder tracker let's you hide enemies on the tracker so the players cant see them before they encounter them.

Thanks

Batei
October 9th, 2018, 01:28
You should be able to right click them and select Visibility. From there you can make them invisible or visible to players.

Nylanfs
October 9th, 2018, 02:02
And I think opponents are already supposed to start out hidden aren't they? Log into a second session using localhost on your machine to see what the players see.

WahaGames
October 9th, 2018, 03:28
And I think opponents are already supposed to start out hidden aren't they? Log into a second session using localhost on your machine to see what the players see.

Yeah I have done that. It doesnt work like other rulesets. Everything is showing up in the tracker for the players even if I hide the NPC.

ianmward
October 9th, 2018, 06:12
Hi WaHaGames,

The StarWars ruleset, while pretty fantastic, has not yet been migrated to the newer ruleset standard (CoreRPG). For this reason, not all of the features other rulesets have, are available.

What you are looking for is the ability to predefine the encounter, with the token positions defined and when the PCs arrive, hit a button to activate that encounter. Unfortunately the Star Wars ruleset does not yet have that.

A (major) project is underway to bring Star Wars up to the CoreRPG level but don’t hold your breath.

As mentioned by others, you should be able to prepare the Combat Tracker in advance and reveal the tokens but it is not quite as nice as other rulesets yet.

I hope this doen’t put you off, as I run Star Wars this way regularly and we have a blast!

Ian

Trenloe
October 9th, 2018, 07:14
The only thing I can figure out is: put NPCs on map, if PCs fight, add NPCs to tracker from NPC list then replace the tokens that are on the map already. This seems to be the only way to leave the NPCs "linked" when making updates in Combat Tracker.
This is probably the best way to do it. With the additional steps of adding the token to the map first from a NPC record from the campaign data list. This will allow you to click on the token on the map to open up the NPC sheet. Then drag the token from the sheet to the CT. Delete the one on the map and re-drag the token from the newly added CT record. This makes it quicker to open the NPC sheet without having to find the NPC in the campaign data lists.

WahaGames
October 9th, 2018, 23:09
Thanks, all. I will continue to use this and hope that features continue to flow in over time. I really love the Genesys system and hope that one of the big TTRPGs decides to support it officially at some point.

ShadeRaven
October 19th, 2018, 02:51
Hey.. we were going to play a little EotE but I am running into problems getting creatures from the new Reference Manual Extension, it's not working with the combat tracker - rolling initiate, etc. Is there a trick to this?

viresanimi
October 19th, 2018, 05:36
Since Star Wars is an old ruleset, you may have to copy the creature into the campaign first, THEN drag it to the combat tracker. This ruleset is a microcosm of the pre-3.0 days, so many small things work differently than all the Core rulesets.

Personally I've used all the modules I can find and never had a problem with them.


Vires Animi

Trenloe
October 19th, 2018, 08:57
Hey.. we were going to play a little EotE but I am running into problems getting creatures from the new Reference Manual Extension, it's not working with the combat tracker - rolling initiate, etc. Is there a trick to this?
Not sure what extension you’re referring to?

As viresanimi mentions, this ruleset is pre-CoreRPG so some things need to be done how we had to do things a couple of years ago. Watching the videos (links in post #1) should help get you started.

Meliath1742
January 11th, 2019, 18:36
Just now getting around to using the SW ruleset. But I'm having a weird problem seeing the player icons on my screen as well as the character select screen. The icon is ok on the character sheet itself (see pic).

25927

Trenloe
January 11th, 2019, 18:45
Just now getting around to using the SW ruleset. But I'm having a weird problem seeing the player icons on my screen as well as the character select screen. The icon is ok on the character sheet itself (see pic).

25927
That's because the PC sheet shows the token, not the portrait. These are two different things.

The player assigns a portrait - when the player has a PC sheet open, they should click the portraits button on the top right of the desktop and select a portrait from there.

Meliath1742
January 11th, 2019, 19:36
That's because the PC sheet shows the token, not the portrait. These are two different things.

The player assigns a portrait - when the player has a PC sheet open, they should click the portraits button on the top right of the desktop and select a portrait from there.

Thanks for the help Trenloe. I'll check it out.

Update: Ok, I signed on as a localhost but nothing shows up in the Portrait window (blank). What am I missing?

Trenloe
January 11th, 2019, 19:57
Update: Ok, I signed on as a localhost but nothing shows up in the Portrait window (blank). What am I missing?
Screenshot please.

Meliath1742
January 11th, 2019, 20:00
Screenshot

25928

Trenloe
January 11th, 2019, 20:11
Thanks for that. Checking on my system it looks like the portraits window will only show portrait files in the base <FG App Data>\portraits directory - it won't show files in sub directories or in .ppk files.

Trenloe
January 11th, 2019, 20:12
I have just gone to add this as a known issue - and it's already logged in post #3 of this thread.

Meliath1742
January 11th, 2019, 20:15
I have just gone to add this as a known issue - and it's already logged in post #3 of this thread.

Thanks Trenloe! I figured it might have been identified already. Sorry for the repeat business.

Trenloe
January 11th, 2019, 20:18
Sorry for the repeat business.
No worries, I'd forgotten about it myself! ;-)

Meliath1742
January 12th, 2019, 12:33
No worries, I'd forgotten about it myself! ;-)

Is it possible to put portraits in the directory you mentioned above?

Trenloe
January 12th, 2019, 15:40
Is it possible to put portraits in the directory you mentioned above?
Yep. Put the individual image files in <FG App Data>\portraits

Meliath1742
January 12th, 2019, 18:51
Yep. Put the individual image files in <FG App Data>\portraits

This is my current portrait location.

C:\Users\John\AppData\Roaming\Fantasy Grounds\portraits

I'm not sure where the directory you referenced is located.

Trenloe
January 12th, 2019, 18:55
This is my current portrait location.

C:\Users\John\AppData\Roaming\Fantasy Grounds\portraits

I'm not sure where the directory you referenced is located.
<FG App Data> is accessed by clicking the folder icon in the top right if the main FG start screen.

Meliath1742
January 12th, 2019, 20:19
<FG App Data> is accessed by clicking the folder icon in the top right if the main FG start screen.

Thanks!

Update: So that location is the same one I listed above. What I failed to realize was that I was using sub folders within the Portraits location which of course was the problem you originally identified. So, dropping them straight into the Portraits folder worked great. Thanks Trenloe!

Trenloe
January 13th, 2019, 15:20
Thanks!

Update: So that location is the same one I listed above. What I failed to realize was that I was using sub folders within the Portraits location which of course was the problem you originally identified. So, dropping them straight into the Portraits folder worked great. Thanks Trenloe!
Cool. Game on - go shoot some stormtroopers! :)

Meliath1742
January 19th, 2019, 14:38
Newbie Question#1:

There's a ship icon at the top of the screen where ship data can be added. There's also a tab for ship data on the character sheets. I had initially thought that the ship on the main screen was to be filled out and then just dropped on the to the CT as needed...but I couldn't find a way to add it to the CT, whereas the ship data on the character sheet can be added by checking the option on the CT. So, what exactly is the ship icon at the top of the desktop used for?

Girwan
January 22nd, 2019, 18:05
How I can put in some stories etc, signs of Difficults, Boost, Triumph, Success etc?

Trenloe
January 22nd, 2019, 18:07
How I can put in some stories etc, signs of Difficults, Boost, Triumph, Success etc?
See the details in the thread linked in post #2.

Girwan
January 22nd, 2019, 18:18
I test it and it's not working. I need some extension?

Trenloe
January 22nd, 2019, 18:21
I test it and it's not working. I need some extension?

The instructions read: "By using the following codes within a formatted text field, the ruleset substitutes the new font graphic when the field is closed. When you next open the field/window you'll see the new graphics!" Are you entering the data in a formatted text field (not just a string field) and have you closed the window and re-opened it?

Girwan
January 22nd, 2019, 18:23
It's my effect:

26079

Girwan
January 22nd, 2019, 18:29
Ok, problem is in my extension for polish fonts. When I shut down it, it will OK. Do you have idea what I can do, to use this and use FG symbols?

examples of code:
-<root>
<!-- Formatted text fields -->
-<font name="reference-title">
<fgffile name="graphics/fonts/bold-14.fgf"/>
<color value="000000"/>
</font>
-<font name="reference-h">
<fgffile name="graphics/fonts/bold-13.fgf"/>
<color value="660000"/>
</font>
-<font name="reference-r">
<fgffile name="graphics/fonts/regular-11.fgf"/>
<color value="#000000"/>
</font>

Trenloe
January 22nd, 2019, 18:40
Ok, problem is in my extension for polish fonts. When I shut down it, it will OK. Do you have idea what I can do, to use this and use FG symbols?
The symbols are embedded in the regular.fgf file. I did this with the FGF font editor - using ASCII codes 241-255.

You can try editing and copying the graphics from regular.fgf into the standard font your extension uses in a formattedtext control using the attached FGF editor from Neil G. Foster.

Trenloe
January 22nd, 2019, 19:29
There's a ship icon at the top of the screen where ship data can be added. There's also a tab for ship data on the character sheets. I had initially thought that the ship on the main screen was to be filled out and then just dropped on the to the CT as needed...but I couldn't find a way to add it to the CT, whereas the ship data on the character sheet can be added by checking the option on the CT. So, what exactly is the ship icon at the top of the desktop used for?
Note - the implementation of the party ship sheet is not complete - I had more plans for it, but it's still functional at this point, as described below.

The ship in the top left of the desktop is supposed to be the party's ship, it's not supposed to be a vehicle used by an individual but the party as a whole. The vehicle entry in the CT is primarily for a vehicle that just that individual is using (a speeder, for example). The ship details on the PC sheet can be used to hold details by the pilot of the party ship - this can be handy to track wounds, strain and speed in the CT, but this is currently not linked to the data stored in the party ship sheet - so would have to be manually adjusted after combat.

The party starship allows gunners to fire any of the weapons - double click the die icon next to the weapon in the "Weapon" section of the party ship sheet to populate the dice pool for that weapon and the PC's skill.

Other than that, lasting damage to the party ship needs to be tracked in the ship sheet - note, ship inventory, etc. can also be done here.

Meliath1742
January 23rd, 2019, 11:56
Thanks for the clarification Trenloe.

JMG
January 25th, 2019, 10:05
Hi!
I'm learning Fantasy Grounds because your work, thanks a lot!
I'm wondering if there are plans to parse OggDudes latest data into the library module (gear, talents, species, etc). Although the 2.0 library is quite complete, it doesn't feature everything. Also, OggDudes supports different languages for many aspects, and they are in xml too. Any plans to parse those languages?

Thanks again!

Trenloe
January 25th, 2019, 15:37
Hi!
I'm learning Fantasy Grounds because your work, thanks a lot!
I'm wondering if there are plans to parse OggDudes latest data into the library module (gear, talents, species, etc). Although the 2.0 library is quite complete, it doesn't feature everything. Also, OggDudes supports different languages for many aspects, and they are in xml too. Any plans to parse those languages?

Thanks again!
Welcome to the FG forums. I have no plans to make modules in different languages. It was Miekael who created the 2.0 library modules, I don't know what plans they have for any updates/translations.

Girwan
January 27th, 2019, 19:07
Trenloe, how I can put columns in table. I want build table but when I choose this option from radial menu, I get only row. How I can divided it on columns?

Trenloe
January 27th, 2019, 19:38
Trenloe, how I can put columns in table. I want build table but when I choose this option from radial menu, I get only row. How I can divided it on columns?
It's no different from standard FG formatted text functionality - CTRL+TAB - detailed here: https://www.fantasygrounds.com/wiki/index.php/The_Basics#Formatted_Text_Fields

WildKnight
February 24th, 2019, 12:44
Not sure what I'm doing wrong, but when I load this up, I get the Star Wars themes and a little "starship" icon in the top left, but all of the options on the right (like Library) are empty (yes I downloaded the modules), and there's no button whatsoever for creating characters. I can pull up the character loading box, but there doesn't seem to be any way to actually create one.

Edit: while trying to figure out what I was doing wrong, I also noticed that while I can click on the modules, there is no load button for them(?)

viresanimi
February 24th, 2019, 14:39
This is pre-3.0 ruleset.

Double click on the module icons to open them. The button for characters is one of the small one's at the top right. Right click in the character window to create a new one.

Girwan
February 24th, 2019, 14:45
Not sure what I'm doing wrong, but when I load this up, I get the Star Wars themes and a little "starship" icon in the top left, but all of the options on the right (like Library) are empty (yes I downloaded the modules), and there's no button whatsoever for creating characters. I can pull up the character loading box, but there doesn't seem to be any way to actually create one.

Edit: while trying to figure out what I was doing wrong, I also noticed that while I can click on the modules, there is no load button for them(?)

Try open book with module - click on them you see arrow

WildKnight
February 24th, 2019, 16:09
Try open book with module - click on them you see arrow


Aha, I see! Thank you very much!

chumbly
February 28th, 2019, 23:37
I saw this webpage on the SYFY website... on the bottom of the page are a slideshow of pictures including immersive concept art scenes that Disney release promoting the new Star Wars Galaxy Edge parks at Disney Land and World. The concept art scenes might interest some GM's as images to use to immerse their players. Also for immersion.. there are photos of the "Star Wars" food items the Galaxy Edge park will be selling as food from a Galaxy Far Far Away.

https://www.syfy.com/syfywire/star-wars-galaxys-edge-photos-attractions-disney-parks

garrion_sw
March 6th, 2019, 23:06
Trenloe, what is the status of the Star Wars/Genesys rewrite to CoreRPG? I used the existing one for my old campaign and it worked great but some of the newer Core features were missed. A friend is interested in the new Android Genesys game so I had considered trying at least a rudimentary conversion bit it would be low priority. Your skills are way superior to mine and you have stated how difficult it has been. What aspect has been troublesome? Should I find a new pipedream? I'm assuming that even without automation it is much more than substitution of variables and dice graphics, which is the extent of my coding knowledge within FG.

Trenloe
March 7th, 2019, 03:24
Trenloe, what is the status of the Star Wars/Genesys rewrite to CoreRPG? I used the existing one for my old campaign and it worked great but some of the newer Core features were missed. A friend is interested in the new Android Genesys game so I had considered trying at least a rudimentary conversion bit it would be low priority. Your skills are way superior to mine and you have stated how difficult it has been. What aspect has been troublesome? Should I find a new pipedream? I'm assuming that even without automation it is much more than substitution of variables and dice graphics, which is the extent of my coding knowledge within FG.
With Pathfinder 2 coming out this year, which I'm developing the ruleset and base modules for, I won't be looking at any development on SW/Genesys this year.

In theory, you could look at bringing specific CoreRPG functionality into the SW ruleset, but it won't be easy - as you'd need to familiarise yourself with both rulesets and the way FG does things. I'm always curious as to what functionality that isn't present that would stop people from playing a game they want to play. Sure, there's some nice things in CoreRPG that make things easier/smoother to play, but if you want to play a game that wouldn't stop me from playing.

fmmm1000
March 10th, 2019, 08:02
Hey, so I just got this ruleset and am reading through the books trying to make sense of it. I found some lists in the GM tools, but I can't figure out how to read them properly, and one of them doesn't even look finished. Could someone please explain them to me? This is my first time learning this ruleset. I'm more used to playing pathfinder.

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26650

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Trenloe
March 10th, 2019, 18:15
Hey, so I just got this ruleset and am reading through the books trying to make sense of it. I found some lists in the GM tools, but I can't figure out how to read them properly, and one of them doesn't even look finished. Could someone please explain them to me? This is my first time learning this ruleset. I'm more used to playing pathfinder.

26649

26650

26651
The first two list how to spend the positive and negative results of a dice roll.

Which physical rulebook do you have? It might be easier if I point you towards the relevant section in the rulebook.

fmmm1000
March 10th, 2019, 20:58
The first two list how to spend the positive and negative results of a dice roll.

Which physical rulebook do you have? It might be easier if I point you towards the relevant section in the rulebook.

I don't have any physical versions. I found a site that hosts pdf versions of them. Edge of the Empire, Age of Rebellion, and Force and Destiny. Really wish I could buy my own digital copies, but I can't find any for sale. I probably should just buy the physical versions.

fmmm1000
March 11th, 2019, 04:52
Also, how do you target anything during combat? Normally we use maps during combat encounters in Pathfinder, but without knowing how to target in EotE, how do we know if anything gets hit?

garrion_sw
March 11th, 2019, 05:42
I'm always curious as to what functionality that isn't present that would stop people from playing a game they want to play. Sure, there's some nice things in CoreRPG that make things easier/smoother to play, but if you want to play a game that wouldn't stop me from playing.

Nothing keeps it from being usable. It is a great ruleset and I'm not complaining. There are just a few quality of life features that Core supports that are not available; the map features and drag and drop capability being the biggest two for me. FG has come a long way since the old v1 days and I'm happy to be able to play almost all my games on it now.

Trenloe
March 11th, 2019, 16:35
the map features and drag and drop capability being the biggest two for me.
Which map features in particular? Which drag and drop capability?

Trenloe
March 11th, 2019, 16:40
I don't have any physical versions. I found a site that hosts pdf versions of them. Edge of the Empire, Age of Rebellion, and Force and Destiny. Really wish I could buy my own digital copies, but I can't find any for sale. I probably should just buy the physical versions.
Here's a legal PDF that might help you get into the basics of the system: https://images-cdn.fantasyflightgames.com/filer_public/18/ff/18ff8afe-bf19-47a3-97e5-a313ded3d6b3/under_a_black_sun_lores.pdf

Otherwise there aren't any legal PDFs of the main rules - as FFG don't have a license for those.

I'd recommend you spend some time learning the mechanics of the system - such as combat spends (which is what two of the screenshots you posted refer to).

Trenloe
March 11th, 2019, 16:46
Also, how do you target anything during combat? Normally we use maps during combat encounters in Pathfinder, but without knowing how to target in EotE, how do we know if anything gets hit?
There's no targeting as such, because there's no AC (or similar target number) to try to hit. Difficulty to hit is determined by how many difficulty dice are rolled and it's all about how many net successes in the result.

If you roll the attack from the PC/NPC combat tab, you can then drag/drop the result (if there are any net successes) to an actor on the combat tab and damage will be applied.

fmmm1000
March 11th, 2019, 18:02
Thanks for answering both questions so quickly! :) But what's the third thing I screenshot?

Trenloe
March 11th, 2019, 18:07
Thanks for answering both questions so quickly! :) But what's the third thing I screenshot?
Check environmental effects in the rulebook. Otherwise ask the author of the module you're looking at.

fmmm1000
March 12th, 2019, 21:16
Is there any way to edit the map units into meters, or the different ranges instead of feet?

Trenloe
March 12th, 2019, 21:25
Is there any way to edit the map units into meters, or the different ranges instead of feet?
That could be done by writing an extension to override the code in the baseimagecontrol, which is in classes/common/baseimagecontrol.lua

EDIT: To use distance measurement you need a grid on the map. FFG Star Wars doesn't use discrete distances, it uses an abstract measurement system. I don't think I've ever used a grid in any of my SW games. This is mentioned in the quickstart Black Sun PDF: "Rather than have a player’s attention focused on a grid, counting squares, Edge of the Empire uses more abstract means to represent position, distance, and range, thus allowing the players to focus on the action and adventure." If I feel the need to indicate ranges, I put a letter token on the map in between points of interest - S = Short, M = Medium, L = Long, E = Extreme.

fmmm1000
March 12th, 2019, 22:30
That could be done by writing an extension to override the code in the baseimagecontrol, which is in classes/common/baseimagecontrol.lua

EDIT: To use distance measurement you need a grid on the map. FFG Star Wars doesn't use discrete distances, it uses an abstract measurement system. I don't think I've ever used a grid in any of my SW games. This is mentioned in the quickstart Black Sun PDF: "Rather than have a player’s attention focused on a grid, counting squares, Edge of the Empire uses more abstract means to represent position, distance, and range, thus allowing the players to focus on the action and adventure." If I feel the need to indicate ranges, I put a letter token on the map in between points of interest - S = Short, M = Medium, L = Long, E = Extreme.

I'm using the grid mostly to keep track of how big the NPC tokens need to be compared to the players. All of the tokens I upload for them keep showing up as gigantic on the map no matter what NPC sheet they're attached to, so I have to resize them manuelly. But I thought I'd ask about distances anyway. Thanks.

fmmm1000
March 12th, 2019, 22:32
Wait, you've never used a grid on yours? How do you make the NPC token show up as the right size on the map?

Trenloe
March 12th, 2019, 22:38
Wait, you've never used a grid on yours? How do you make the NPC token show up as the right size on the map?
See the third paragraph in "Scaling" here: https://www.fantasygrounds.com/wiki/index.php/Tokens#Scaling

fmmm1000
March 12th, 2019, 22:47
See the third paragraph in "Scaling" here: https://www.fantasygrounds.com/wiki/index.php/Tokens#Scaling

Oh, I already knew about that. I meant if you knew of some way to get them to automatically scale correctly without having to use the control key to individually scale each one. Thanks anyway though.

fmmm1000
March 12th, 2019, 22:53
Here, maybe it'll be better if I show you what I'm talking about. The token circled in red, the mynock, is the size that all of the tokens show up as when I place them on the map. No matter where I pull them from. The only exception to this are the PC tokens. The togruta token is a pc token. All of the other tokens on the map had to be sized one at a time using the control key and mouse wheel.

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Trenloe
March 12th, 2019, 23:44
Here, maybe it'll be better if I show you what I'm talking about. The token circled in red, the mynock, is the size that all of the tokens show up as when I place them on the map. No matter where I pull them from. The only exception to this are the PC tokens. The togruta token is a pc token. All of the other tokens on the map had to be sized one at a time using the control key and mouse wheel.

26681
Yep, I understand what you're talking about. If you follow the instructions on scaling I linked - place one token on the map, zoom in the map until the token is the size you want it to be in respect to that individual map, then right-click and lock scale. Then every token you add after will use that scale. This relies on the tokens all having pixel dimensions based off the relative creature size, if not then you may have to do the odd manual resize (CTEL+mouse wheel).

Xydonus
March 29th, 2019, 20:41
Is there a method for applying damage to vehicles using drag and drop functionality, or is that only available to npcs? Any attempt to drag damage onto a vehicle in the tracker that's attached to an npc, only adds damage to the npc in question.

Xydonus
March 29th, 2019, 20:44
Should also note that the critical text module doesn't work for vehicles. It pops up an error - Script Error: [string "managers/chatmanager.lua"]:815: attempt to index local 'sourcenode' (a nil value

Edit - Never mind. Drag and drop functionality works when dragging crits onto vehicles attached to npcs. (Just not damage.)

Trenloe
March 29th, 2019, 20:53
Is there a method for applying damage to vehicles using drag and drop functionality, or is that only available to npcs?
It's only for PCs/NPCs at present. "Vehicle damage drag/drop applies to vehicles." is currently a feature request in post #4.

The main complication is that the damage subsystem needs to be changed to recognise vehicle or personal damage - as they need to be handled differently if both are involved. That is, there's a factor of 10 applied to damage or soak depending on the source and target type, and that hasn’t been implemented.

So, for now, drag/drop damage is just for personal damage.

viresanimi
March 31st, 2019, 09:39
I have a (hopefully) small request:

Is it possible to remove the window size restraint on the various pop-up windows on the character and npc sheet? I mean the "skill , talents, special abilities, conditions, critical injuries, item"-descriptions. It would be a great quality of life improvement to be able to click-drag those windows larger, if there is a lot of text, since they are teeny tiny if you ask me.

Thanks

Vires Animi

viresanimi
March 31st, 2019, 09:48
I've made "battlemap" displaying the range bands and the difficulties each represent. My players seems to like it a lot, so I thought I would share. I have included an example and a link to the PDF file, for those that want to use their own backgrounds.

26893

You can get the pdf file here (https://www.dropbox.com/s/r9844quq7wllwv5/Range%20Bands%20Large.psd?dl=0).


Vires Animi

Trenloe
March 31st, 2019, 19:47
Is it possible to remove the window size restraint on the various pop-up windows on the character and npc sheet? I mean the "skill , talents, special abilities, conditions, critical injuries, item"-descriptions. It would be a great quality of life improvement to be able to click-drag those windows larger, if there is a lot of text, since they are teeny tiny if you ask me.
It's possible yes, but it's not a quick task - as the controls within the window then need to be changed to resize also.

You can try it yourself to see if some windowclass entries would work. Add the following to a <windowclass> of one of the windows you're interested in:


<sizelimits>
<dynamic/>
</sizelimits>

I've added your request to have resizable windows to the feature request list.

Thete
April 3rd, 2019, 05:41
I haven't dipped my toe into this ruleset since the first version...it looks impressive and well supported Trenloe. Looking forward to checking it out. Is this now based on Core? Would updating it's papa, WFRPv3 ruleset to reflect such updates be non-trivial?

*Edit* Sorry I started to read through the thread and spotted your update/info regarding Core *Edit*

wingspan99
May 4th, 2019, 12:31
This ruleset is great! Thanks for all the work that was put into it. I have a question and I apologize if it's a stupid one, but there isn't an "Encounter Tab". How do you build encounters?

viresanimi
May 4th, 2019, 15:06
You don't. At least not as in other rulesets.

What I do when I write down my stories, is to include links to the enemies my players will be facing, in the story text. So each is easy to drag and drop into the combat tracker. And since positioning on a map isn't a thing in the Genesys system, it really isn't that much of a deal. This is very much theater of the mind.

Hope that helps

Vires Animi

Archlyte
May 14th, 2019, 06:46
Hi is there a new version of this ruleset Trenloe? If so when was the new version released? I haven't downloaded it in a while. Thanks :)

Trenloe
May 14th, 2019, 14:57
Hi is there a new version of this ruleset Trenloe? If so when was the new version released?
Details in the "Versions" section in post #1.

Valatar
May 21st, 2019, 18:26
Just an idle curiosity given how many months away this is, will the ruleset survive FGU without being rewritten with Core? I've never been too clear when "old stuff will work with FGU" is said whether they mean "literally all old stuff works" or "old stuff based on Core will work".

Moon Wizard
May 21st, 2019, 18:44
There is no way to make FGU 100% backward compatible with all possible rulesets/extensions out in the wild, without removing all improvements as well. So, we are aiming to focus on making sure all data works; and plan to have all rulesets/extensions continue to work as is.

The exception to that is that we are making large changes to the image value and image control APIs, so if a ruleset/extension does a lot of customization of the image control, it will most likely need to have some new code to handle the differences between FGC/FGU like what is being written for CoreRPG. Also, there are some changes to the dice value and dice control APIs as well, but should have less impact. In general, we are adding in fallback logic to attempt to allow older ruleset code to mostly keep working, but it depends on complexity of the ruleset/extension.

Given the time frame of the original ruleset code that Trenloe based the EotE ruleset on, I'm going to guess that the ruleset should just continue to work. Though, there might be a few hiccups with backward compatibility that we'll be looking to iron out as we go, either during or after beta.

Regards,
JPG

Trenloe
May 21st, 2019, 18:49
That's what the beta testing's for! :)

Alantis
May 28th, 2019, 01:42
I know this is going to have a stupid simple answer, but how do I add images? Like maps and images? I know I can add pictures to the portraits folder outside of FG, and I can drag and drop stuff for tokens, but no clue how to add maps/images.

viresanimi
May 28th, 2019, 04:51
Look under "campaigns" folder outside the game. Find the right one for your Star Wars game. Within it, there will be a folder for your pictures called "images"... or something to that effect.

Vires Animi

Alantis
May 28th, 2019, 15:59
Look under "campaigns" folder outside the game. Find the right one for your Star Wars game. Within it, there will be a folder for your pictures called "images"... or something to that effect.

Vires Animi

I wouldn't have thought of that. TY so much my friend! It makes sense if I had stopped to realize that the campaigns are stored on my computer and not on the internet like roll20.

Nylanfs
May 29th, 2019, 17:24
Yep, it's more secure and you OWN your data, the problem is that if you screw up the campaign info, or it gets corrupted that means it's gone. You need to get a backup strategy in place and stick to it.

Ap0th1x
June 10th, 2019, 02:55
Hello all,

New to FG, I'm a bit confused in setting this up. Do I need to download the library and extensions in addition to the pak file, or are both of those included in the pak file download?

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Also in oggdudes, I have been able to go in and edit my data files to include the information. Is it possible to edit my data libraries in FG so that I don't have to keep re-entering in the information each time a create a character or add something new?

viresanimi
June 10th, 2019, 15:26
You need to download everything seperately.

The pak file goes into the ruleset folder. The .mod files to modules folder, and finally, the .ext files go into the extension folder. Once you start the campaign up, chose the star wars ruleset, and choose which extensions to use for that ruleset. The modules are loaded once the campaign is running.


Not quite sure about the second part of the question, but you can use /export to create modules. The only major problem is, if you create new talents and what not using npc sheets, is that the ruleset wants to throw all the data on to newly created NPC's in campaigns where you load said modules. It's an extremely annoying bug, which mostly can be fixed by creating a few new npc's.

Vires Animi

Trenloe
June 10th, 2019, 15:39
Welcome to the FG forums Ap0th1x!

As viresanimi has said, the files are separate. Only load the modules and extensions that you actually need - be aware of what of what you're activating, don't just load everything! This is especially true for extensions, as these modify the base ruleset code and running a lot of them can cause clashes/issues.


Is it possible to edit my data libraries in FG so that I don't have to keep re-entering in the information each time a create a character or add something new?
You can edit the XML data in the module directly, and therefore create your own customised library data. Some information on module files here: https://www.fantasygrounds.com/wiki/index.php/Data_Files_Overview#Modules They are basically a ZIP file of FG data - rename the file from .mod to .zip and you'll be able to open the file and see the data.

Ap0th1x
June 10th, 2019, 15:40
Thanks for the info Vires and Trenloe, I'm excited about getting started. I've been running Pathfinder playtest and EotE on Roll20 and I'm finally to a point where r20 is just starting to irritate me with all it's little nuances. I went ahead and backed Unity, and I'm really looking forward to that being released later this year also... In the meantime I think I'm going to sub to the 10/$ FG package instead of the roll20 package I'm currently using.

Camasi
June 15th, 2019, 09:58
I've made "battlemap" displaying the range bands and the difficulties each represent. My players seems to like it a lot, so I thought I would share. I have included an example and a link to the PDF file, for those that want to use their own backgrounds.

26893

You can get the pdf file here (https://www.dropbox.com/s/r9844quq7wllwv5/Range%20Bands%20Large.psd?dl=0).


Vires Animi

This is actually a fantastic solution for when I don't have any maps but still want something to display! I just need to learn how to insert my own backgrounds

Trenloe
June 15th, 2019, 18:26
I just need to learn how to insert my own backgrounds
Just use it as a normal image - share with the players and then put the PC and NPC tokens on the image at the relevant ranges.

Camasi
June 15th, 2019, 19:32
Just use it as a normal image - share with the players and then put the PC and NPC tokens on the image at the relevant ranges.

Oh I know that. I have been using fantasy grounds for years. I meant changing the background Image/using the overlay on the image he/she provided via Photoshop or gimp

Trenloe
June 15th, 2019, 19:48
Oh I know that. I have been using fantasy grounds for years. I meant changing the background Image/using the overlay on the image he/she provided via Photoshop or gimp
Ah, sorry. Thanks for clarifying.

Without the original file used to create the image you're probably best off trying to create something similar from scratch in PS or GIMP!

viresanimi
June 19th, 2019, 13:56
Being the forgetful git that I am, I never put up the tokens I use for the battlemaps.

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The attachment below is a photoshop file (sorry, but that is what I use). The idea is that the number to the bottom left on the token is the soak of the character / npc. Relevant for breach which all lightsabers have. The other numbers are for defence (melee / ranged), so players can see what number of setback dice to use.

In the middle it's possible set up to marks for adversaries, so players can adjust their dicepool for that too (as you can see in the example above).

It's a visual aid I use to speed the game along and my players love it. I hope you guys can find some use for it too.

https://www.dropbox.com/s/m2ft1pic0iwmita/Combat%20Tokens.psd?dl=0

Vires Animi

viresanimi
June 19th, 2019, 14:11
Here's a little "appreciation" post.

In another post, where someone wanted to shame Smiteworks, I mentioned the bugs and kinks you need to deal with and how frustrating it can be to know that this game and ruleset that I love, probably won't see much of an update for a while. But that doens't change the fact that I absolutely love Star Wars and is ever grateful that this was made in the first place!

I am currently running one of the funniest, craziest, emotionally deep, campaigns that I've done in a long long time with my friends, and it happens in Star Wars. And I am loving every moment of it.

I have spent a lot of time creating modules, tokens, battlemaps for our convenience and not a moment was wasted. I even managed to alter the theme I use for the game so the windows I wanted to be larger now are. All thanks to Trenloe giving me a tip of what to look for in the code. Sure it took me a while and a lot of trial an error went into it. But without the help I wouldn't have what I have now. Thanks!

Edge of the Empire is an underappreciated game, and it isn't helped by the fact that Fantasy Flight Games aren't allowed to sell it in any electronic form. Including pdf's. "Because that would be a video game and they don't have the rights for that". *FACEDESK*. Lawyers. The stupidity of legal rights doesn't change the fact that the star wars game is a modern game which fits very well with this universe. More should be playing it, if you ask me.

And if I didn't have this ruleset, I would never have discovered just how much fun this is. So here's a big hug to Trenloe and all the other guys who worked on it.


Vires Animi

Elvedui
June 24th, 2019, 15:47
Here's a little "appreciation" post.

In another post, where someone wanted to shame Smiteworks, I mentioned the bugs and kinks you need to deal with and how frustrating it can be to know that this game and ruleset that I love, probably won't see much of an update for a while. But that doens't change the fact that I absolutely love Star Wars and is ever grateful that this was made in the first place!

I am currently running one of the funniest, craziest, emotionally deep, campaigns that I've done in a long long time with my friends, and it happens in Star Wars. And I am loving every moment of it.

I have spent a lot of time creating modules, tokens, battlemaps for our convenience and not a moment was wasted. I even managed to alter the theme I use for the game so the windows I wanted to be larger now are. All thanks to Trenloe giving me a tip of what to look for in the code. Sure it took me a while and a lot of trial an error went into it. But without the help I wouldn't have what I have now. Thanks!

Edge of the Empire is an underappreciated game, and it isn't helped by the fact that Fantasy Flight Games aren't allowed to sell it in any electronic form. Including pdf's. "Because that would be a video game and they don't have the rights for that". *FACEDESK*. Lawyers. The stupidity of legal rights doesn't change the fact that the star wars game is a modern game which fits very well with this universe. More should be playing it, if you ask me.

And if I didn't have this ruleset, I would never have discovered just how much fun this is. So here's a big hug to Trenloe and all the other guys who worked on it.


Vires Animi

Unfortunately this is due to bad lawyering and bad business judgement. Frankly, I would be surprised if they couldn't negotiate these rights and I negotiate deals all the time related to IP rights. Video game companies have little interest in creating FG type products so I wouldn't see how you couldn't come up with a narrowly tailored deal. I do wish this game was more automated on FG. it would make running the game far more appealing to me.

Trenloe
June 24th, 2019, 15:58
I do wish this game was more automated on FG. it would make running the game far more appealing to me.
When you refer to automation do you mean base library data or ruleset functionality? If the latter, you're welcome to contribute to the ruleset through writing extensions to add/change functionality.

Elvedui
June 24th, 2019, 16:19
I mean both. I am not an IT person, but I am a lawyer so my skill aren't creating extensions/rulesets. The library is missing a bunch of data and ships are not yet in the ruleset either.

Trenloe
June 24th, 2019, 16:44
The library is missing a bunch of data and ships are not yet in the ruleset either.
Library data is just data entry - don't need to be an IT person for that...

Batei
June 24th, 2019, 19:07
Any guesses on how smooth it will be getting this ruleset to work with the unity version?

Trenloe
June 24th, 2019, 19:23
Any guesses on how smooth it will be getting this ruleset to work with the unity version?
https://www.fantasygrounds.com/forums/showthread.php?24151-Star-Wars-Edge-of-the-Empire-Age-of-Rebellion-Force-and-Destiny-v2-ruleset&p=438721&viewfull=1#post438721

Elvedui
June 25th, 2019, 14:35
Library data is just data entry - don't need to be an IT person for that...

Unfortunately, it isn't that easy. I own many rulesets and have played around. In some cases you can just enter data for those items that have no real impact other than cosmetically, but they way FG is set up it is not that user friendly for novices to create items. Actually creating mods and extensions is far more than data entry. Equipment functionality isn't automatic and a lot of equipment is missing in the library as are many skills that impact rolls. Skills are more than just data entry. If you just had a data base structure that I could input data into and the functionality would be enabled by simple drop down menus then maybe I could do it...lol...maybe I am missing something. I would want to update the library module that is was published and is very out of date and I would love to have ship functionality as well.

Trenloe
June 25th, 2019, 14:53
1) You do realize this ruleset and the library modules are made by community members in their free time? Complaining about missing data has a fix - why don't you help update what’s there already and give back to the community?
2) Sure, extensions are a bit more than data entry and do require IT skills. But I wasn’t referring to extensions when I said "Library data is just data entry..." - I was specifically referring to library data in FG modules.
3) There is a database structure in the modules. That’s exactly what FG modules are - essentially a database, records consisting of fields with values. OK, a lot of the data can’t be inputting through a fancy GUI interface, but it still is just data entry - copy/paste and existing template and enter the new data.
4) You can create items and vehicles through the FG interface and export into a module.

I’m sorry if this comes across a bit blunt, but I get pretty annoyed when people complain about "stuff" missing in community based projects but then don’t seem to be willing to contribute and help fix what they’re complaining about, or seem to find excuses to not do it (usually related to too difficult, beyond my skills, doesn’t have a nice GUI, etc.). At last that’s the impression I’m getting from your posts, if you're actually willing to learn what to do and to contribute then that’s great and will be most appreciated.

Xydonus
June 25th, 2019, 16:20
1) You do realize this ruleset and the library modules are made by community members in their free time? Complaining about missing data has a fix - why don't you help update what’s there already and give back to the community?
2) Sure, extensions are a bit more than data entry and do require IT skills. But I wasn’t referring to extensions when I said "Library data is just data entry..." - I was specifically referring to library data in FG modules.
3) There is a database structure in the modules. That’s exactly what FG modules are - essentially a database, records consisting of fields with values. OK, a lot of the data can’t be inputting through a fancy GUI interface, but it still is just data entry - copy/paste and existing template and enter the new data.
4) You can create items and vehicles through the FG interface and export into a module.

I’m sorry if this comes across a bit blunt, but I get pretty annoyed when people complain about "stuff" missing in community based projects but then don’t seem to be willing to contribute and help fix what they’re complaining about, or seem to find excuses to not do it (usually related to too difficult, beyond my skills, doesn’t have a nice GUI, etc.). At last that’s the impression I’m getting from your posts, if you're actually willing to learn what to do and to contribute then that’s great and will be most appreciated.

Just to butt in here, but... I don't think he was complaining. Not gone back to read up his other posts on other pages, but simply referring to Watters post above Trens, I think he's merely pointing out library data can be quite involved, which it can be.

I also think its unfair to just turn around to someone and basically say, "Well, if you got a problem: fix it yourself. Contribute!" There's encouraging others to contribute, then there's hitting someone over the head and telling them to contribute...

And yes. The reality is that this ruleset is community driven with the efforts such as Trenloe and others. I, and I'm sure many others, are very much appreciative of the work that goes into this ruleset.

However, not all of us can contribute for various reasons and what you refer to as 'excuses' is often viable reasons for many.

I understand the annoyance it might cause seeing what might be complaining and what might be toeing the line somewhat, but if it frustrates you that much, and being a moderator as well, might be wise to step back a little as you do represent the community here.

Just to be clear, because I realize my post might be taken in a way that might offend - Got nothing but utmost respect for all the work and effort gone into the community ruleset. I'm merely speaking up because of the comments I've seen above that were directed at another community member, from a moderator, that I felt were unfair.

That's all.

Trenloe
June 25th, 2019, 16:27
Just to be clear, because I realize my post might be taken in a way that might offend - Got nothing but utmost respect for all the work and effort gone into the community ruleset. I'm merely speaking up because of the comments I've seen above that were directed at another community member, from a moderator, that I felt were unfair.
Fair enough. Nice to see people supporting other people. It's easy to take the written word the wrong way, hence why I included the final paragraph of my post, especially the final sentence.

I still stand by what I said in general - if you want to see things updated or added to community content, then I'd recommend getting involved!

Bidmaron
June 26th, 2019, 02:42
People intelligent enough to play role playing games are generally quite capable of figuring out how to do the data entry. You don’t need to be a programmer. Is it trivial? No. But most things worthwhile in this world take a little while to generate worth. And this is no exception.
There was nothing disrespectful in Trenloe ‘s email. If the OP doesn’t want to invest the rather small amount of time to figure out how to enter the data then so-be it. But to claim it is an arcane process intelligible only to experts is just not accurate.

Elvedui
June 26th, 2019, 13:51
1) You do realize this ruleset and the library modules are made by community members in their free time? Complaining about missing data has a fix - why don't you help update what’s there already and give back to the community?
2) Sure, extensions are a bit more than data entry and do require IT skills. But I wasn’t referring to extensions when I said "Library data is just data entry..." - I was specifically referring to library data in FG modules.
3) There is a database structure in the modules. That’s exactly what FG modules are - essentially a database, records consisting of fields with values. OK, a lot of the data can’t be inputting through a fancy GUI interface, but it still is just data entry - copy/paste and existing template and enter the new data.
4) You can create items and vehicles through the FG interface and export into a module.

I’m sorry if this comes across a bit blunt, but I get pretty annoyed when people complain about "stuff" missing in community based projects but then don’t seem to be willing to contribute and help fix what they’re complaining about, or seem to find excuses to not do it (usually related to too difficult, beyond my skills, doesn’t have a nice GUI, etc.). At last that’s the impression I’m getting from your posts, if you're actually willing to learn what to do and to contribute then that’s great and will be most appreciated.


So I need to be clear since obviously my comments were taken out of context. I realize these are community contributions and they take peoples time. I never said anything to suggest I didn't appreciate it nor was I really complaining (and I appreciate Xydonus comment)...I was originally simply following up on someone else's comment and stated that there was a lot of data AND more importantly functionality missing and if it were there it would make the game easier to play. Bluntness doesn't matter to me when it is accurate, but when bluntness is misreading what I said and suggesting this is a mundane task, which it isn't, then I take some issue with your annoyance regarding my comments.

I have found most of the time what needs to be done is far more than just typing. These are not purely cosmetic items that can be typed into a spreadsheet. If they were I would have done it. If they are then let me know where to send my spreadsheet. However, most of the items that might be missing from the database can't be entered with related functionality and it doesn't seem like I can enter new Races, Talents, Force Powers etc at all which are needed to flush out characters and NPCs. If there is a way to enter that in one spot by just typing it in for all future characters I would be interested in learning how to do that.

Maybe I can also create regular items (such as weapons or armor) in the data bases that affect crits/die rolls but that surely isn't obvious to someone who doesn't do this very often or isn't technical. It seems I can only enter items that really have no impact or I have to manually calculate things which I realize many people do. The main purpose to use a VTT, for me, is to automate and book keep. The more I have to manually calculate things then it really slows down the game and this is far more pronounced when you have players who might not know the rules. Not a complaint...just an observation.

I wish there were a simple way to modify the library files or add extensions. Maybe FGU will come up with an easier way to do this. So to end this on a productive note...how does one enter Talents into the library with functionality and then be able to just drag them onto a new character or export 100 new talents, races, force powers or skills to the community?

Trenloe
June 26th, 2019, 16:39
I wish there were a simple way to modify the library files or add extensions. Maybe FGU will come up with an easier way to do this. So to end this on a productive note...how does one enter Talents into the library with functionality and then be able to just drag them onto a new character or export 100 new talents, races, force powers or skills to the community?
I've created a couple of videos - links below. these are Full HD and show detailed text so you may find it easier, and better quality, to download the videos and play them locally.

See this video for steps on how to add to an existing library module: https://www.dropbox.com/s/x86mpzyg5pcgl1x/Star%20Wars%20-%20Player%20Library%20update.mp4?dl=1

This shows how, in less than 10 minutes, you can add entries into the existing player module, available here: https://www.fantasygrounds.com/forums/showthread.php?24150-Star-Wars-Edge-of-the-Empire-Library-modules&p=336494&viewfull=1#post336494

It shows how you can copy/paste existing entries as examples and enter the data for the new record. Don't be put off by this not being in a spreadsheet or fancy database GUI - the information is a database format, using industry standard XML, and it's really just a case of copy/paste and change the data that's needed. I show this for two example talents in the video. The only "IT skills" you need are being able to extract a ZIP file, copy/paste plain text, re-zip a file and rename it (change the file extension).

If you'd rather create data in the FG interface, see this video (that expands on the first video) for further details on how to enter data directly into the FG interface and then export for use in modules: https://www.dropbox.com/s/k3f3asjswxxttcc/Star%20Wars%20-%20FG%20interface%20data%20export.mp4?dl=0

Trenloe
June 26th, 2019, 16:51
I would love to have ship functionality as well.
Can you expand on what you mean by this please?

Ships are handled as "vehicles" - you can assign a vehicle to a PC or NPC and they can be used and tracked in the combat tracker - select the "Show vehicles" check circle at the bottom of the combat tracker. For the PCs starship, the data is tracked through the starship icon on the desktop - PCs can roll their skills checks (Gunnery, for example) directly from the starship sheet with the correct data attached. I usually give the same vehicle to the pilot of the ship - so data from the ship can be seen in the combat tracker, damage applied, etc..

You can enter starship data as a vehicle and drag/drop it on a PC/NPC to assign that craft to them, or manually enter the data directly into the PC sheet.

Star Wars EotE starship combat is pretty abstract - there's not really any tactical movement on a grid, so there's nothing in the ruleset around movement and such.

Sure, there's always room for improvement, but I've done many startship combats (and vehicle combats - speeders, etc.) using the ruleset and it works just fine. Hence why I'm confused by your statement.

Medriza
July 4th, 2019, 11:08
Hi, I think I have an easy problem. I'm using the FFG Star Wars ruleset V2.1.1d with FG 3.3.7. I'm trying to use the Enhanced Images extension (V2.1.3). But I'm getting these errors on initial load.


Ruleset Error: windowclass: Defined with a merge attribute, but the name attribute (imagewindow) does not match an existing windowclass. Skipped. File (campaign/updated_record_image.xml)
Ruleset Error: windowclass: Defined with a merge attribute, but the name attribute (imagepanelwindow) does not match an existing windowclass. Skipped. File (campaign/updated_record_image.xml)
Ruleset Error: windowclass: Defined with a merge attribute, but the name attribute (imagewindow_toolbar) does not match an existing windowclass. Skipped. File (campaign/updated_record_image.xml)
Ruleset Error: windowclass: Defined with a merge attribute, but the name attribute (imagepanelwindow_toolbar) does not match an existing windowclass. Skipped. File (campaign/updated_record_image.xml)
Runtime Notice: s'dieboxviewlistmanager.lua: onInit()'
Script Error: [string "scripts/updated_manager_combat.lua"]:7: attempt to index global 'CombatManager' (a nil value)
Runtime Notice: s'chatmanager.lua: sendSpecialMessage - msgtype = refreshactorlist'
Runtime Notice: s'chatmanager.lua: sendSpecialMessage - msgtype = refreshactorlist'
Runtime Notice: s'chatmanager.lua: sendSpecialMessage - msgtype = refreshactorlist'
Runtime Notice: s'chatmanager.lua: sendSpecialMessage - msgtype = refreshactorlist'
Runtime Notice: s'chatmanager.lua: sendSpecialMessage - msgtype = refreshactorlist'
Runtime Notice: s'chatmanager.lua: sendSpecialMessage - msgtype = refreshactorlist'
Ruleset Warning: chat: Could not find icon ()
Runtime Notice: s'chatmanager.lua: sendSpecialMessage - msgtype = refreshdestinychits'
Runtime Notice: s'chit.lua: handleRefreshdestinyChits() window.getClass() = lightsidechit'
Runtime Notice: s'chatmanager.lua: sendSpecialMessage - msgtype = refreshdestinychits'
Runtime Notice: s'chit.lua: handleRefreshdestinyChits() window.getClass() = lightsidechit'
Runtime Notice: s'chit.lua: handleRefreshdestinyChits() window.getClass() = darksidechit'


I'm getting these errors whether or not I activate the Enhanced Images extension. I haven't modified anything yet. I've tried the update to FG (don't think that re-installs current files though), and re-downloaded the FFG SW ruleset. My gut is telling me I just need to re-install something or other that's gone bad. Before re-installing FG, I thought I'd ask here.

Thanks for any help!

Trenloe
July 4th, 2019, 15:56
Hi, I think I have an easy problem. I'm using the FFG Star Wars ruleset V2.1.1d with FG 3.3.7. I'm trying to use the Enhanced Images extension (V2.1.3).
The enhanced images extension isn't compatible with the Star Wars ruleset. The only extensions compatible are listed here: https://www.fantasygrounds.com/forums/showthread.php?25515-Star-Wars-Edge-of-the-Empire-ruleset-extensions


I'm getting these errors whether or not I activate the Enhanced Images extension.
The "Ruleset Error" lines in your post are all definitely from the enhanced images extension. "Ruleset Warning" and "Runtime Notice" entries in the FG console are not errors and can be ignored. You don't need to reinstall anything, just disable the enhanced images extension in your Star Wars campaigns.

Medriza
July 4th, 2019, 22:07
The enhanced images extension isn't compatible with the Star Wars ruleset. The only extensions compatible are listed here: https://www.fantasygrounds.com/forums/showthread.php?25515-Star-Wars-Edge-of-the-Empire-ruleset-extensions

You are correct! I'm mystified. I did the painstaking 'turn off one extension at a time' method to try to figure out which was causing me trouble (besides Enhanced Images, I was running a few listed at the link above). It was pretty late last night...my only defense. But thanks a ton, Trenloe. This ruleset is fantastic! I cannot believe all the functionality you've been able to squeeze into this.

Trenloe
July 4th, 2019, 22:50
It was pretty late last night...my only defense. But thanks a ton, Trenloe. This ruleset is fantastic! I cannot believe all the functionality you've been able to squeeze into this.
Haha, no worries - we've all been there. :) Glad you like the ruleset!

Jankin
July 9th, 2019, 23:22
Any chance of adding the ability to move the chat window? Its a Core ruleset feature, I can look in to doing it myself but finding the time to do it is harsh >_<

Trenloe
July 9th, 2019, 23:24
Any chance of adding the ability to move the chat window? Its a Core ruleset feature, I can look in to doing it myself but finding the time to do it is harsh >_<
Sorry, I'm not doing any coding on this ruleset as present as I have other pressing FG development priorities. Anyone else is always welcome to write community extensions for the ruleset.

Bidmaron
July 10th, 2019, 04:41
Here's to hoping those other priorities are Pathfinder2!!!!!!

llothos
September 9th, 2019, 06:01
I came here hoping to find this was still going to be actively worked on since there is new books still being released, I know this should be back just data entry and I've watched your video on how to do it thank you for that.

I see your busy with something else and best of luck with that. loving this ruleset so far, going to make running my game that much better.

only thing I've had some minor issues with is residing boxes, it seems when I move to edge of boxes it doesn't always recognize mouse pointer is on edge and makes it little more difficult to resize (don't seem to have issue with some of the other rulesets) also seems to be fixed Max size for Windows. I'll have to look into editing it, is that in Lua files?

viresanimi
September 9th, 2019, 07:29
You can always hold down CTRL + left mouse button (click inside a window) to resize in Fantasy Grounds. Trying to hit the edge in any ruleset, is .. a drag.

I had to go there.... hi hi


Vires Animi

Trenloe
September 9th, 2019, 13:30
only thing I've had some minor issues with is residing boxes, it seems when I move to edge of boxes it doesn't always recognize mouse pointer is on edge and makes it little more difficult to resize (don't seem to have issue with some of the other rulesets) also seems to be fixed Max size for Windows. I'll have to look into editing it, is that in Lua files?
Sizing and offset of the resize "hot-spots" is done in FG XML.

llothos
September 9th, 2019, 17:54
You can always hold down CTRL + left mouse button (click inside a window) to resize in Fantasy Grounds. Trying to hit the edge in any ruleset, is .. a drag.

I had to go there.... hi hi


Vires Animi

I'll test that tonight, still learning. been away from computer but have been watching digital dungeon master videos while away.

TheProfessor757
September 12th, 2019, 01:58
Hey Trenloe!

I've been having lots of success using your ruleset!
One of my players hooked me up with a bunch of library data, but the MOST success I've had is using Oggdude's GM tools, generating all my campaign stuff there, and copying and pasting into story/NPC's. Everything that has to be dragged from the library over to the sheet is all there in my notes and it can all be done in a relatively short amount of prep time.
Thank you again for creating such an amazing ruleset, my players and I are thoroughly enjoying it.

Trenloe
September 12th, 2019, 16:08
Hey Trenloe!

I've been having lots of success using your ruleset!
One of my players hooked me up with a bunch of library data, but the MOST success I've had is using Oggdude's GM tools, generating all my campaign stuff there, and copying and pasting into story/NPC's. Everything that has to be dragged from the library over to the sheet is all there in my notes and it can all be done in a relatively short amount of prep time.
Thank you again for creating such an amazing ruleset, my players and I are thoroughly enjoying it.
Thanks for the feedback. Great to hear that you and your players are getting good use out of the ruleset.

TheProfessor757
September 22nd, 2019, 14:56
Alright, so here's my first dilemma with this ruleset.
It works fine on my end, and for most of my players as well.
However:
I have had a couple not able to load the player library whatsoever, even after forcing the player load.
There's no book next to it on their end, but it shows a check mark and an empty library.

Trenloe
September 22nd, 2019, 15:21
Alright, so here's my first dilemma with this ruleset.
It works fine on my end, and for most of my players as well.
However:
I have had a couple not able to load the player library whatsoever, even after forcing the player load.
There's no book next to it on their end, but it shows a check mark and an empty library.
From the "Known Issues" section in post #3: No library open/close book icon for players. Double-click on the module thumbnail image to open/close the module.

TheProfessor757
September 22nd, 2019, 16:34
From the "Known Issues" section in post #3: No library open/close book icon for players. Double-click on the module thumbnail image to open/close the module.

Solved:
players did not have the actual MOD file for the player library.
Sent them all my player library files, told them where to put them, and now it's operating like greased lightning.

I've said it before, I'm saying it again: This is an AMAZING community ruleset.

Rmartinezv
October 6th, 2019, 04:24
Hi. Probably is somewhere but I can't find it. I just adquire the FG and add this amazing SW ruleset. How I add the maps, the Charcaters tokens and images, etc? Sorry for bother you guys with this basis but I can't figure it out.

viresanimi
October 6th, 2019, 06:21
You need to find the data folder, and put the images, tokens, modules and so forth in the right folders. This is done outside FG. Look at the settings, to see where you have put your data folder.

I hope that helps

Vires Animi

Rmartinezv
October 6th, 2019, 18:40
You need to find the data folder, and put the images, tokens, modules and so forth in the right folders. This is done outside FG. Look at the settings, to see where you have put your data folder.

I hope that helps

Vires Animi

Thank you. Another question, in the other games I can add the portrait image to player sheet but using the star wars one I don't figure out how to do this.

viresanimi
October 7th, 2019, 03:55
Use tokens instead, as if the characters were NPC's.

Trenloe
October 7th, 2019, 05:48
Thank you. Another question, in the other games I can add the portrait image to player sheet but using the star wars one I don't figure out how to do this.
The ruleset is based on an earlier code base that doesn’t allow the GM to add portraits to PCs. You can add them by running a second instance of FG and connecting as a player (join games with a server address of localhost) and assigning the portrait from the second instance. Or just leave it up to a player to add the portrait themselves.

Rmartinezv
October 17th, 2019, 04:00
Thanks for the Help. I have another question. In characters sheet if I double click a skill, there is no explanation. If I want to write an explanation there, for my private games so there is no need to take my books out of the shelf, how I can write down the input there? Where is that information linked? Thanks.

Trenloe
October 17th, 2019, 15:12
Thanks for the Help. I have another question. In characters sheet if I double click a skill, there is no explanation. If I want to write an explanation there, for my private games so there is no need to take my books out of the shelf, how I can write down the input there? Where is that information linked? Thanks.
The skill description data is stored in the ruleset in the basicskilldata, knowledgeskilldata, combatskilldata, forceanddestiny_skilldata and ageofrebellion_skilldata LUA tables in classes\common\data_common.lua

You could write an extension that overrides this data. The critical hit description extension does exactly this for two tables in that file (critical_injury_result_data and critical_vehicle_result_data). See that extension as an example here: fantasygrounds.com/forums/showthread.php?25514-Star-Wars-Edge-of-the-Empire-ruleset-Custom-Critical-Text-extension Post #2 gives details of what it does, you'll have to do the same for the LUA tables mentioned above.

sevrick
October 29th, 2019, 01:04
I just bought FG Unity because I was told older version would still work in Unity. I just test the Star Wars Ruleset and it doesn't show up as one of the available rulesets. I don't suppose you have thought about adding support for unity?

Rmartinezv
October 29th, 2019, 01:31
That's why I just get the ultimate monthly payment option for the classic fg for now. I just play sw and thanks for this ruleset.

Trenloe
October 29th, 2019, 01:47
I just bought FG Unity because I was told older version would still work in Unity. I just test the Star Wars Ruleset and it doesn't show up as one of the available rulesets. I don't suppose you have thought about adding support for unity?
Yes, absolutely I have thought about this ruleset in FG Unity. You'll see it discussed a few times in this thread.

This is a community developed ruleset and the community developers don't have access to Unity, unless we spent a lot of money on the Kickstarter to get alpha testing access. I don't have access to Unity at this point, so I can't test it.

I can't promise any current compatibility, but have you actually tried installing the ruleset in your FG Unity rulesets directory?

viresanimi
October 29th, 2019, 01:55
I just did a quick test.

Copied the ruleset into the unity. Started Unity. Got an error message regarding the ruleset, and then it didn't show up in the list of rulesets. So it can't even be tested.


Vires Animi

sevrick
October 29th, 2019, 02:22
Yes the 1st thing I noticed that it had a different directory. The extensions seem to work though, I mean they appear when I select the 5e dnd sample. It would be nice if it was as simple as changing a few lines of code.

Trenloe
October 29th, 2019, 02:54
It would be nice if it was as simple as changing a few lines of code.
Give it a go! Or anyone else who has access to Unity. :-)

ianmward
October 29th, 2019, 03:58
I just got my beta access... I’ll take a look later

sevrick
October 29th, 2019, 05:12
I just got my beta access... I’ll take a look later

I hope it works. Edge and Genesys are the only systems I play.

Valatar
October 29th, 2019, 06:22
It's complaining about loading the ruleset, saying an error occurred while parsing EntityName. Line 9, position 377.

Talley Darkstar
October 29th, 2019, 07:11
I hope it works. Edge and Genesys are the only systems I play.

Same here! Just love skill based systems!

ianmward
October 29th, 2019, 13:11
EDIT... renamed the file to "Star Wars EotE.pak" so it will be compatible with old campaigns...

I fixed up a load of XML parsing errors and now it loads... I have not done any further testing, so over to you guys...

You can download my updated version here (https://drive.google.com/open?id=1d9glkqmP8ZZR4RbSAYpf2_wNb4809nWb)

Ian

ianmward
October 29th, 2019, 13:24
Hmm... still more work to do. The sidebar buttons don't work...

Talley Darkstar
October 29th, 2019, 17:18
I'm just imagining two giant statues of Trenloe and ianward with with their arms folded looking heroic and celebratory cheers surrounding them. So thanks for your work on this!

Trenloe
October 29th, 2019, 19:55
I'm just imagining two giant statues of Trenloe and ianward with with their arms folded looking heroic and celebratory cheers surrounding them.
Hahaha - Just imagine a statue of Ian on his own right now. Because I'm on vacation in the Bahamas at the moment...

viresanimi
October 29th, 2019, 20:01
You're on Bahamas AND posting here??? You sir, will rule this place forever. None can top THAT!

Talley Darkstar
October 29th, 2019, 21:39
Hahaha - Just imagine a statue of Ian on his own right now. Because I'm on vacation in the Bahamas at the moment...

Hurry back so you don't miss this cold weather!

punisher5150
October 31st, 2019, 04:52
Hmm... still more work to do. The sidebar buttons don't work...

yes I have the same problem. The original ruleset does not load and gives an error. The updated test ruleset is basically non-functional. dice rolls do not yield results and none of the buttons work.

Moon Wizard
October 31st, 2019, 04:58
punisher5150,

Are you trying to load in FGU? Because most rulesets have not been tested to work with FGU yet especially community rulesets like this one. Community ruleset support is most likely going to come much further down the line, once the community developers have had a chance to get on FGU and see what needs to be done.

Regards,
JPG

punisher5150
November 1st, 2019, 02:29
punisher5150,

Are you trying to load in FGU? Because most rulesets have not been tested to work with FGU yet especially community rulesets like this one. Community ruleset support is most likely going to come much further down the line, once the community developers have had a chance to get on FGU and see what needs to be done.

Regards,
JPG
Yes sorry I thought we were talking about unity. The rule set works fine in the current non unity FG. Thanks!

Rmartinezv
November 2nd, 2019, 06:46
I have a question. In the rulset every time I'd tried using the day/night/fire option the FG crash and close. Is this heppening to anyone?

punisher5150
November 2nd, 2019, 09:24
Since you asked, I tried it and it does indeed crash when trying to select the lighting (Day, Night, Fire, etc). However, I do not believe it has a function in this ruleset, so I would not use it.

Trenloe
November 2nd, 2019, 13:06
I have a question. In the rulset every time I'd tried using the day/night/fire option the FG crash and close. Is this heppening to anyone?
Try setting it via the "desktop lighting" chat commands. See here: https://www.fantasygrounds.com/wiki/index.php/Chat_Commands

punisher5150
November 2nd, 2019, 18:00
Trenloe, thanks for the info on the chat window commands. Setting the lighting through the chat window works like a charm for me.

Rmartinezv
November 2nd, 2019, 18:06
Yes. Works perfect, thanks for that. Any clue why crash if I use the icons?

Moon Wizard
November 2nd, 2019, 21:04
Thanks for reporting. I was able to track down the issue to a very specific set of API interactions that caused the crash. These interactions don't happen in the CoreRPG ruleset, so wasn't seen before. I'll post a fix to the client in the Test channel for the v3.3.9 beta; and it will get pushed with the next FG version release.

Regards,
JPG

BuWeiLong
November 10th, 2019, 00:31
I made a little extension to change the appearance of the diebox if anyone wants to use it. I wanted to make it match the chat box and also make the buttons seem as if they are integrated into the frame instead of floating there.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=17133&d=1483143282
17133

Link to the extension. (https://drive.google.com/file/d/0B8l6k6CWSJdgbW5YbC1SMzFBLU0/view?usp=sharing)

It looks like the link to the diebox extension is no longer working. Is there an update I'm not finding somewhere?

sevrick
November 11th, 2019, 01:05
So I tried to take matters into my own hands and find out why the ruleset isn't working for Unity, but I quickly became overwhelmed because I have no idea what to look for. I do have a general knowledge of programing. I know enough XML to know how to modify modules. I really don't mind doing the work, I just don't know where to start. Can anyone plz help?

Trenloe
November 11th, 2019, 01:51
So I tried to take matters into my own hands and find out why the ruleset isn't working for Unity, but I quickly became overwhelmed because I have no idea what to look for. I do have a general knowledge of programing. I know enough XML to know how to modify modules. I really don't mind doing the work, I just don't know where to start. Can anyone plz help?
Did you start with the ruleset ianmward updated? Find it here: https://www.fantasygrounds.com/forums/showthread.php?24151-Star-Wars-Edge-of-the-Empire-Age-of-Rebellion-Force-and-Destiny-v2-ruleset&p=458801&viewfull=1#post458801

Otherwise, I'd suggest starting a thread in the FG Unity testing sub-forum, as I'd prefer not to have this FG Classic thread taken up with discussions/work on making the ruleset work with FG Unity. Thanks.

Azraghul
November 16th, 2019, 19:01
Is it possible to get just the Theme of this ruleset, and have it compatible with 5e for example?

Trenloe
November 16th, 2019, 21:20
Is it possible to get just the Theme of this ruleset, and have it compatible with 5e for example?
It wouldn't be straightforward to do, but you're welcome to try.

MMOaddicted
November 21st, 2019, 20:27
Apologies if this was answered in some way in here, I looked around a bit (I admit it was a very small bit, sorry for bothering you all folks, Trenloe especially, but I don't have the time to skim all the 75 pages) is there some way to export/import characters? A player of mine is migrating to another campaign.

Trenloe
November 21st, 2019, 20:38
Apologies if this was answered in some way in here, I looked around a bit (I admit it was a very small bit, sorry for bothering you all folks, Trenloe especially, but I don't have the time to skim all the 75 pages) is there some way to export/import characters? A player of mine is migrating to another campaign.
Use the usual right-click menus in the Character Selection screen. Or use the chat slash commands /exportchar and /importchar - https://www.fantasygrounds.com/wiki/index.php/Chat_Commands

MMOaddicted
November 21st, 2019, 21:18
Thanks! By the force I am an idiot not to try the right click.