PDA

View Full Version : Star Wars: Edge of the Empire, Age of Rebellion, Force and Destiny v2 ruleset



Pages : [1] 2 3 4

Trenloe
May 4th, 2015, 04:08
On this auspicious day, I thought it would be apt to release v2 of the Star Wars Edge of the Empire ruleset.

For Fantasy Grounds Classic only! Don't use for Fantasy Grounds Unity (FGU)!

For Fantasy Grounds Unity version and testing information, please don't post in this thread but refer to the thread here: https://www.fantasygrounds.com/forums/showthread.php?53302-Genesys-(FFG-RPG)-work-in-progress

For Fantasy Grounds Classic

Download for the v2.1.1d ruleset:

https://drive.google.com/open?id=1pRV4xiYdTW7A5yyWxvOfUZQ8Kz8OLTeW Download all of the data as a single Star Wars EotE.pak file using the download button at the top right of the Google drive page.


Versions

v2.1.1d - really fix the vehicle critical issue. September 23rd, 2018.
v2.1.1c - bugfix for module data being displayed incorrectly in both campaign data lists and the lib. Bugfix for Vehicle critical roll into the chat window - reported here: https://www.fantasygrounds.com/forums/showthread.php?24151-Star-Wars-Edge-of-the-Empire-Age-of-Rebellion-Force-and-Destiny-v2-ruleset&p=387410&viewfull=1#post387410
v2.1.1b - Minor update to allow Genesys extension to remove SW options.
v2.1.1a - Bugfix for export issue reported in post #357 https://www.fantasygrounds.com/forums/showthread.php?24151-Star-Wars-Edge-of-the-Empire-Age-of-Rebellion-Force-and-Destiny-v2-ruleset&p=334750&viewfull=1#post334750
v2.1.1 - Minor update for some bugfixes, a couple of simple requests and adding force rating to PCs. Image resize functionality improvements. See here for more details: https://www.fantasygrounds.com/forums/showthread.php?24151-Star-Wars-Edge-of-the-Empire-Age-of-Rebellion-Force-and-Destiny-v2-ruleset&p=310303&viewfull=1#post310303
v2.1 - Massive graphical update - thanks to amazing work from Lobosolo. Bugfix - dragging items from library raised error (https://www.fantasygrounds.com/forums/showthread.php?24151-Star-Wars-Edge-of-the-Empire-Age-of-Rebellion-Force-and-Destiny-v2-ruleset&p=220867&viewfull=1#post220867).
v2.0.1b - Bugfixes - PC init roll result not populating when newly added to the CT, credits not saving, long weapon name hid dice roll button.
v2.0.1a - Minor bugfix - fixes minionmanager error reported in post #8 - Star Wars Day, 2015.
v2.0.1 - Initial Release - Star Wars Day, 2015.


Library modules available here: https://www.fantasygrounds.com/forums/showthread.php?24150-Star-Wars-Edge-of-the-Empire-Library-modules

Extensions available here: https://www.fantasygrounds.com/forums/showthread.php?25515-Star-Wars-Edge-of-the-Empire-ruleset-extensions

Videos
These videos may help you get started (you may need to download these video files locally in order to play them):

Dice pools and rolling dice (https://drive.google.com/file/d/0B6oOdW6SsMwsZDRfRmE0YjQ1dlU/view?usp=sharing)
PC entry (https://drive.google.com/file/d/0B6oOdW6SsMwsT0ltUVdkVzA0Njg/view?usp=sharing)
Combat Tracker part 1 (https://drive.google.com/file/d/0B6oOdW6SsMwsMVZtcl96UU5qenM/view?usp=sharing)
NPCs (https://drive.google.com/file/d/0B6oOdW6SsMwsQnQ0Ql9kREZsc1U/view?usp=sharing)

More to come covering: vehicles, chits, etc..

Complete session video from FG Con VI (https://www.youtube.com/watch?v=EpAnb8EAz4Y&list=PLBW-SmHnjnPE7sCNsK6UGMDxOFMM4dky4&index=1) Thanks OTG_Wraith.

Version 2 has many changes/improvements over version 1. Some things you'll see in version 2 of the ruleset:

Added campaign preferences: Age of Rebellion (Warfare knowledge skill and duty), Force and Destiny (Lightsaber combat skill and morality) and Edge of the Empire (obligation). These are selected by default - disable the option to remove version specific objects.
Add lightsaber skill and other skills from Age of Rebellion (via campaign option). Currently, based off the Age of Rebellion and Force and Destiny beta there are two additional skills: Knowledge (Warfare) and Lightsaber.
Copy NPC record to the combat tracker rather than link to the NPC list entry. This will allow multiple NPCs to be dragged to the combat tracker using the same NPC record.
Options to auto roll NPC initiative from the combat tracker. Include a radio control to select C (cool) or V (vigilance) for roll. Default is vigilance.
Provide critical injury functionality - both personal and vehicle.
Added minion support for the NPC sheet and the ruleset.
Added beta vehicle support to NPCs and PCs. This will undergo further development once v2 is released.
Redesign PC and NPC sheets to have name and token at the top of all tabs. This makes it easier to identify the PC/NPC when multiple windows are open.
Vertical resize added to PC and NPC window.
Career skill check added to skills list. Allows keeping track of career skills.
Update item fields to reflect EotE entries. e.g. Runes and Craftsmanship changed/removed.
Support for item attachments and modifications.
Move wound, stress and destiny chit markers so that they don't interfere with GM ID indicators.
Added Message of the Day functionality.
Redesigned wound and strain chits to support multiples and use/ignore soak.
Module exporting operational.
When player is playing multiple PCs, the activated character makes gunnery rolls from Party Starship in the group window.
Dice and result icons in text. See here: https://www.fantasygrounds.com/forums/showthread.php?24071-Star-Wars-Edge-of-the-Empire-Age-of-Rebellion-Force-and-Destiny-v2-ruleset-teaser!&p=209786&viewfull=1#post209786


Also a bunch of fixes/improvements.

A lot of the functionality improvements is to make the GM's work easier, better support some areas of the rules and to track PC and NPC data. This ruleset is still pretty automation light - the most you'll get is dragging wounds/strain/criticals onto characters. I have some ideas for doing some basic automation for common functionality in the (distant) future...

Some big news is that OggDude (creator of the amazing community Character Generator (https://community.fantasyflightgames.com/index.php?/topic/89135-another-character-generator/)) has agreed to allow me to use the data packages he has put together to seed a library module. As usual, there are copyright limitations, so the data will be exactly as it appears in the character generator - statistics, labels/titles; but any descriptive text will not be included, but will be replaced with a page reference to the book/s where the item in question is detailed.

Very Old v1 campaigns

This will overwrite the previous ruleset - allowing you to run previous campaigns using the new ruleset. For GMs swapping from a v1 campaign to v2 please backup your campaign directory before running under v2 - you may encounter some minor errors that should go away after the relevant windows have been opened once.

If you've upgraded a campaign from v1:

When you first run the campaign after upgrading, remove all entries from the combat tracker and re-add them.
If you convert an NPC to a minion, open the skills tab after setting the NPC category to minion - this sets the minion skill check boxes and avoids minionmanager errors.


For Fantasy Grounds Classic only! Don't use for Fantasy Grounds Unity (FGU)!

Trenloe
May 4th, 2015, 04:23
Screenshots and additional info shown in the v2 teaser thread here: https://www.fantasygrounds.com/forums/showthread.php?24071-Star-Wars-Edge-of-the-Empire-Age-of-Rebellion-Force-and-Destiny-v2-ruleset-teaser!

Trenloe
May 4th, 2015, 04:23
Known issues:

In text dice symbols shown here: https://www.fantasygrounds.com/forums/showthread.php?24071-Star-Wars-Edge-of-the-Empire-Age-of-Rebellion-Force-and-Destiny-v2-ruleset-teaser!&p=209786&viewfull=1#post209786 will only work in non-formatted body text (i.e. not bold, italic, heading, speech, etc. - just plain normal "body text" formatting). This is the way it works, no plan to fix as it would require graphical changes to multiple fonts and there is really no need to format the dice symbols anyway.
Dragging NPCs directly from library to the combat tracker produces errors. Reported here: https://www.fantasygrounds.com/forums/showthread.php?24151-Star-Wars-Edge-of-the-Empire-Age-of-Rebellion-Force-and-Destiny-v2-ruleset&p=326743&viewfull=1#post326743 Work around: Drag NPCs to personalities campaign data list first, then add to combat tracker. Issue identified - fix in private testing.
Only portraits stored in the top level <FG app data>\portraits directory are displayed. No .ppk portrait files (not available when this ruleset was first developed) or directories are displayed. TODO: Convert this to use the CoreRPG code/bag folders.
Library category headers when multiple modules open wouldn't correctly sort for one of the modules. Issue identified - fix in private testing.
InitiativeManager errors caused by various activities: when adding NPCs from a library, opening/closing modules when the Init tracker had been closed, selecting/releasing PCs when the init tracker had been closed. Issue identified - fix in private testing.
No library open/close book icon for players. Double-click on the module thumbnail image to open/close the module.
Modules using the more recent database naming convention won't display data - e.g. Recent map modules from the store, as these use image as the DB node name, not images





Resolved issues:

Drag/drop of links to item description not working. Fixed in v2.1.1.
GM can add dice into the dice pool viewer, but these don't add to the actual player dice pool. This was never intended, players should build their own dice pool. Drag/drop of dice to dice pool viewer needs to be disabled. Fixed in v2.1.1.
Campaign option Dice -> Clear dice pool on drag doesn't work when deselected - i.e. dice pool is always cleared when a skill is added. Fixed in v2.1.1.
Players drag/drop items get an error: Script Error: [string "managers/charactermanager.lua"]:318: attempt to concatenate a nil value. Fix in next release, info of 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=220867&viewfull=1#post220867 Fixed in v2.1.

Trenloe
May 4th, 2015, 04:23
Options to display critical description text in chat window when crit rolled. Perhaps an extension that allows a GM to enter the critical descriptive text and the option enablement. Extension to allow editing the critical description outside of the ruleset created: https://www.fantasygrounds.com/forums/showthread.php?25514-Star-Wars-Edge-of-the-Empire-ruleset-Custom-Critical-Text-extension Future update to the ruleset will display critical description in the chat window.
The ability to lock text fields (https://www.fantasygrounds.com/forums/showthread.php?24151-Star-Wars-Edge-of-the-Empire-Age-of-Rebellion-Force-and-Destiny-v2-ruleset&p=220845&viewfull=1#post220845).
And the ability to have decals in the center. (https://www.fantasygrounds.com/forums/showthread.php?24151-Star-Wars-Edge-of-the-Empire-Age-of-Rebellion-Force-and-Destiny-v2-ruleset&p=220845&viewfull=1#post220845) Reason: making star wars like movie introtext on the middle of the screen to introduce games!
Include <button_image_folder /> in campaign image list to give direct access to directory for images. Consider including drag/drop functionality direct to image list window too.
Cater for vehicle attachments.
Drag/Drop critical results from the chat window to PC/NPC record.
GM destiny chit automation.
Vehicle damage drag/drop applies to vehicles.
Expand soak section to auto apply soak from worn armor. Add misc soak modifier.
Allow GM access to notes.
Allow player to GM whispers.
Change lightsaber skill name to be characteristic independent. Current work around: don't change the skill name from "Lightsaber (Br)" in the skill entry just change the characteristic in the skill to the one required. This will allow the combat tab entry to match through to the skill and use the correct characteristic to build the dice pool
Dice/skills/checks added to the hotkeys will roll directly, not add to the dice pool. They should add to the dice pool when selected.
Allow weapons with custom skill. e.g. Dead in the Water (AoR GM screen adventure) has a medical droid that uses Medicine as the skill for one if its attacks.
Ability to set weapon damage as stun.
Add the light/dark "Force Point" symbol from Force and Destiny to the font and character replacement code. Workaround: Use (+)/(-) for now.
Add damage tracker to weapon for when weapon is sundered or defective/suffers damage. Tracker: Undamaged, Minor, Moderate, Major.
The ability for characters to have multiple vehicles.
A separate ability template to categorize Force powers.
Create a way for the GM to put the difficulty, setback, and challenge dice into chat (or similar) in such a way that players can then drag that onto their dicepool.
Chat box expands onto new lines - like CoreRPG v3.1+ based rulesets. Request here: https://www.fantasygrounds.com/forums/showthread.php?24151-Star-Wars-Edge-of-the-Empire-Age-of-Rebellion-Force-and-Destiny-v2-ruleset&p=325325&viewfull=1#post325325
When adding actors to the combat tracker allow drag/drop on top of current actors to add new character to the combat tracker. Currently can only drag new actors to an empty section of the actor list.
Restrict CT linked tokens to only one map (like CoreRPG based rulesets) - if the token is dragged from the CT, if a linked token for that creature already exists then remove the old one. Dragging a linked token from one map to another should keep the link to CT.
Allow auto addition of dice results. i.e. a talent that auto adds 1 success to a check.
Create PC from NPC - i.e. GM drag/drop of NPC record to Character Selection window to create PC. This will allow players to fully control NPCs - and to quickly create a PC pregen if required.
Re-sizable small windows (talents, abilities, etc.).


Completed requests

Don't display NPC edit/drag-drop actions in player chat. In v2.1.1.
A Force Rating tracker on the character sheet with the ability to use it to add Force dice to the die pool. In v2.1.1.
Restore images to original size (https://www.fantasygrounds.com/forums/showthread.php?24151-Star-Wars-Edge-of-the-Empire-Age-of-Rebellion-Force-and-Destiny-v2-ruleset&p=220845&viewfull=1#post220845) In v2.1.1.

dulux-oz
May 4th, 2015, 04:57
Placeholders or not, let me also wish you and everyone else a happy Star Wars Day!

May the Force Be With Us All

ianmward
May 4th, 2015, 05:11
Thank You!!!

OTG_Wraith
May 4th, 2015, 08:00
Why it's the bestest life day ever! *sniff* (Gives Trenloe a Wookiee-ookiee and a steaming mug of Hoth chocolate.)

and I had a skirmish session specially scheduled for tomorrow... err today.

Thanks for the work Trenloe.

OTG_Wraith
May 4th, 2015, 08:51
Life day... batteries not included, or in other words...

Found a bug.

When you enter a value into the new minion #/Group field you get this as an error.



Script Error: [string "managers/minionManager.lua"]:14: attempt to index a nil value


The same error pops up if you increment the current wounds for the minion past a per minion break point. (i.e. if you have 3 minions with 5 wounds per minion of the group, when you increment current wounds to 6, 11, and 16 that error pops up.)

I can't take a look at the lua right now since I'm only up at this hour for a work emergency, but once I get a chance, if you haven't already solved it, I'll take a look.

Edit: Another (minor) bug
The Trees field on the talent object window overlaps its label if you put in too many specialties, and does not create new lines.

Edit2: Dragging a crit result from chat to the character sheet generates this error...



Script Error: [string "managers/charactermanager.lua"]:318: attempt to concatenate a nil value

Yospeck
May 4th, 2015, 09:37
That'll do pig. That'll do.

Trenloe
May 4th, 2015, 14:39
When you enter a value into the new minion #/Group field you get this as an error.



Script Error: [string "managers/minionManager.lua"]:14: attempt to index a nil value


The same error pops up if you increment the current wounds for the minion past a per minion break point. (i.e. if you have 3 minions with 5 wounds per minion of the group, when you increment current wounds to 6, 11, and 16 that error pops up.)
This is caused when the minion skills haven't been selected/created. These are tied to the GUI controls and so are only created when the skills tab is opened. For a minion, open the skills tab once and make sure the check marks are down the left hand side and this error should go away for this NPC. I'll look into a way to auto-create these in future.



Edit: Another (minor) bug
The Trees field on the talent object window overlaps its label if you put in too many specialties, and does not create new lines.
I'm still debating whether to leave the trees field in there. OggDude's data doesn't have it, and as I'm going to be basing most of the library off his data going forward I'll probably just remove this field.


Edit2: Dragging a crit result from chat to the character sheet generates this error...



Script Error: [string "managers/charactermanager.lua"]:318: attempt to concatenate a nil value

It's not designed to work that way - drag the crit chit directly to the character sheet.combat tracker entry/linked token on the map.

At present all drag/drop actions are designed to be done directly to the target. The only current exception is the damage entry after a weapon skill roll. I've started incorporating more functionality into the result in the chat window, but there's a lot to change/update to make the chat window record the same as the original, so it probably won't get this functionality for a while.

Trenloe
May 4th, 2015, 21:02
Found a bug.

When you enter a value into the new minion #/Group field you get this as an error.



Script Error: [string "managers/minionManager.lua"]:14: attempt to index a nil value


The same error pops up if you increment the current wounds for the minion past a per minion break point. (i.e. if you have 3 minions with 5 wounds per minion of the group, when you increment current wounds to 6, 11, and 16 that error pops up.)
Fixed in v2.0.1a - download from post #1. This fix brought to you from 38,000 feet from the ****pit of an X-Wing... or, from a seat in coach on a JetBlue flight to Boston. One of the two... ;)

ianmward
May 4th, 2015, 23:11
You are (an) ace Trenloe!

jasonthelamb
May 5th, 2015, 03:52
Just remember, Trenloe...

Fly casual!

https://25.media.tumblr.com/tumblr_makr2hXdJB1rc6ppio1_500.gif

Talen
May 5th, 2015, 06:31
First off and most importantly- this ruleset is wonderful - thank you for all the work and support you've provided!

Now the less important question - When I attempt to rename a vehicle weapon (say a laser cannon (Medium) to a dorsal turret mounted laser cannon)- I lose the ability to roll the weapon's dice pull when it is assigned to a pilot. If I don't change the name everything works fine. So much like the joke about telling a doctor how it hurts when I move my arm over my head and being told, "Well, stop moving your arm over your head"....is there a solution beyond - stop renaming the weapon?

OTG_Wraith
May 5th, 2015, 12:21
Fixed in v2.0.1a - download from post #1. This fix brought to you from 38,000 feet from the ****pit of an X-Wing... or, from a seat in coach on a JetBlue flight to Boston. One of the two... ;)

Thanks Trenloe, the change seems to work great. We ran a skirmish last night and v2 is a tremendous improvement on the already nice ruleset.


First off and most importantly- this ruleset is wonderful - thank you for all the work and support you've provided!

Now the less important question - When I attempt to rename a vehicle weapon (say a laser cannon (Medium) to a dorsal turret mounted laser cannon)- I lose the ability to roll the weapon's dice pull when it is assigned to a pilot. If I don't change the name everything works fine. So much like the joke about telling a doctor how it hurts when I move my arm over my head and being told, "Well, stop moving your arm over your head"....is there a solution beyond - stop renaming the weapon?

We did our skirmish last night to teach the FFG rules and check the v2 ruleset. When I ran the space combat. I moved the ship weapon object from the library to the items, made my changes there and then dropped them on the ship and on the gunner's page. All worked well. If I needed to make a change to the ship or gunner page item, I actually deleted it and made the change in items then dragged the item.

That might be a work-around for you. I have found the library objects often have wonky permissions, so I instantiate them as an item class child and then make my changes, rather than trying to change the library child instance's properties.

radekg
May 5th, 2015, 12:24
First off and most importantly- this ruleset is wonderful - thank you for all the work and support you've provided!

Now the less important question - When I attempt to rename a vehicle weapon (say a laser cannon (Medium) to a dorsal turret mounted laser cannon)- I lose the ability to roll the weapon's dice pull when it is assigned to a pilot. If I don't change the name everything works fine. So much like the joke about telling a doctor how it hurts when I move my arm over my head and being told, "Well, stop moving your arm over your head"....is there a solution beyond - stop renaming the weapon?

The name of weapon is too long and overlaps with dice icon. Try shorter name. :)

jaydarkson
May 5th, 2015, 13:02
This is awesome! I really like how clean it looks too! I noticed two issues that might just be me, maybe somebody else can double check on their end:

1) Credits in the character inventory are not saving if you close the window.

2) When initiative for the player characters is rolled (Cool & Vigilance), the initiative tracker is not updated. The initiative roll for NPC's works fine.

OTG_Wraith
May 5th, 2015, 13:31
2) When initiative for the player characters is rolled (Cool & Vigilance), the initiative tracker is not updated. The initiative roll for NPC's works fine.

Ahh! That was the other thing... We noticed this as well, glad you brought it up. As a work-around you can right-click the menu button on the combat tracker and then select rebuild initiative slots before you have your players roll init and it should take. Hope it works for you.

Trenloe
May 5th, 2015, 14:45
1) Credits in the character inventory are not saving if you close the window.

2) When initiative for the player characters is rolled (Cool & Vigilance), the initiative tracker is not updated. The initiative roll for NPC's works fine.
Thanks for the report. Is this a new campaign or an existing v1 campaign? For #2, if this is an existing campaign, have you removed the PCs from the CT and re-added them?

EDIT: Also, it is when you roll directly from the character sheet or when you try to roll PC or All initiative automatically from the combat tracker menu?

Trenloe
May 5th, 2015, 19:42
I have found the library objects often have wonky permissions
If you find this still to be the case with the new ruleset and new library please let me know - especially if it is reproducible, thanks.

jaydarkson
May 5th, 2015, 21:08
Thanks for the report. Is this a new campaign or an existing v1 campaign? For #2, if this is an existing campaign, have you removed the PCs from the CT and re-added them?

EDIT: Also, it is when you roll directly from the character sheet or when you try to roll PC or All initiative automatically from the combat tracker menu?

Campaign was an existing v1 campaign but the PC's were made brand new after I updated to v2. It is when I roll directly from the character sheet as well as when I roll PC or All initiative.

Following OTG_Wraith's work around to rebuild the initiative before rolling it fixes this problem temporarily however.

OTG_Wraith
May 5th, 2015, 22:30
If you find this still to be the case with the new ruleset and new library please let me know - especially if it is reproducible, thanks.

I still find this to be the case with all Library modules in FG, in all rulesets. The Hook Mountain Massacre series we are videoing right now is separated into modules, and if the GM gives an object directly to the player from the module 'library' before making it an item instance first the player often can't change the properties.

Trenloe
May 5th, 2015, 23:02
Following OTG_Wraith's work around to rebuild the initiative before rolling it fixes this problem temporarily however.
When you say temporarily, do you mean it comes back at some point?

Do you see the dice rolling and a result reported in the chat window?

AstaSyneri
May 5th, 2015, 23:28
Just finished our first session (started making characters in v1 and now used v2). There were quite a few bugs (initiative), but it's shaping up really nice. Photos, or it didn't happen? Here you go:

9828

The party absolutely demolished the Gamorrean Thugs. Next time is going to be much more difficult for them.

(Yes it's a modified Beginner Game scenario)

Trenloe
May 5th, 2015, 23:31
There were quite a few bugs (initiative)
Can you expand on the "quite a few bugs" you encountered please? I'm only aware of one at the moment (PC init roll not operating correctly). Have you watched the "Combat tracker part 1" video in post #1 - this describes how initiative is supposed to work.

Trenloe
May 5th, 2015, 23:34
The party absolutely demolished the Gamorrean Thugs.
You went easy on them running the Gamorrean's as minions! Now they'll think all Gamorrean's are a pushover. :-o

OTG_Wraith
May 5th, 2015, 23:36
When you say temporarily, do you mean it comes back at some point?

Do you see the dice rolling and a result reported in the chat window?

Not to speak for jay, but in our experience with this issue; We do see the dice and the resultant value displayed in chat, and it comes back when we clear the combat tracker and repopulate it with new PCs.

It's fairly easy to replicate... just add PCs to the combat tracker and double click either vigilance or cool from the initiative box on the character sheet, then click the check in the die pool window. The dice will roll and the values display, but the tracker will not populate. If you then at this point right click on the combat tracker menu and select rebuild initiative slots then functionality is restored. Then right click the menu again and select remove all entries, and add more PCs (same or different than first check) and the bug returns.

I have tried this from the server, and using a localhost client connected to the server, cool and vigilance initiative rolls, and closing and re-opening the combat tracker. All cases still exhibit the reported abnormal behavior.

jaydarkson
May 5th, 2015, 23:41
When you say temporarily, do you mean it comes back at some point?

Do you see the dice rolling and a result reported in the chat window?

Temporarily is if you remove the PC's from the table and then add them back. The problem comes back when this happens.

Logging out and then logging back in does not fix this issue. The dice results and dice rolling is seen though for the PCs.

Trenloe
May 5th, 2015, 23:45
Thanks for the detailed info OTG_Wraith and jaydarkson - I'll try and track this issue down this weekend.

Trenloe
May 6th, 2015, 03:31
v2.0.1b released, download link in post #1

Bugfixes:

PC init roll result not populating when newly added to the CT. Thanks jaydarkson and OTG_Wraith for reporting, with detailed info on how to recreate
Credits not saving. Thanks jaydarkson for reporting.
Long weapon name hid dice roll button. Thanks Talen for reporting and radekg for finding the cause.

Please keep the bug reports coming.

Trenloe
May 6th, 2015, 03:36
I still find this to be the case with all Library modules in FG, in all rulesets. The Hook Mountain Massacre series we are videoing right now is separated into modules, and if the GM gives an object directly to the player from the module 'library' before making it an item instance first the player often can't change the properties.
In all of my testing with library inventory items (weapons, armor, gear), obligation, duty, morality, talents, motivations, etc. I've dragged them straight from the library to the PC/NPC sheet without spotting any issues (it doesn't mean there aren't any issues, I just might not have noticed them).

If you can identify specific issues with the new SW player library data and the v2 ruleset please let me know.

OTG_Wraith
May 6th, 2015, 04:21
In all of my testing with library inventory items (weapons, armor, gear), obligation, duty, morality, talents, motivations, etc. I've dragged them straight from the library to the PC/NPC sheet without spotting any issues (it doesn't mean there aren't any issues, I just might not have noticed them).

If you can identify specific issues with the new SW player library data and the v2 ruleset please let me know.

We've since come to accept this as default behavior so we really haven't been applying proper methodology to identifying the cause, We'll start paying more attention to this and see if we can come up with a reproducible situation.

AstaSyneri
May 6th, 2015, 08:54
Can you expand on the "quite a few bugs" you encountered please? I'm only aware of one at the moment (PC init roll not operating correctly). Have you watched the "Combat tracker part 1" video in post #1 - this describes how initiative is supposed to work.

Yes, I realize you can't do anything with that, sorry about that. I had a fatal incidence where FG closed down when I tried to delete a token on a map.

The initiative bug has already been reported.

Beyond that I had the console window open quite a few times and list a lot of stuff, but I was too busy running my first adventure with an entirely new crew to really pay attention to it. I assume many of those error messages had to do with values not being entered properly - and I couldn't see any ill effects on gameplay at that time. I'll try to keep an eye open next week when we continue.


You went easy on them running the Gamorrean's as minions! Now they'll think all Gamorrean's are a pushover. :-o

I built the Beginners Game encounters and setting into my own story, since it introduces you to the different mechanics quite well. For some reason I thought they were minions. Doesn't matter, though, it really fit the bill. It's going to be much more difficult for them next time. >:)

Trenloe
May 6th, 2015, 12:03
Beyond that I had the console window open quite a few times and list a lot of stuff, but I was too busy running my first adventure with an entirely new crew to really pay attention to it. I assume many of those error messages had to do with values not being entered properly - and I couldn't see any ill effects on gameplay at that time. I'll try to keep an eye open next week when we continue.
I've got a lot of debug code outputting to the console window and there are some warnings also that are OK. Messages reported specifically as an error will appear as bright red in the console window, black (debug messages) and orange (warnings - usually in regard to missing default icons or anchors) aren't errors and can be ignored.

MoonlitDNC
May 6th, 2015, 17:52
Very excited to give the new version a shot! Thank you for all of your hard work!!

Almost forgot I had to use WinRAR to open the library module and make a tokens folder.

Tel Arin
May 6th, 2015, 20:46
Thank you!

Trenloe
May 8th, 2015, 03:12
Edit2: Dragging a crit result from chat to the character sheet generates this error...



Script Error: [string "managers/charactermanager.lua"]:318: attempt to concatenate a nil value

I've been thinking about this and even started working on enabling drag/drop of critical result, but then I stopped. As I can't think of an instance when the same critical result would be applied to multiple PCs/NPCs and as the critical result is effected by the current number of criticals on each character, I think it's best to leave it as having to drag/drop the critical chit to each character separately. Directly dragging to the chat window is really for rolling crits for creatures/vehicles that aren't in the combat tracker (for narrative purposes). I've changed the critical result type to be different from the original critical chit so there won't be an error if anyone drags a critical result onto a PC or NPC. Thanks for letting me know about the error though.

OTG_Wraith
May 8th, 2015, 04:25
I've been thinking about this and even started working on enabling drag/drop of critical result, but then I stopped. As I can't think of an instance when the same critical result would be applied to multiple PCs/NPCs and as the critical result is effected by the current number of criticals on each character, I think it's best to leave it as having to drag/drop the critical chit to each character separately. Directly dragging to the chat window is really for rolling crits for creatures/vehicles that aren't in the combat tracker (for narrative purposes). I've changed the critical result type to be different from the original critical chit so there won't be an error if anyone drags a critical result onto a PC or NPC. Thanks for letting me know about the error though.

The reason I encountered it was I was trying to see if there was a way for the crit description to show up in chat. As it stands now the only way to see it is open the crit on the player's sheet. So the other players don't see the effects and even the GM has to open the player's sheet to see the effect. (Essentially I was hoping to see the crit description sent to chat along with the crit name and roll.)

In another matter, we had a second play test tonight for ship combat and one of the things we noticed was that when you drag ship weapon damage to a combat tracker entry that has a vehicle, the damage is still applied to the person and not the associated vehicle. This may because we are putting the ship's weapons on the gunner's character sheet and marking it as both a ship weapon (in the hopes that that is an attribute of the ship damage drag object) and as a personal weapon so it shows up in the combat window as a clickable weapon. Is this the correct procedure?

Trenloe
May 8th, 2015, 04:28
The reason I enqountered it was I was trying to see if there was a way for the crit description to show up in chat. As it stands now the only way to see it is open the crit on the player's sheet. So the other players don't see the effects and even the GM has to open the player's sheet to see the effect. (Essentially I was hoping to see the crit description sent to chat along with the crit name and roll.)
The only description in the crit is the page reference (to avoid any possible breach of copyright) - do you want the page number outputting to the chat window too? Seems a bit redundant as it's always the same page (where the critical table is).

OTG_Wraith
May 8th, 2015, 08:56
The only description in the crit is the page reference (to avoid any possible breach of copyright) - do you want the page number outputting to the chat window too? Seems a bit redundant as it's always the same page (where the critical table is).

No, I am referring to the possibility of a book owner inputting the proper text themselves. Then It would be available in the chat.

Perhaps allow a toggle in case the GM hasn't replaced the generic text? At this point we're moving into the area of feature requests as opposed to bug reporting, and that's obviously dependent on the remaining allotment of time you have for this project.

Trenloe
May 8th, 2015, 13:14
No, I am referring to the possibility of a book owner inputting the proper text themselves. Then It would be available in the chat.

Perhaps allow a toggle in case the GM hasn't replaced the generic text? At this point we're moving into the area of feature requests as opposed to bug reporting, and that's obviously dependent on the remaining allotment of time you have for this project.
OK, cool. Added to the feature request link in post #4

Torstein
May 8th, 2015, 20:31
First of all, thank you for the massive work you've done here! I've just tried v2 and I seem to have a problem with some accented characters in the regular font (the one used for story texts, for instance). A couple of characters have been replaced with SW die symbols, but were (and are) correctly displayed in v1. I don't have any problem with the other fonts, like titles. I've noticed you've changed symbol replacements in "baseformattedtextfield.lua" ("[F]" for "Force die", "[A]" for "Ability Die", etc.), which is a nice addition btw. Is it related?
Another, though minor change: the font used for headers in story texts. Headers now look like main story entries. But maybe it was intentional.
Keep up the good work!

Trenloe
May 8th, 2015, 20:57
I've just tried v2 and I seem to have a problem with some accented characters in the regular font (the one used for story texts, for instance). A couple of characters have been replaced with SW die symbols, but were (and are) correctly displayed in v1. I don't have any problem with the other fonts, like titles. I've noticed you've changed symbol replacements in "baseformattedtextfield.lua" ("[F]" for "Force die", "[A]" for "Ability Die", etc.), which is a nice addition btw. Is it related?
The regular font used in v1 had WFRP3 graphics for the characters 240-255, I've just replaced some of these with Star Wars graphics. So, if you weren't seeing WFRP3 graphics in the v1 ruleset it can't be this. However, if you had some entries in your test that were (s) (a) or [F] etc. then these will now be replaced with the SW graphics.


Another, though minor change: the font used for headers in story texts. Headers now look like main story entries. But maybe it was intentional.
I've made changes to some of the base reference classes used in the ruleset (mostly bringing in reference classes from CoreRPG for the library). The change in the headers is probably due to this. Are you mentioning this as an issue, or just an FYI that it is a change?

Torstein
May 8th, 2015, 21:41
So, if you weren't seeing WFRP3 graphics in the v1 ruleset it can't be this. However, if you had some entries in your test that were (s) (a) or [F] etc. then these will now be replaced with the SW graphics.

I was seeing the accented characters. I didn't use any symbol replacement. I don't think it would be worth making the change in the ruleset, though, considering most players don't use accented characters, but could you send a link to the font file you're using, so that I can modify it for my own use? I know that FGF files are like a series of images for each character, but I don't know if there's a tool to edit them.


Are you mentioning this as an issue, or just an FYI that it is a change?

It's a very minor issue (headers are less visible). I can perfectly live with that ;-)

Trenloe
May 8th, 2015, 21:46
I was seeing the accented characters. I didn't use any symbol replacement.
Can you post a screenshot of the v1 ruleset showing the accented characters and the v2 ruleset for the same text showing the new characters please? I haven't made any other changes beyond changing the WFRP3 graphics to Star Wars graphics, so I'm concerned that there might be something else going on.

Torstein
May 8th, 2015, 22:21
There you go...

9856

As mentioned before, no change for titles, but only for body text.

Trenloe
May 8th, 2015, 23:17
There you go...

9856

As mentioned before, no change for titles, but only for body text.
Unzip the attached file and copy regular.fgf to graphics\fonts in the ruleset, overwriting the current regular.fgf file there. This will mean that none of the library entries that use the special symbols will display correctly.

You'll have to do this manual change each time you upgrade the ruleset.

Torstein
May 9th, 2015, 19:26
It works! Thanks. But, as you said, no symbols in the library.

I'm still wondering why it was working properly in v1, and not in v2. I'll dig into this and keep you posted.

radekg
May 9th, 2015, 20:01
It works! Thanks. But, as you said, no symbols in the library.

I'm still wondering why it was working properly in v1, and not in v2. I'll dig into this and keep you posted.

There is no mystery there. It's the way Fantasy Grounds treats fonts - as pictures.. 255 pictures. To create new symbols, you have to replace old. In first version I think only one or two symbols from FFG's Star Wars was supported (and some from WFRP 3rd edition as leftovers.. I'm not sure because I added some symbols in my local copy). In new version more symbols were added and they replaced your beloved accented characters. ;) For the same reason I cannot use polish characters - even if I replace font file and replicate symbols, they fit in the same places as polish characters. Not much you can do about it until Unity's version of FG (I hope!).

BTW. You can create not-so-complicated module that will load your font instead of module's font - that way you don't have to repeat font overriding each time module gets updated.

Talen
May 10th, 2015, 05:52
I must be tired and missing it - but I thought you had posted the symbol keystrokes for the dice - but now I cant seem to locate them....specifically looking for setback dice at the moment...

Trenloe
May 10th, 2015, 06:01
I must be tired and missing it - but I thought you had posted the symbol keystrokes for the dice - but now I cant seem to locate them....specifically looking for setback dice at the moment...
https://www.fantasygrounds.com/forums/showthread.php?24071-Star-Wars-Edge-of-the-Empire-Age-of-Rebellion-Force-and-Destiny-v2-ruleset-teaser!&p=209786&viewfull=1#post209786

Yospeck
May 10th, 2015, 11:20
Any time I open the GM Item menu in my current campaign it crashes the program, doesn't do it on a fresh campaign though. Any way to remove the items that I may have made to see if clearing them out fixes things?

Valarian
May 10th, 2015, 13:13
Save the campaign db.xml file to a backup, then open it up in a text editor. Remove the <id-0000...> tags from inside the <items></items> section.

Yospeck
May 10th, 2015, 20:36
Thank ye kindly :)

Miekael
May 17th, 2015, 04:36
Trenloe, this ruleset is awesome. My friends and I appreciate all the effort you have put into this. As I contribution I have put together a library containing nearly every starship and vehicle. Feel free to add this to any library build you might be working on. Thanks again for your work, wonderful job!

https://www.dropbox.com/s/8nsq2u7kmx3vjn4/Star%20Wars%20Starships%20and%20Vehicles.mod?dl=0

AstaSyneri
June 2nd, 2015, 15:18
I watched the introductory video on dice pools again, but I couldn't find any information on the lower row: Veh./Pers./red oval/grey oval/lightside/darkside.

How do I use those (especially how do I set the dark/light dice pool)? I can clear it, but how do I add to it?

Edit: I finally figured it out - You have to double-click on them!

Trenloe
June 16th, 2015, 15:06
I'll be running a one-off session of the new Force and Destiny Beginner Game (assuming I can get my hands on a copy in time) as part of the first FGDaze game day: https://www.fantasygrounds.com/forums/showthread.php?24724-FGDaze-Star-Wars-Force-amp-Destiny-Beginner-Game-Noobs-Welcome

More info on FGDaze here: https://www.fantasygrounds.com/forums/showthread.php?24687-FGDaze-has-arrived!

One of the driving goals behind FGDaze is to get people new to FG some exposure to the system. So, I'll be holding a couple of slots open for noobs until closer to the event. So, if you're a FG "noob" then let me know when you sign up, if you're more familiar with FG then sign up fast before the "non-noob" slots go!

Trenloe
June 24th, 2015, 20:25
Now that I've spent a bit of time with the Force and Destiny side of the rules, I'll be adding some functionality to specifically track force points, committing force dice, rolling the force pool. This will come at some point in the near future. In the meantime keep track of force points/dice and roll the force dice manually.

Thane
July 8th, 2015, 15:01
This is great! I will be using it for the Force and Destiny campaign starting up once it arrives in the stores.

Thanks!

Trenloe
July 8th, 2015, 17:45
This is great! I will be using it for the Force and Destiny campaign starting up once it arrives in the stores.

Thanks!
Glad you like it.

Look out for an update to the graphics over the next couple of weeks, thanks to lobosolo.

I may do an update to the ruleset after that to handle the F&D force points and force abilities. The ruleset does that fine now using talents, but I think I can make it a little better for handling force specific info, abilities and career signature abilities as they are, kinda, handled similar to force abilities. Don't let that stop you though, the ruleset is totally playable at the moment for F&D - I ran the beginner game at the recent FGDaze1 using it as is. I, too, am waiting for the F&D hardback before I do any changes to the ruleset.

Here's a screenshot of the F&D Beginner Game at FGDaze1:

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=10367&d=1435435537

jasonthelamb
July 8th, 2015, 18:22
I was thinking about modifying the graphics of the ruleset myself.. I think that's been my biggest turn-off to GMing a Star Wars FFG game... the buttons are just too damn confusing.

Trenloe
July 8th, 2015, 18:31
I was thinking about modifying the graphics of the ruleset myself.. I think that's been my biggest turn-off to GMing a Star Wars FFG game... the buttons are just too damn confusing.
Can you expand on that please? This is the first feedback I've heard that confusing buttons are turning people off from using the ruleset. It looks bland, yes - and that will be addressed with the graphical update. But what buttons do you find too damn confusing? Perhaps we can do something about that...

Lobosolo
July 8th, 2015, 18:32
Jason,

The graphics for V2 of the ruleset are all completed and submitted to Trenloe. He is making a few modifications and then will be publishing it to the community. Here are some pictures of the original work I did. The V2 will be slightly different than this. I wanted to get the graphics for V2 done faster, but I had to move across the country and it was difficult to find the free time. :)

1043710438104391044010441

It makes things a lot easier to follow within the ruleset. And it is much more thematic.

In all honesty though...Tren has the much harder task of putting all the logic of the ruleset together. I wouldn't even know where to start.

Regards,
Lobosolo

Lobosolo
July 8th, 2015, 18:33
One more picture of the right side of the ruleset.


10442

Regards,
Lobosolo

jasonthelamb
July 8th, 2015, 18:42
I would say my biggest issue is the main buttons on the right - which looks to have been addressed in Lobosolo's update. I'd always have to open up every tab just to find the right one, and it was just a headache.

Trenloe
July 8th, 2015, 18:43
I would say my biggest issue is the main buttons on the right - which looks to have been addressed in Lobosolo's update. I'd always have to open up every tab just to find the right one, and it was just a headache.
Fair point. :) Thanks for the feedback.

viresanimi
July 8th, 2015, 22:35
Cool looking stuff on the way I must say.
Incidently I've been working on reskinning this myself. Actually I reskin every ruleset I GM in - its a hobby of mine. Hi hi.

I had one question about the ruleset though. I've been looking at a video of it in use, and the I see the Light side / dark side tokens being used. But I can't seem to make them work. Care to give a quick explanation as to how to make them appear?

Anyhooo... I thought I would share my mad creation here. Keep up the good work!



Vires Animi

jasonthelamb
July 8th, 2015, 22:58
Cool looking stuff on the way I must say.
Incidently I've been working on reskinning this myself. Actually I reskin every ruleset I GM in - its a hobby of mine. Hi hi.

I had one question about the ruleset though. I've been looking at a video of it in use, and the I see the Light side / dark side tokens being used. But I can't seem to make them work. Care to give a quick explanation as to how to make them appear?

Anyhooo... I thought I would share my mad creation here. Keep up the good work!



Vires Animi

The GM double clicks each side and they begin to appear.

Lobosolo
July 8th, 2015, 23:00
Nice! I haven't done any work on the background yet. I was busy trying to get all the individual windows to hang correctly with the new artwork. Making new chits, icons, category icons, etc. I am looking forward to seeing what others in the community can do with the background. I would love to see a ****pit designed that incorporates the existing layout.

Lobosolo

viresanimi
July 8th, 2015, 23:28
As far as I am concerned, this ruleset needs three things:

The ability to lock text fields.
Restore images to original size
And the ability to have decals in the center. Reason: making star wars like movie introtext on the middle of the screen to introduce games!

Just a few credits worth of thought.


Vires Animi


EDIT: Thanks Jason... that was not at all easy. Not feeling stupid here at all. Nu huh.... *Grins*

OTG_Wraith
July 8th, 2015, 23:40
I believe I've found another bug, this time it's some issue between the EotE example library and the character sheet.

I'm getting the following script error when my players attempt to drag an item from the library to their character sheet inventory:


Script Error: [string "managers/charactermanager.lua"]:984: attempt to index a nil value

I can drag it to their inventory without an error. I can also drag items to my own character sheets without error.

It appears to have something to do with this section...


-- If either the personal weapon or vehicle weapon flag isn't 1 then set it to 0 - needed when not present for correct weapon processing
if itemnode.createChild("isstarshipweapon", "number").getValue() ~= 1 then
itemnode.createChild("isstarshipweapon", "number").setValue(0);
end
if itemnode.createChild("isweapon", "number").getValue() ~= 1 then
itemnode.createChild("isweapon", "number").setValue(0);
end


I removed the listed section and the error no longer occurred. I'm doing this right before a game so I don't have time to dig deeper, but will check later if you haven't already addressed the issue.

Trenloe
July 9th, 2015, 01:07
Trenloe, this ruleset is awesome. My friends and I appreciate all the effort you have put into this. As I contribution I have put together a library containing nearly every starship and vehicle. Feel free to add this to any library build you might be working on. Thanks again for your work, wonderful job!

https://www.dropbox.com/s/8nsq2u7kmx3vjn4/Star%20Wars%20Starships%20and%20Vehicles.mod?dl=0
Sorry I haven't got round to looking at this until now. Fantastic work - thanks very much Miekael.

Trenloe
July 9th, 2015, 01:16
As far as I am concerned, this ruleset needs three things:
Only three things? Cool, I can take a break! ;)


The ability to lock text fields.
Can you expand on this please?


Restore images to original size
I'll look into this.


And the ability to have decals in the center. Reason: making star wars like movie introtext on the middle of the screen to introduce games!
This won't come until the ruleset is migrated to CoreRPG. Don't expect that this year. You can still do the old way (before decals recently became a feature) and modify the desktop.png file via an extension - pretty quick once you get the hang of it.

Trenloe
July 9th, 2015, 01:28
I believe I've found another bug, this time it's some issue between the EotE example library and the character sheet.

I'm getting the following script error when my players attempt to drag an item from the library to their character sheet inventory:


Script Error: [string "managers/charactermanager.lua"]:984: attempt to index a nil value

I can drag it to their inventory without an error. I can also drag items to my own character sheets without error.

It appears to have something to do with this section...


-- If either the personal weapon or vehicle weapon flag isn't 1 then set it to 0 - needed when not present for correct weapon processing
if itemnode.createChild("isstarshipweapon", "number").getValue() ~= 1 then
itemnode.createChild("isstarshipweapon", "number").setValue(0);
end
if itemnode.createChild("isweapon", "number").getValue() ~= 1 then
itemnode.createChild("isweapon", "number").setValue(0);
end


I removed the listed section and the error no longer occurred. I'm doing this right before a game so I don't have time to dig deeper, but will check later if you haven't already addressed the issue.
Thanks for reporting. It's the good old issue of players not being able to update base database nodes. I have a fix, and will release when I do the next release with Lobosolo's amazing graphics update.

In the meantime, the fix is as follows: move the problem code a few lines down and change the itemnode reference to newitemnode:


function addItem(characternode, itemnode)
if User.isHost() or User.isLocal() or User.isOwnedIdentity(getIdentityName(characternode )) then

-- Handle trying to add a non vehicle weapon/item to a vehicle - reject the drop.
-- Not currently available to players
if characternode.getParent().getName() == "vehicle" and itemnode.createChild("isstarshipweapon").getValue() ~= 1 then
-- print a message
local msg = {};
msg.font = "msgfont";
msg.text = "Cannot add the non-vehicle weapon: " .. itemnode.getChild("name").getValue() .. " to the vehicle: " .. getNpcName(characternode);
ChatManager.deliverMessage(msg);

return true;
end

-- get the new item
local newitemnode = characternode.createChild("inventory").createChild();

-- copy the item
DatabaseManager.copyNode(itemnode, newitemnode);

-- If either the personal weapon or vehicle weapon flag isn't 1 then set it to 0 - needed when not present for correct weapon processing
if newitemnode.createChild("isstarshipweapon", "number").getValue() ~= 1 then
newitemnode.createChild("isstarshipweapon", "number").setValue(0);
end
if newitemnode.createChild("isweapon", "number").getValue() ~= 1 then
newitemnode.createChild("isweapon", "number").setValue(0);
end

-- print a message
local msg = {};
msg.font = "msgfont";
msg.text = getCharacterName(characternode) .. " has gained the item: " .. itemnode.getChild("name").getValue();
ChatManager.deliverMessage(msg);

-- and return
return true;

end
end

viresanimi
July 9th, 2015, 02:42
What I meant by locking text fields is that little "lock" you have in CoreRPG, so you can't edit text unless you unlock it. Dunno how else to explain it. Just makes it easier to move notes around, when you've locked them during play.


Vires Animi

Trenloe
July 9th, 2015, 03:45
What I meant by locking text fields is that little "lock" you have in CoreRPG, so you can't edit text unless you unlock it.
That's cool - just wanted confirmation of what you were looking for. :) I've added a request post at the beginning of this thread.

OTG_Wraith
July 9th, 2015, 05:04
Thanks Trenloe, fix works perfectly. Looking forward to the new version.

Miekael
July 11th, 2015, 02:50
Sorry I haven't got round to looking at this until now. Fantastic work - thanks very much Miekael.

You're welcome, I have made some updates to it since I last posted, mainly updated all the weapon entries and added in dice symbols to the weapon quality descriptions. Currently I am working on vehicle attachments, one thing I noticed is there is no spot to place attachments on the standard vehicle entry sheet (the party vehicle sheet on the other hand has places for notes), so for time being I just use a generic item labeled "modified hardpoints" to give to the ship to keep track of. This helps when the players all have their own ships and are not sharing a single one. After F&D makes its release I hope to finalize it (until new books that is). Once I do, I will post it back up here. I am also working on an updated equipment library that is going hand to hand with an NPC library for GMs to put together quick/random encounters. These are a bit on the back burner until F&D is released and the game stats are finalized from that book. You are more then welcome to incorporate anything I complete into your main library build(s).

Trenloe
July 11th, 2015, 02:56
I'll have to put vehicle attachments in there somewhere.


I am also working on an updated equipment library that is going hand to hand with an NPC library for GMs to put together quick/random encounters. These are a bit on the back burner until F&D is released and the game stats are finalized from that book. You are more then welcome to incorporate anything I complete into your main library build(s).
I'm still in the process of using the OggDude data files to auto generate libraries, so I wouldn't spend too much time on the libraries if I were you - unless you want them quickly and/or enjoy doing them! ;)

Miekael
July 12th, 2015, 01:22
I'll have to put vehicle attachments in there somewhere.


I'm still in the process of using the OggDude data files to auto generate libraries, so I wouldn't spend too much time on the libraries if I were you - unless you want them quickly and/or enjoy doing them! ;)

OggDude's character program rocks I use that all the time. I don't mind making libraries, since I GM, I find myself making a lot of the entries setting up campaigns, so exporting them with a little copy/paste work doesn't take much effort. I also really like the narrative game play of the Star Wars RPG, when my players generate that triple threat on an astrogation roll, I find having a list of premade baddies/ships really gets the gears turning as to what I could do. And if my efforts also help build up this ruleset you put together then I call that a bonus.

Today I thought of putting together a library with tables on how to spend threat/advantage, not sure if that is something you are working on, but you would be more then welcome to it when I finish.

Xydonus
July 13th, 2015, 10:06
Well, I've got all I need, PDF wise, to play the ruleset.

Now I plan to manually put in all the talent descriptions by editing the xml... :P

Trenloe
July 13th, 2015, 16:42
Today I thought of putting together a library with tables on how to spend threat/advantage, not sure if that is something you are working on, but you would be more then welcome to it when I finish.
That would be cool.

Xydonus
July 13th, 2015, 22:03
Getting this error every time I open the initiative tracker and anytime I put anyone onto it

- 10503

I'll also add that I've gotten an error every time someone selects their character. I'll get the log for that later.

Trenloe
July 14th, 2015, 00:10
What version of Fantasy Grounds are you using? Before you start your campaign look in the top right corner of the launch screen - what is the exact version reported there?

What version of the ruleset are you using? The exact version is reported in the first line of the chat window when you load a campaign.

How are you adding entries to the Initiative Tracker - are they coming from a module (from the library) or from the NPCs campaign list?

A bit more info would be good to try to track this down.

Xydonus
July 14th, 2015, 02:29
What version of Fantasy Grounds are you using? Before you start your campaign look in the top right corner of the launch screen - what is the exact version reported there?

What version of the ruleset are you using? The exact version is reported in the first line of the chat window when you load a campaign.

How are you adding entries to the Initiative Tracker - are they coming from a module (from the library) or from the NPCs campaign list?

A bit more info would be good to try to track this down.

Fantasy Grounds v3.1.1 Ultimate
Star Wars v2.01b (FG 3.0.12+)

I should note that the initiative error comes up also when I open it. So every time I open it, I get that error. Every time I drag and drop an npc from the npc campaign list or a player (by dragging their token onto it) it comes up.

Xydonus
July 14th, 2015, 02:47
Ok just started a new campaign, everything is fine... So may be something corrupting it. My fiddling around in the module (testing the input of information) may have screwed something up, even though I was particularly careful.

Trenloe
July 14th, 2015, 23:28
v2.1 released. AMAZING graphics update from Lobosolo! Go to this post (https://www.fantasygrounds.com/forums/showthread.php?24151-Star-Wars-Edge-of-the-Empire-Age-of-Rebellion-Force-and-Destiny-v2-ruleset&p=220779&viewfull=1#post220779) and add to his reputation - he deserves it: https://www.fantasygrounds.com/forums/showthread.php?24151-Star-Wars-Edge-of-the-Empire-Age-of-Rebellion-Force-and-Destiny-v2-ruleset&p=220779&viewfull=1#post220779

Bugfix for error reported here: https://www.fantasygrounds.com/forums/showthread.php?24151-Star-Wars-Edge-of-the-Empire-Age-of-Rebellion-Force-and-Destiny-v2-ruleset&p=220867&viewfull=1#post220867

Lobosolo
July 14th, 2015, 23:36
Thank you Trenloe! Excited to see it out in circulation. :D

Talen
July 15th, 2015, 00:43
Thanks Trenloe and Lobosolo - looks great - very much an improvement in looks and ease of use!

Trenloe
July 16th, 2015, 02:04
In celebration of the new look ruleset, I'm running a one-off "Fringers" session this coming Saturday: https://www.fantasygrounds.com/forums/showthread.php?25191-Star-Wars-Edge-of-the-Empire-One-Off-Sat-July-18th-6PM-US-Mountain-Daylight

Miekael
July 17th, 2015, 00:11
Great update guys, really love the graphics update. Here's a little library I been putting together, it's got the basic combat advantage/threat charts, a dice chart, and some combat conditions I have put in. Enjoy.

https://www.dropbox.com/s/ulqzl70a20xfosm/Star%20Wars%20Dice%20Tables.mod?dl=0

Xydonus
July 21st, 2015, 06:56
So just some feedback on the Star Wars ruleset after doing some combat test rounds.

This mainly concerns the initiative tracker and the application of wounds.

While the automatic 'apply wound' feature is pretty neat, I find it rather useless and in all my combat rolls have never used it, as much as I would like to. Reason for this is cause it only goes up to 7, and most damage rolls I find are 7+. So things like unarmed combat and such I can see a use for, and really low damage yields, but majority of things will do higher rate of damage.

Now, I've no problem putting the wounds in manually, especially considering I GM a warhammer ruleset (2nd edition) that has zero automation features. Problem with the initiative tracker and applying wounds is soak. If I want to find out the soak of an npc, I have to click on the profile. This is not a problem for a couple of npcs or so, but if multiple npcs are being used with different soak, it can become a bit of a hassle.

It might be just the case that I'm used to seeing soak on the tracker, as is the case with the warhammer ruleset, but it would be nice if the automatic wound tool was increased so that it gets to be used more often, or that even a listing of soak is on the tracker.

Just my 2 cents.

Lobosolo
July 21st, 2015, 07:34
Xydonus,

After the character or npc rolls the combat check with their weapon, you will get the damage result in the chat frame. Just drag the [Damage: 12] from the chat frame to the character sheet, token or combat tracker entry. It will automatically apply soak for you. You should only use the chits for non combat rolls, strain etc. If you are using blaster with the stun setting, it also has to apply the soak (unless it is specifically a stun weapon).

Trenloe hasn't added targeting and more advanced features because this ruleset is based on an older FG code. He has plans to update it to be CoreRPG compatible (in the distant future). But really, for Star Wars RPG, it is not as pressing due to the cinematic nature of the combat.

Regards,
Lobosolo

Xydonus
July 21st, 2015, 07:38
Xydonus,

After the character or npc rolls the combat check with their weapon, you will get the damage result in the chat frame. Just drag the [Damage: 12] from the chat frame to the character sheet, token or combat tracker entry. It will automatically apply soak for you. You should only use the chits for non combat rolls, etc. If you are using blaster with the stun setting, it also has to apply the soak (unless it is specifically a stun weapon).

Regards,
Lobosolo

Never thought of that! Your a saint! Cheers :D

Trenloe
July 21st, 2015, 14:30
Thanks Lobosolo for explaining. Plus, if you want more wounds/strain from the chits you can use the modifier control to add a numeric value before you drag the wounds/strain to a target. Remember to toggle the soak shield if needs be (for the wound/strain chits). Hopefully this means the chits aren't as "useless" as you first thought, Xydonus? :)

You can also use the modifier box to adjust wounds generated from a combat check.

Xydonus
July 21st, 2015, 18:47
Ah, cheers for that. Yeah the chits are certainly more useful now :P

Just one further question regarding vehicles in the tracker. I know vehicles themselves are sorta beta, but am I right in saying that there's no way to apply wounds to them by dragging starship damage from the chat to the vehicle in the tracker?

I've tried it myself, but any wounds I drag onto the vehicle only goes onto the npc who has the vehicle.

Trenloe
July 21st, 2015, 18:48
Just one further question regarding vehicles in the tracker. I know vehicles themselves are sorta beta, but am I right in saying that there's no way to apply wounds to them by dragging starship damage from the chat to the vehicle in the tracker?
Correct. Damage is purely personal at present. There are future plans to differentiate between personal and vehicle damage.

Miekael
July 30th, 2015, 19:27
Hey Trenloe, while putting together a library/table for critical injuries/hits I noticed that I could not drag and drop criticals from any source to the next. Library entries would not drag onto N/PCs nor could you drag and drop the criticals from one sheet to the next like you can with abilities/conditions/inventory items. I wasn't sure if this was a bug or working as intended just thought I would report it.

Trenloe
July 30th, 2015, 19:43
Hey Trenloe, while putting together a library/table for critical injuries/hits I noticed that I could not drag and drop criticals from any source to the next. Library entries would not drag onto N/PCs nor could you drag and drop the criticals from one sheet to the next like you can with abilities/conditions/inventory items. I wasn't sure if this was a bug or working as intended just thought I would report it.
That's working as intended - i.e. I haven't done any drag/drop functionality for critical records. The critical drag/drop functionality is only implemented for dragging from the critical chit directly to one target, which does the roll for the critical as well. There is currently no specific class for the critical result (it's just stored in a specific portion of the PC/NPC database). Hence why there is no ability, at this time, to drag/drop critical results.

Miekael
July 30th, 2015, 20:35
That's working as intended - i.e. I haven't done any drag/drop functionality for critical records. The critical drag/drop functionality is only implemented for dragging from the critical chit directly to one target, which does the roll for the critical as well. There is currently no specific class for the critical result (it's just stored in a specific portion of the PC/NPC database). Hence why there is no ability, at this time, to drag/drop critical results.

Gotcha, thanks.

Talen
August 2nd, 2015, 23:43
Trenloe,

In running a game today we noticed something - might be since the graphics update - but first we've noticed. The fog of war on the players side is transparent and they could see behind the mask. Is that a new issue?
Also - when the DM uses a destiny point - does that alter the player die pool automatically the way the player dropping it on their pool? I don't seem to be doing it properly and the players have to manually adjust .

jasonthelamb
August 3rd, 2015, 02:01
Trenloe,

In running a game today we noticed something - might be since the graphics update - but first we've noticed. The fog of war on the players side is transparent and they could see behind the mask. Is that a new issue?
Also - when the DM uses a destiny point - does that alter the player die pool automatically the way the player dropping it on their pool? I don't seem to be doing it properly and the players have to manually adjust .

To clarify what Talen meant (and what we meant during the game) was that we could see through the map entirely - not what was masked. Meaning if we had a character sheet up under the map, we could see the character sheet behind the map (NOT the masked area of the map.)

Lobosolo
August 3rd, 2015, 16:47
Hmm. The backgrounds are slightly transparent in order to provide a "projected" appearance. I wonder if the mask layer is glitching out? I will have to test this when I get back to a computer with fantasy grounds. I am in the middle of moving and no internet until the 10th. :(

Trenloe
August 3rd, 2015, 17:28
To clarify what Talen meant (and what we meant during the game) was that we could see through the map entirely - not what was masked. Meaning if we had a character sheet up under the map, we could see the character sheet behind the map (NOT the masked area of the map.)
It's a slight transparency, it's not 100% transparent. For example, the following shows very slight transparency with a little bit of the underlying windows showing:

https://dl.dropboxusercontent.com/u/39085830/Screenshots/Fantasy%20Grounds/Star%20Wars%20EotE/Mask%20transparency.jpg

Is this really much of an issue?

Trenloe
August 3rd, 2015, 17:30
Hmm. The backgrounds are slightly transparent in order to provide a "projected" appearance. I wonder if the mask layer is glitching out?
Nope, it's not glitching out. The mask uses the underlying imagebox.png frame file, which has a slight transparency on it.

Talen
August 3rd, 2015, 17:38
It's a slight transparency, it's not 100% transparent. For example, the following shows very slight transparency with a little bit of the underlying windows showing:


Is this really much of an issue?

nope....not from my perspective- and I'm glad Jason clarified, because I misunderstood the impact on the player side.
Regarding the gm use of the destiny chits- is that a manual adjustment to change the player dice pool, or user error on my part?

Trenloe
August 3rd, 2015, 18:48
Regarding the gm use of the destiny chits- is that a manual adjustment to change the player dice pool, or user error on my part?
Manual at present. Drag the token onto the desktop (just so it flips over) and ask the player to press the purple + sign in the top left of the dice pool window which upgrades the difficulty of the dice pool.

I'm planning on investigating if it's straightforward to implement them by the GM dragging to the dice pool viewer and/or player portrait.

Lobosolo
August 4th, 2015, 20:21
[QUOTE=Lobosolo;224702]Hmm. The backgrounds are slightly transparent in order to provide a "projected" appearance. I wonder if the mask layer is glitching out?QUOTE]
Nope, it's not glitching out. The mask uses the underlying imagebox.png frame file, which has a slight transparency on it.

Ok. Thanks Trenloe. Can't wait to be back online.

Trenloe
August 8th, 2015, 19:19
The first extension for the ruleset is available here: https://www.fantasygrounds.com/forums/showthread.php?25514-Star-Wars-Edge-of-the-Empire-ruleset-Custom-Critical-Text-extension

This is an extension that takes the base critical hit data from the ruleset and allows you to (personally and privately) modify it to display the full (copyright protected) critical injury text - rather than the "See page XXX..." text.

I can't provide the full critical injury text in the base ruleset for copyright reasons. But this extension will allow you to spend approx. 10-15 minutes to enter the copyright text into the extension (XML editing required) and use it to display full critical hit info in your own games. Please don't share any resulting extension if it contains copyright data.

Miekael
August 8th, 2015, 23:52
That's awesome Trenloe, can't wait to test it. On a side note I will be updating my starship/vehicle library to reflect changes from the latest core book release.

Trenloe
August 8th, 2015, 23:57
On a side note I will be updating my starship/vehicle library to reflect changes from the latest core book release.
Fantastic! :)

Miekael
August 9th, 2015, 01:08
That should do it. As of now I am calling this module complete, as new material is released I will update it, and I may find a few corrections to make here and there. As for the ships/vehicles that are not in the library currently, many were omitted because they were customized designs of stock craft and are generally unique versions, and it takes little effort on the GM to recreate them when running an adventure. I also updated weapon entries, modifications, and added a basic weapon table to it. Link is the same, https://www.dropbox.com/s/8nsq2u7kmx3vjn4/Star%20Wars%20Starships%20and%20Vehicles.mod?dl=0 Enjoy.

damned
August 9th, 2015, 04:52
Well done and thank you Miekael!

KzillaTv
August 9th, 2015, 20:10
Just wanted to say thanks Trenloe for putting together the SWRPG module. You are single handily the reason as to why I purchased FG. Keep up the good work and I really look forward to the updates and hope to see more in the near future.

ianmward
August 9th, 2015, 23:05
Just wanted to say thanks Trenloe for putting together the SWRPG module. You are single handily the reason as to why I purchased FG. Keep up the good work and I really look forward to the updates and hope to see more in the near future.

Totally agree. Thankyou Trenloe!

Miekael
August 11th, 2015, 08:52
Here is a preview of the next library I got nearing completion. This is V0.5 of my GM Encounter Library. This contains various NPCs from all the core books (still working through F&D) and I will eventually expand it to have NPC gear entries, ability entries, and I plan to roll in some other useful GM stuff like condition entries. Like my starship/vehicle library, I will be omitting all of the named NPCs from the various adventure supplements since the focus on this library is to build encounters using generic templates. Link is below, Enjoy.

https://www.dropbox.com/s/gclyjmh47sgk233/Star%20Wars%20GM%20Encounter%20Library.mod?dl=0

ianmward
August 11th, 2015, 09:21
Thanks for doing this. It is very much appreciated.

Xydonus
August 11th, 2015, 10:18
Cheer's Miekael! You've saved me a ton of manual labor doing this. Much appreciate your modules, and look forward to more!

Lobosolo
August 12th, 2015, 05:30
Wow! I am outta it for a little while and everyone has delusions of grandeur.

Great work guys!

Thank you.
Lobosolo

Judgement
August 12th, 2015, 18:04
Fine work the lot of you who are working on making SW work for us, on a side note Devin will be releasing a pack of 20 tokens sometime soon on his site for star wars. and I made a thread asking what sort of tokens people were wanting to see more of. when you are able please check it out and let me know what kinds everyone is wanting first. https://www.fantasygrounds.com/forums/showthread.php?24270-Custom-Tokens-for-Star-Wars-by-Devin-Night&p=225605

Drazulfel
August 16th, 2015, 17:02
This is fantastic, thank you!

There's ONE thing I've been trying to figure out how to implement myself but can't get it to work. Change the <distance> measurements from 5' increments to 1m increments. (Either that or add some kind of semi-transparent range "aura" that can be toggled on and off on tokens, but simply changing the distance increments seems a whole lot easier, and allows for GM flexibility in determining range.)

Trenloe
August 17th, 2015, 16:57
There's ONE thing I've been trying to figure out how to implement myself but can't get it to work. Change the <distance> measurements from 5' increments to 1m increments. (Either that or add some kind of semi-transparent range "aura" that can be toggled on and off on tokens, but simply changing the distance increments seems a whole lot easier, and allows for GM flexibility in determining range.)
As the RPG doesn't use specific distances, but range bands, I haven't done anything to the distance measurement calculations. When running a game I don't use a grid - if I need to indicate to the players what range bands are there I'll put letter tokens on the map to indicate "distances" in a range band: S = Short, M = Medium, L - Long, E = Extreme. The beauty of the RPG system is that you don't need to measure distances accurately.

Here's a basic example of showing to the players that the distance to their enemies is Medium:

https://dl.dropboxusercontent.com/u/39085830/Screenshots/Fantasy%20Grounds/Star%20Wars%20EotE/Distance%20tokens.jpg

But, if you want to modify your own ruleset, look at the onMeasurePointer and onMeasureVector functions in classes\common\baseimagecontrol.lua

Drazulfel
August 19th, 2015, 03:06
But, if you want to modify your own ruleset, look at the onMeasurePointer and onMeasureVector functions in classes\common\baseimagecontrol.lua

This is exactly what I was looking for, thank you! I changed the multiplier from 5 to 1, and the return measurement from ' (feet) to "m" (meters) and it works perfectly. I understand the range band system, which the rules explains in relatively vague terms such as "several meters" or "a few dozen meters." So I like being able to see the measurements.

If you could tell me how to have the grid be on, but invisible, then you'd TRULY be my hero. That way I'd be able to measure without the visual distraction of the grid.

Trenloe
August 19th, 2015, 03:23
If you could tell me how to have the grid be on, but invisible, then you'd TRULY be my hero. That way I'd be able to measure without the visual distraction of the grid.
That's built in functionality of FG - you can't make the grid invisible or change it in any way (width, colour, etc.) other than the size of the square in pixels and the position. Guess I'm not your hero... :(

Miekael
August 25th, 2015, 02:36
I have updated my GM Encounter Library, found here (https://www.fantasygrounds.com/forums/showthread.php?24151-Star-Wars-Edge-of-the-Empire-Age-of-Rebellion-Force-and-Destiny-v2-ruleset&p=225783&viewfull=1#post225783), this update includes the rest of the Core book entries, Force users and power entries have been added for building Jedi/Sith adversaries on the fly. Just drag and drop and then edit the entry to reflect the upgrades the force user has got. Also included with this update is Inquisitor templates with instructions and page references for completing your nemesis. More creatures along with juvenile entries. Then to top it off I have added a bunch of Abilities, updated the Talent entries to reflect the F&D Core book release, and last but not least, I added updated weapon (Lightsabers baby), armor, and attachment (Lightsaber crystals!) entries to this Library. These entries can be used to put together custom Lightsabers in minutes. As always this Library is still a work in progress and will be updated again in the near future. Happy gaming!

Xydonus
August 25th, 2015, 15:47
Miekael, your awesome! If I could chuck more reputation at you I would, but its asking me to spread it around a bit first :P

Cheers for this, much appreciated!

Miekael
August 26th, 2015, 06:45
I came across an error I had made with the equipment tables, it has been corrected and updated.

Trenloe
August 26th, 2015, 19:52
7 Star Wars audio books on special at Humble Bundle: https://www.humblebundle.com/books

$15 gets you all 7 - and perhaps more will be added... Listen to Star Wars while driving, hiking, skydiving, scuba-diving, etc.. Or just while relaxing at home. :)

Nylanfs
August 27th, 2015, 01:44
Or while flying a tramp feighter...

ianmward
August 27th, 2015, 04:43
Thanks for the heads up.

Drazulfel
August 28th, 2015, 02:52
I have updated my GM Encounter Library, found here (https://www.fantasygrounds.com/forums/showthread.php?24151-Star-Wars-Edge-of-the-Empire-Age-of-Rebellion-Force-and-Destiny-v2-ruleset&p=225783&viewfull=1#post225783), this update includes the rest of the Core book entries, Force users and power entries have been added for building Jedi/Sith adversaries on the fly. Just drag and drop and then edit the entry to reflect the upgrades the force user has got. Also included with this update is Inquisitor templates with instructions and page references for completing your nemesis. More creatures along with juvenile entries. Then to top it off I have added a bunch of Abilities, updated the Talent entries to reflect the F&D Core book release, and last but not least, I added updated weapon (Lightsabers baby), armor, and attachment (Lightsaber crystals!) entries to this Library. These entries can be used to put together custom Lightsabers in minutes. As always this Library is still a work in progress and will be updated again in the near future. Happy gaming!

This is great!

Miekael
September 7th, 2015, 01:35
Back again with another update folks, as I move to the final stretch of adversaries from the source books I figured I would update and release what I got so far. The GM Encounter Library (https://www.fantasygrounds.com/forums/showthread.php?24151-Star-Wars-Edge-of-the-Empire-Age-of-Rebellion-Force-and-Destiny-v2-ruleset&p=225783&viewfull=1#post225783) has been updated yet again and you may notice that it looks lighter. Well the library was just getting too big for itself, and with more to be added, I decided it would be best to separate the equipment and create a new library from it. I present to you, V1 of my Star Wars Equipment Library (https://www.dropbox.com/s/12lazzvcavh1voc/Star%20Wars%20Equipment%20Library.mod?dl=0). Comes complete with entries from across all the books, with a section for adversary gear that will be updated after the GM Encounter Library moves to a V1 status (getting real close). Also to note the Starship and Vehicle Library (https://www.fantasygrounds.com/forums/showthread.php?24151-Star-Wars-Edge-of-the-Empire-Age-of-Rebellion-Force-and-Destiny-v2-ruleset&p=225552&viewfull=1#post225552) has also received an update catching it up with Desperate Allies and becoming feature complete in itself. With Strongholds of Resistance on it's way, look forward to more updates in the near feature. Happy Gaming!

ianmward
September 7th, 2015, 01:44
Thanks Miekael,
I for one, really appreciate the hard works.

OTG_Wraith
September 7th, 2015, 01:46
Back again with another update folks, as I move to the final stretch of adversaries from the source books I figured I would update and release what I got so far. The GM Encounter Library (https://www.fantasygrounds.com/forums/showthread.php?24151-Star-Wars-Edge-of-the-Empire-Age-of-Rebellion-Force-and-Destiny-v2-ruleset&p=225783&viewfull=1#post225783) has been updated yet again and you may notice that it looks lighter. Well the library was just getting too big for itself, and with more to be added, I decided it would be best to separate the equipment and create a new library from it. I present to you, V1 of my Star Wars Equipment Library (https://www.dropbox.com/s/12lazzvcavh1voc/Star%20Wars%20Equipment%20Library.mod?dl=0). Comes complete with entries from across all the books, with a section for adversary gear that will be updated after the GM Encounter Library moves to a V1 status (getting real close). Also to note the Starship and Vehicle Library (https://www.fantasygrounds.com/forums/showthread.php?24151-Star-Wars-Edge-of-the-Empire-Age-of-Rebellion-Force-and-Destiny-v2-ruleset&p=225552&viewfull=1#post225552) has also received an update catching it up with Desperate Allies and becoming feature complete in itself. With Strongholds of Resistance on it's way, look forward to more updates in the near feature. Happy Gaming!

We're getting a ton of use out of these libraries Miekael, Thanks a lot!

Miekael
September 7th, 2015, 01:57
Much welcome guys, it has been quite the undertaking but the end is near, with just adversary listings in the region books to go (with Strongholds releasing really soon). I am not sure yet what I will add from the adventure books. I am only looking for generic templates to put in the library, I am not interested in having Banthafoodo the Mighty from adventures in a galaxy far far away, taking up space. Also forgot to mention, the GM Encounter Library did receive a nice little addition in the customization kit, species templates, perfect for making npcs of different races on the fly. Also extremely useful for players to have a quick reference with a drag and drop of species abilities.

Miekael
September 8th, 2015, 02:06
GM Encounter Library V1 going up now, same link as always. Enjoy guys, over the next month or so as I begin to flesh out a new campaign for my group I will be going through the adventure books, and adding the stats that meet my criteria. With that and Strongholds coming, this will probably receive another update real soon. Enjoy!

Drazulfel
September 18th, 2015, 04:02
Has anyone uploaded any of the pre-generated character .xml's to import into FGII?

OTG_Wraith
September 18th, 2015, 05:55
Here's (https://drive.google.com/file/d/0B3Lhm6wiihRddjhGV3oyTU1KdzQ/view?usp=sharing) a few.

Drazulfel
September 18th, 2015, 22:52
Here's (https://drive.google.com/file/d/0B3Lhm6wiihRddjhGV3oyTU1KdzQ/view?usp=sharing) a few.

Fantastic, thank you!

Xydonus
October 13th, 2015, 23:22
Hey Tren,

Just curious if your still developing the ruleset, and if there are any further updates planned in the future.

Cheers!

Trenloe
October 14th, 2015, 00:03
Just curious if your still developing the ruleset, and if there are any further updates planned in the future.
Once FG Con is out of the way (organizing it takes up around 3 months of my free FG Deb time) I'm planning some minor updates.

This is a very functional ruleset as it is now. Is there anything in particular you're looking for? Don't say automation, as this doesn't really fit within the way the SW dice pool, spending of advantage etc. works and the overall system mechanics. Plus it would be a huge task and even then wouldn't cover that much of the mechanics.

See post #4 for current feature requests.

Xydonus
October 14th, 2015, 02:19
Considering I use an ancient ruleset for Warhammer that features zero automation, automation is not something I'm bothered about lol

But no, I was simply curious as to further updates. As you said, its fully functional and fine as it stands, just wondering if there were any 'goodies' to look forward to in the near future :P

OTG_Wraith
October 14th, 2015, 06:23
...when you drop ship damage it goes to the ship and not the player that owns the ship? :) :) :)

Alydar
October 29th, 2015, 01:39
Once FG Con is out of the way (organizing it takes up around 3 months of my free FG Deb time) I'm planning some minor updates.

This is a very functional ruleset as it is now. Is there anything in particular you're looking for?...
See post #4 for current feature requests.


Trenloe: The work you guys have already done on this is flat out amazing and so appreciated. I would like to request the ability for Players to whisper to GM. My players use that feature A LOT - and they are really missing it from the ruleset as is.

Also, more of a question: Is there a reason the GM does not have access to Player's notes?

Xydonus
October 29th, 2015, 08:28
One feature request I would like to see is for armor soak to be applied to the character's soak value. It's not a biggie, but requires the PC to manually increase his soak value whenever he is wearing armor.

Trenloe
November 4th, 2015, 16:20
I would like to request the ability for Players to whisper to GM. My players use that feature A LOT - and they are really missing it from the ruleset as is.
There were a few issues implementing this properly and it was going to take me a lot of recoding to make it work specifically to this ruleset. I'm planning on leaving this until the rewrite into the FG CoreRPG architecture as this will then use the CoreRPG functionality and should just work.


Also, more of a question: Is there a reason the GM does not have access to Player's notes?
Again, technical issues that would have required custom coding specific to this ruleset to fix. Delaying until the CoreRPG layered ruleset rewrite.


One feature request I would like to see is for armor soak to be applied to the character's soak value. It's not a biggie, but requires the PC to manually increase his soak value whenever he is wearing armor.
This would also require a miscellaneous soak modifier to allow for other equipment/talents that modify soak. I'll think about where the best place is to squeeze that in on the characters sheets.

All of the above added to the feature request list in post #4.

mightymax474
December 29th, 2015, 03:02
Thanks for this! And if anyone has an opening in one of their games please let me know.

Trenloe
January 8th, 2016, 16:52
Nice to see Star Wars EotE being the highest played of the "other" rulesets last year (not including the generic base CoreRPG): https://www.enworld.org/forum/content.php?3134-Which-Games-Were-Most-Played-On-FANTASY-GROUNDS-In-2015-(Hint-D-D!)#comments

Over 5000 games last year. :)

Lobosolo
January 8th, 2016, 17:31
That is great news Trenloe. Well done!

It is only going to grow now that the Force has Awakened. :)

OTG_Wraith
January 11th, 2016, 03:36
Nice to see Star Wars EotE being the highest played of the "other" rulesets last year (not including the generic base CoreRPG): https://www.enworld.org/forum/content.php?3134-Which-Games-Were-Most-Played-On-FANTASY-GROUNDS-In-2015-(Hint-D-D!)#comments

Over 5000 games last year. :)

1% of that was my campaign that we just concluded. :)

pauljmendoza
January 12th, 2016, 23:04
Question, is there a way to halt the automatic broadcasting of things given (Talents, Gear, etc) to NPC's in chat? Everyone can see it, and I really don't want to keep doing that if I have to adjust NPC's on the fly. O_O

Trenloe
January 12th, 2016, 23:32
Question, is there a way to halt the automatic broadcasting of things given (Talents, Gear, etc) to NPC's in chat? Everyone can see it, and I really don't want to keep doing that if I have to adjust NPC's on the fly. O_O
Sorry, there isn't a way to currently stop this.

I've added it to the feature request list in post #4.

pauljmendoza
January 13th, 2016, 05:29
My players thank you for this :P

Valarian
January 13th, 2016, 08:26
Question, is there a way to halt the automatic broadcasting of things given (Talents, Gear, etc) to NPC's in chat? Everyone can see it, and I really don't want to keep doing that if I have to adjust NPC's on the fly. O_O

Sorry, there isn't a way to currently stop this.
I've added it to the feature request list in post #4.
Just give the NPC something extra that does lots of damage and watch the players worry ;)

fango
February 6th, 2016, 21:23
This is amazing! I've been playing this RPG since the Edge of the Empire beginner box released, but just discovered Fantasy Grounds (and the awesome WFRP 3rd ruleset).

A couple of quick questions, apologies if they sound like noobish questions, but I am pretty new to the software...

1. How can I apply a portrait to an NPC (either created in session, or pregen in the library adversaries section) or for a vehicle? Ive tried dragging the portrait onto the little dot in the top right of the npc/vehicle window 'main' tab, and it doesn't do anything...

2. How do you handle the destiny pool? Is there a tracker tool? I tried dragging the light side and dark side points into the chat window, but is there a way to have a visual reminder of how many of each are left in the pool?

3. Where do I put my map images so they show up in the images folder in the app?

Thanks!

Trenloe
February 6th, 2016, 21:43
Welcome to the FG forums!

I've moved this thread from the library modules thread to the ruleset thread.


1. How can I apply a portrait to an NPC (either created in session, or pregen in the library adversaries section) or for a vehicle? Ive tried dragging the portrait onto the little dot in the top right of the npc/vehicle window 'main' tab, and it doesn't do anything...!
NPCs don't have portraits, they have tokens. Drag a token from the token folders.


2. How do you handle the destiny pool? Is there a tracker tool? I tried dragging the light side and dark side points into the chat window, but is there a way to have a visual reminder of how many of each are left in the pool?!
Setup the pool at the beginning of the session by double-clicking on the relevant pool widget based off the players force die rolls. Then when you need to use them drag them to the chat window and the destiny pool will auto adjust, or players can drag a light-side to the dice pool to auto upgrade their pool - the GM can do the same for a darkside/lightside chit. The only thing that can't be automatically done is a player adding a darkside chit to their pool - this has to be done manually.


3. Where do I put my map images so they show up in the images folder in the app?
Add the files in Windows Explorer - the location is <FG App Data>\campaigns\<campaign name> - get to FG App data by clicking the folder icon in the top right of the FG launch screen or look for the data location - info here: https://www.fantasygrounds.com/wiki/index.php/File_Locations You'll probably want to make a shortcut/favourite to this directory in your windows explorer or desktop.

Lord Xtheth
February 12th, 2016, 04:16
I'm completely new to downloading player made stuff. I've downloaded a couple, but they come as zip files and I don't know where to put everything. Can you tell me how to do the thing?

Trenloe
February 12th, 2016, 04:21
I'm completely new to downloading player made stuff. I've downloaded a couple, but they come as zip files and I don't know where to put everything. Can you tell me how to do the thing?
Download the PAK file linked in post#1, put it in your <FG App Data>\rulesets directory - Go to your <FG App Data> directory by clicking the folder button in the top right corner of the FG launch screen. Restart FG and "Star Wars EotE" will be available as a ruleset in the "Create New Campaign" screen - see this video from 2:30: https://www.youtube.com/watch?v=w_fS-tnIzPk for directions to create a new campaign.

Lord Xtheth
February 12th, 2016, 04:24
I downloaded that, it is not a .pak, it is a .zip

Trenloe
February 12th, 2016, 04:26
I downloaded that, it is not a .pak, it is a .zip
hhmm, wonder how that happened. Rename it to .pak.

Lord Xtheth
February 12th, 2016, 04:31
Now it is a .zip file named Star Wars EoTE.pak .zip

Trenloe
February 12th, 2016, 04:33
Now it is a .zip file named Star Wars EoTE.pak .zip
Show your file extensions in Windows explorer and name the full file correctly, including extension. Some info here: https://windows.microsoft.com/en-us/windows/show-hide-file-name-extensions#show-hide-file-name-extensions=windows-7

Lord Xtheth
February 12th, 2016, 04:43
Ah, that worked. I had forgotten how to show extensions (even though my PC showed extensions anyway, it just didn't let me edit them ... just rename them and keep them the same thing. Weird. Now it worked.

Miekael
February 14th, 2016, 01:43
Hey Trenloe, just wanted to put in a few small feature requests. The first, really in addition to a place to track vehicle attachments, I would like to see if an area that can be put into the vehicle sheets to track special rules like Massive found on large capital ships. My second request would be to expand upon the group ship notes page to include seperate areas that can track the party's base, it's location and upgrades, along with an area for contacts, and another spot that can track group obligation/duty. Even just additional tabs with blank notes areas would be awesome! Thanks again for all your work!

Also, for all you other people who check this thread and not the other, the libraries have been updated, get the latest from here (https://www.fantasygrounds.com/forums/showthread.php?24150-Star-Wars-Edge-of-the-Empire-Library-modules&p=253735&viewfull=1#post253735).

Lord Xtheth
February 14th, 2016, 01:50
I got the libraries, but I can't seem to be able to open them from this version. (I can in the other games with the button in the library section). Is there a /command I should know about to open up the "Choose a library" option?

Miekael
February 14th, 2016, 01:59
Not that I am aware of, I was able to successfully open them up in two different campaigns, I could check another computer and see if it is working. Make sure you placed the new ones into your modules folder, delete/over write the old ones. Another thing that helps is to reload fantasy grounds itself.

Lord Xtheth
February 14th, 2016, 02:25
I'm thinking I didn't make my comment clear, so I've added visual aid. One from the Numenera/cypher system game I'm working on and one from Star wars EoTE that I just opened up right now (Yes I put the modules in the right place). As you can see, my download of EoTE doesn't have the button I press to even get TO the modules.1303013031

OTG_Wraith
February 14th, 2016, 03:06
I'm thinking I didn't make my comment clear, so I've added visual aid. One from the Numenera/cypher system game I'm working on and one from Star wars EoTE that I just opened up right now (Yes I put the modules in the right place). As you can see, my download of EoTE doesn't have the button I press to even get TO the modules.

EotE uses the old system. Click the book in the lower right side of the buttons in the upper right corner. Find the module and slide the book open to enable them for your campaign.

Lord Xtheth
February 14th, 2016, 03:44
I'm so new I didn't even know that button was a thing. It worked, thank you so much.

ghalgor
February 25th, 2016, 04:11
I keep getting messages popping up on clipboard
Runtime Error: Unable to save file(C:/ProgramData/Fantasy Grounds/GlobalRegistry.lua) - Error (13): Permission denied
Database Notice: Campaign saved.

Any thoughts etc as it is getting very annoying.

Trenloe
February 25th, 2016, 04:22
I keep getting messages popping up on clipboard
Runtime Error: Unable to save file(C:/ProgramData/Fantasy Grounds/GlobalRegistry.lua) - Error (13): Permission denied
Database Notice: Campaign saved.

Any thoughts etc as it is getting very annoying.
See here: https://www.fantasygrounds.com/forums/showthread.php?28453-Error-Message-Keeps-Popping-Up

llothos
March 9th, 2016, 15:04
Just curious whether this could be added to the list of games in the unsupported community made list on the wiki?

Trenloe
March 9th, 2016, 15:19
Just curious whether this could be added to the list of games in the unsupported community made list on the wiki?
It already is: "Star Wars: Edge of the Empire".

llothos
March 9th, 2016, 15:52
Oh I missed that. I didn't see it and I thought it was weird that it wasn't there. I just went to wiki and I see it now but I'm sure that list I saw must have been on a different page in the wiki and mistook it for the list of community made ruleset.

ghalgor
March 22nd, 2016, 10:20
I am not sure what I was doing wrong today. We had our first session and only 1 person was able to see the player modules and we couldn't seem get combat targeting to work properly. Any help would be greatly appreciated as my players enjoyed it.

Trenloe
March 22nd, 2016, 15:31
Moved the post from the library thread to the main ruleset thread.


I am not sure what I was doing wrong today. We had our first session and only 1 person was able to see the player modules and we couldn't seem get combat targeting to work properly. Any help would be greatly appreciated as my players enjoyed it.
Targeting isn't implemented in this ruleset, and full targeting probably never will be. This ruleset is fairly automation light for a couple of reasons: 1) the nature of the dice pools means that a lot of results are pretty fluid, it's not just a "if you roll above 16 you hit the target" set of rules. 2) I'd rather concentrate on playability of the ruleset - adding in more base ruleset functionality such as the party sheet, expand vehicles, etc. than try to make this ruleset have a lot of automation. Automation takes a lot of coding and there are always exceptions to that coding.

So, you don't attempt to use targeting as you understand it in other rulesets. There are a couple of things covered with drag/drop functionality: 1) A weapon attack result (rolled from the combat tab, not directly from the skill) can be dragged from the chat window to a target to apply wounds, the target soak will reduce the wounds. 2) Wounds or strain can be dragged from the chits on the desktop to a target. Soak may apply depending on the setting on the chit - default is that soak applies to wounds but not to strain. 3) Criticals - drag a critical chit to the target, the ruleset will roll d100 for the critical and apply it to the target.

Miekael
March 22nd, 2016, 16:10
Moved the post from the library thread to the main ruleset thread.


Targeting isn't implemented in this ruleset, and full targeting probably never will be. This ruleset is fairly automation light for a couple of reasons: 1) the nature of the dice pools means that a lot of results are pretty fluid, it's not just a "if you roll above 16 you hit the target" set of rules. 2) I'd rather concentrate on playability of the ruleset - adding in more base ruleset functionality such as the party sheet, expand vehicles, etc. than try to make this ruleset have a lot of automation. Automation takes a lot of coding and there are always exceptions to that coding.

So, you don't attempt to use targeting as you understand it in other rulesets. There are a couple of things covered with drag/drop functionality: 1) A weapon attack result (rolled from the combat tab, not directly from the skill) can be dragged from the chat window to a target to apply wounds, the target soak will reduce the wounds. 2) Wounds or strain can be dragged from the chits on the desktop to a target. Soak may apply depending on the setting on the chit - default is that soak applies to wounds but not to strain. 3) Criticals - drag a critical chit to the target, the ruleset will roll d100 for the critical and apply it to the target.

For the library modules, make sure every player has the same version of the library in their module folder for Fantasy Grounds, and make sure that the GM went into the module tab and dragged the green icon over to where the red one is at for the library to be viewed, and that the book icon is open on said library as well. Hope this helps Ghalgor.

ianmward
March 22nd, 2016, 22:59
Players should not need the libraries in their FG. They should see the ones shared by the GM.

Miekael
March 22nd, 2016, 23:11
Players should not need the libraries in their FG. They should see the ones shared by the GM.

That I didn't know. I always send the updates to my players and they have complained about not being able to see them on their end when the versions were different. I'll have to try it next time with them removing the libraries from the modules folder. Thanks ianmward!

tiilikainen
April 7th, 2016, 03:51
Players (and only players) are seeing an error in initiativemanager.lua whenever the GM removes an NPC from the combat tracker, something to do with nil references and getWindows (sorry I don't have the exact line number or message; I know it's important - I'll get it next time he has his server up). Anyone else see this and know what causes it? There doesn't seem to be any weird behavior associated with it, we just see the message.

Trenloe
April 7th, 2016, 03:56
Players (and only players) are seeing an error in initiativemanager.lua whenever the GM removes an NPC from the combat tracker, something to do with nil references and getWindows (sorry I don't have the exact line number or message; I know it's important - I'll get it next time he has his server up). Anyone else see this and know what causes it? There doesn't seem to be any weird behavior associated with it, we just see the message.
Yep, more info on the error and also what the GM is doing at the time - are they removing the actor first (from the bottom of the tracker) or the init slot first (from the top of the tracker)? What was the last thing the GM does before the error?

Hurske
April 16th, 2016, 02:31
Trenloe, is it possible to change the font color on the type of paragraph, I'm specifically talking about the ones that are switched by hitting CNTRL 2.

Talley Darkstar
May 14th, 2016, 20:31
Out of curiosity, is there any other extensions that work for this ruleset besides FGRandom and Star Wars EotE Critical Text? The current list of extensions that I have for D&D 5E all come up with error messages like MOTD which would be helpful in all games.

What about some possible deal with OggDude in creating an importer from his Character Generator to FG?

Trenloe
May 14th, 2016, 20:51
Most extensions won't work with this ruleset as it isn't based on the CoreRPG ruleset that most ruleset use.

We do have permission from OggDude to use data generated from his character creator. It "just" needs someone to write a converter/importer.

Talley Darkstar
May 15th, 2016, 08:05
Hopefully at some point we'll get more tools, you and everyone has done a great job thus far Trenloe, thanks!

AstaSyneri
May 23rd, 2016, 13:14
I am really happy with what I am seeing in the new version! Thanks Trenloe and Mikael - this is an outstanding ruleset.

There remain a few questions, though:

1. How do I use the Starship icon to the upper left? I guess it's meant as a party sheet, but is there any hidden functionality on it? Can I drag & drop one of Mikael's starships onto it, or do I have to transfer the stats manually?

2. I know I can add additional tabs to Story / NPCs etc, but in order to make an adventure module (I am planning to play Beyond the Rim soon and I'd like to put that in a separate module, in order not to clutter anything else) I have to set up a .mod file in XML, correct?

3. Are there any other hints & tips for this new version?

Trenloe
May 23rd, 2016, 14:38
1) There is still work to do on the party sheet. At the moment it is primarily the main starship the players own - manually enter the stats, keep track of weapons, inventory, etc. through the sheet.

I just noticed that the ability for players to roll startship attacks didn't make it into the graphical update. I've added it back in - re-download from the Google drive link in post #1. Weapons added to the starship and tagged as combat will appear on the first tab of the party sheet and can be rolled from there by players - the currently active PC will be used to build the dice pool. This only works for players with a PC selected. This allows PCs to make starship attack rolls without the need for them to have the weapon/starship on the individual character sheet.

2) Create your adventure details in a "module making" campaign, then export to a module using the Export functionality: https://www.fantasygrounds.com/wiki/index.php/Library#Module_Export

3) New features etc. are listed in post #1.

Miekael
May 23rd, 2016, 17:26
I just noticed that the ability for players to roll startship attacks didn't make it into the graphical update. I've added it back in - re-download from the Google drive link in post #1. Weapons added to the starship and tagged as combat will appear on the first tab of the party sheet and can be rolled from there by players - the currently active PC will be used to build the dice pool. This only works for players with a PC selected. This allows PCs to make starship attack rolls without the need for them to have the weapon/starship on the individual character sheet.

Oh awesome! Thanks Trenloe, that makes my day!

Trenloe
May 23rd, 2016, 17:46
Just to confirm, when I say "currently active PC", I should have said currently "selected" PC - this only applies when a player is running more than one PC, the currently selected PC will be used when a player makes a combat roll from the party starship window. The currently selected PC is indicated by their name in bold under the portrait on the desktop. Double-click the portrait to select a PC.

Miekael
May 23rd, 2016, 18:41
I figured that is what you meant Trenloe, but thank you for clarification for those that might get confused. I usually have players with more than one PC playing at the same time since not all my players have FG yet, some get together at the same house and connect to me under one account.

I do have a question for anybody with experience in it, this last weekend we had a player trying to connect his FG account to the campaign and he kept getting an error (think it had something along the lines of unable to load the ruleset). The player was using windows 10, another player also on windows 10 wasn't having an issue at all. So my question is, anyone come across an issue like this before? I honestly think it had to do with either permissions not being set properly on my player's end, or possibly they had the ruleset downloaded/saved in the wrong area. Another player that is local to him is going to take a look at it, just thought I would ask if anyone noticed an issues when connecting as a player using windows 10.

Trenloe
May 23rd, 2016, 18:42
I do have a question for anybody with experience in it, this last weekend we had a player trying to connect his FG account to the campaign and he kept getting an error (think it had something along the lines of unable to load the ruleset). The player was using windows 10, another player also on windows 10 wasn't having an issue at all. So my question is, anyone come across an issue like this before? I honestly think it had to do with either permissions not being set properly on my player's end, or possibly they had the ruleset downloaded/saved in the wrong area. Another player that is local to him is going to take a look at it, just thought I would ask if anyone noticed an issues when connecting as a player using windows 10?
More than likely file access rights. Try the fixes listed here: https://www.fantasygrounds.com/forums/showthread.php?30604-Windows-file-access-issues-can-t-update-campaigns-not-saving-etc-Fix-options

Miekael
May 23rd, 2016, 18:45
More than likely file access rights. Try the fixes listed here: https://www.fantasygrounds.com/forums/showthread.php?30604-Windows-file-access-issues-can-t-update-campaigns-not-saving-etc-Fix-options

Thank you, I will pass this link along to them, we were trying to google the fix, but I don't believe I saw this thread.

AstaSyneri
May 24th, 2016, 19:20
Dumb question: I can draw tokens into the character sheet, but how do I get a portrait to display in the character row up top? The usual portrait interface doesn't show in this ruleset ?!

Edit: One of my players found it - the portrait button to the right.

Talley Darkstar
June 1st, 2016, 21:21
So I'm trying to delete a character from the Combat Tracker and I keep getting the error Script Error: [string "managers/initiativemanager.lua"]:542: attempt to index a nil value any thoughts?

The character is still exists so not sure what's up.

Valarian
June 1st, 2016, 22:08
If there are still GM / PC slots from a previous conflict, this seems to trigger the nil value index errors. Removing all characters from the combat tracker and then replacing them seems to resolve the problem. It seems that there is some link between the character / npc added and the initiative slot so that when the character is removed, the initiative slot is no longer viable for use.

Trenloe
June 1st, 2016, 22:31
It seems that there is some link between the character / npc added and the initiative slot so that when the character is removed, the initiative slot is no longer viable for use.
There is indeed a link between the actor (PC or NPC in the bottom section) and the initslot in the top section. This is needed for when initiative is rolled, so that a specific init slot is populated.

All of this (including deleting entries) is covered in the combat tracker video linked in post #1. Here's the link again: https://drive.google.com/file/d/0B6oOdW6SsMwsMVZtcl96UU5qenM/view?pref=2&pli=1

Talley Darkstar
June 1st, 2016, 23:03
That fixed part of it, but one PC Actor I'm not able to delete. Both before the video and after. Every other PC and NPC Actor I am able to delete Initiative Actors no problems what so ever and I still get that same error. If I build a new initiative tracker, and delete the problem PC Actor first, I still get the same error.

In this one, I try to delete the Actor First, to then delete the Slot.
14236

In this one, I deleted the Slot first, then attempt to delete the Actor.
14237

Talley Darkstar
June 1st, 2016, 23:04
And with my upcoming session Talley won't be in the combat.


14239

Miekael
June 2nd, 2016, 01:02
I couldn't replicate the bug myself, but I just wanted to ask, have you tried hitting the menu button on the combat tracker and selecting Remove all entries?

Talley Darkstar
June 2nd, 2016, 02:04
Yep, same error. And is that supposed to remove both sets or just one? It removed the slots, but none of the actors if that matters

Miekael
June 2nd, 2016, 04:42
Yes to my knowledge it deletes everything.

Talley Darkstar
June 2nd, 2016, 05:18
Maybe I should just scrap that campaign and begin anew. :-/

Edit:
Just trying something, I did delete the character and the slot went away. I added a new PC, and they appeared by themselves. I also imported the problem PC and that mysterious slot came back and wouldn't let me delete it. So, as far as I can tell, there's something up with the character file. I'm going to try and create a new game and see if the same thing is happening there.

Talley Darkstar
June 2nd, 2016, 05:44
So, I created a new campaign and imported the problem character everything is normal. PC can be added and deleted from the campaign as it should be normally.

Edit: So I used the original campaign, and created a new character, and everything is normal as well. Very strange.

Miekael
June 2nd, 2016, 06:24
Awesome that you got it working, I am still curious how it all started to begin with. If you ever do recreate it, let us know for future references. Happy gaming!

Talley Darkstar
June 2nd, 2016, 07:06
Will do! Yeah, I'm not sure what was going on with that.

Question 1: I've got 3 GMs who run this campaign. Now if they either purchase or subscribe to the Ultimate License, can I copy the campaign over and send it to them and they'll be able to use it and have all the stuff I've inputted and reverse?
Question 2: I've got different tabs set up in the stories section, can I share the tabs specifically and content as well? A tab named EoE Stories with 3 adventures in it. I want them to see the tab and the stories in that tab.

Miekael
June 2nd, 2016, 08:07
Will do! Yeah, I'm not sure what was going on with that.

Question 1: I've got 3 GMs who run this campaign. Now if they either purchase or subscribe to the Ultimate License, can I copy the campaign over and send it to them and they'll be able to use it and have all the stuff I've inputted and reverse?
Question 2: I've got different tabs set up in the stories section, can I share the tabs specifically and content as well? A tab named EoE Stories with 3 adventures in it. I want them to see the tab and the stories in that tab.

Use the /export command for this. It will open a window and you drag all the entries you want into it. After you export it, you will find a new module file (named what you input during export) send this file to the other GMs and they can load it through the module button on the top right. It is the gold icon that looks like a book. They have to place the module you exported into their module folder for Fantasy Grounds. Make sure to include the NPCs, gear, vehicles that you may have linked in your story section.

I typically use this function to create the libraries by first making the entries in a generic campaign and then exporting. Then with a few additions to the code it becomes a library.

Talley Darkstar
June 2nd, 2016, 09:32
Nice! Thank you so much for everything Miekael! I really do appreciate all the assistance you've given me today. I think that's all the questions for now. lol

Valarian
June 2nd, 2016, 10:14
Use the /export command for this. It will open a window and you drag all the entries you want into it. After you export it, you will find a new module file (named what you input during export) send this file to the other GMs and they can load it through the module button on the top right. It is the gold icon that looks like a book. They have to place the module you exported into their module folder for Fantasy Grounds. Make sure to include the NPCs, gear, vehicles that you may have linked in your story section.
I tend to drag the adversaries / gear / vehicles out of the library and make them local. You can make modifications to them there, group up the minions, etc. Link the local copy from your story entries, and export with your module. When the module opens, the copies from your module are created in a group.

Trenloe
June 2nd, 2016, 16:47
Question 1: I've got 3 GMs who run this campaign. Now if they either purchase or subscribe to the Ultimate License, can I copy the campaign over and send it to them and they'll be able to use it and have all the stuff I've inputted and reverse?
Question 2: I've got different tabs set up in the stories section, can I share the tabs specifically and content as well? A tab named EoE Stories with 3 adventures in it. I want them to see the tab and the stories in that tab.
Another option is to copy the whole campaign directory and send that to the GM - this will contain all of the data when the game was last used: wounds, token positions on maps etc.. ZIP up the <FG Data>\campaigns\<your campaign name> directory and send it to the GM. They'll also need the correct version of any modules/extensions used, and any tokens but this could be the best way to get the exact copy of the game.

Talley Darkstar
June 2nd, 2016, 17:28
Another option is to copy the whole campaign directory and send that to the GM - this will contain all of the data when the game was last used: wounds, token positions on maps etc.. ZIP up the <FG Data>\campaigns\<your campaign name> directory and send it to the GM. They'll also need the correct version of any modules/extensions used, and any tokens but this could be the best way to get the exact copy of the game.

Excellent! I was thinking along those lines as well, but, ease doesn't come easy for things, so that's why I asked. Thanks Trenloe!

Talley Darkstar
June 4th, 2016, 05:06
New issue? When I share and open the library modules, should the players have access to any of them that I share and open? If they're supposed to, then I'm seeing them grayed out with the Preload Image web next in one of the corners. The end result is that the players can't manage their characters. Even starting a new campaign, I get the same issue.

Trenloe
June 4th, 2016, 06:43
New issue? When I share and open the library modules, should the players have access to any of them that I share and open? If they're supposed to, then I'm seeing them grayed out with the Preload Image web next in one of the corners.
The open/closed book doesn't show for modules downloaded from the GM. Double click on the module icon in the "Modules" activation screen and this will open the module.

There seems to be a bit of an issue around the library showing blank titles in the left side. A quick work around is to close the library, then close and open the module and re-open the library - this should show the heading correctly.

I need to have a look at why this is happening, and also why the open/closed book icon doesn't show for shared modules where a player doesn't have the module locally.


The end result is that the players can't manage their characters.
Players can always manage their characters, even without libraries. Everything can be entered manually by creating a new entry in the relevant section (right-click on a section/heading and select "Create item" from the radial menu).

Trenloe
June 4th, 2016, 17:49
The open/closed book doesn't show for modules downloaded from the GM. Double click on the module icon in the "Modules" activation screen and this will open the module.

There seems to be a bit of an issue around the library showing blank titles in the left side. A quick work around is to close the library, then close and open the module and re-open the library - this should show the heading correctly.

I need to have a look at why this is happening, and also why the open/closed book icon doesn't show for shared modules where a player doesn't have the module locally.
I seemed to remember the book icon being an issue with the Rolemaster ruleset as well (discussed here: https://www.fantasygrounds.com/forums/showthread.php?27148-Player-can-not-access-moduls&p=250035&viewfull=1#post250035) and so I've reached out to Dakadin to see what he did to fix it for the RMC ruleset. Standby!

Talley Darkstar
June 4th, 2016, 18:56
Nice!

sevrick
July 28th, 2016, 04:50
A couple of questions:
Is this finished? And if not do you plan on adding higher value damage and strain tokens, because I often found the players easily exceeding 7 damage.

Trenloe
July 28th, 2016, 05:00
A couple of questions:
Is this finished? And if not do you plan on adding higher value damage and strain tokens, because I often found the players easily exceeding 7 damage.
No, it's not finished, but is pretty stable and completely usable in the current state.

The damage and strain tokens are primarily for random damage application (fire, falling, etc.), not normally for damage done as part of an attack. Attack damage will be reflected in the chat window as part of the attack result and can be dragged directly to a target to apply the damage. For an example of this see #3 in the first screenshot here, where the result of the attack roll generated 14 damage : https://www.fantasygrounds.com/forums/showthread.php?24071-Star-Wars-Edge-of-the-Empire-Age-of-Rebellion-Force-and-Destiny-v2-ruleset-teaser!&p=209786&viewfull=1#post209786

Trenloe
July 28th, 2016, 05:15
Is this finished? And if not do you plan on adding higher value damage and strain tokens, because I often found the players easily exceeding 7 damage.
Oh, I forgot to mention - the damage and strain token value can be adjusted by the modifier stack - so you can actually cover any value you want by entering the difference in the modifier stack before dragging the relevant token.

sevrick
July 28th, 2016, 14:55
Thanks and you inadvertently answered my question that I forgot to ask about how to get symbols in the game too. But one more thing. Do you have to put the description in manually?

Trenloe
July 28th, 2016, 15:05
Thanks and you inadvertently answered my question that I forgot to ask about how to get symbols in the game too. But one more thing. Do you have to put the description in manually?
Which description are you referring to?

Most game text is not included due to copyright.

sevrick
July 28th, 2016, 15:06
The Description of the Critical and what it does.

Trenloe
July 28th, 2016, 15:10
The Description of the Critical and what it does.
The critical text cannot be made available due to copyright. However, I but together an extension that allows the GM to enter the critical text for their own private gaming use, without sharing outside of their private game: https://www.fantasygrounds.com/forums/showthread.php?25514-Star-Wars-Edge-of-the-Empire-ruleset-Custom-Critical-Text-extension

sevrick
July 28th, 2016, 15:24
Thanks also I am DMing the Age of Rebellion Game Dead in the Water and it has a medical droid stat that uses Medicine as an attack, which isn't an option for it when making a weapon. This is understandable, but are you planning on expanded which skill you can use for proficiency with a weapon, so to speak?
*Edit
Sorry one other thing if you have a weapon that deals just stun damage how do drag the damage over without the game thinking its normal damage?

Trenloe
July 28th, 2016, 16:07
Thanks also I am DMing the Age of Rebellion Game Dead in the Water and it has a medical droid stat that uses Medicine as an attack, which isn't an option for it when making a weapon. This is understandable, but are you planning on expanded which skill you can use for proficiency with a weapon, so to speak?
No immediate plans as I wasn't aware of exceptions like this.


Sorry one other thing if you have a weapon that deals just stun damage how do drag the damage over without the game thinking its normal damage?
It's just normal damage at present. Use the strain chit to apply stun damage.

I've added both of the above to the feature request list in post #4.

sevrick
July 28th, 2016, 16:10
Thanks for your help and well done on such an awesome ruleset.

sevrick
July 28th, 2016, 16:20
Sorry for all these questions but just one more. In the symbols I don't see the half light and half dark symbol commonly found and introduced into the Force and Destiny Core Rule book. Do you intend on adding it?

Trenloe
July 28th, 2016, 16:32
In the symbols I don't see the half light and half dark symbol commonly found and introduced into the Force and Destiny Core Rule book. Do you intend on adding it?
At some point, yes.

Use (+)/(-) for now.

sevrick
July 28th, 2016, 17:42
Just letting you know I found a typo in your critical xml sheet. Under the vehicles where "Major Hull Breach" should be for the title is "Gruesome Injury". Not sure if it matters but I just renamed it to the correct name.

Trenloe
July 28th, 2016, 17:52
Just letting you know I found a typo in your critical xml sheet. Under the vehicles where "Major Hull Breach" should be for the title is "Gruesome Injury". Not sure if it matters but I just renamed it to the correct name.
Moved your first post regarding this to the extension thread that this relates to: https://www.fantasygrounds.com/forums/showthread.php?25514-Star-Wars-Edge-of-the-Empire-ruleset-Custom-Critical-Text-extension

Ser Duncan Pennytree
August 14th, 2016, 04:25
Thanks for the incredible work that you're doing on this! I just started to work with Fantasy Grounds this weekend, and this ruleset is the main reason I chose to invest in the software. :-)

One very small and personally subjective criticism though: Is there an option somewhere to change the font size/font colour in the combat tracker and some other windows? For my taste, the writing is oftentimes quite thin and small, and the glary red pretty hard on the eyes.

damned
August 14th, 2016, 04:40
Welcome Ser Duncan Pennytree - have a look at the Big Fonts CoreRPG extension. It wont work with this ruleset but you should be able to use it as a guide on how to make one for Star Wars.
I think I did a really simple one called Black Font for ShadowRun or similar?

Ser Duncan Pennytree
August 14th, 2016, 05:34
Thanks for the info, damned. As someone with no experinece whatsoever in coding language, this will be quite the experiment for me. :D

damned
August 14th, 2016, 08:27
What are you trying to change?
Init | Used 2 Maneuvers | STRAIN | WOUNDS
headers?

Ser Duncan Pennytree
August 14th, 2016, 16:10
Yes, basically every header on the right side of the Combat Tracker Window, and Font Size in general, in the Chat for example. Generally speaking, I find the font size in the whole programm to be to small, but the colour palette of the D&D5-theme, for example, keeps it readable. Some colour and contrast combinations in the Star Wars theme just make it pretty hard and strenious on the eye. But maybe this is a general concern I should bring up with the devs elsewhere? This is one of the reasons why I never played EVE Online - the writing was to small, and for a very long time, you couldn't change it. Drove me nuts.

Trenloe
August 14th, 2016, 21:27
Generally speaking, I find the font size in the whole programm to be to small...
I think your best bet is to use the /scaleui XX chat command to scale the whole interface. Where XX is a percentage - try /scaleui 125 to start.

The issue with changing individual font sizes is that the GUI has been specifically designed to maximise the efficient placement of a certain font size, changing the font size would screw that placement up and you'd end up with labels out of place and/or overlapping.

Try /scaleui first.

Ser Duncan Pennytree
August 14th, 2016, 23:42
Already tried it. In addition I played around with a few extensions that change the Font Size, and I've encountered exactly the overlap problem you've described. Changing the scale blurs the font, which makes reading thin ones even harder. I will have to experiment a bit.

But if this sounds like nagging, don't get me wrong: I'm grateful for all your suggestions and help, Trenloe & damned. :)

damned
August 15th, 2016, 04:17
This really little extension will change those White Fonts in the Init Tracker to Red.
You can use Black - Substitute the
<color>#ff990000</color>
with
<color>#ff000000</color>

You can also pull apart the ruleset and extension to see how/what else you might change.

ScaleUI is still your best bet overall but you might need to experiment with different scalings. If you screen is big enough try 133 and 150 and see if they are clearer.

AncientArchaic
September 20th, 2016, 08:06
Looking forward to trying this, thanks Trenloe

Trenloe
September 20th, 2016, 15:26
Some colour and contrast combinations in the Star Wars theme just make it pretty hard and strenious on the eye. But maybe this is a general concern I should bring up with the devs elsewhere?
Bring it up here, this is where you'll get the Star Wars developer's attention. Always looking to make the ruleset easier to use for all involved.

AstaSyneri
October 3rd, 2016, 21:50
We had another session tonight - and finally got the use the Combat Tracker properly - after viewing the tutorial video again. With the addition of the libraries this ruleset is getting better and better. I am sure I am still not getting everything right.

In fact some of the features are still a mystery to me (vehicles and running combat efficiently) - is there a chance we see additional tutorial any time "soon"? ;-)

Trenloe
October 4th, 2016, 01:41
is there a chance we see additional tutorial any time "soon"? ;-)
May-be. No promises.

AstaSyneri
October 4th, 2016, 07:18
May-be. No promises.

Good enough. I just wanted to point out how much those video tutorials helped me to understand the functionality.

Girwan
October 5th, 2016, 18:36
Hi, I just start with FG. I load library, but I can't put some items and images for npc... What I can do to see largest fonts and windows? :)15556

end next question - How I can put new character to game? Under right mouse click I have options to import - in xml file. How I can create such file with proper informations?

Trenloe
October 5th, 2016, 20:24
Hi Girwan, The majority of the functionality will be via right-click menus or via buttons. For example, in the screenshot you provide of the NPC screen you can click the "New" button in the bottom right to create a new NPC.

If you want to "Zoom" the whole GUI you can use the /scaleui XX chat command where XX is a percentage - 100 is normal size, 125 is larger, etc..

I recommend watching some of the videos linked in the first post of this thread as these give an introduction to some of the functionality of this ruleset. Have a look at those videos and some of the earlier posts in this thread, then come back with any specific questions.

Girwan
October 5th, 2016, 20:29
Thank you Trenloe

Trenloe
October 5th, 2016, 20:43
And don't forget the library modules here: https://www.fantasygrounds.com/forums/showthread.php?24150-Star-Wars-Edge-of-the-Empire-Library-modules Especially the ones linked in post #2 - great work by Miekael creating and updating these libraries.

Girwan
October 5th, 2016, 20:49
thanks, I have it

Girwan
October 5th, 2016, 21:35
how I can put image or ap into images section. When I click on this con, I get such window:
15557 Under rigth clic I don't have upload option drag&drop don't work :(

Trenloe
October 5th, 2016, 21:38
You need to add it to the <FG App data>\campaigns\<your campaign name>\images directory. Get to <FG App Data> by clicking the folder icon in the top right of the desktop before starting your campaign. TIP: make a shortcut/favourite of this directory.

Xydonus
October 7th, 2016, 11:03
Just noticed something odd with the ruleset but its not really a problem. When typing out in text the symbols for Success/Failure by typing (S) (F) and making it bold text, the old Warhammer 3rd edition symbols pop up instead. So a success symbol gets turned into a hammer symbol, and for failure, crossed swords.

Didn't see it on the list of known issues so thought I'd point it out.

Trenloe
October 7th, 2016, 15:02
Just noticed something odd with the ruleset but its not really a problem. When typing out in text the symbols for Success/Failure by typing (S) (F) and making it bold text, the old Warhammer 3rd edition symbols pop up instead. So a success symbol gets turned into a hammer symbol, and for failure, crossed swords.

Didn't see it on the list of known issues so thought I'd point it out.
Thanks for mentioning, I've added a note here: https://www.fantasygrounds.com/forums/showthread.php?24071-Star-Wars-Edge-of-the-Empire-Age-of-Rebellion-Force-and-Destiny-v2-ruleset-teaser!&p=209786&viewfull=1#post209786 and to the known issues. Don't use any formatting on these symbols. I don't have any plans to change this functionality - there's really no need to format these dice symbols.