PDA

View Full Version : New RuleSet creation help.



Bakshara
December 17th, 2005, 02:14
I have (mostly) created another ruleset for FG. There are a few things I need help with.

So, I though I could start a thread just for helping everyone mod.

The little buttons to pop-up mini-sheets are bronze in color. I made gold ones for my AD&D Second Edition sheet. They came in bonze. I found that I could remove the resource.pak file and I would get gold in my 2ndEd sheet and bronze in the D20 sheet. But then I would not get ANY tokens in either sheet. I put the resource.pak file back and tokens were back in the D20 ruleset, but not the 2ndEd ruleset and those buttons are bronze again in my ruleset. How can I fix this?

Crusader
December 17th, 2005, 12:07
I think you need to define those as icons in your own ruleset. If you have a look at the \data\graphics.xml you'll find a bunch of icon definitions, copy those you need to your own graphics definition in your ruleset folder.

Bakshara
December 19th, 2005, 15:34
button_opengemwindow.png, button_opengemwindow2.png or button_opengemwindow2down.png have no referrence to them in data\graphics.xml, rulesets\2ndEd\2ndEd_graphics.xml or rulesets\d20\2ndEd_graphics.xml.

I did a search in the FantasyGrounds folder for button_opengemwindow and then opengemwindow and there are no referrences to these files at all.

So were does the d20 ruleset get its referrence? I started looking for files that were dated after my install date. That is when I found resource.pak and took the hacker approach of pull it out, if it works that's it, if it crashes that must not be it - put it back.

Then there is still the question of, why is it that when I put resource.pak back the tokens are still gone for my ruleset?

I am going to put those referrences into data\graphics.xml like you said. I'll let you know how that works.

Bakshara
December 20th, 2005, 04:13
First off I must have typoed my first search, I found it this time.

I restored resouce.pak and changed
<icon name="button_openwindow" file="data/icons/button_openwindow.png" />
<icon name="button_openwindow2" file="data/icons/button_openwindow2.png" />
<icon name="button_openwindow2down" file="data/icons/button_openwindow2down.png" />

... in \data\graphics.xml to...

<icon name="button_openwindow" file="rulesets/2ndEd/icons/button_openwindow.png" />
<icon name="button_openwindow2" file="rulesets/2ndEd/icons/button_openwindow2.png" />
<icon name="button_openwindow2down" file="rulesets/2ndEd/icons/button_openwindow2down.png" />

... and all buttons came up bronze in both rulesets. I then changed that section of \data\graphics.xml to...
<icon name="button_openwindow2e" file="rulesets/2ndEd/icons/button_openwindow.png" />
<icon name="button_openwindow2e2" file="rulesets/2ndEd/icons/button_openwindow2.png" />
<icon name="button_openwindow2e2down" file="rulesets/2ndEd/icons/button_openwindow2down.png" />
<icon name="button_openwindow" file="data/icons/button_openwindow.png" />
<icon name="button_openwindow2" file="data/icons/button_openwindow2.png" />
<icon name="button_openwindow2down" file="data/icons/button_openwindow2down.png" />

... all of the buttons come up bronze in the d20 set, but are all invisible in the 2ndEd ruleset.

I then search for all referrences to 'openwindow' and edited 2ndEd_adventure.xml, charsheet.xml and 2ndEd_reference.xml in my \rulesets\2ndEd folder to refer to those above. Like this:
<icon normal="button_openwindow2e2" pressed="button_openwindow2e2down" />

They all still came out invisible. Furthermore, there are tokens in the d20 ruleset and not in the 2ndEd ruleset.

Crusader
December 21st, 2005, 09:22
Ah, but you need to do that in your own ruleset. The stuff in \data is contained in the resource-file and so the program looks for that first. However, if you for instance copy those lines of code to for instance \rulesets\yourruleset\your_graphics.xml then it should work.

Bakshara
January 5th, 2006, 05:22
I did as you recommended. That "mostly" worked.

Resouce.pak is there. In the d20 ruleset there are bronze buttons and in the 2ndEd ruleset there are gold buttons.

However, in the d20 ruleset there are tokens. In the 2ndEd ruleset, no tokens.

How do I get tokens in both?

Crusader
January 5th, 2006, 06:41
Do you have this line in the base.xml:


<tokenroot source="data\tokens" />

AzarDM
January 6th, 2006, 01:15
Thinking score dropping....

need Restoration...

uhhhggg

You guys are far too smart for me... :D

Bakshara
January 10th, 2006, 05:02
Do you have this line in the base.xml:


<tokenroot source="data\tokens" />

That did it!

Thank you!!!

P.S. I doubled checked and that line is not in the d20 base.mxl either.

Bakshara
January 10th, 2006, 05:06
What questions do you have?

I'm hoping to make this a thread for help on making new rulesets for everyone, not just me.

Bakshara
January 10th, 2006, 05:18
I now have a couple new questions.

1) I have found where you can use;

<numbercontrol name="strength">
to only allow numbers, but this will ONLY accept integers. How can I get it to accept decimals?

2) I have also found where you can use;

<source name="strength" op="+" valuemap="1:-4,2:-2,...10:+0,11:+0,...17:+1,18:+2,...25:+14" />
to add is there a way to multiply?

And can I add multiple fields together?
I have;

<numbercontrol name="gearamount1">
...
<stringcontrol name="gearitem1">
...
...
<numbercontrol name="gearweight1">
...
<numbercontrol name="gearamount2">
...
<numbercontrol name="gearweight2">
...
<numbercontrol name="gearamount3">

and so on. Is it possible to multiply all gearamountXs with all gearweightXs and add all those up in a final box at the end?

Thank you in advance.

Bakshara
January 12th, 2006, 05:50
I have found how you can add like:

<source name="strength" op="+" valuemap="1:-4,2:-2,3:-1,...10:+0,11:+0,...18:+2,19:+7...25:+14" />

Is there a way to multiply? Is it possible to add multiple fields together?

I have...

<numbercontrol name="gearamount1">
...
<stringcontrol name="gearitem1">
...
<stringcontrol name="gearloc1">
...
<numbercontrol name="gearweight1">
<numbercontrol name="gearamount2">
...
<numbercontrol name="gearweight2">
<numbercontrol name="gearamount3">
...


I would like to multiply gearamount1 times gearweight1 for the total weight of all of them. Then I would like to add the total weight of 1,2,3... to display a total weight of all gear at the end.

Also, I have found how to allow numbers only

<numbercontrol name="gearweight2">
but this will ONLY accept whole numbers. Is there a way I can set it the accept decimals?

Thank you in advance.

Crusader
January 12th, 2006, 16:52
I have found how you can add like:

<source name="strength" op="+" valuemap="1:-4,2:-2,3:-1,...10:+0,11:+0,...18:+2,19:+7...25:+14" />

Is there a way to multiply? Is it possible to add multiple fields together?
I have...

<numbercontrol name="gearamount1">
...
<stringcontrol name="gearitem1">
...
<stringcontrol name="gearloc1">
...
<numbercontrol name="gearweight1">
<numbercontrol name="gearamount2">
...
<numbercontrol name="gearweight2">
<numbercontrol name="gearamount3">
...


I would like to multiply gearamount1 times gearweight1 for the total weight of all of them. Then I would like to add the total weight of 1,2,3... to display a total weight of all gear at the end.

Also, I have found how to allow numbers only

<numbercontrol name="gearweight2">
but this will ONLY accept whole numbers. Is there a way I can set it the accept decimals?

I'm pretty sure you can do op="*" so maybe a numbercontrol with:


<source name="field1" op="+">
<source name="field2" op="*">

...could solve the first question - I haven't tested it though. Adding multiple fields however is simple:


<source name="field1" op="+">
<source name="field2" op="?">

And so on.

For decimals, the answer is no, not at the moment.

Bakshara
February 10th, 2006, 05:04
Sorry about the double post.

I guess it rolled to the next page and I wasn't paying close enough attention. I thought maybe I didn't exit properly, so I posted again. Doh!

Anyway, THANK YOU!!! That worked great!

I did

<numbercontrol name="gearweighttotal1">
<source name="gearamount1" op="+" />
<source name="gearweight1" op="*" />
</numbercontrol>


after each gear line. (22 total) They have no bounding box so it is not seen. Then I put in

<numbercontrol name="setcoinweight">
<source name="feed1" op="+" valuemap="0:50,1:50" />
</numbercontrol>
<numbercontrol name="totalcoinweight">
<source name="platinumcoin" op="+" />
<source name="goldcoin" op="+" />
<source name="electrumcoin" op="+" />
<source name="silvercoin" op="+" />
<source name="coppercoin" op="+" />
<source name="somecoin1" op="+" />
<source name="somecoin2" op="+" />
<source name="setcoinweight" op="/" />
</numbercontrol>

to handle total coin weight. I did the first one to valuemap off of the first feed. That is a multistate item, so its value will only be 0 or 1. I did this to set coin weight to 50 coins equals 1 pound. (per DMs guide) Is there a cleaner way to do this? Then I added up all coins carried and divided by the setcoinweight.

Then I did a similar bit for water, wine & rations.

<numbercontrol name="setwaterwineweight">
<source name="feed1" op="+" valuemap="0:2,1:2" />
</numbercontrol>
<numbercontrol name="totalwaterwineweight">
<source name="waterwine1" op="+" />
...
<source name="waterwine16" op="+" />
<source name="setwaterwineweight" op="*" />
</numbercontrol>

It is a parallel for rations. I set the value map on water/wine to 2 since water is 8.6 pounds to the gallon and a wineskin usually carries 1 quart. Rations I indexed to 3 for 3 pounds of food per day. (iron rations)

Then at the end I have

<numbercontrol name="encumberance">
<bounds rect="159,7,41,22" />
<nodrag />
<nodrop />
<noreset />
<source name="gearweighttotal1" op="+" />
<source name="gearweighttotal2" op="+" />
...
<source name="gearweighttotal21" op="+" />
<source name="gearweighttotal22" op="+" />
<source name="weaponweight1" op="+" />
...
<source name="weaponweight6" op="+" />
<source name="totalcoinweight" op="+" />
<source name="totalwaterwineweight" op="+" />
<source name="totalrationsweight" op="+" />
</numbercontrol>


That works EXACTLY like I want it to.

Thank you!

Bakshara
February 10th, 2006, 05:33
...and I'll try not to post this one twice. :)

I have found it pretty easy to index set values. For example when a player enters their strength I have it fill in their attack adjustment for them with

<source name="strength" op="+" valuemap="1:-5,2:-3,3:-3,4:-2,5:-2,6:-1,7:-1,8:+0,9:+0,10:+0,11:+0,12:+0,13:+0,14:+0,15:+0,16 :+0,17:+1,18:+1,19:+3,20:+3,21:+4,22:+4,23:+5,24:+ 6,25:+7" />
Is there any way to have it index a string? For example, for constitution - regen I would like to have

<source name="constitution" valuemap="1:Nil,2:Nil,3:Nil,4:Nil,5:Nil,6:Nil,7:Nil,8:Nil,9: Nil,10:Nil,11:Nil,12:Nil,13:Nil,14:Nil,15:Nil,16:N il,17:Nil,18:Nil,19:Nil,20:1/6 turns,21:1/5 turns,22:1/4 turns,23:1/3 turns,24:1/2 turns,25:1/1 turn" />
...or for intelligence - max spells per level...

<source name="intelligence" valuemap="1:0,2:0,3:0,4:0,5:0,6:0,7:0,8:0,9:6,10:7,11:7,12:7 ,13:9,14:9,15:11,16:11,17:14,18:18,19:All,20:All,2 1:All,22:All,23:All,24:All,25:All" />
Is there a way to do this?

Thank you in advance for your great help!

Bakshara
February 10th, 2006, 17:39
I have

<numbercontrol name="strength">
<bounds rect="15,170,22,23" />
<nodrag />
<nodrop />
<noreset />
<limits minimum="1" maximum="25" />
<tabtarget next="exceptionalstrength" prev="playername" />
</numbercontrol>


What does "limits" really do? Even though I set the minimum to 1 it will let me enter negative numbers and it will keep them. It is the same for the maximum of 25. I entered 1314. It let me and it kept it.

What does it do and is there another tag that actually does what I want?

Thank you in advance!

Doval
February 10th, 2006, 19:12
The Limits tag will affect how much the number can be adjusted with the roller wheel of a mouse.

Matt

Bakshara
February 20th, 2006, 20:29
Well, if limits just sets a barrier for the mouse wheel, is there something that will set total limits? I do not want it to accept negative numbers or the players giving themselves 1000 strength.

Also, in my question above, "I did the first one to valuemap off of the first feed. That is a multistate item, so its value will only be 0 or 1. I did this to set coin weight to 50 coins equals 1 pound. (per DMs guide) Is there a cleaner way to do this?" Is there a cleaner way to set the value of an item?

You can use valuemap for integers, is there a parallel for strings or a way to map string from an integer?

Is there a way to make a box "view only"? For Example: I set my

<numbercontrol name="dexreationadjustment">
<bounds rect="130,195,30,23" />
<nodrop />
<noreset />
<displaysign />
<description text="Reaction Adjustment" />
<value type="modifier" />
<source name="dexterity" op="+" valuemap="1:-6,2:-4,3:-3,4:-2,5:-1,6:+0,7:+0,8:+0,9:+0,10:+0,11:+0,12:+0,13:+0,14:+ 0,15:+0,16:+1,17:+2,18:+2,19:+3,20:+3,21:+4,22:+4, 23:+4,24:+5,25:+5" />
</numbercontrol>

This will index the character's Dexterity and display their reaction adjustment. Is their a setting I can use for it to display this value, but not allow it to be editable? Also, can I maintain the drag ability so it can still be used like all other modifiers?

Thank you for all your help

Dachannien
March 3rd, 2006, 19:12
Is there a way to make a box "view only"?

Include
<value type="readonly" /> somewhere in the numbercontrol.

Bakshara
March 4th, 2006, 03:13
For all entries that have

<value type="readonly" />

only it works. Thank you!

If I have

<value type="readonly" />
<value type="modifier" />

it doesn't make a difference.

I would like the attack and damage adjustment to be draggable to the modifier box but I don't want them to be editable.

Can I have both?

Thank you for your help

Alarian
March 13th, 2006, 16:40
Anyone know the answer to this? I would be interested as well.

Alarian.

Bakshara
March 29th, 2006, 05:18
It is easy to index set values. For example when a player enters their strength I have it fill in their attack adjustment for them with


<source name="strength" op="+" valuemap="1:-5,2:-3,3:-3,4:-2,5:-2,6:-1,7:-1,8:+0,9:+0,10:+0,11:+0,12:+0,13:+0,14:+0,15:+0,16 :+0,17:+1,18:+1,19:+3,20:+3,21:+4,22:+4,23:+5,24:+ 6,25:+7" />
Is there any way to have it index a string? For example, for constitution - regen I would like to have


<source name="constitution" valuemap="1:Nil,2:Nil,3:Nil,4:Nil,5:Nil,6:Nil,7:Nil,8:Nil,9: Nil,10:Nil,11:Nil,12:Nil,13:Nil,14:Nil,15:Nil,16:N il,17:Nil,18:Nil,19:Nil,20:1/6 turns,21:1/5 turns,22:1/4 turns,23:1/3 turns,24:1/2 turns,25:1/1 turn" />
...or for intelligence - max spells per level...


<source name="intelligence" valuemap="1:0,2:0,3:0,4:0,5:0,6:0,7:0,8:0,9:6,10:7,11:7,12:7 ,13:9,14:9,15:11,16:11,17:14,18:18,19:All,20:All,2 1:All,22:All,23:All,24:All,25:All" />
Is there a way to do this?

Thank you in advance.

Toadwart
March 29th, 2006, 20:51
Not really sure I'm afraid. Quotes might work. Like this:


<source name="intelligence" valuemap="1:'0',2:'0',3:'0',4:'0',5:'0',6:'0',7:'0',8:'0',9: '6',10:'7',11:'7',12:'7',13:'9',14:'9',15:'11',16: '11',17:'14',18:'18',19:'All',20:'All',21:'All',22 :'All',23:'All',24:'All',25:'All'" />

Bakshara
March 30th, 2006, 03:03
I tried it. On the plus side it did not crash or error out.

I put that line in first. Everything was coming up 0 in that field. I looked at the code and exclaimed "DOH!" I then also changed



<numbercontrol
...
</numbercontrol>
..to..


<stringcontrol
...
</stringcontrol>

It was blank for every index value.

Does anyone else have some ideas?

Thank you for your effort.

Toadwart
March 30th, 2006, 10:04
Yep, same thing happened to me. It probably doesn't like taking a number and converting to a string. I've noticed that if the source field has a value that is not in the valuemap then the target field gets assigned the value of the source, and FG doesn't like assigning numbers to string fields and vice-versa...

On that note: anyone know if there a way of specifying "for all unmapped values use X"?
e.g. something like
<source name="XYZ" valuemap="1:10,2:20,everythingelse:30" />

Also is there a shorthand to specify a range of values?
e.g. I want to map values 1 through 50 to 0 and 51 through 100 to 1 without listing a mapping for every value from 1 to 100.

Ged
March 30th, 2006, 19:56
Is there any way to have it index a string? For example, for constitution - regen I would like to have
[Code: see above]
...or for intelligence - max spells per level...
[Code: see above]
Is there a way to do this?

There's no way I know of in the current version (1.05) - if you figure a way that must be some nifty hack.

Bakshara
March 31st, 2006, 04:21
That's a bummer, but OK. I will stick w/ my current workaround.

Next question:

On the first page for the weapons I have were the player enters their character's THAC0 for the first weapon and then it is coded in this manner for the following weapons. So they only have to enter it once.

<numbercontrol name="THAC02">
<bounds rect="294,386,39,17" />
<nodrag />
<value type="readonly" />
<source name="THAC0" />
</numbercontrol>

Can this be done for strings also? If so, how do I do this across pages?

I placed all weapon info that is nessessary for combat on the first page. Sundry weapon info, like size, weight & type, are on the equipment page.

I would like the weapon name on the second page to default to the name entered on the first page.

Here is what I have on the first page

<windowclass name="charsheet_main">
<frame name="charsheet_main" />
<datasource name="charsheet" />
<defaultsize width="550" height="685" />
<sheetdata>
...
<stringcontrol name="weapon1">
<bounds rect="17,367,140,17" />
<nodrag />
<tabtarget next="numattack1" prev="charisma" />
</stringcontrol>

...and here is what I have for the same weapon on the other page.

<windowclass name="charsheet_loot">
<frame name="charsheet_loot" />
<datasource name="charsheet" />
<defaultsize width="550" height="685" />
...
<stringcontrol name="weapon12">
<bounds rect="397,59,120,18" />
<nodrag />
<nodrop />
<noreset />
<tabtarget next="weaponweight1" prev="gearweight22" />
</stringcontrol>


I have tried

<stringcontrol name="weapon12">
<bounds rect="397,59,120,18" />
<nodrag />
<nodrop />
<noreset />
<value type="readonly" />
<source name="weapon1" />
<tabtarget next="weaponweight1" prev="gearweight22" />
</stringcontrol>


Thank you for all your help

Toadwart
April 2nd, 2006, 21:57
Try using the same name for the fields on bioth pages (i.e. call them both Weapon1).
The name of the field essentially becomes the key for the field value in the xml so by using the same name you are linking the field to the same node in the characters xml data. Change it on one page and it changes on the other.

Bakshara
April 4th, 2006, 06:27
XML editors say it's wrong, but Fantasy Grounds takes it and it works just like you said. That is SWEET! Now my players can type any weapon in to one of them on either page and it will say the exact same thing on the same line on the other page.

Ok, next question. Is there a way to just set a control to a static value?
For example, if I wanted to set the speed of a natural action to 3, I'm thinking it should be something like

<numbercontrol name="naturalaction">
<bounds rect="16,193,33,23" />
<nodrag />
<nodrop />
<noreset />
<value "3" />
<tabtarget next="weapon1" prev="charisma" />
</numbercontrol>

but that doesn't work. That crashes FG. What would do this right?

Thank you

Bakshara
April 15th, 2006, 02:55
Is there anybody out there?

next question. Is there a way to just set a control to a static value?
For example, if I wanted to set the speed of a natural action to 3, I'm thinking it should be something like


<numbercontrol name="naturalaction">
<bounds rect="16,193,33,23" />
<nodrag />
<nodrop />
<noreset />
<value "3" />
<tabtarget next="weapon1" prev="charisma" />
</numbercontrol>

but that doesn't work. That crashes FG. What would do this right?

kalmarjan
April 15th, 2006, 03:27
Try this:


<value="3" />

I am not sure that it will help, but if you are trying to declare a variable, you need to have a qualifier, no?

Sandeman

Bakshara
April 18th, 2006, 05:08
It works in part. I do not understand when it does or does not work.

I have

<numbercontrol name="setlightmrfactor">
<value="3" />
</numbercontrol>
...
<numbercontrol name="movementratelight">
<bounds rect="460,542,35,18" />
<nodrag />
<nodrop />
<noreset />
<value type="readonly" />
<source name="movementratebase" op="+" />
<source name="setheavymrfactor" op="/" valuemap="0:1" />
<source name="setlightmrfactor" op="*" />
</numbercontrol>
...and it works fine.
I have the valuemap="0:1" in there to prevent division by zero errors.
Then I have

<numbercontrol name="setcoinweight">
<value="50" />
</numbercontrol>
<numbercontrol name="totalcoinweight">
<source name="platinumcoin" op="+" />
<source name="goldcoin" op="+" />
<source name="electrumcoin" op="+" />
<source name="silvercoin" op="+" />
<source name="coppercoin" op="+" />
<source name="somecoin1" op="+" />
<source name="somecoin2" op="+" />
<source name="setcoinweight" op="/" valuemap="0:1" />
</numbercontrol>
...and it does not work.

Setting the value in this mannor does not crash FG. Maybe one of the FG XML gurus could explain this?

Toadwart
April 19th, 2006, 01:06
That second one is very similar to something I've done recently.
Only difference is that I didn't realise you could use valuemap inside a <source> node like that so I used a hidden field to do the valuemap instead.

Bakshara
April 24th, 2006, 18:51
Why does


<numbercontrol name="setlightmrfactor">
<value="3" />
</numbercontrol>
...
<numbercontrol name="movementratelight">
<bounds rect="460,542,35,18" />
<nodrag />
<nodrop />
<noreset />
<value type="readonly" />
<source name="movementratebase" op="+" />
<source name="setheavymrfactor" op="/" valuemap="0:1" />
<source name="setlightmrfactor" op="*" />
</numbercontrol>
work and

<numbercontrol name="setcoinweight">
<value="50" />
</numbercontrol>
<numbercontrol name="totalcoinweight">
<source name="platinumcoin" op="+" />
<source name="goldcoin" op="+" />
<source name="electrumcoin" op="+" />
<source name="silvercoin" op="+" />
<source name="coppercoin" op="+" />
<source name="somecoin1" op="+" />
<source name="somecoin2" op="+" />
<source name="setcoinweight" op="/" valuemap="0:1" />
</numbercontrol>
does not?

kalmarjan
April 24th, 2006, 19:50
Dont want to sound stupid, but have you defined the sources as numbercontrols?

Right now you are asking to add the value of all coins, right? So this would be the <setcoinweight> times the <platinumcoin> right?

What I think you need is a number control to show how much you platinum weighs.


<numbercontrol name="totalplatinumcoinweight">
<readonly />
<no reset />
...
<source name="platinumcoin" op="+" />
<source name="setcoinweight" op="/" valuemap="0:1" />

Not sure if the code is correct, but then you would be able to do this:


<numbercontrol name="totalcoinweight">
<source name="platinumcoinweight" op="+" />
<source name="goldcoinweight" op="+" />
<source name="electrumcoinweight" op="+" />
<source name="silvercoinweight" op="+" />
<source name="coppercoinweight" op="+" />
<source name="somecoin1weight" op="+" />
<source name="somecoin2weight" op="+" />

</numbercontrol>

Or, if that is too much work, another thing is to maybe try with the division operator first. Something tells me that that might work. Or, you could set up a <numbercontrol> that is something like:


<numbercontrol name="totalcoins" >
<source name="platinumcoin" op="+" />
<source name="goldcoin" op="+" />
<source name="electrumcoin" op="+" />
<source name="silvercoin" op="+" />
<source name="coppercoin" op="+" />
<source name="somecoin1" op="+" />
<source name="somecoin2" op="+" />
</numbercontol>

<numbercontrol name="totalcoinweight" >
<source name="totalcoins" op="+" />
<sourcename="setcoinweight" op="/"
<no drag />
<readonly />

etc...



I am not sure if this is the right track, but hopefully that helped...

Sandeman

Bakshara
April 25th, 2006, 05:14
..., but here is the full code section...

<numbercontrol name="platinumcoin">
<bounds rect="398,352,102,18" />
<nodrop />
<noreset />
<description text="Of Faerun Platinums I have" />
<tabtarget next="goldcoin" prev="weapontype6" />
</numbercontrol>
<numbercontrol name="goldcoin">
<bounds rect="398,372,102,18" />
<nodrop />
<noreset />
<description text="Of Azoun Golds I have" />
<tabtarget next="electrumcoin" prev="platinumcoin" />
</numbercontrol>
<numbercontrol name="electrumcoin">
<bounds rect="398,392,102,18" />
<nodrag />
<noreset />
<description text="Of Anauroch Electrum I have" />
<tabtarget next="silvercoin" prev="goldcoin" />
</numbercontrol>
<numbercontrol name="silvercoin">
<bounds rect="398,412,102,18" />
<nodrop />
<noreset />
<description text="Of Eastern Shaar Silver I have" />
<tabtarget next="coppercoin" prev="electrumcoin" />
</numbercontrol>
<numbercontrol name="coppercoin">
<bounds rect="398,431,102,18" />
<nodrop />
<noreset />
<description text="Of Soubar Coppers I have" />
<tabtarget next="somecoin1" prev="silvercoin" />
</numbercontrol>
<numbercontrol name="somecoin1">
<bounds rect="398,450,52,18" />
<nodrop />
<noreset />
<tabtarget next="cointype1" prev="coppercoin" />
</numbercontrol>
<stringcontrol name="cointype1">
<bounds rect="455,450,61,18" />
<nodrag />
<nodrop />
<noreset />
<tabtarget next="somecoin2" prev="somecoin1" />
</stringcontrol>
<numbercontrol name="somecoin2">
<bounds rect="398,469,52,18" />
<nodrop />
<noreset />
<tabtarget next="cointype2" prev="cointype1" />
</numbercontrol>
<stringcontrol name="cointype2">
<bounds rect="455,469,61,18" />
<nodrag />
<nodrop />
<noreset />
<tabtarget next="gemtype1" prev="somecoin2" />
</stringcontrol>
<numbercontrol name="setcoinweight">
<source name="feed1" op="+" valuemap="0:50,1:50" />
</numbercontrol>
<numbercontrol name="totalcoinweight">
<source name="platinumcoin" op="+" />
<source name="goldcoin" op="+" />
<source name="electrumcoin" op="+" />
<source name="silvercoin" op="+" />
<source name="coppercoin" op="+" />
<source name="somecoin1" op="+" />
<source name="somecoin2" op="+" />
<source name="setcoinweight" op="/" valuemap="0:1" />
</numbercontrol>

The DM's Guide says 50 coins weigh 1 pound. Since FG does not like decimals, I have it add up the number of all coins first then divide by 50. If a player was carrying 49pp, 49gp, 49ep, 49sp & 49cp I would get a total of 0 pounds if I dividided them seperately and then added them up. Adding them up and then dividing by 50 gives me 4 pounds. The players get away with an extra 0.9 pounds that is not factored in. As soon as they pick up 5 more coins, that will tip the scale.

Anyway, this works fine. As soon as I change

<numbercontrol name="setcoinweight">
<source name="feed1" op="+" valuemap="0:50,1:50" />
</numbercontrol>
...to...

<numbercontrol name="setcoinweight">
<value="50" />
</numbercontrol>
...it doesn't work.

Hope this explains my code better, so you can explain it better.

Thank you

Bakshara
May 8th, 2006, 15:38
Could a Developer explain this? Or maybe an Aristocrat or a Baron understands this well.

RE: My post right above this one.

Cantstanzya
May 8th, 2006, 18:40
If you don't want to wait for 1.06, try this:
If you add up all the coin together and divide by 50 it will tell you how many pounds it is. You then may or may not have a remainder. Then take the answer and multiply it times 50 and subtract that by your original number and this will give you the remainder. So for example:
534 gold and 278 silver would be a total of 812 total coins. Divide that by 50 and you would get 16.24. FG will only see it as 16, so you then multiply 16 times 50 and you would get 800. Now take the total coins (812) and subtract 800. You will have a remainder of 12. Now take 12 and divide that by 5 and you would get 2. This is your decimal. Now you could put the two together and it would be 16.2. Depending on how many decimal places you want to go, just keep doing the same thing but multiply the remainder by 10. If you'd like I could write the code tonight. It is doable you just have to be creative.
Also, you'll have to have a different number control for each group. So you'll have a number control for the whole number and then a number control for the tenths digit and then a number control for the hundredth digit.

Bakshara
May 9th, 2006, 03:41
If you add up all the coin together and divide by 50 it will tell you how many pounds it is. You then may or may not have a remainder. Then take the answer and multiply it times 50 and subtract that by your original number and this will give you the remainder. So for example:
534 gold and 278 silver would be a total of 812 total coins. Divide that by 50 and you would get 16.24. FG will only see it as 16, so you then multiply 16 times 50 and you would get 800. Now take the total coins (812) and subtract 800. You will have a remainder of 12. Now take 12 and divide that by 5 and you would get 2. This is your decimal.

That is definately a cool way to handle decimals. I think I will use that in other areas. Thanks.

For this I'm happy with integers right now. I don't really care if the players get away with carrying an extra 0.999.... pounds unaccounted for.

What I have problem with is when I have

<numbercontrol name="setcoinweight">
<source name="feed1" op="+" valuemap="0:50,1:50" />
</numbercontrol>
(Using your example above of 534 gold and 278 silver for a total of 812 coins)
I get 16 pounds of encumberance. When I change the code to

<numbercontrol name="setcoinweight">
<value="50" />
</numbercontrol>
I get 812 pounds of encumberance.

This is the part that confuses me. I think this "should" be divided by 50 either way. The second method looks like much cleaner code to me, but the first one works.

P.S. I like you alias!

Cantstanzya
May 9th, 2006, 04:40
What I do is have this all the way at the top of my character sheet:


<numbercontrol name="always-zero">
<invisible />
</numbercontrol>

By having this at the top of the code I always have this set to zero and now I can use this to set defaults like this:
<source name="always-zero" op="/" valuemap="0:5" />
In the above example I will be deviding by zero. I can keep using this thoughout my character sheet for anytime I need a default. Like in your example:


<numbercontrol name="setcoinweight">
<source name="always-zero" op="+" valuemap="0:50" />
</numbercontrol>

This will set your setcoinweight to 50

Cantstanzya
May 9th, 2006, 04:45
Here is the entire code for getting the number to the closest hundredth when you divide:


<numbercontrol name="platinumcoinweight">
<bounds rect="400,50,28,23" />
<limits minimum="0" maximum="10000" />
</numbercontrol>
<numbercontrol name="goldcoinweight">
<bounds rect="400,70,28,23" />
<limits minimum="0" maximum="10000" />
</numbercontrol>

<!-- Total Coin Weight -->
<numbercontrol name="totalcoinweight">
<bounds rect="400,90,28,23" />
<source name="platinumcoinweight" op="+" />
<source name="goldcoinweight" op="+" />
</numbercontrol>

<!-- Whole number format -->
<numbercontrol name="wholenumber">
<bounds rect="400,110,28,23" />
<nodrag />
<nodrop />
<noreset />
<value type="readonly" />
<source name="totalcoinweight" op="+" />
<source name="always-zero" op="/" valuemap="0:50" />
</numbercontrol>

<!-- Temp holder for tenth remainder -->
<numbercontrol name="tenth-remainder-tmp">
<invisible />
<source name="wholenumber" op="+" />
<source name="always-zero" op="*" valuemap="0:50" />
</numbercontrol>

<!-- Tenth Remainder -->
<numbercontrol name="tenth-remainder">
<invisible />
<source name="totalcoinweight" op="+" />
<source name="tenth-remainder-tmp" op="-" />
</numbercontrol>

<!-- Tenth digit -->
<numbercontrol name="tenth">
<bounds rect="418,110,14,23" />
<nodrag />
<nodrop />
<noreset />
<value type="readonly" />
<source name="tenth-remainder" op="+" />
<source name="always-zero" op="/" valuemap="0:5" />
</numbercontrol>


<!-- Temp holder for hundredth remainder -->
<numbercontrol name="hundredth-remainder-tmp">
<invisible />
<source name="tenth" op="+" />
<source name="always-zero" op="*" valuemap="0:5" />
</numbercontrol>

<!-- Secondary Hundredth Remainder -->
<numbercontrol name="hundredth-remainder1">
<invisible />
<source name="tenth-remainder" op="+" />
<source name="hundredth-remainder-tmp" op="-" />
</numbercontrol>

<!-- Hundredth Remainder -->
<numbercontrol name="hundredth-remainder">
<invisible />
<source name="hundredth-remainder1" op="+" />
<source name="always-zero" op="*" valuemap="0:10" />
</numbercontrol>

<!-- Hundredth digit -->
<numbercontrol name="hundredth">
<bounds rect="428,110,14,23" />
<nodrag />
<nodrop />
<noreset />
<value type="readonly" />
<source name="hundredth-remainder" op="+" />
<source name="always-zero" op="/" valuemap="0:5" />
</numbercontrol>

Let me know if you have any questions.

Bakshara
May 10th, 2006, 05:08
In your previous message, that is cleaner than what I have.

I would like a developer to explain why <value="50" /> does not work.

Your last message for handling decimals is nice. I think I will use this for items like needles, 100 weigh a pound.

Next question!

Is there ANY option for a drop-down list?
For Example: In the weapon type box the player clicks on it and down drops the following list:
Piercing
Piercing/Slashing
Slashing
Slashing/Blugeoning
Blugeoning
Piercing/Blugeoning
...and then they could pick the weapon type.

Cantstanzya
May 10th, 2006, 06:16
Is there ANY option for a drop-down list?
For Example: In the weapon type box the player clicks on it and down drops the following list:
Piercing
Piercing/Slashing
Slashing
Slashing/Blugeoning
Blugeoning
Piercing/Blugeoning
...and then they could pick the weapon type.There is no option for a dropdown list, although I thought I read somewhere that it may be in 1.06. What I have done is use the multistate and the user can click on it to toggle through the different items. For example for a user to choose a race I have setup the following multistate:


<multistate name="race">
<bounds rect="53,49,105,20" />
<state value="0" icon="SelectRace" />
<state value="1" icon="Dwarf" />
<state value="2" icon="Elf" />
<state value="3" icon="Gnome" />
<state value="4" icon="Half-Elf" />
<state value="5" icon="Halfling" />
<state value="6" icon="Half-Orc" />
<state value="7" icon="Human" />
<state value="8" icon="Dwarf_Gray" />
<state value="9" icon="Elf_Gray" />
<state value="10" icon="Elf_Wood" />
<state value="11" icon="Elf_Wild" />
<state value="12" icon="Elf_Valley" />
<state value="13" icon="Elf_Dark" />
<state value="14" icon="Gnome_Deep" />
</multistate>

I then have a graphic for each that will change when they click on it.

Ged
May 10th, 2006, 07:24
I would like a developer to explain why <value="50" /> does not work.

The value of a <numbercontrol> is stored in db.xml. If you have <numbercontrol name="setcoinweight" >, then the corresponding data is <intvalue name="setcoinweight">50</intvalue>. I.e. the data is separated from presentation.

Hope this helps,

Bakshara
May 13th, 2006, 22:43
The value of a <numbercontrol> is stored in db.xml. If you have <numbercontrol name="setcoinweight" >, then the corresponding data is <intvalue name="setcoinweight">50</intvalue>. I.e. the data is separated from presentation.

Hope this helps,
Thank you Ged for getting back on this, but I still don't understand it.

Before I had

<numbercontrol name="setcoinweight">
<source name="feed1" op="+" valuemap="0:50,1:50" />
</numbercontrol>
...and it works. When I change it to

<numbercontrol name="setcoinweight">
<value="50" />
</numbercontrol>
...it no longer works.

Unless I am severly not understanding this, either way this value is a <numbercontrol> and is stored in db.xml. Either way the corresponding data should wind up in dm.xml as <intvalue name="setcoinweight">50</intvalue> and, either way, be separated from presentation. Could you please explain it in a bit more detail? Thank you.

Cantstanzya, I like that! I am going to do that! That will make several other problems MUCH eaier to handle!

Ged
May 15th, 2006, 20:40
Before I had

<numbercontrol name="setcoinweight">
<source name="feed1" op="+" valuemap="0:50,1:50" />
</numbercontrol>
...and it works. When I change it to

<numbercontrol name="setcoinweight">
<value="50" />
</numbercontrol>
...it no longer works.

Unless I am severly not understanding this, either way this value is a <numbercontrol> and is stored in db.xml. Either way the corresponding data should wind up in dm.xml as <intvalue name="setcoinweight">50</intvalue> !

It might well be that I'm the one missing the point, but in the examples above, in the uppermost case the db.xml stores intvalue of 0 or 1 (or some other value, not having a respective lookup value) which both mean that 50 should be displayed. On the lower case, the <value="50" /> just does not do anything - there is no such tag as value in that meaning. If you want to have the numbercontrol to hold the value of 50, then the value to be set is the <intvalue name="xxx">50</intvalue>.

Bakshara
May 16th, 2006, 04:20
It might well be that I'm the one missing the point, but in the examples above, in the uppermost case the db.xml stores intvalue of 0 or 1 (or some other value, not having a respective lookup value) which both mean that 50 should be displayed. On the lower case, the <value="50" /> just does not do anything - there is no such tag as value in that meaning. If you want to have the numbercontrol to hold the value of 50, then the value to be set is the <intvalue name="xxx">50</intvalue>.

The code segment it refers to is

<multistate name="feed1">
<bounds rect="212,622,7,7" />
<state value="0" icon="indicator_naskill" />
<state value="1" icon="indicator_classskill" />
</multistate>
Either they are carrying a unit of feed or they are not.

Per what you said about using <intvalue name="xxx">50</intvalue> I tried

<numbercontrol name="setcoinweight">
<intvalue name="setcoinweight">50</intvalue>
</numbercontrol>
...and...

<numbercontrol name="setcoinweight">
<intvalue name="setcoinweightint">50</intvalue>
</numbercontrol>
...and...

<intvalue name="setcoinweight">50</intvalue>
[/code]
...none of these worked.

Basically all I want to do is add up all the coins my player is carrying and divide that by 50. So, for example, if the player is carrying 23 Platinum, 84 Gold, 136 Electrum, 297 Silver and 864 Copper, then I want to add that up to 1404. Then I want to divide that by 50, which should give me 28.08. Sincle FG does not like decimals it will just give me 28. I am fine with that. But the 28 tells me that the player is carrying 28 pounds of coins. So I have

<numbercontrol name="totalcoinweight">
<source name="platinumcoin" op="+" />
<source name="goldcoin" op="+" />
<source name="electrumcoin" op="+" />
<source name="silvercoin" op="+" />
<source name="coppercoin" op="+" />
<source name="somecoin1" op="+" />
<source name="somecoin2" op="+" />
<source name="setcoinweight" op="/" valuemap="0:1" />
</numbercontrol>
I wanted that last line to just divide by 50, but I set it to referance to the setcoinweight above. In this case the valuemap="0:1" should not be needed, but I have been putting that in as a habit to protect from division by zero errors.

I hope this explains it a bit more, along with all the above info.

Thank you!

Bakshara
June 5th, 2006, 15:46
...What I have done is use the multistate and the user can click on it to toggle through the different items. For example:


<multistate name="race">
<bounds rect="53,49,105,20" />
<state value="0" icon="SelectRace" />
<state value="1" icon="Dwarf" />
<state value="2" icon="Elf" />
<state value="3" icon="Gnome" />
<state value="4" icon="Half-Elf" />
<state value="5" icon="Halfling" />
<state value="6" icon="Half-Orc" />
<state value="7" icon="Human" />
<state value="8" icon="Dwarf_Gray" />
<state value="9" icon="Elf_Gray" />
<state value="10" icon="Elf_Wood" />
<state value="11" icon="Elf_Wild" />
<state value="12" icon="Elf_Valley" />
<state value="13" icon="Elf_Dark" />
<state value="14" icon="Gnome_Deep" />
</multistate>



I very nearly copied this, but mine is not working. What am I missing or doing wrong? For the above segment, in charsheet.xml, I have

<multistate name="race">
<bounds rect="375,38,75,19" />
<state value="0" icon="riblank" />
<state value="1" icon="ridwarf" />
<state value="2" icon="rielf" />
<state value="3" icon="rignome" />
<state value="4" icon="rihalfelf" />
<state value="5" icon="rihalfling" />
<state value="6" icon="rihuman" />
</multistate>
...and then in graphics.xml I have

<icon name="riblank" file="rulesets/2ndEd/icons/riblank.png" />
<icon name="ridwarf" file="rulesets/2ndEd/icons/ridwarf.png" />
<icon name="rielf" file="rulesets/2ndEd/icons/rielf.png" />
<icon name="rignome" file="rulesets/2ndEd/icons/rignome.png" />
<icon name="rihalfelf" file="rulesets/2ndEd/icons/rihalfelf.png" />
<icon name="rihalfling" file="rulesets/2ndEd/icons/rihalfling.png" />
<icon name="rihuman" file="rulesets/2ndEd/icons/rihuman.png" />

Yet, when I bring up the character sheet this area is blank & I can click on it to my heart's content and it does not change. I tried a few different things, instead of riblank just being a png image that matches the background color of my character sheet I wrote on it "Pick Race". I still did not see anything in that spot and nothing happened when I clicked on it like a mouse happy fiend. I moved all those images to the data\icons folder and changed to code in graphics.xml to match that. I still got the same exact effect. Looking though their stuff I did notice in areas where they have

<framedef name="chatbox">
<bitmap file="data\frames\chatbox.png" />
<topleft rect="0,0,12,12" />
...

...so I tried using back slashes instead of forward slashes. I got the same effect.

So, what am I missing? What did I screw up?

Also, side note, I made all those images (riblank, ridwarf, rielf, rignome, rihalfelf, rihalfling & rihuman) the same size (75x19).

Cantstanzya
June 5th, 2006, 18:23
I very nearly copied this, but mine is not working. What am I missing or doing wrong?What section of the charsheet.xml file did you put it? If you have multiple pages in your character sheet, make sure that you have put this in the correct section of the charsheet.xml.
I will check when I get home to see if there is anything else you need to do, but I think that is all you need. Can you zip up the ruleset and send it to me? I will send you my email address.

Bakshara
June 6th, 2006, 05:42
My character sheet is 7 pages. This is on the top right corner of the first page and it is the second data entry. In the code it is VERY near the top.
In the graphics.xml those references are at the bottom.

Bakshara
November 10th, 2006, 14:02
I had those graphics referrences in the graphics.xml file under the data folder. I moved those to the graphics.xml file under my ruleset and now it works fine.

One thing I did learn is, if possible, make the background transparrent. When I first made the images, their backgrounds were the same as that of my character sheet. That was fine until I hit the DM lighting thing. Then everything got dark except the background of these images. I made them transparrent and now it works great!

Bakshara
December 12th, 2006, 04:32
I have used valuemap many times. I have used it before from lists of 2 to lists of 25 with no problems. I created a new valuemap list of 62 items and now it ALWAYS indexes to ZERO. Following is the code. Is there a limit or am I doing something wrong?

The 'multistate' selects, and gets stored in the db file, fine, but the following valuemaps all index to 0.



<multistate name="class">
<bounds rect="53,57,166,24" />
<state value="0" icon="CIBlank" />
<state value="1" icon="CIFighter" />
<state value="2" icon="CIPaladin" />
<state value="3" icon="CIRanger" />
<state value="4" icon="CIMage" />
<state value="5" icon="CIThief" />
<state value="6" icon="CIBard" />
<state value="7" icon="CIPsionicist" />
<state value="8" icon="CICleric" />
<state value="9" icon="CIDruid" />
<state value="10" icon="CIFtrMag" />
<state value="11" icon="CIFtrThf" />
...
<state value="26" icon="CIMagClr" />
<state value="27" icon="CIMagDrd" />
<state value="28" icon="CIThfPsi" />
...
<state value="47" icon="CIRngrThfDrd" />
<state value="48" icon="CIRngrBrdClr" />
<state value="49" icon="CIRngrBrdDrd" />
...
<state value="59" icon="CIRngrMagThfDrd" />
<state value="60" icon="CIRngrMagBrdClr" />
<state value="61" icon="CIRngrMagBrdDrd" />
</multistate>
<numbercontrol name="playerclass1">
<source name="class" op="+" valuemap="0:0,1:1,2:2,3:3,4:4,5:5,6:6,7:7,8:8,9:9,10:1,11:1, 12:1,13:1,14:1,15:1,16:2,17:2,18:2,19:3,20:3,21:3, 22:3,23:3,24:4,25:4,26:4,27:4,28:5,29:5,30:5,31:6, 32:6,33:1,34:1,35:1,36:1,37:1,38:1,39:1,40:2,41:2, 42:3,43:3,44:3,45:3,46:3,47:3,48:3,49:3,50:4,51:4, 52:4,53:4,54:1,55:1,56:1,57:1,58:2,59:2,60:2,61:2" />
</numbercontrol>
<numbercontrol name="playerclass2">
<source name="class" op="+" valuemap="0:0,1:0,2:0,3:0,4:0,5:0,6:0,7:0,8:0,9:0,10:4,11:5, 12:6,13:7,14:8,15:9,16:4,17:8,18:9,19:4,20:5,21:6, 22:8,23:9,24:5,25:6,26:8,27:9,28:7,29:8,30:9,31:8, 32:9,33:4,34:4,35:4,36:4,37:5,38:5,39:5,40:4,41:4, 42:4,43:4,44:4,45:4,46:5,47:5,48:6,49:6,50:5,51:5, 52:6,53:6,54:4,55:4,56:4,57:4,58:4,59:4,60:4,61:4" />
</numbercontrol>
<numbercontrol name="playerclass3">
<source name="class" op="+" valuemap="0:0,1:0,2:0,3:0,4:0,5:0,6:0,7:0,8:0,9:0,10:0,11:0, 12:0,13:0,14:0,15:0,16:0,17:0,18:0,19:0,20:0,21:0, 22:0,23:0,24:0,25:0,26:0,27:0,28:0,29:0,30:0,31:0, 32:0,33:5,34:6,35:8,36:9,37:7,38:8,39:9,40:8,41:9, 42:5,43:6,44:8,45:9,46:8,47:9,48:8,49:9,50:8,51:9, 52:8,53:9,54:5,55:5,56:6,57:6,58:5,59:5,60:6,61:6" />
</numbercontrol>
<numbercontrol name="playerclass4">
<source name="class" op="+" valuemap="0:0,1:0,2:0,3:0,4:0,5:0,6:0,7:0,8:0,9:0,10:0,11:0, 12:0,13:0,14:0,15:0,16:0,17:0,18:0,19:0,20:0,21:0, 22:0,23:0,24:0,25:0,26:0,27:0,28:0,29:0,30:0,31:0, 32:0,33:0,34:0,35:0,36:0,37:0,38:0,39:0,40:0,41:0, 42:0,43:0,44:0,45:0,46:0,47:0,48:0,49:0,50:0,51:0, 52:0,53:0,54:8,55:9,56:8,57:9,58:8,59:9,60:8,61:9" />
</numbercontrol>

TarynWinterblade
December 12th, 2006, 20:56
I have used valuemap many times. I have used it before from lists of 2 to lists of 25 with no problems. I created a new valuemap list of 62 items and now it ALWAYS indexes to ZERO. Following is the code. Is there a limit or am I doing something wrong?

The 'multistate' selects, and gets stored in the db file, fine, but the following valuemaps all index to 0.

[Code goes here ;)]


iirc, each attribute (the something="something" inside each element) is limited to a certain number of characters. I forget the exact number, but, it's not all that large.

I can't say for certain that it's the problem you're having, but... I think that's what it is.

If I may, though. Why did you choose to have classes recorded like that? Wouldn't four different multistates be a bit easier to work with? (though nothing would prevent people from, say, using the first and third state, then)

Bakshara
December 13th, 2006, 02:40
Going with what you said I tried just going with:



<multistate name="class">
<bounds rect="53,57,166,24" />
<state value="0" icon="CIBlank" />
<state value="1" icon="CIFighter" />
<state value="2" icon="CIPaladin" />
<state value="3" icon="CIRanger" />
<state value="4" icon="CIMage" />
<state value="5" icon="CIThief" />
<state value="6" icon="CIBard" />
<state value="7" icon="CIPsionicist" />
<state value="8" icon="CICleric" />
<state value="9" icon="CIDruid" />
</multistate>
<numbercontrol name="playerclass1">
<source name="class" op="+" valuemap="0:0,1:1,2:2,3:3,4:4,5:5,6:6,7:7,8:8,9:9" />
</numbercontrol>

...and I got the same thing. I then changed "class" to "playersclasses", just incase it was conflicting with something else. It should not be since that is the ONLY instance of "class" in my character sheet. Same thing!

So, I then put some "<bounds rect"s in so I could monitor it. Like this:



<multistate name="playersclasses">
<bounds rect="53,57,166,24" />
<state value="0" icon="CIBlank" />
<state value="1" icon="CIFighter" />
<state value="2" icon="CIPaladin" />
<state value="3" icon="CIRanger" />
<state value="4" icon="CIMage" />
<state value="5" icon="CIThief" />
<state value="6" icon="CIBard" />
<state value="7" icon="CIPsionicist" />
<state value="8" icon="CICleric" />
<state value="9" icon="CIDruid" />
<state value="10" icon="CIFtrMag" />
<state value="11" icon="CIFtrThf" />
...
<state value="26" icon="CIMagClr" />
<state value="27" icon="CIMagDrd" />
<state value="28" icon="CIThfPsi" />
...
<state value="47" icon="CIRngrThfDrd" />
<state value="48" icon="CIRngrBrdClr" />
<state value="49" icon="CIRngrBrdDrd" />
...
<state value="59" icon="CIRngrMagThfDrd" />
<state value="60" icon="CIRngrMagBrdClr" />
<state value="61" icon="CIRngrMagBrdDrd" />
</multistate>
<numbercontrol name="playerclass1">
<bounds rect="210,55,15,24" />
<source name="playersclasses" op="+" valuemap="0:0,1:1,2:2,3:3,4:4,5:5,6:6,7:7,8:8,9:9,10:1,11:1, 12:1,13:1,14:1,15:1,16:2,17:2,18:2,19:3,20:3,21:3, 22:3,23:3,24:4,25:4,26:4,27:4,28:5,29:5,30:5,31:6, 32:6,33:1,34:1,35:1,36:1,37:1,38:1,39:1,40:2,41:2, 42:3,43:3,44:3,45:3,46:3,47:3,48:3,49:3,50:4,51:4, 52:4,53:4,54:1,55:1,56:1,57:1,58:2,59:2,60:2,61:2" />
</numbercontrol>
<numbercontrol name="playerclass2">
<bounds rect="230,55,15,24" />
<source name="playersclasses" op="+" valuemap="0:0,1:0,2:0,3:0,4:0,5:0,6:0,7:0,8:0,9:0,10:4,11:5, 12:6,13:7,14:8,15:9,16:4,17:8,18:9,19:4,20:5,21:6, 22:8,23:9,24:5,25:6,26:8,27:9,28:7,29:8,30:9,31:8, 32:9,33:4,34:4,35:4,36:4,37:5,38:5,39:5,40:4,41:4, 42:4,43:4,44:4,45:4,46:5,47:5,48:6,49:6,50:5,51:5, 52:6,53:6,54:4,55:4,56:4,57:4,58:4,59:4,60:4,61:4" />
</numbercontrol>
<numbercontrol name="playerclass3">
<bounds rect="250,55,15,24" />
<source name="playersclasses" op="+" valuemap="0:0,1:0,2:0,3:0,4:0,5:0,6:0,7:0,8:0,9:0,10:0,11:0, 12:0,13:0,14:0,15:0,16:0,17:0,18:0,19:0,20:0,21:0, 22:0,23:0,24:0,25:0,26:0,27:0,28:0,29:0,30:0,31:0, 32:0,33:5,34:6,35:8,36:9,37:7,38:8,39:9,40:8,41:9, 42:5,43:6,44:8,45:9,46:8,47:9,48:8,49:9,50:8,51:9, 52:8,53:9,54:5,55:5,56:6,57:6,58:5,59:5,60:6,61:6" />
</numbercontrol>
<numbercontrol name="playerclass4">
<bounds rect="270,55,15,24" />
<source name="playersclasses" op="+" valuemap="0:0,1:0,2:0,3:0,4:0,5:0,6:0,7:0,8:0,9:0,10:0,11:0, 12:0,13:0,14:0,15:0,16:0,17:0,18:0,19:0,20:0,21:0, 22:0,23:0,24:0,25:0,26:0,27:0,28:0,29:0,30:0,31:0, 32:0,33:0,34:0,35:0,36:0,37:0,38:0,39:0,40:0,41:0, 42:0,43:0,44:0,45:0,46:0,47:0,48:0,49:0,50:0,51:0, 52:0,53:0,54:8,55:9,56:8,57:9,58:8,59:9,60:8,61:9" />
</numbercontrol>

Then I watched all the values change as I clicked through. I stopped at the last 4 class selection. I exited FG and checked the db.xml file. They are all STILL zeroed out! What gives?

Toadwart
December 13th, 2006, 20:33
Does the playerclass1 value change as you click on the multistate control?
I'm not certain but I didn't think a multistate could be used as the source for a valuemap. Thought it only accepted numbercontrols as sources . . .

Bakshara
December 18th, 2006, 22:23
The playerclass changes in the <bounds rect="???" />s I set up, but not in db.xml. I have used the basic multistate before for a valuemap. That was just a food inventory box that is either filled or empty, thus 0 or 1. That worked fine.

Dachannien
December 22nd, 2006, 13:47
There's actually no bug here. The reason that the playerclass1..4 values show 0 in the xml file is because the nonzero value is sourced elsewhere. In the absence of that source, they have a default value of zero unless they are directly edited by the user.

What happens is that the default value of each of those numbercontrols is zero (as stored in the xml file), and when the ruleset is loaded, FG adds the value of the multistate control as mapped through the valuemap to arrive at the final value for the numbercontrol. When you exit FG, it saves out the unmodified value "0" to the xml file. If the field were editable by the user, then the value they input would be stored instead of "0" in the xml file.

Just use the numbercontrol's value normally elsewhere in your ruleset and it should work fine.

Bakshara
January 1st, 2007, 18:30
What happens is that the default value of each of those numbercontrols is zero (as stored in the xml file), and when the ruleset is loaded, FG adds the value of the multistate control as mapped through the valuemap to arrive at the final value for the numbercontrol. When you exit FG, it saves out the unmodified value "0" to the xml file. If the field were editable by the user, then the value they input would be stored instead of "0" in the xml file.

Just use the numbercontrol's value normally elsewhere in your ruleset and it should work fine.

Thank you, That explains why the db.xml file is zeroed out and yet it still works.

I guess from here on out I will have to use boundry boxes to display it, if it is a multi select item, to track it.

Elf
February 17th, 2007, 08:25
Is it possible to rename an existing campaign ruleset as a new names ruleset. I play in one campaign that uses a custom ruleset but it happens to have the same as the rule set I am using in my campaign.

Everytime I play my ruleset gets updated and when I run my campaign, my players get a new download everytime that does not affect anything (that we have found, but it has only happened once. The next time I run my campaign will be the second time). Is there any way to change the name of the ruleset used by an existing campaign, I want to avoid the lengthy download my players have to endure.

Dachannien
February 17th, 2007, 20:34
Maybe. First I'll tell you how you would go about trying, and then I'll tell you why it might not work (and won't work in general for switching rulesets).

1. Rename the folder your custom ruleset is in.
2. Open up the base.xml file in that ruleset.
3. Change all of the references to the old folder name to match the new name.
4. If you have custom graphics in your ruleset (i.e., a different look for the record sheet, etc.), you have to open up the file that tells where those graphics are (probably something like graphics.xml) and change the references to the old folder name so that they match the new folder name as well.
5. Go into the folder your campaign (the one you are DMing/hosting, not the one you are playing) is in.
6. Open the campaign.xml file in that folder.
7. Change the name inside the ruleset tag to match the new ruleset name.
8. I may have missed something, so don't be surprised if it doesn't work on the first try. But you get the idea of what things need to be changed.

Now the reason why this doesn't work for switching rulesets in general, but why it might be okay since you're using the same ruleset but just renaming it. In each campaign is a db.xml file, and in that file (among other things) are the names and values of all the variables your characters use in their record sheets (stats, inventory, etc.). If you start a campaign using one ruleset and then try to switch to use another ruleset, things won't work properly if the variable names are different between the two campaigns. In fact, if a variable name in the old ruleset refers to a number, but it refers to a string in the new ruleset, FG will crash.

You, however, should be okay, since you're using the same ruleset as before, just with a different name. If you tried playing with the other ruleset in force, there's the possibility of complications, but since you haven't mentioned any such problems yet, it will probably be fine.

Bakshara
March 1st, 2007, 01:15
...1. Rename the folder your custom ruleset is in.
2. Open up the base.xml file in that ruleset.
3. Change all of the references to the old folder name to match the new name.
4. If you have custom graphics in your ruleset (i.e., a different look for the record sheet, etc.), you have to open up the file that tells where those graphics are (probably something like graphics.xml) and change the references to the old folder name so that they match the new folder name as well.
5. Go into the folder your campaign (the one you are DMing/hosting, not the one you are playing) is in.
6. Open the campaign.xml file in that folder.
7. Change the name inside the ruleset tag to match the new ruleset name.
8. I may have missed something, so don't be surprised if it doesn't work on the first try. But you get the idea of what things need to be changed...

Correct! This is the way to do it.


In each campaign is a db.xml file, and in that file (among other things) are the names and values of all the variables your characters use in their record sheets (stats, inventory, etc.).
Correct again! The main key is that db.xml file.


If you start a campaign using one ruleset and then try to switch to use another ruleset, things won't work properly if the variable names are different between the two campaigns. In fact, if a variable name in the old ruleset refers to a number, but it refers to a string in the new ruleset, FG will crash.
If the two rulesets use the same variable name for different data types, like:
<stringcontrol name="stringname">
<multistate name="multinumbername">
<numbercontrol name="numbername">
...then, YES! FG will crash. To fix this, you can go into db.xml and do a search for that variable name. You will see matching data types like:
<stringvalue name="stringname">What ever text was typed</stringvalue>
<intvalue name="multinumbername">a number</intvalue>
<intvalue name="numbername">a number</intvalue>

Make sure you search for EVERY instace of that variable name. It should appear once for each player in your game. Change each value type to what it is supposed to be in the new ruleset.

Then you can bring FG back up. If you got them all correctly switched it will work.

Bakshara
March 1st, 2007, 01:34
When you are creating a table in your own ruleset. Is there a way to align text?

I have a table

<table>
<tr><td colspan='2'><b>Tracking Modifiers</b></td><td><b> </b></td></tr>
<tr decoration="underline"><td><b>Terrain</b></td><td><b>Modifier</b></td></tr>
<tr><td>Soft or muddy ground</td><td>+4</td></tr>
<tr><td>Thick brush, vines, or reeds</td><td>+3</td></tr>
<tr><td>Occasional signs of passage, dust</td><td>+2</td></tr>
<tr><td>Normal ground, wood floor</td><td>0</td></tr>
<tr><td>Rocky ground or shallow water</td><td>-10</td></tr>
<tr><td>Every two creatures in the group</td><td>+1</td></tr>
<tr><td>Every 12 hours since trail was made</td><td>-1</td></tr>
<tr><td>Every hour of rain, snow, or sleet</td><td>-5</td></tr>
<tr><td>Poor lighting (moon or starlight)</td><td>-6</td></tr>
<tr><td>Tracked party attempts to hide trail</td><td>-S</td></tr>
</table>

If I use html coding to align text like

<tr><td>Soft or muddy ground</td><td align=right>+4</td></tr>
I get an error. Something about text and quotes expected. If I change it to

<tr><td>Soft or muddy ground</td><td align="right">+4</td></tr>
FG accepts it, but it is NOT aligned.

Instead of those numbers being:

+4
+3
+2
0
-10
+1
-1
-5
-6
-S
I would like:

---
+4
+3
+2
0
-10
+1
-1
-5
-6
-S

(ignore the "---". Adding that is the only way I could get it to align the +4 also)

Malovech
March 1st, 2007, 03:12
Nope, FG has really inferior support for (X)HTML and CSS as well. You basically have to hack it with &nbsp; all over the place.

Bakshara
April 23rd, 2007, 17:48
I have used the "description text" code for when the player apply adjustments like these to show, in the chat window, what was applied.


<description text="Attack Adjustment" />
<description text="Damage Adjustment" />

Is there any equivalent bit of xml code that will work like windows' quick tip tabs?

I would like to be able to place some line like:

<description text="This is the Armour you are wearing." />

...and it would pop up with that text when they hover the mouse over it briefly.

Thanks in advance!

joshuha
April 23rd, 2007, 17:51
This is easy with FG 2 if you are going to being moving over to that.

Bakshara
April 23rd, 2007, 18:36
This is easy with FG 2 if you are going to being moving over to that.

I was planning to, but I have begun to hear frustrations from others about custom rulesets not working in FG2. Is this true?

Since I am the sole coder and have to do it in my meager free time, I REALLY do not want to scrap about a years worth of work and start over.

If it is different, are there translation, migration or conversion utils?

Please let me know.

joshuha
April 23rd, 2007, 18:49
As I mentioned in the other thread, its theoritically possible but because FG 2 does a lot of things different depending on what you did their may not be a direct way to convert things. Converting the formatting of controls is easier. The location/formatting/etc. of the fields will be easy. Things like complicated calculations using lots of hidden fields might not be so easy.

Basically, heavily customized character sheets may need a lot of work and it may be easier to start over with those sections. Note that the new LUA scripting may simply some of this so much that it won't be as hard as you think.

Ruleset stuff like icons/windowclass/etc. shouldn't be hard at all and a tool may either come from Smiteworks (eventually) or the community or maybe a third party.

Bakshara
April 30th, 2007, 16:58
This is easy with FG 2 if you are going to being moving over to that.

I'm not sure yet. Does FG2 have the same tooltip limits?

In FG1.5 it is

<tooltip field="Armour worn." />


Is there a way to change the text limit in it? I have found that it has a limit of about 16-17 characters. I was going to put "Armour you're wearing.", but that tooltip displayed, "Armour you're we". So I changed it to "Armour worn."

Thank you

Bakshara
April 12th, 2008, 21:27
I am adding the Monstrous Compendium in. I would like to make it sectional. I would at least like to separate it by different worlds, but right now I just have the first general compendium in. It works great. When I try to split it, like make a list of sections (i.e. A-C, D-F, G-I, J-L, M-O, P-R, S-U, V-Z or even much simpler for testing like A-M & N-Z) it comes up blank. It will not show a list or any monsters at all.

I followed the same pattern the I used for PC classes. You click on classes and it gives you a list of Fighter, Mage, Priest, Thief. Then, if you click on Fighter it gives you a list of Fighter, Ranger, Paladin. Then when you click on one of those it will give you all the info.

How come the Monsters Icon does not seem to work the same way? What do I need to do?

Bakshara
May 12th, 2008, 15:27
I haven't heard a single response. Is there a way to make a sectional monstrous compendium at all?

Griogre
May 13th, 2008, 02:12
It's probably a typo or a bad call in the XML. Post a code snippet and you would get a better response. There is nothing I’m aware of in FG that would stop you from doing what you want.

Bakshara
May 19th, 2008, 14:57
It's probably a typo or a bad call in the XML. Post a code snippet and you would get a better response. There is nothing Im aware of in FG that would stop you from doing what you want.

2ndEd_reference.xml


<windowclass name="classes">
<datasource name="class1" />
<frame name="referencebox" />
<dynamic resize="vertical" />
<defaultsize width="640" height="550" />
<minimize icon="minimized_reference" />
<tooltip field="description" />
<sheetdata>
<windowopencontrol>
<icon normal="button_dragtarget" />
<bounds rect="25,20,20,20" />
<class name="class1list" />
<description field="description" />
</windowopencontrol>
<stringcontrol name="description">
<bounds rect="50,20,-25,20" />
</stringcontrol>
<formattedtextcontrol name="text">
<bounds rect="25,50,-30,-20" />
<font normal="chatfont" bold="narratorfont" italic="chatitalicfont" bolditalic="chatbolditalicfont" title="titlefont" />
<linkicon link="button_openwindow" emptylink="button_emptytarget" />
<footer image="footer_wide" />
</formattedtextcontrol>
<scroller>
<bounds rect="-63,-45,45,27" />
<target name="list" />
<button normal="button_scroller" pressed="button_scroller_down" />
</scroller>
</sheetdata>
</windowclass>

base.xml


<staticdata source="rulesets\2ndEd\database\classes.xml" />

class.xml


<node name="class">
<node name="Races">
...data for links to the races...
</node>
<node name="Class">
<stringvalue name="name" value="Classes" />
<formattedtext name="text">
<linklist>
<link class="classes" recordname="warrior">Warrior</link>
<link class="classes" recordname="priest">Priest</link>
<link class="classes" recordname="psionicist">Psionicist</link>
<link class="classes" recordname="rogue">Rogue</link>
<link class="classes" recordname="wizard">Wizard</link>
</linklist>
</formattedtext>
</node>
</node>

classes.xml


<node name="warrior">
<stringvalue name="description" value="Warrior" />
<formattedtext name="text">
<linklist>
<link class="classes" recordname="fighter">Fighter</link>
<link class="classes" recordname="paladin">Paladin</link>
<link class="classes" recordname="ranger">Ranger</link>
</linklist>
...brief descrption of the fighter class and the fighter sub-classes...
<table>
<p><b>WARRIOR EXPERIENCE LEVELS</b></p>
<tr decoration="underline"><td><b>Level</b></td><td><b>Fighter</b></td><td><b>Paladin/Ranger</b></td><td><b>Hit Dice (d10)</b></td></tr>
<tr><td>1</td><td>0</td><td>0</td><td>1</td></tr>
...
<tr><td>20</td><td>3,000,000</td><td>3,600,000</td><td>9+33</td></tr>
</table>
...additions warrior info...
</formattedtext>
</node>
<node name="fighter">
<stringvalue name="description" value="Fighter" />
<formattedtext name="text">
...detailed fighter description...
</formattedtext>
</node>
<node name="paladin">
<stringvalue name="description" value="Paladin" />
<formattedtext name="text">
...detailed paladin description...
</formattedtext>
</node>
<node name="ranger">
<stringvalue name="description" value="Ranger" />
<formattedtext name="text">
...detailed ranger description...
</formattedtext>
</node>

monsters.xml
...to be continued

Bakshara
May 19th, 2008, 15:03
I did not know there was a message length limit.

monsters.xml


<node name="monster">
<node name="aerialservant">
<stringvalue name="name" value="Aerial Servant" />
<stringvalue name="hd" value="16" />
<stringvalue name="hp" value="16 (Min 16, Low 32, Avg 64, Hi 96, Max 128)" />
<intvalue name="init" value="6" />
<stringvalue name="ac" value="3" />
<stringvalue name="movementrate" value="Fl 24 (A)" />
<stringvalue name="thac0" value="5" />
<stringvalue name="numofatt" value="1" />
<stringvalue name="dmgperatt" value="8-32" />
<stringvalue name="specialattacks" value="Surprise" />
<stringvalue name="specialdefense" value="+1 or better weapon to hit" />
<stringvalue name="magicresistance" value="Nil" />
<stringvalue name="morale" value="Elite (14)" />
<stringvalue name="intelligence" value="Semi- (2-4)" />
<stringvalue name="numappear" value="1" />
<stringvalue name="environment" value="Plane of elemental air, astral plane, and ethereal plane" />
<stringvalue name="frequency" value="Very rare" />
<stringvalue name="organization" value="Solitary" />
<stringvalue name="activitycycle" value="Any" />
<stringvalue name="diet" value="See Description" />
<stringvalue name="treasure" value="Nil" />
<stringvalue name="alignment" value="Neutral" />
<stringvalue name="size" value="L (8' tall)" />
<intvalue name="xpvalue" value="10,000" />
<formattedtext name="text">
...description...
</formattedtext>
</node>
...
<node name="carrioncrawler">
<stringvalue name="name" value="Carrion Crawler" />
<stringvalue name="hd" value="3 + 1" />
<stringvalue name="hp" value="3 + 1 (Min 4, Low 7, Avg 13, Hi 19, Max 25)" />
<intvalue name="init" value="6" />
<stringvalue name="ac" value="3/7" />
<stringvalue name="movementrate" value="12" />
<stringvalue name="thac0" value="17" />
<stringvalue name="numofatt" value="8" />
<stringvalue name="dmgperatt" value="1-2" />
<stringvalue name="specialattacks" value="Paralysis" />
<stringvalue name="specialdefense" value="Nil" />
<stringvalue name="magicresistance" value="Nil" />
<stringvalue name="morale" value="Special" />
<stringvalue name="intelligence" value="Non- (0)" />
<stringvalue name="numappear" value="1-6" />
<stringvalue name="environment" value="Subterranean" />
<stringvalue name="frequency" value="Uncommon" />
<stringvalue name="organization" value="Solitary" />
<stringvalue name="activitycycle" value="Any" />
<stringvalue name="diet" value="Carnivorous" />
<stringvalue name="treasure" value="B" />
<stringvalue name="alignment" value="Neutral" />
<stringvalue name="size" value="L (9' long)" />
<intvalue name="xpvalue" value="270" />
<formattedtext name="text">
...description...
</formattedtext>
...
</node>


I hope this helps and I hope you can help me out with this.

Thanks in advance

Foen
May 19th, 2008, 19:54
Hmm, I'm not sure if you are working in FG or FG2, as there seems to be a mixture of syntax in your xml. 2ndEd_reference.xml looks like FG2 and the others look like FG.

Stuart

Bakshara
May 20th, 2008, 14:58
Hmm, I'm not sure if you are working in FG or FG2, as there seems to be a mixture of syntax in your xml. 2ndEd_reference.xml looks like FG2 and the others look like FG.

Stuart


Nope, it is all FG 1.

Foen
May 21st, 2008, 07:10
Ahh, I'm sorry then because my FG1 knowledge is rubbish.

Bakshara
January 16th, 2009, 04:24
I made the following Spell List table. FG accepts it fine, but when I bring it up all three spell levels are in the first column. I have even tried using

<td colspan="X">, where "X" has been 1, 2, or 3.

Thanks in advance!


<table>
<tr><td><b>1st Level</b></td><td><b>2nd Level</b></td><td><b>3rd Level</b></td></tr>
<tr><td><link class="spelllists" recordname="affectnormalfires">Affect Normal Fires</link></td><td><link class="spelllists" recordname="alterself">Alter Self</link></td><td><link class="spelllists" recordname="blink">Blink</link></td></tr>
<tr><td><link class="spelllists" recordname="alarm">Alarm</link></td><td><link class="spelllists" recordname="bind">Bind</link></td><td><link class="spelllists" recordname="clairaudience">Clairaudience</link></td></tr>
...
<tr><td><link class="spelllists" recordname="unseenservant">Unseen Servant</link></td><td><link class="spelllists" recordname="whisperingwind">Whisperingwind</link></td><td><link class="spelllists" recordname=""></link></td></tr>
...
</table>

Foen
January 16th, 2009, 07:27
This looks fine as it is, but I agree it doesn't work. Perhaps FG left-aligns links on the page, even if embedded in a table?

Sorry I'm not much help.

Foen

Griogre
January 16th, 2009, 09:43
I messed with this with the Shaintar ruleset. From what I could tell FG only allows links in the left most column of a table - I couldn't get it to work in any other column.

Stuart
January 16th, 2009, 14:16
Yup - came across this in the AE ruleset and subsequently in a MERP ruleset; FG1 aligns links to the left in a table, I'm assuming this is also true in FG2 ?

Bakshara
January 16th, 2009, 14:45
I also tried making one three column table that contains three single column tables in it that has those links.

That made an even worse mess.

Tenian
January 16th, 2009, 15:21
I know FGII's html-ish rendering for formattedtext has several nesting issues like this. For example nesting paragraph blocks and list blocks produces...unusual results.


I've never looked at FG1 but I know in FGII you could add a new set of classes to display this data to the ruleset. You could use a windowlist and have it display in multiple columns. Of course that might be more effort than you want to put into it.

Foen
January 16th, 2009, 17:45
FG1 aligns links to the left in a table, I'm assuming this is also true in FG2 ?

It seems to be.

kasimmorathi
January 21st, 2009, 02:42
Hello there. I'm trying to build a Star Wars 2nd Edition (d6) ruleset. One of the primary differences between it and a d20 based game is that it rolls dice based upon the attribute score. So instead of modifiers based upon high attributes, the attribute itself is rolled.

So a strength a 3d6 would be used for related skills (unless they are higher) however I'm finding it hard to change the attribute section to a dice based. Unfortunately since almost everything here appears to be d20 based this tutorial seems lacking just about everywhere. Could someone give me a hand on where I should look to change this and how? Thanks.

Foen
January 21st, 2009, 07:06
Hi Kasimmorathi and welcome to the FG forums!

I'm not at all familiar with SW2E, are you starting from the old default d20 ruleset, the new foundation+3.5E extension, or the SWSE ruleset? It would be helpful to know, because the changes you need will depend on where you start.

Unfortunately there are no complete tutorials on ruleset creation. There is some online documentation (see the Library section for the Ruleset Reference and the Ruleset Modification Guide) and I started a walkthrough a long time back (Anatomy of a Ruleset (http://wiki.witheredlands.co.uk/anatomy.ashx)).

Finally, because I'm not familiar with where you are starting, or how SW2E works, please would you explain a bit more about the 'attribute section' you are trying to change? Is it the attributes on the main character sheet (Strength, Dexterity etc) or the list of skills on the skills tab?

Sorry if I'm not much help,

Foen

Bakshara
January 21st, 2009, 14:50
I'm trying to build a Star Wars 2nd Edition (d6) ruleset. ...
So a strength a 3d6 would be used for related skills (unless they are higher) however I'm finding it hard to change the attribute section to a dice based. ...

Are you trying to use 3D6 as the modifier or the value of strength attribute as the modifier?

If you are trying to use the attribute value you can do this one of two ways. The first and simplest would be to make your attributes dragable and then they can be dropped into the modifier box.

If you want to get really fancy then you would have to figure our a way to make ties between gameelements.xml, base.xml, and charsheet.xml. gameelements.xml is the file that holds the dice information. You might be able to do something similar to the D100 option. Instead of a percentile option you would have selections of the attributes.

Bakshara
January 21st, 2009, 15:05
Correction:
Not the charsheet.xml but the db.xml file under your current campaign. That will have each players attribute info.

kasimmorathi
January 21st, 2009, 22:52
Folen:

2nd Edition works under a D6 system that isn't altogether different from Shadowrun. Standard human attributes range from 1d6 to 4d6. Skills are found underneath each attribute, for instance your ability to shoot a blaster would be under Dexterity. Without any specific training in Blasters you could use it at your attribute level. So a person with 3d6 Dexterity would have 3d6 in all skills under that attribute. So by making attributes 'drag and rollable' would cover a huge amount in the game system. A player can also have +1 and +2 pips to their rolls (just adds +1/2 to the roll).

I found the Shadowrun ruleset had this working, but I don't know where to start in order to track down -how- they got it that way. But I would obviously prefer to stay with the SWSE since it has the theme set up already and so on. Plus, I'd prefer to know about this all.

Edit: Bakshara, I've tried editing the db.xml using the SWSE ruleset, but it seems to really cause some weird errors. I was hoping there was a way to edit this so that new character sheets function with it. But I did notice you mention the d100. Is that how attributes become rollable? It's the one thing I noticed between them that was different.

Edit Edit: I've noticed a difference between the two sheets to be an XML tag on the charactersheet_main to be <op>+</op> and I'm not sure what that's meant to indicate.

kasimmorathi
January 23rd, 2009, 23:26
Looking over my post it really doesn't explain very well.

In the attribute field, say Strength, if there is a '4' there I would like for it to drag/rollable in a d6 format, thus rolling 4d6. In the field beside it I would like for it to be a simple +/- modifier. So there would be a '4' in the first field and a '2' in the second field, the total would be 4d6+2. Unlike d20, higher ranks of skills don't add modifiers, so every single skill/attack/dodge/passive roll is doing to be a d6 roll of some kind. So tracking down how to make an entry roll as a d6 would be a huge boon to ripping through most of this character sheet.

Thanks guys!

Oberoten
January 24th, 2009, 00:46
Old WEG's StarWars system....
... Should be doable really.

http://www.fantasygrounds.com/forums/showthread.php?t=6597&highlight=onDrag This thread is relevant. Might have a clearer answer tomorrow when more awake?

- Obe

Valarian
January 24th, 2009, 01:24
Like this ......

kasimmorathi
January 24th, 2009, 01:34
You are a fantastic human being, Valarian. We've been playing WEG Star Wars for 10 years now and have only been able to do so maybe twice a year due to distance between players.

Bakshara
January 25th, 2009, 02:53
I have tried adding

<p align="right">

<p #09 align="right">

<p ;#09 align="right">

<p align="right">

<p............ align="right">

<link class="spelllists" recordname="blink" align="right">Blink</link> and

<dl><link class="spelllists" recordname="affectnormalfires">Affect Normal Fires</link>
<dt><link class="spelllists" recordname="alterself">Alter Self</link></dt>
<dd><link class="spelllists" recordname="blink">Blink</link></dd>
</dl>
The first six have been like all the others, the links are all on top of each other on the left side. The fifth one was amusingly annoying. the "............" was on the right, but the link was on the left.

The seventh one, the list, just listed them. They were all on the left, but they were all one below the other, instead of on top of each other.

Does anyone know how to do three column lists?

Foen
January 25th, 2009, 08:16
Three column lists, without embedded links, are achieved using:


<table>
<tr>
<td>col1</td>
<td>col2</td>
<td>col3</td>
</tr>
</table>

If you want the columns to be different sizes, you must effectively have more notional columns and use colspan to merge them. Thus with five notional columns and using colspan='3' on the first actual column, you get three columns rendered, but the first column is three times as wide as the other two.


<table>
<tr>
<td colspan='3'>col1</td>
<td>col2</td>
<td>col3</td>
</tr>
</table>

Note: you have to remember to put colspan='3' in every cell in the first column, not just in the first table row.

Links can be embedded in columns, but will always be rendered at the far left based on earlier posts in this thread.

Foen

Bakshara
January 28th, 2009, 14:37
Three column lists, without embedded links, are achieved
...
Links can be embedded in columns, but will always be rendered at the far left based on earlier posts in this thread.
Foen

That is the problem I am having. The links always get rendered on the left, no matter what.

I would like to know if in a multi column list, would links wind up in three columns or on top of each other on the left.

Griogre
January 28th, 2009, 19:10
Links will always appear on the left, sometimes they end up on top of the other text overwriting it if you tried to put them in a different column, sometimes there is some weird wrapping. You can't have columns of links. If you have links in one column of a table always put them in the left one. It appears the link location is hard coded somewhere.

I orginally tried real hard to get the links in a different place for a table in the Shaintar ruleset. There just doesn't seem to be a way to change the links on the left. Here's one of the tables I ended up with:

http://i105.photobucket.com/albums/m222/Griogre/LinkTable.png

One of the other issues with a link in a table is the default link graphics are a bit big compared to the height of a the line of a table so it can be hard to click the right link if you don't resize the graphics smaller like was done with the Shaintar ruleset. You can see this here with the table with bigger link graphics from the SW ruleset which is the same size as the d20 squares:

http://i105.photobucket.com/albums/m222/Griogre/LinkTable2.png

As you can see the bigger link graphic size pushed the spell name text down a bit so the underline is partly overwriting the text. The link graphic in the SW and d20 ruleset is 20x20, we changed this to 15x15 in the Shaintar ruleset to make the first table lines fit better.

Tenian
January 28th, 2009, 19:14
Well, it is possible to have links anywhere you want, if you build your own windowclass. As far as I know that's the only way.

Bakshara
February 3rd, 2014, 06:41
I have a custom AD&D 2nd Ed rule-set codded for FG 1.??.
I have downloaded and installed FG2.
Where can I find information to code it for FG2?
My current set is not completable with FG2.

Thanks in advance.

Bakshara

Moon Wizard
February 3rd, 2014, 08:40
There is no conversion documentation from FG1 rulesets to FG2 rulesets. The FG1 to FG2 conversion happened over 5 years ago, before I even started using FG, so I'm not even familiar with what it looked like back then.

My suggestion is to look at one of the simpler rulesets built on top of the CoreRPG ruleset as an example of how to build a new ruleset for FGv3. Numenera (available via Test mode) or Call of Cthulhu (for sale through FG Store) are good examples of simpler rulesets layered on the CoreRPG layer.

For most rulesets, the biggest changes from the CoreRPG layer are the Character sheet, NPC sheet, Item sheet and Combat Tracker.

Regards,
JPG

Valarian
February 3rd, 2014, 09:18
There's an AD&D 2nd edition community ruleset for FG2. Look in the "free rulesets" area.

Bakshara
February 4th, 2014, 23:26
It is:FantasyGroundsPatchFull-1.05c.
Is there an FG2 Base game that I can download?
I can use a comparison between the coding of FG1 and FG2 and then code my own AD&D 2nd Ed costume rule set.
I might even be able to create a conversion utility.

Moon Wizard
February 5th, 2014, 02:03
I'm guessing that a conversion utility is unnecessary since the feature difference between FG1 and FG2 rulesets is quite vast by now.

For the latest version of FG, it comes with a ruleset called CoreRPG which implements most of the ruleset agnostic features used across all the rulesets. Also, the ability to "layer" a ruleset on top of another one was added as well. You can look at any of the downloaded rulesets to see examples of how to use the importruleset tag, and override the existing pieces.

Try loading up FG with a new CoreRPG campaign to see what is provided automatically.

Cheers,
JPG

Valarian
February 5th, 2014, 08:23
The installer on the downloads page acts as the demo now. Install as unregistered and you can run a demo with a single player connection. The sample demo campaigns are 3.5e and 4e D&D but, as stated before, there is a community ruleset for AD&D available in the ruleset library. Click on the Free Rulesets link in the menu at the top of the page to see the range available.

You won't be able to convert directly from FG1 to FG3 (or FG2). The conversion process was a manual one, even back in the day. The rulesets for FG2 separated the Fantasy Grounds functionality in the ruleset and the library, which became modules. This allowed greater sharing of community rulesets as you wouldn't have to strip out all the library data you'd put in before sharing. The rulesets are also a mix of XML and Lua script, providing a far richer range of automation options than were available in FG1.

The library modules are plain XML files, zipped. There are 3 types: client (player side required), common (shared by the GM, visible to players), db (GM only). A definition file identifies the library modules and the ruleset(s) it is valid for.


It is:FantasyGroundsPatchFull-1.05c.
Is there an FG2 Base game that I can download?
I can use a comparison between the coding of FG1 and FG2 and then code my own AD&D 2nd Ed costume rule set.
I might even be able to create a conversion utility.

Bakshara
February 28th, 2014, 21:28
Under: E:\Games\RPG\FantasyGrounds2\rulesets\d20-SRD I have:
"<root>
<staticdata source="rulesets\d20-SRD\database\spelllists.xml" />
<staticdata source="rulesets\d20-SRD\database\spelllists_domains.xml" />
<staticdata source="rulesets\d20-SRD\database\spelllists_schools.xml" />
<staticdata source="rulesets\d20-SRD\database\classes.xml" />
<staticdata source="rulesets\d20-SRD\database\equipment.xml" />
<staticdata source="rulesets\d20-SRD\database\spelldesc.xml" />
<staticdata source="rulesets\d20-SRD\database\monsters.xml" />
<staticdata source="rulesets\d20-SRD\database\modifiers.xml" />

<!-- Begin Custom Data -->
<staticdata source="rulesets\d20-SRD\database\feats.xml" />
<staticdata source="rulesets\d20-SRD\database\skills.xml" />
<staticdata source="rulesets\d20-SRD\database\reftxt.xml" />
<staticdata source="rulesets\d20-SRD\database\reftbl.xml" />
<staticdata source="rulesets\d20-SRD\database\powerlists.xml" />
<staticdata source="rulesets\d20-SRD\database\powerdesc.xml" />
<!-- End Custom Data -->

<includefile source="data\bmpfonts.xml" />
<includefile source="data\graphics.xml" />
<includefile source="rulesets\d20-SRD\d20_graphics.xml" />

<desktopimage file="rulesets\d20-SRD\data\textures\Granite1.png" />

<includefile source="data\gameelements.xml" />
<includefile source="data\ui_adventure.xml" />
<includefile source="data\ui_utility.xml" />

<includefile source="rulesets\d20-SRD\charsheet.xml" />
<includefile source="rulesets\d20-SRD\d20_adventure.xml" />
<includefile source="rulesets\d20-SRD\d20_desktop.xml" />
<includefile source="rulesets\d20-SRD\d20_reference.xml" />
<includefile source="rulesets\d20-SRD\d20_utility.xml" />

<includefile source="rulesets\d20-SRD\d20_export.xml" />

<tokenroot source="data\tokens" />
</root>

The key line of reference is, "<desktopimage file="rulesets\d20-SRD\data\textures\desktop.png" />"

Under: E:\Games\RPG\FantasyGrounds2\campaigns\Verbohonc I have:
<root>
<staticdata source="rulesets\AD&D 2e\database\spelllists.xml" />
<staticdata source="rulesets\AD&D 2e\database\spelllists_domains.xml" />
<staticdata source="rulesets\AD&D 2e\database\spelllists_schools.xml" />
<staticdata source="rulesets\AD&D 2e\database\class.xml" />
<staticdata source="rulesets\AD&D 2e\database\equipment.xml" />
<staticdata source="rulesets\AD&D 2e\database\proficiencies.xml" />
<staticdata source="rulesets\AD&D 2e\database\proficiencydescription.xml" />
<staticdata source="rulesets\AD&D 2e\database\spelldesc.xml" />
<staticdata source="rulesets\AD&D 2e\database\monsters.xml" />
<staticdata source="rulesets\AD&D 2e\database\modifiers.xml" />
<staticdata source="rulesets\AD&D 2e\database\classes.xml" />
<staticdata source="rulesets\AD&D 2e\database\races.xml" />

<includefile source="data\bmpfonts.xml" />
<includefile source="data\graphics.xml" />
<includefile source="rulesets\AD&D 2e\d20_graphics.xml" />

<desktopimage file="rulesets\Verbohonc\data\textures\Granite1.png" />
<!-- E:\Games\RPG\FantasyGrounds2\rulesets\Verbohonc\ru lesets\data\textures -->
<includefile source="data\gameelements.xml" />
<includefile source="data\ui_adventure.xml" />
<includefile source="data\ui_utility.xml" />
<includefile source="rulesets\AD&D 2e\charsheet.xml" />
<includefile source="rulesets\AD&D 2e\d20_adventure.xml" />
<includefile source="rulesets\AD&D 2e\d20_desktop.xml" />
<includefile source="rulesets\AD&D 2e\d20_reference.xml" />
<includefile source="rulesets\AD&D 2e\d20_utility.xml" />

<includefile source="rulesets\AD&D 2e\d20_export.xml" />

<tokenroot source="data\tokens" />
</root>

The key line of reference is, "<desktopimage file="rulesets\Verbohonc\data\textures\Granite1.png" />"
Both load just fine, but Verbohonc's background graphics are the same as d20-SRD's.

What do I need to do to fix this? Feel free to ask for any other information you my need.

Thank you,

Bakshara

Griogre
March 1st, 2014, 03:08
If that is a literal copy then take the space out of the png extension. ie ... Granite1.pn g" /> should be Granite1.png" />

Bakshara
March 1st, 2014, 19:22
Ah, but you need to do that in your own ruleset. The stuff in \data is contained in the resource-file and so the program looks for that first. However, if you for instance copy those lines of code to for instance \rulesets\yourruleset\your_graphics.xml then it should work.

I will give it a try and let everyone know how it works.

Bakshara

Bakshara
March 1st, 2014, 22:16
Ah, but you need to do that in your own ruleset. The stuff in \data is contained in the resource-file and so the program looks for that first. However, if you for instance copy those lines of code to for instance \rulesets\yourruleset\your_graphics.xml then it should work.

E:\Games\RPG\FantasyGrounds2\campaigns\Verbohonc\r ulesets\2ndEd\2ndEd_graphics.xml.
I have a lot of data like this:
<framedef name="charsheet_main">
<bitmap file="rulesets\2ndEd\frames\charsheet_main.png" />
<topleft rect="0,0,0,0" />
<top rect="0,0,0,0" />
<topright rect="0,0,0,0" />
<left rect="0,0,0,0" />
<middle rect="0,0,550,685" />
<right rect="0,0,0,0" />
<bottomleft rect="0,0,0,0" />
<bottom rect="0,0,0,0" />
<bottomright rect="0,0,0,0" />
</framedef>

And a lot of data like this:
<icon name="button_openwindow" file="rulesets/2ndEd/icons/button_opengemwindow.png" />
<icon name="button_openwindow2" file="rulesets/2ndEd/icons/button_opengemwindow2.png" />
<icon name="button_openwindow2down" file="rulesets/2ndEd/icons/button_opengemwindow2down.png" />
<icon name="button_emptytarget" file="rulesets/2ndEd/icons/button_emptytarget.png" />
<icon name="button_rulebook" file="rulesets/2ndEd/icons/button_rulebook.png" />
<icon name="button_rulebook_down" file="rulesets/2ndEd/icons/button_rulebook_down.png" />
<icon name="button_monsterbook" file="rulesets/2ndEd/icons/button_monsterbook.png" />
<icon name="button_monsterbook_down" file="rulesets/2ndEd/icons/button_monsterbook_down.png" />

Under "\data" I have:
bmpfonts.xml
d20_graphics.xml
<DIR> fonts
<DIR> frames
gameelements.xml
graphics.xml
<DIR> icons
<DIR> textures
<DIR> tokens
ui_adventure.xml
ui_utility.xml

I do not have a "resource-file" under FantasyGrounds1 or FantasyGrounds2.
Do I need to create one?

Trenloe
March 1st, 2014, 22:25
You'll need to change all of your references to rulesets/2ndEd/.... to remove the "rulesets/2ndEd" - in Fantasy Grounds 2 and now 3, your data contained in your rulesets is referenced from the root of the ruleset folder - which in this case would be rulesets/2ndEd.

So, <icon name="button_openwindow" file="rulesets/2ndEd/icons/button_opengemwindow.png" /> should be <icon name="button_openwindow" file="icons/button_opengemwindow.png" />

Also, move all of the items you mentioned under \data (except the tokens folder) to rulesets/2ndEd/.

You need to have everything you will be using for your ruleset in rulesets/2ndEd/

FG looks in the rulsets folder for rulesets - they can be stored in a .pak file or in a directory. rulesets/2ndEd/ will mean that FG will see a ruleset called "2ndEd" - and so when you go to create a new campaign you will have a "2ndEd" option.

You do know there is a community produced AD&D 2nd edition ruleset right? https://www.fantasygrounds.com/library/ADD2.xcp

Bakshara
March 4th, 2014, 05:20
You'll need to change all of your references to rulesets/2ndEd/.... to remove the
"rulesets/2ndEd" - in Fantasy Grounds 2 and now 3, your data contained in your rulesets is
referenced from the root of the ruleset folder - which in this case would be
rulesets/2ndEd.
So, <icon name="button_openwindow" file="rulesets/2ndEd/icons/button_opengemwindow.png" />
should be <icon name="button_openwindow" file="icons/button_opengemwindow.png" />
Also, move all of the items you mentioned under \data (except the tokens folder) to
rulesets/2ndEd/.
You need to have everything you will be using for your ruleset in rulesets/2ndEd/
FG looks in the rulsets folder for rulesets - they can be stored in a .pak file or in a
directory. rulesets/2ndEd/ will mean that FG will see a ruleset called "2ndEd" - and so
when you go to create a new campaign you will have a "2ndEd" option.

Okay. I made a backup copy of 2ndEd_graphics.xml, just in case.
Then I did everything you recommended.
This is what transpired:
Only the tokenbag worked
These are the formats I now have:
<framedef name="charsheet_main">
<bitmap file="rulesets\2ndEd\frames\charsheet_main.png" />
<topleft rect="0,0,0,0" />
<top rect="0,0,0,0" />
<topright rect="0,0,0,0" />
<left rect="0,0,0,0" />
<middle rect="0,0,550,685" />
<right rect="0,0,0,0" />
<bottomleft rect="0,0,0,0" />
<bottom rect="0,0,0,0" />
<bottomright rect="0,0,0,0" />
</framedef>

<icon name="button_openwindow" file="icons/button_opengemwindow.png" />
<icon name="button_openwindow2" file="icons/button_opengemwindow2.png" />
<icon name="button_openwindow2down" file="icons/button_opengemwindow2down.png" />

The path is: E:\Games\RPG\FantasyGrounds2\campaigns\Verbohonc\r ulesets\2ndEd
Under that is:
2ndEd_adventure.xml
2ndEd_desktop.xml
2ndEd_export.xml
2ndEd_graphics.xml
2ndEd_reference.xml
2ndEd_utility.xml
base.xml
bmpfonts.xml
charsheet.xml
class.xml
classes.xml
equipment.xml
equipment_xml.bak
exchangerates.xml
houserules.xml
Legalbs.xml
magespells.txt
modifiers.xml
monstrouscompendiums.xml
proficiencies.xml
proficiencydescription-short.xml
proficiencydescription.xml
proficiencytables.xml
psionicpowers.xml
psionicpowersdescription.xml
races.xml
spell.xml
spelllists.xml
spelllists_domains.xml
spelllists_schools.xml

Trenloe
March 4th, 2014, 09:07
The path is: E:\Games\RPG\FantasyGrounds2\campaigns\Verbohonc\r ulesets\2ndEdl
Your 2ndED folder needs to be in <FG App Folder>\rulesets directory. Open Fantasy Grounds and click the folder icon in the top right hand corner. This is the <FG App directory> and your 2ndED folder should be in <FG App directory>\rulesets - is this where you are putting it? From the directory above it looks like it is under the campaigns directory, which wouldn't even work so I'm very confused with this directory structure.



<framedef name="charsheet_main">
<bitmap file="rulesets\2ndEd\frames\charsheet_main.png" />
<topleft rect="0,0,0,0" />
<top rect="0,0,0,0" />
<topright rect="0,0,0,0" />
<left rect="0,0,0,0" />
<middle rect="0,0,550,685" />
<right rect="0,0,0,0" />
<bottomleft rect="0,0,0,0" />
<bottom rect="0,0,0,0" />
<bottomright rect="0,0,0,0" />
</framedef>

*Everything* needs to be changed so that the reference for files starts at <FG App folder>\rulesets\2ndEd - so remove rulesets\2ndEd\ from all file references.

Bakshara
March 6th, 2014, 00:55
The following errors occurred with your submission
You have included a total of 17 images in your message. The maximum number that you may include is 10. Please correct the problem and then continue again.
Images include use of smilies, the BB code [img] tag, and HTML <img> tags. The use of these is all subject to them being enabled by the administrator.
I have a document that is one and a quarter pages long. There are NO images or smilies in my message!

Trenloe
March 6th, 2014, 00:57
I have a document that is one and a quarter pages long. There are NO images or smilies in my message!
Are you sure? A colon then a parenthesis, or many other symbols, is a smilie. Look for colons in your document to see where the smilies might be.

Bakshara
March 6th, 2014, 01:00
I have two:
C:\Users\Kenny\AppData\Roaming\Fantasy Grounds II
E:\Games\RPG\FantasyGrounds2\campaigns\Verbohonc\r ulesets\2ndEdl

Bakshara
March 6th, 2014, 01:06
This is from my Hex Editor:
=FF, ##=13, #=09, #=08, #=13, #=20
L1: (00, 00, 41, 72, 61, 77, 6E, 00, 00, 00, 00, 00, 00, 00, 00, 00)
I have 17 lines like that.

Bakshara
March 6th, 2014, 01:31
Ultima3 major error:
This is just the inventory of my fighter Arawn, level 11. I have four characters.
20-Exotic(P), 20-+4Srwod(O), 20-+4Bow(N), 20-+4Axe(M)
20-Gloves(L), 20-+2Sword(K), 20-+2Bow(J), 20-+2Axe(E), 20-+2Pate(G), 20-+2Chain(F), 20-Plate(E), 20-Chain(D), 1-Leather(C), 1-Cloth(B), 20-Exotic(P), 20-+4Sword(O), 20+4Bow(N), 20-+4Axe(I). 20-2HSword(H). 1-Sword(G). 20-Bow(F), 20-Axe(E), 20-Sling(D), 20-Mace(C), 20-Dagger(B). 20-Exotic(H), 20+2Pate(G), 20-+2Chain(F), 20-Plate(E), 20-Chain(D), 1-Leather(C), 1-Cloth(B), 36-Bow(F), 19-Mace(C), 1Chain(C), 20-Leather(C), 20-Cloth(B).
I had to uninstall Ultima3 and reinstall it. Now Arawn. is level one.

Arawn G ##MDF P#P P#P# # #
Shadow G## MFT P#P P#P### # #
Death G## FEW P#P P#P# # #
Elane G####FEC# P#P PB#P#vv # #

This is from my Hex Editor:
=FF, ##=13, #=09, #=08, #=13, #=20
L1: (00, 00, 41, 72, 61, 77, 6E, 00, 00, 00, 00, 00, 00, 00, 00, 00)
I have 28 like this:
As I mentioned before, 2ndEd_graphics.xml:
<framedef name="charsheet_main">
<bitmap file="rulesets\2ndEd\frames\charsheet_main.png" />
<topleft rect="0,0,0,0" />
<top rect="0,0,0,0" />
<topright rect="0,0,0,0" />
<left rect="0,0,0,0" />
<middle rect="0,0,550,685" />
<right rect="0,0,0,0" />
<bottomleft rect="0,0,0,0" />
<bottom rect="0,0,0,0" />
<bottomright rect="0,0,0,0" />
</framedef>
I have a lot like this:
<icon name="button_openwindow" file="icons/button_opengemwindow.png" />

Trenloe
March 6th, 2014, 01:57
Sorry, I have no idea what you're asking?

Bakshara
March 6th, 2014, 19:52
FYI:
C: 238GB
D: 465GB
E: TwoTB
O: DVD drive

Bakshara
March 6th, 2014, 21:18
Okay, I made a backup of 2ndEd_graphics.xml.
This is my file structure to help clear it up for everyone:
C:\Users\Kenny\AppData\Roaming\Fantasy Grounds II\campaigns\Verbonc
E:\Games\RPG\FantasyGrounds2\rulesets\Verbohonc
I do not have a, "FG App folder."
Do I need to create one?
Verbohonc files:
2ndEd_adventure.xml
2ndEd_desktop.xml
2ndEd_export.xml
2ndEd_graphics.xml
2ndEd_reference-new.xml
2ndEd_reference.xml
2ndEd_utility.xml
base.xml
charsheet.xml
2ndEd_graphics_xml.bak
Legalbs.xml

Trenloe
March 6th, 2014, 21:31
I do not have a, "FG App folder." Do I need to create one?l
Open Fantasy Grounds, press the "Settings" button, where is the "Data Directory" entry pointing to in the "Settings" window. This is your FG data folder and is where all of your rulesets, campaigns etc. should be.

Bakshara
March 17th, 2014, 20:34
Under: C:\Users\Kenny\AppData\Roaming\Fantasy Grounds II\campaigns\Verbonc\rulesets\2ndEd I have:
It has all of the same XML files.
Under: E:\Games\RPG\FantasyGrounds2\rulesets\2ndEd I have:
"<staticdata source="rulesets\2ndEd\database\class.xml" />
<staticdata source="rulesets\2ndEd\database\classes.xml" />
<staticdata source="rulesets\2ndEd\database\races.xml" />
<staticdata source="rulesets\2ndEd\database\equipment.xml" />
<staticdata source="rulesets\2ndEd\database\exchangerates.xml" />
<staticdata source="rulesets\2ndEd\database\houserules.xml" />
<staticdata source="rulesets\2ndEd\database\monsters.xml" />
<staticdata source="rulesets\2ndEd\database\modifiers.xml" />
<staticdata source="rulesets\2ndEd\database\proficiencies.xml" />
<staticdata source="rulesets\2ndEd\database\proficiencydescription.xml" />
<staticdata source="rulesets\2ndEd\database\proficiencytables.xml" />
<staticdata source="rulesets\2ndEd\database\psionicpowers.xml" />
<staticdata source="rulesets\2ndEd\database\spelllists.xml" />
<staticdata source="rulesets\2ndEd\database\spelldesc.xml" />
<!-- Begin Custom Data -->
<includefile source="data\bmpfonts.xml" />
<includefile source="data\graphics.xml" />
<includefile source="rulesets\2ndEd\2ndEd_graphics.xml" />
<desktopimage file="rulesets\2ndEd\textures\Granite1.png" />
<includefile source="data\gameelements.xml" />
<includefile source="data\ui_adventure.xml" />
<includefile source="data\ui_utility.xml" />
<!-- End Custom Data -->
<includefile source="rulesets\2ndEd\charsheet.xml" />
<includefile source="rulesets\2ndEd\2ndEd_adventure.xml" />
<includefile source="rulesets\2ndEd\2ndEd_desktop.xml" />
<includefile source="rulesets\2ndEd\2ndEd_reference.xml" />
<includefile source="rulesets\2ndEd\2ndEd_utility.xml" />
<includefile source="rulesets\2ndEd\2ndEd_export.xml" />
<tokenroot source="data\tokens" />
I got a 20 page Ruleset Modification Guild from FantasyGrounds.
Page 2, "C:\Users\Kenny\AppData\Roaming\Fantasy Grounds II (Windows 7).
Page 4, "<bitmap file="frames/minisheet.png" />"
Page 5, "Custom dice:"
<customdie name="d3">
<model>d6</model>
<menuicon>customdice</menuicon>
<script>
function onValue(result)
return math.cell(result/2);
end
</script>
</customdie>
This is Under:E:\Games\RPG\FantasyGrounds2\data\gameelemen ts.xml:
"<die name="d4">
<values list="1,2,3,4" />
<icon file="data\icons\d4_icon.png" />
<position point="360,680" />
</die>

<customdie name="d3">
<model>d6</model>
<menueicon>customdice</menueicon>
<script>
function onValue(result)
return math.cell(result/2);
end
</script>
</customdie>
</die>

<die name="d6">
<values list="1,2,3,4,5,6" />
<icon file="data\icons\d6_icon.png" />
<position point="310,680" />
</die>"
There are d4 to d20. When I go to FantasyGrounds2, click on FantasyGrounds.exe, Load Campaign, Verbonc, I get: the wood background w/ a dragon. No Granite, no d3. none of my custom icons and none of my custom frames.

What do I need to do to make this work?

Thank you in advance for you help.

Feel free to ask for any other information you may need,

Bakshara

Moon Wizard
March 17th, 2014, 21:04
Rulesets need to be installed in the FG data folder (accessible via the folder button in the Launcher) under the rulesets subfolder. Rulesets can either be installed as a directory containing the ruleset files or as a PAK file (a ZIP file with all the ruleset files renamed with a PAK extension). The base.xml in the root of the ruleset folder or PAK file is how FG identifies and loads rulesets. All the other files are referenced from here.

Try installing your ruleset at <FG data folder>/rulesets/2ndEd/, and make sure the base.xml is located at <FG data folder>/rulesets/2nded/base.xml

Regards,
JPG

Trenloe
March 17th, 2014, 22:49
What do I need to do to make this work?

Thank you in advance for you help.

Feel free to ask for any other information you may need,

Bakshara
You keep mentioning C:\Users\Kenny\AppData\Roaming\Fantasy Grounds II\campaigns\Verbonc\rulesets\2ndEd and E:\Games\RPG\FantasyGrounds2\rulesets\2ndEd as ruleset directories - you can have only one ruleset directory.

As I have mentioned a few times in this thread, your ruleset needs to go in <FG data directory>\rulesets\2ndEd. Find out which directory is your <FG data directory> (post #119 above) and this is where your ruleset XML etc. has to be. Remove all of the XML from the other ruleset directory you have as this will not be used and it is just confusing you.

Bakshara
March 18th, 2014, 22:28
Trenloe,

In my 20 page Ruleset Modification Guide that I got from Fantasy Grounds' site:
Page 3, "C:\Users\[Account name]\AppData\Roaming\Fantasy Grounds II (Windows 7)"
Page 3, "E:\Games\RPG\FantasyGrounds2" or E:\SomeFolder.

Bakshara

Trenloe
March 18th, 2014, 22:54
Trenloe,

In my 20 page Ruleset Modification Guide that I got from Fantasy Grounds' site:
Page 3, "C:\Users\[Account name]\AppData\Roaming\Fantasy Grounds II (Windows 7)"
Page 3, "E:\Games\RPG\FantasyGrounds2" or E:\SomeFolder.

Bakshara
That guide is out of date. Even if it was up to date, you still need your ruleset in *ONE* location, not multiple locations.

Please follow my instructions above to find out where your <FG App data folder> is located, and put your ruleset in the \rulesets directory in that folder.

As both myself and Moon Wizard have mentioned - your ruleset needs to be in a single location:

Try installing your ruleset at <FG data folder>/rulesets/2ndEd/, and make sure the base.xml is located at <FG data folder>/rulesets/2nded/base.xml

If you didn't know, Moon Wizard is the developer of Fantasy Grounds - so if you're not going to listen to what I have now asked you to do four times, please listen to him. Thanks.

Sorry to sound frustrated - but I have asked you 4 times to do something and you have ignored that advice. I'm trying to help you, but if you ignore my advice I will get frustrated and stop trying to help you.

Trenloe
March 18th, 2014, 23:08
Let's take this one step at a time:

Open Fantasy Grounds.
On the first screen, press the "Settings" button.
What is contained in the "Data Directory" entry?

https://dl.dropboxusercontent.com/u/39085830/Screenshots/Fantasy%20Grounds/Settings%20Window.jpg

Bakshara
March 25th, 2014, 22:34
Fantasy Grounds Help Okay,

I completely removed C:\Users\Kenny\AppData\Roaming\Fantasy Grounds II.
I kept E:\Games\RPG\FantasyGrounds2.
I have: E:\Games\RPG\FantasyGrounds2\rulesets and E:\Games\RPG\FantasyGrounds2\campaigns\Verbonc\rul esets
I believe I should keep E:\Games\RPG\FantasyGrounds2\campaigns\Verbonc\rul esets.
My E drive is my two TB drive.
In base.xml I have 14 <staticdata source="rulesets\2ndEd\database, 12 <includefile source="data, and 1 <desktopimage file="rulesets\2ndEd\textures.

Any farther advice or information you need?

Bakshara

Trenloe
March 25th, 2014, 22:48
Any farther advice or information you need?
E:\Games\RPG\FantasyGrounds2\campaigns\Verbonc\rul esets will not be used. E:\Games\RPG\FantasyGrounds2\campaigns\Verbonc is your "verbonc" campaign directory where campaign data (story, maps & images, characters, NPCs, etc.) is stored. Ruleset information should not be present in the campaign directory. If any include files are pointing to E:\Games\RPG\FantasyGrounds2\campaigns\Verbonc\rul esets or campaigns\Verbonc\rulesets move those files to E:\Games\RPG\FantasyGrounds2\rulesets\2ndEd and change the references in the ruleset.

To be perfectly honest, this installation sounds like it is a mess and you will take a lot of time to get this working, if you ever do.

Why don't you use the 2nd Ed ruleset available here: https://www.fantasygrounds.com/library/ADD2.xcp

Bakshara
March 26th, 2014, 01:40
Create New Campain,
Campain name: [Verbonc]
E:\Games\RPG\FantasyGrounds2\campaigns\Verbonc\rul esets\2ndEd\base.xml:
Under Select ruleset: How do I add 2ndEd?
I downloaded 2NEd.pak, but it does not show up.

<root>
<staticdata source="rulesets\2ndEd\class.xml" />
<staticdata source="rulesets\2ndEd\classes.xml" />
<staticdata source="rulesets\2ndEd\races.xml" />
<staticdata source="rulesets\2ndEd\equipment.xml" />
<staticdata source="rulesets\2ndEd\exchangerates.xml" />
<staticdata source="rulesets\2ndEd\houserules.xml" />
<staticdata source="rulesets\2ndEd\monsters.xml" />
<staticdata source="rulesets\2ndEd\modifiers.xml" />
<staticdata source="rulesets\2ndEd\proficiencies.xml" />
<staticdata source="rulesets\2ndEd\proficiencydescription.xml" />
<staticdata source="rulesets\2ndEd\proficiencytables.xml" />
<staticdata source="rulesets\2ndEd\psionicpowers.xml" />
<staticdata source="rulesets\2ndEd\spelllists.xml" />
<staticdata source="rulesets\2ndEd\spelldesc.xml" />

<includefile source="data\bmpfonts.xml" />
<includefile source="data\graphics.xml" />
<includefile source="rulesets\2ndEd\2ndEd_graphics.xml" />

<desktopimage file="rulesets\2ndEd\textures\Granite1.png" />

<includefile source="data\gameelements.xml" />
<includefile source="data\ui_adventure.xml" />
<includefile source="data\ui_utility.xml" />

<includefile source="rulesets\2ndEd\charsheet.xml" />
<includefile source="rulesets\2ndEd\2ndEd_adventure.xml" />
<includefile source="rulesets\2ndEd\2ndEd_desktop.xml" />
<includefile source="rulesets\2ndEd\2ndEd_reference.xml" />
<includefile source="rulesets\2ndEd\2ndEd_utility.xml" />

<includefile source="rulesets\2ndEd\2ndEd_export.xml" />

<tokenroot source="data\tokens" />
</root>

Bakshara
March 26th, 2014, 01:45
I do not see a "Settings" button anywhere.
I have Fantasy Grounds2 V.2.6.3.

Trenloe
March 26th, 2014, 02:12
I do not see a "Settings" button anywhere.
I have Fantasy Grounds2 V.2.6.3.
Why aren't you running the latest version of Fantasy Grounds?

Download the installer from here: https://www.fantasygrounds.com/downloads/ It will install the latest version - you will need your license key handy.

Andraax
March 26th, 2014, 02:16
You might want to start with clicking the update button to get 3.0.3.