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celestian
February 7th, 2018, 18:33
Update: 2018.02.07

Backport 5e updates where necessary. Lots of updates here and I've tested but if you run across something please report anything you find.
Bugfix in effects with no initiative value set. So if you applied a "bless" effect that for some reason didn't have an initiative value set this will fix it. Basically it meant that the effect, if it had a duration, would never tic down. The new method I've applied will update the initiative value each round (since in AD&D we roll initiative each round) which means the duration will tic down on the persons initiative for that round, not when their initiative was when applied.

ollster
February 10th, 2018, 03:33
Hi Celestian,

Just synched the newest build from the repo. There appears to be a "Vehicles" library module section, with a 5e style "shield".

damned
February 10th, 2018, 03:35
Hi Celestian,

Just synched the newest build from the repo. There appears to be a "Vehicles" library module section, with a 5e style "shield".

That has come thru from CoreRPG.
Go into Library and turn off Vehicles.

celestian
February 10th, 2018, 03:40
Hi Celestian,

Just synched the newest build from the repo. There appears to be a "Vehicles" library module section, with a 5e style "shield".

Yeap, I didn't notice that when I updated the recent version "2018.02.07" but I've been cleaning that up tonight along with some other things.

If you get the repo version I just uploaded you should be good (also removed feats records).

edit add: this new repo version also removes some custom manager_effects.lua (CoreRPG) code I had to do because AD&D uses ascending Initiative. Since Moon added a toggle for that I've been able to go back to the core version.

ollster
February 11th, 2018, 00:12
No worries, I'll resync!

damned
February 11th, 2018, 02:30
edit add: this new repo version also removes some custom manager_effects.lua (CoreRPG) code I had to do because AD&D uses ascending Initiative. Since Moon added a toggle for that I've been able to go back to the core version.

celestian could you give me more info on this *toggle*?

celestian
February 11th, 2018, 04:57
celestian could you give me more info on this *toggle*?



EffectManager.setInitAscending(true);


Set that to true and it will calculate effects expiration/duration based on ascending instead of descending.

I also had to replace the sort function for initiative but this is not new.



CombatManager.setCustomSort(sortfuncADnD);

damned
February 11th, 2018, 13:46
Thank you celestian.

celestian
February 15th, 2018, 02:58
Here is what I've got coming soon. If you have suggestions on layout or functionality please let me know.

This is a "Caster Level" feature. Allowing you to have CL * Value or CL (D) DICE. Allowing you to configure spell's healing, damage and durations once and they work throughout your caster's life.

These might not work for everything but it should work for the majority of things.

The character in this example was a 5th level cleric and 9th level wizard.

https://i.imgur.com/085lk5o.png

celestian
February 16th, 2018, 01:49
Update 02018.02.15

Bugfix: drag/drop spell, memorization options didn't show immediately
Backend, CoreRPG effects code re-introduced because of setInitAscending(),
Hide vehicles and feats records
Added hide button to Display: Actions mode (when no longer memorized)
Added CasterLevel settings for damage, heal and durations for spells. Can set damage and heals with "CL d Dice" and/or "CL * Value". Can set durations "CL * Value". Can also set a "MAX" for the caster level value. So you can now set fireball to "CL d6" damage for fireball and cap it at 10d6.
Added divine/arcane levels to prepmode and slots view. These are typically managed automatically but this allows manual configuration. The ruleset should automatically change the CL for Arcane or Divine if they receive new spell slots for either when leveling up (drag/drop a class level).
Added "hidden text" in NPC name for the Combat tracker. Enclose whatever "name" text you don't want the Players to see in parentheses. I.E. "Orc (Shaman) would show as "Orc 1" to a player but "Orc 1 (Shaman)" to the DM.


Here is an example of the "hidden text" and NPCs in the combat tracker. I find this useful because I tend to have generic creature names but some are fighters or wizards.

https://i.imgur.com/fP8Pgc3.png

damned
February 16th, 2018, 02:12
Added "hidden text" in NPC name for the Combat tracker. Enclose whatever "name" text you don't want the Players to see in parentheses. I.E. "Orc (Shaman) would show as "Orc 1" to a player but "Orc 1 (Shaman)" to the DM.

Thats a great feature celestian
I wonder if you might consider using a different bracket as this other great extension adds flavour descriptors within (round) brackets which then wouldnt be shown.
https://www.fantasygrounds.com/forums/showthread.php?31699-Alternative-to-NPC-numbering-in-combat-tracker
Just a thought/request :)

JohnD
February 16th, 2018, 02:33
Nice work.

celestian
February 16th, 2018, 03:06
Thats a great feature celestian
I wonder if you might consider using a different bracket as this other great extension adds flavour descriptors within (round) brackets which then wouldnt be shown.
https://www.fantasygrounds.com/forums/showthread.php?31699-Alternative-to-NPC-numbering-in-combat-tracker
Just a thought/request :)

Depending on how the addon works it might not work at all, specially if he replaces functions I had to manipulate to get my results. I'll grab it and see what it does if I change the hidden text to [] over the weekend.

celestian
February 16th, 2018, 03:41
Depending on how the addon works it might not work at all, specially if he replaces functions I had to manipulate to get my results. I'll grab it and see what it does if I change the hidden text to [] over the weekend.

So I tested the extension and didn't change a thing and it seemed to work in tandem.

His only applies the change if made from encounters. Mine is applied when you drag/drop a npc or encounters (so another group of functions, addNPC() specifically).

But, seems to work together without causing problems to the extension. Let me know tho if you see a problem.

damned
February 16th, 2018, 03:44
Beautiful - thank you celestian.

celestian
February 20th, 2018, 04:18
Update 2018.02.19:


bugfix: drag/drop spells on npcs (this works in actions tab!)
Bugfix: base thaco attack used wrong thaco. (was using default)
Added turn undead automation. Includes "IMMUNE: turned". Select all targets before using "turn" ability and will calculate turn, number of creatures turns and find the creatures that should be turned (based on HD). Must also be of type "undead" obviously.
Added clone pc to npc. Copy a PC to an NPC (bottom left of log tab on character sheet for DM). Since skills/actions/inventory/ability scores/saves are the same for PC and NPC... why not?
Added clone npc to pc. Copy a NPC to a PC. This seems pretty useful for when a party member charms or has a companion or picks up a familiar? The option is on the bottom of the npc record list. All the actions/ability scores/saves/etc are there. The creature "description" is located in Notes tab under "Personality Traits". These two clone items are still in testing. If you find something that should show on PC or NPC that doesn't on a clone let me know and I'll see about getting it there.


I mostly worked on the clone to PC for NPC's because I've had my players get a mount or a familiar and I wanted to give them something to control so I'd not have to bother with it. This way I can just copy to a PC an "Imp", drop it into the combat tracker and the player can then deal with it themselves (attacks, manage health/etc).

I added the pc to npc because... why not and the code was already there to do npcs :)

The conversion is pretty basic and if anyone has suggestions on tweaks/etc please let me know.

ollster
February 21st, 2018, 00:13
Cloning is a really nice feature! I'll have a play with it when I get a chance.

celestian
March 7th, 2018, 06:05
Update 2018.03.06:

bugfix, thaco on npc->pc convert
added /readycheck for DM (prompts players for ready state, displays responses from each to DM)
added Whisper DING campaign config (play DING to player if a whisper is sent to them)
added headers to duration settings on effects
removed templates button on items (not useful any longer)


I've been on a map building binge for the past week so not anything major but I wanted to update for the bugfixes (some I forgot to note here).

Varatta
March 15th, 2018, 01:28
Wow, nice work!

celestian
March 16th, 2018, 23:58
Update 2018.03.16

Bugfixed:

Alignment of Wounds in CT
"Advanced Effects" (items, npc/pc) applied twice if DM and Player had sheet opened and equipped the item. This evolved into a completely different method of managing "advanced" effects. The Host client now manages it entirely no matter who adjusts the items. Cleaner on the code side.

celestian
March 19th, 2018, 22:36
Update 2018.03.19

CasterLevel can now be linked to spell Type. Default type is Arcane or Divine and those levels are set when the character gains a spell slot for either. If you set the type to Paladin or Bard it will now look up that class on that player and return it's level. This can be used for CasterLevel damage/duration configuration. Meaning you can have a Paladin's Lay on Hands heal 1 HP per level and you not have to update the power.
Class Advancement can now have Attack abilities and Power abilities added to Weapon/Powers tab at the appropriate level they are gained. This new feature allows you to apply powers/attacks per level when they drag/drop, for that level. For example you could give a Paladin the power of "Lay on Hands" at level one. A Specialty priest of Lathander the "Faerie Fire spell" at level 3 or Druid the "Shape Change spell" at level 7. So players won't be asking you how to do all that, FG can do it for them auto-magically.

celestian
March 26th, 2018, 02:57
So here is something I thought about doing over the weekend after my game on Saturday. In AD&D you roll initiative every round and sometimes it's difficult to know who has rolled and who still needs to... so what I did was this.

Each character has a indicator on the portrait view (top left) that they are missing their initiative. Once they roll its hidden from view so DM will know they are ready.

https://i.imgur.com/26SDVZT.gifv
https://i.imgur.com/26SDVZT.gifv

Not decided if I want the indicator on the player side yet (as this is mostly just a DM needs to know thing).

jab112
March 26th, 2018, 03:47
Can you set the indicator on the npc in the ct to?

celestian
March 26th, 2018, 03:57
Can you set the indicator on the npc in the ct to?

Not sure why I would. If you use the auto-roller it will automatically roll for them on new round.

jab112
March 26th, 2018, 05:26
But if the npc has more then one atk with defrint int and you wont to change from round to round

celestian
March 26th, 2018, 06:56
But if the npc has more then one atk with defrint int and you wont to change from round to round

My primary thought was for this to be used for the benefit of the DM knowing what characters outside of his control had not rolled. I'll keep it in mind but it doesn't fit into the mechanics of what I've got in place right now.

jab112
March 26th, 2018, 08:21
Ok it was just a thought

JohnD
March 26th, 2018, 15:39
You could have the CT automatically roll all initiatives at the start of each round.

celestian
March 26th, 2018, 22:22
You could have the CT automatically roll all initiatives at the start of each round.

That is does and was what I was confused about when he was asking for an indicator.

@jab112 I added it to the list.

jfos
March 27th, 2018, 01:49
Quick question about the perl importer. I have some OSRIC stuff that Id like to turn into modules (items, spells, monsters, treasure, etc...) I did the Classes and Races by hand.

Does anyone have any advice on using Celestians perl importer for lets say "an items" module for OSRIC 2.2? I have the PDF and can convert it to html... just getting it to a form FG can digest is the hurdle.

Thanks!

celestian
March 27th, 2018, 02:00
Quick question about the perl importer. I have some OSRIC stuff that Id like to turn into modules (items, spells, monsters, treasure, etc...) I did the Classes and Races by hand.

Does anyone have any advice on using Celestians perl importer for lets say "an items" module for OSRIC 2.2? I have the PDF and can convert it to html... just getting it to a form FG can digest is the hurdle.

Thanks!

It wouldn't really be helpful to convert the PDF to HTML and then import but...

I've actually been wondering how best to import OSRIC data. I can probably do monsters and spells straight from the PDF... at least the majority of it. The import tool would need to be text based... you'd copy the monster block from the PDF, click import and then it would do best effort of data recognition and create a npc from it. Same for spells.

If I write the feature for AD&D Core would you import all the Monsters and Spells for us? ;)

jfos
March 27th, 2018, 02:33
It wouldn't really be helpful to convert the PDF to HTML and then import but...

I've actually been wondering how best to import OSRIC data. I can probably do monsters and spells straight from the PDF... at least the majority of it. The import tool would need to be text based... you'd copy the monster block from the PDF, click import and then it would do best effort of data recognition and create a npc from it. Same for spells.

If I write the feature for AD&D Core would you import all the Monsters and Spells for us? ;)

Pretend Im perl stupid(python/java instead) and yeah, I love automating **** so much I decided to do it for a living. Im super computer literate and got some time. I love this ruleset and the ONLY thing it lacks is content (spells, items etc... which OSRIC fixes with out getting a lawyer hyper) Hook me up, show me where I need to wade off into the mire and Im your guy =P. Im SUPER tired of f**kin cut an paste EVERYTHING from a pdf to FG to make a module... and I cant share it, its copy-written stuff and Im not about IP violations. I loaded everything up to an ubuntu server Ive got and it pukes on utf8 "blahblah" does not map to Unicode at line 71? Maybe some formatting or something(**** error message, I know...)... anyways... let me know.



PM meh or w/e... Im all in /shoveschipstothemiddle

hangarflying
March 27th, 2018, 07:25
Excellent work! Just a few things.

First, while playing around with the character sheet, I tried to double click the Surprise on the Actions tab and got the following error:

Script Error: [string "scripts/manager_actions.lua"]:467: attempt to get length of field 'aDice' (a nil value)

Second, are character races available in the Races tab, or is that something you haven't put in yet?

Thanks again!

damned
March 27th, 2018, 12:26
Excellent work! Just a few things.

First, while playing around with the character sheet, I tried to double click the Surprise on the Actions tab and got the following error:

Script Error: [string "scripts/manager_actions.lua"]:467: attempt to get length of field 'aDice' (a nil value)

Second, are character races available in the Races tab, or is that something you haven't put in yet?

Thanks again!

Races are content.
You will need to add them yourself.

celestian
March 27th, 2018, 15:53
Excellent work! Just a few things.

First, while playing around with the character sheet, I tried to double click the Surprise on the Actions tab and got the following error:

Script Error: [string "scripts/manager_actions.lua"]:467: attempt to get length of field 'aDice' (a nil value)


Thanks for the feedback :)

Can you tell me exactly what you did to get that? Testing locally I am unable to reproduce the error. I created a brand new character and didn't add anything (class/race/stats/etc) and was able to get the surprise check to work from both the front page of the sheet and the action/combat tab.



Second, are character races available in the Races tab, or is that something you haven't put in yet?

Thanks again!

As Damned mentioned that is something that the DM typically creates. At some point I do plan to make a few example races using OSRIC like I've done with classes I've just not had the opportunity.

jfos
March 27th, 2018, 16:57
Im in the middle of making a module for OSRIC races and OSRIC classes(including Bard and Monk =p) that should fit seamlessly in with the AD&D Core Ruleset... late tomorrow ETA, unless I get busy... life has the tendency to interrupt :D

celestian
March 28th, 2018, 04:12
Update 2018.03.27:

Bugfix: action/weapons unidentified items now properly show with non-id name.
Bugfix in concentration for init/spellcasting.
Added: initiative needed indicator for DM (on player portraits).
First pass at OSRIC PDF/text npc import.


So, on the import front here is what I've got working.

Right now I've only tested with the OSRIC PDF v2.2. IF there is newer or other formats out there let me know and I can probably make it work with that also. I'm hoping to let it work with 1e and 2e PDF entries as well (it partially does right now).

It's pretty simple to use. You copy the block of text for the entire NPC and then paste it.

https://i.imgur.com/9wu8dGn.png

https://i.imgur.com/tXHPOeU.png

https://i.imgur.com/K2uA9Vh.png

https://i.imgur.com/h2rcjFX.png

Caveats

PDFs are not perfect.
The description area is filled with all lines not used in filling in the NPC data. So if there is a "new" field (or one I missed) it will show in description.
The import tool can't cope with monsters in a table (multiple creatures in one entry).
It can't cope with multiple EXP or HD lines (well it can but it will only properly deal with one)
It does best effort to figure out attacks, assumes xDx/xDx/xDx formatting (will update this later for other formats)
First line is the default name, you can change it tho.
I can't prepare for every possible entry.


I might try and also "figure out" if the creature has resistances or spell attacks but that's on the maybe list. It will take some effort and only work for specifically worded text.

jfos
March 28th, 2018, 04:32
Good Deal!!

jfos
March 28th, 2018, 21:29
Ok, so here is the OGL compliant(NO IP in here... go away lawyer!! Thats right... go home! Bad dog! =p) OSRIC 2.2 Races and Classes modules (including Monk and Bard!!) Feel free to provide feedback etc, thanks! Now to get to work on that Monster/NPC importer Celestian built.... muahahahahaha :ninja:

Trenloe
March 28th, 2018, 22:03
Ok, so here is the OGL compliant...
Have you included the OGL statement? If you haven't then it's not OGL compliant! :pirate::bandit::D

Simplest way is to copy/paste from the original source into a text file and include the text file in the .mod.

jfos
March 28th, 2018, 23:00
Have you included the OGL statement? If you haven't then it's not OGL compliant! :pirate::bandit::D

Simplest way is to copy/paste from the original source into a text file and include the text file in the .mod.

I can add that... np.

FIXED =) thanks for the heads up!

Trenloe
March 29th, 2018, 00:24
I can add that... np.

FIXED =) thanks for the heads up!
No worries. Thanks for doing all the work to put these modules together and for sharing with the community. :)

jfos
March 29th, 2018, 04:02
Hey Celestian.... How hard would this be to do a similar thing for items, treasure or spells? Im about 1/3 the way through the OSRIC 2.2 Monsters and can bang out spells and items in a similar fashion. Let me know, thanks. NPCs/Monsters should be done in a few days =)

celestian
March 29th, 2018, 04:17
Hey Celestian.... How hard would this be to do a similar thing for items, treasure or spells? Im about 1/3 the way through the OSRIC 2.2 Monsters and can bang out spells and items in a similar fashion. Let me know, thanks. NPCs/Monsters should be done in a few days =)

I've got a busy rest of the week with my day job and family coming in but I've got plans rolling around in my head for the spells. It'll probably be next week for the import spells option.

Items/treasure is probably going to be manual process since the format is so widely varied.

jfos
March 29th, 2018, 16:24
Np, just have some time on my hands and will be looking forward to the import tool for spells =) Thanks!

celestian
March 30th, 2018, 16:48
Np, just have some time on my hands and will be looking forward to the import tool for spells =) Thanks!

I didn't feel this was ready for public release yet but if you'd like to try it out. This contains a similar import feature for spells from the OSRIC PDF.

I also tweaked both when importing to update "descriptions" with some context Highlighting (very simple) for certain phrases. Like "immune to *" and "saving throw *" so that when you look at the spell and/or npc special items like immune to non-magical weapons pops out a bit more.

Spells imported will always have a "cast" action added and if a duration is listed it will create an effect with a duration as best I could parse. So if it's "3 rounds + 1 round a level" or "3 turns" or "3d4 rounds" it will do best effort to get it right tho I would double check!

Same as before, it's not perfect as text/formatting in PDFs isn't 100% reliable.

Attached beta version of the ruleset to this post for you.

jfos
March 30th, 2018, 17:47
I didn't feel this was ready for public release yet but if you'd like to try it out. This contains a similar import feature for spells from the OSRIC PDF.

I also tweaked both when importing to update "descriptions" with some context Highlighting (very simple) for certain phrases. Like "immune to *" and "saving throw *" so that when you look at the spell and/or npc special items like immune to non-magical weapons pops out a bit more.

Spells imported will always have a "cast" action added and if a duration is listed it will create an effect with a duration as best I could parse. So if it's "3 rounds + 1 round a level" or "3 turns" or "3d4 rounds" it will do best effort to get it right tho I would double check!

Same as before, it's not perfect as text/formatting in PDFs isn't 100% reliable.

Attached beta version of the ruleset to this post for you.

Thanks, this works like $$ on the few I've tested!

celestian
March 31st, 2018, 02:57
Update 2018.03.30

Added import spells (OSRIC style pdf), doesn't add damage/heal but does cast and effect.
Added context highlighting to spells AND npc import.
Added some additional text recognition to import S&W npcs also.

jfos
March 31st, 2018, 04:37
Update 2018.03.30

Added import spells (OSRIC style pdf), doesn't add damage/heal but does cast and effect.
Added context highlighting to spells AND npc import.
Added some additional text recognition to import S&W npcs also.


I'm about 50% done with both the spell and npc/monster imports to be made into modules... Monday... maybe Tuesday eta. =)


BTW, the import tools are making the task exponentially easier!! TY TY Celestian!

jfos
April 3rd, 2018, 04:31
OSRIC 2.2 OGL compliant Monsters and NPCs, the license is in the .mod =P

Spells incoming tomorrow most likely.

celestian
April 3rd, 2018, 22:16
Update 2018.04.03:

Bugfix: non-magic item attacks missing fixed. This was a self inflicted wound. When I fixed the "magic items" doing this I broke non-magic. My-bad for not testing previously working section I tweaked for other things.
NPC import updated to support AD&D 1e, 2e and S&W better. Tried to make it so not only would it import OSRIC but AD&D a bit better along with S&W.
Spells import updated for better imports from OSRIC and S&W. Tweaked the import code to handle some of the differences between these two so that S&W could also be imported.
Context highlighting of imported descriptions updated. Underline and BOLD certain text phrases to try and make important details of spells and npc descriptions be more visible for those you imported.

jfos
April 12th, 2018, 04:11
OGL compliant OSRIC 2.2 Spells... all of em =P

Had to take a break and actually go to some of these "jerb" interviews... cause "they took muh jerb!!!" lol... landed one and GTG now =P

jfos
April 12th, 2018, 15:27
Updated Races module, got some feedback on how to better apply the stat bonuses via Racial Traits vs Adv Effects

celestian
April 12th, 2018, 18:02
Great work for the community jfos and cheers on the new day jerb!

jfos
April 13th, 2018, 00:00
Great work for the community jfos and cheers on the new day jerb!

Thanks!... Heres the Normal Items and Gear for OSRIC 2.2... Its 100% manual entry, so Im betting there are some typos and spelling errors.. let me know, thanks!

EDITED: The way OSRIC lays out its magic items for the most part really needs to be DM specific, there are just too many variables to bother with creating a module to templatize it. So, I shall make my magic items as I go, they are rare in my worlds anyways, so it wont infringe on what Im doing atm... cause I'm a stingy DM =p

Celestian, thank you so much for providing the frame work for me to riff off of, was a good time.... now off to create a world I can share... for fun.. cause you know... why not =P

Any feedback on current modules is appreciated from anyone, thanks!

celestian
April 13th, 2018, 04:21
The way I did magic items was to just make them all. Where I couldn't come up with FG/Ruleset specific features for it I just put the descriptions in. So, with the potions some would have a duration and an effect, some would just have a duration effect. Potion of healing, xtra-healing and keohtems ointment all just have a power that heals for the listed effects. Waterbreathing would just be a duration effect with "Waterbreathing". Ring of invisibility, maybe put the power with effect of "Invisible" but for things like intelligent weapons with special purposes and all that... that's a DM specific thing I'd leave and let that DM make it. You won't get everything but it's possible to get the bulk of it at least.

jfos
April 13th, 2018, 05:15
The way I did magic items was to just make them all. Where I couldn't come up with FG/Ruleset specific features for it I just put the descriptions in. So, with the potions some would have a duration and an effect, some would just have a duration effect. Potion of healing, xtra-healing and keohtems ointment all just have a power that heals for the listed effects. Waterbreathing would just be a duration effect with "Waterbreathing". Ring of invisibility, maybe put the power with effect of "Invisible" but for things like intelligent weapons with special purposes and all that... that's a DM specific thing I'd leave and let that DM make it. You won't get everything but it's possible to get the bulk of it at least.

Thats sorta kinda where I landed, the majority is so (make a sword +1 by copying regular sword and adding + 1 to hit and dmg), I thought fak eeet, but I'm also off in my own lil' playground I've made atm, indulging my imagination and I'm sure once the "new wears off" Ill return to the magic item module, but its most likely gonna be named stuff I want, beyond the "long sword +1". I wont be mad if anyone imports/exports and changes or keeps the names, to me its not about that. Me, you, everyone, now has a ruleset and extensions provided by you for 1e or 2e and the 1e stuff has the OSRIC necessities for anyone to "roll their own universe/multiverse", provided by me .... which is where Im off playing now, making a new world with its own mythos (wth is the plural of mythos anyhoo?), maps, stories, etc etc wheeeeee ... buh muh self... cause, the wife, she likes Greys Anatomy... blood ... organs... yak... LOL... no one rolled a skill check on that guy in the hall dying.. wth... =P

Whats a good map creation software, that lets me share my work? I can pay, I suck at photoshop... well will be able to in a few weeks LOL :p

celestian
April 13th, 2018, 06:36
buh muh self... cause, the wife, she likes Greys Anatomy... blood ... organs... yak... LOL... no one rolled a skill check on that guy in the hall dying.. wth... =P


ER wasn't to bad. I couldn't handle Grey's Anatomy. To sopa-opera for me.



Whats a good map creation software, that lets me share my work? I can pay, I suck at photoshop... well will be able to in a few weeks LOL :p

There are some less expensive ones like Dungeon Painter Studio (about 15 bucks on Steam?). Works great for smaller maps (about the size that FG can handle and not cause clients to crash).

I like Campaign Cartographer but it's got one hella learning curve and might be pricey. I've been using it since the 90s and still have to go "google" how to do things often. It can do any size and type of map.

Paint mappers tend to be easier to use... if Dunjinni wasn't out of date and barely supported I'd recommend it. It was a great map tool but so old now and no real updates in years.

Varsuuk
April 13th, 2018, 17:29
T...making a new world with its own mythos (wth is the plural of mythos anyhoo?), ...

Mythoi?

OK... I made that up...

celestian
April 15th, 2018, 05:13
Dunno if I showed this before but this is what I meant by initiative indicator. When the player rolls the indicator is removed.

https://i.imgur.com/YrFxZ6L.gifv
https://i.imgur.com/YrFxZ6L.gifv

celestian
April 22nd, 2018, 21:37
Update 2018.04.22


Added: crit types in campaign settings. (double dice, x2, Max or None)
Bugfix: effect handlers for npcs were not working properly
Bugfix: un/identified items didnt work properly on npcs
Updated: /readycheck DM side has larger indicators for ready status
Updated: reorganized RIP code, utilized newer functions in CoreRPG to reduce the need to update RIP code when CoreRPG changes.
Updated: casting spells wont fail if not memorized but alerts are still are shown.
Backports: Review of CoreRPG and 5e bugfixes for 3.3.5 update. Backported all of the parts AD&D Core overrides or is relevant.


Sorry for the delay in updates for 3.3.5 but my day job has me buried. I also wanted to run a game with the new code to make sure I didn't miss anything. I didn't see any bugs in play but please let me know if you find anything.

celestian
May 3rd, 2018, 16:16
I can no longer update the first post because it's grown to large so I am moving what has been updated to here and will just keep the current "updates" listed on the first post. People will have to fish through all the posts to find what has changed unfortunately but character limit was reached.



update 2017.10.21: actiononly setting for advanced effects. Several bug fixes related to effects. cleaned up code that was moved to CoreRPG by base rulesets.
update 2017.10.27: import table text updates (first line title), bugs: concentration effect for rolling init for spell would use previous round initiative, effects expiring incorrectly due to ascending versus descending (d20/5e mechanics) initiative, actiononly/non-action only logic bug corrected. cleaned up display of effect strings for advanced effects.
update 2017.11.04: bug fix, saves (half damage type), applied the 5E ruleset for save fixes from previous updates also.
update 2017.11.09: TURN, TURNLEVEL and SURPRISE added as effect modifiers. ARMOR() added to effects IF/IFT. THACO on frontpage usable for a basic attack just using thaco. Actions tab back to bottom.
update 2017.12.12: Added campaign setting to allow pcs to edit item effects. THACO on front page can be rolled for basic attack. Added description of item to powers when item has a power. Bugfix Dual class exp, Concentration/Interruption for spells.
Latest downloads here:
update "AD&D Core SRD Monsters.mod": Fixed double entries in the module.
Update: "AD&D Core SRD Monsters v2017.12.19.mod": Fixed action entries and added several powers for some creatures (see Ghoul for example).
update: 2018.01.18: various bug fixes, memorized count,dangling npc spawn issue,depricated speedfactor issue. added: profs/weapon values earned/used, moved weapon and languages to "skills" tab (all profs/nonweapon in same tab now), added turn, arcane and divine level to advancement, effects added to class (advancement) and race, concentration for npcs "hidden" from players
update: 2018.02.04: removed TableImport and /Author from base code, use extension (easier for me to manage), character sheet revamped (download GoldenRod Extension to see old style), trimmed out more 5eisms from npc sheets and encounters,fixed bug in abilities (related to moving abilities/languages).
update: 2018.02.07: backport 5e updates where necessary. Bugfix in effects with no initiative value set.
update: 2018.02.15: Bugfix: drag/drop spell, memorization options didn't show immediately, Backend, CoreRPG effects code re-introduced because of setInitAscending(), Hide vehicles and feats records, added hide button to Display: Actions mode. CasterLevel settings for damage, heal and durations for spells. Added divine/arcane levels to prepmode and slots view. Added "hidden text" in NPC name in Combat tracker.
update 2018.02.19: bugfix: drag/drop spells on npcs, base thaco attack used wrong thaco. Added turn undead automation. Added clone pc to npc. Added clone npc to pc.
update 2018.03.06: bugfix, thaco on npc->pc convert, added /reachecheck, added Whisper DING campaign config, added headers to durations on effects, removed templates button (not useful)
update 2018.03.16: Bugfix: alignment of Wounds in CT also "advanced effects" applied twice if DM and Player had sheet opened.
update 2018.03.19: CasterLevel can now be linked to spell Type. Advancement can now have Attack abilities and Power abilities applied at the appropriate level they are gained.
update 2018.03.27: Bugfix: action/weapons unifentified items now properly show with non-id name. bugfix in concentration for init/spellcasting. Added: initiative needed indicator for DM (on player portraits). First pass at OSRIC PDF/text npc import.
update 2018.03.30: Added import spells (OSRIC style pdf), added context highlighting to spells AND npc import. Added some additional text recognition to import S&W npcs also.
update 2018.04.03: Bugfix: non-magic item attacks missing fixed. NPC import updated to support AD&D 1e, 2e and S&W better. Spells import updated for better imports from OSRIC and S&W. Context highlighting of imported descriptions updated.
update 2018.04.22: Added: crit types in campaign settings. Bugfixes: effect handlers for npcs, un/indentified items didnt work properly on npcs. Updated: readycheck DM side has larger indicators, reorganized RIP code, casting spells wont fail if non-memorized but alerts still are shown, back ported into AD&D core CoreRPG override scripts and updates to 5e where necessary.

celestian
May 3rd, 2018, 16:23
Update 2018.05.03

bugfix: item and npc record scroll bars for action/powers where colliding with other parts of the interface
bugfix: static HP settings were ignored, when using the HP field on npcs it will now use that instead of randomly rolling HP.
bugfix: auto-hit on 20 when can't crit, creatures that can't hit a target with anything but a 20 could not crit but because of that setup it was also not hitting. This has been corrected. 20 always hits but doesn't always necessarily crit.
Updated: NPC import updates for OSRIC module, tweaked import options for some variances in copy/paste text for OSRIC modules/books.
Updated:Spells import option updated to support Rules Cyclopedia. Minor tweak to support importing rules cyclopedia spells.
Updated:NPC "locked" mode view. Locked mode will show a summary of values. I'm not entirely happy with it yet and will probably tweak it a bit more. I'll be doing the same thing for spells in the future.
Added MELEEAC, BMELEEAC as values that can be used in effects. MELEEAC is a modifier, BMELEEAC is the base AC value (lowest will always be used).
Added RANGEAC, BRANGEAC as values that can be used in effects. RANGEAC is a modifier, BRANGEAC is the base AC value (lowest will always be used).
Added MAC and BMAC as values that can be used in effects. This is in preparation for psionic powers which is not implemented yet.


This update is mostly some bugfixes and layout corrections. I wanted to put it out before I began working on setting up psionics because it might be a while before that is completed.

The MELEE and RANGED AC values are useful for effects that work differently depending on the type of attack. Like shield has an base AC for ranged attacks and one for melee attacks.

Trenloe
May 3rd, 2018, 23:53
People will have to fish through all the posts to find what has changed unfortunately but character limit was reached.
Yeah, character limit can be a pain.

Maybe put all the release notes in a text file and attach that to post #1? It'll keep everything in one place. But people will have to download a text file and open it! :-o

celestian
May 4th, 2018, 00:50
Yeah, character limit can be a pain.

Maybe put all the release notes in a text file and attach that to post #1? It'll keep everything in one place. But people will have to download a text file and open it! :-o

I might just link it to the github repo as it includes all the updates and one stuff I don't include tho it's really not user friendly. I could be worrying about something no one really cares about I guess.

I've actually been thinking it might be best to start a thread in the Rulesets (https://www.fantasygrounds.com/forums/forumdisplay.php?92-Rulesets) forum and go from there... now that things are less frantic as it was early on.

celestian
May 18th, 2018, 18:01
Update 2018.05.18

Bugfix: Wisdom bonus spells for 13-16 corrected.
Bugfix: death at 0 didn't show properly in chat output.
Bugfix: weapon/nonweapon profs gained for NEW character using drag/drop class fixed.
Update: import options for NPC to support (some) TSR styles entries in module.
Update: cleaned up character sheet alignment in combat section
Update: added Weapon penalty option in character sheet->combat section
Update: added Psionic options to Charactersheet->Combat and Actions/Powers header
Update: cleaned up npc display mode when "locked".
Update: Weapon proficiency application in weapon details, looks different, same result.
Update: Cleaned up scroll bar/alignment in class/advancedment window
Added: "SingleWindow" (source from KEN L) as default behavior. Have one Window for each record type (one story, one npc/etc). Use control-left click to open multiple windows of the same type.
Added: ondemand "manual roll" option for DM. control-click on/drag dice to get manual roll mode for that roll.
Added: Psionic class/attack/defense/power features.
Added: effect tags: DMGPSPO (use for ongoing psp costs also!), DMGPSP
Added: weapon proficiency penalty default (used if no prof applied to weapon)



This update has the new options to support the Psionics from AD&D using the Darksun Setting version of the psionic rules. For the Psionic features I've put together an SRD/OGL version with the basic class and attack/defense modes that I've posted as a module with this post. It's a very basic version of the class and powers to give you something to start with on your own. I'd suggest using the PO: S&P and/or the Darksun setting (REVISED) since those are the mechanics I used for the mechanics the ruleset uses.

Keep in mind that this version of psionics is not the same used with 1e. I've no plans to write in support for the 1e version at this time. I don't think many (any?) people use psionics from 1e to justify the time. I've done my best to "hide" psionics in general unless you want to use it so it should be easy to ignore.

celestian
May 18th, 2018, 18:32
Here are some of the new Psion options on the character sheet/actions.

https://i.imgur.com/fdRaupV.png

celestian
May 30th, 2018, 16:36
Update 2018.05.30

Added: [xDx] roll tags to effects. When "STR: -[1d6]" is applied as an effect the [1d6] is rolled and placed into the effect as "STR: -3".
Added: N/PC ability notes (Combat section) w/ Drag/Drop support.
Added: "Story/Note" entry for custom Weapon entries w/Drag/Drop support of shortcuts.
Added: Option to clone a weapon or power so you can easily replicate.
Update: Character sheet, Layout changes. Some icons are placeholders.
Update: replaced psionic hit/miss graphic
Update: updated weapon prof selection.
Bugfix: MR/Morale in NPC locked view was not displaying correctly.
Bugfix: Active detail option when dropping NPCs in CT was not set correctly (closed now)


The new dice tag within effects I added because there are various spells in AD&D that use random determination. If you place a [xDx] dice string within a effect, when it's applied that dice roll will be rolled and replaced with the end value.

Character sheet layout has changed. Some of the icons are placeholders for now.

Added a few options I needed for NPCs so that when they are in CT DM has all the details they would need right there. This included shortcut popup notes for weapons/attacks and notes for general combat abilities (such as surprise/poisons/etc).

Szabtom
May 30th, 2018, 17:04
This mod is fantastic and just keeps getting better. Thank you!

Varsuuk
June 2nd, 2018, 19:33
What the guy said! Really superb stuff!

Been working on a ruleset because I’ve always wanted to (would have been 1e but you totally pwned with AD&D Core ;) even though doubt will get it complete, was hard to be inspired as it was already to near perfect) and have basically started from CoreRPG and been add8ng things from 5ec(using you as my spirit guide that way) but occasionally looking to AD&D Core for layout and some other things that may work for me.

One such was the advancements thing. I like it a lot for the varying things per level tracking and “looking ahead”.

I did not update to latest yet been sick on and off two weeks now with debilitating cold. Basically go to work (we are having a huge high profile project replatform with sick deadlines) and eat and sleep.

In the classes I looked at I did not see any place where the weapons tab or powers tab of advancements was used. I imagined powers might have had things like pass without trace or shapeshifter for druids, was never sure what the weapon tab would have.


Any 8n nutshell on how these are used or intended?

celestian
June 2nd, 2018, 22:10
In the classes I looked at I did not see any place where the weapons tab or powers tab of advancements was used. I imagined powers might have had things like pass without trace or shapeshifter for druids, was never sure what the weapon tab would have.


Any 8n nutshell on how these are used or intended?

Sure, powers like you mentioned would be placed there. I added it initially for the Paladin Lay on Hands. At level one they get the power Lay on Hands that they can use once a day and it will apply the correct amount of healing using the CasterLevel value as the amount healed.

Monks (in 1e) get attacks/damage that changes per level that it could be used for.

Any innate ability that the class grants at some point is what it's useful for.

Varsuuk
June 3rd, 2018, 00:27
Awesome - thought so on Powers, just didn't see an example in there :) Thanks. Paly abil is perfect example.

What about the "Weapons" tab on same sheet? What would you use that for?

celestian
June 3rd, 2018, 04:37
Awesome - thought so on Powers, just didn't see an example in there :) Thanks. Paly abil is perfect example.

What about the "Weapons" tab on same sheet? What would you use that for?

What I mentioned, related to the Monk, I would place there. I can't think of any other class off-hand that has class based damage at specific levels tho I am sure there are others I'm not remembering.

Varsuuk
June 3rd, 2018, 22:45
Yeah, I get it now - didn't realize when you discussed Monk after Paladin (regarding Powers) that you had switched to Weapons.
Got it!

celestian
June 11th, 2018, 21:15
Update 2018.06.11

Added: radial menu for quicknote entries.
Added: option to memorize spells using arrows in "action" mode in Actions/Power tab
Added: alt-double click token changes CT view to that entry and highlights name.
Added: Ascending AC/BAB option in campaign settings. (default off)
Updated:Shadow rolls for Manual dice rolls, fake dice roll.
Bugfix: NPC name in the CT no longer read only.


Memorize spells when using the "action" mode easier now with arrows either side of memorized count.

After mentioning some support for ascending AC I went ahead and made some updates so it would be more fully supported. There is a new campaign setting to toggle it on/off. I've tested this myself but please report any missing options.

As mentioned elsewhere I tweaked the manual dice roller to throw some fake dice and ONLY show the shadow to PCs. This is to make the on-demand dice option (control-click-dice) a bit more authentic. You'll see the dice roll but the players will only see the shadows. The values of the dice will be ignored and your manually set vaules used.




Here is a clip of the new memorization option I mentioned.
https://i.imgur.com/lxiWIHm.png

Moon Wizard
June 11th, 2018, 21:51
Just curious. The reason that the "preparation" mode is used in the other D&D rulesets is to prevent accidental change of memorized spell counts during standard play, when just trying to activate rolls. Plus, it's something that's only typically allowed when resting. What's the impetus to move the memorized count to the "live play" mode of the sheet?

Regards,
JPG

celestian
June 11th, 2018, 22:45
Just curious. The reason that the "preparation" mode is used in the other D&D rulesets is to prevent accidental change of memorized spell counts during standard play, when just trying to activate rolls. Plus, it's something that's only typically allowed when resting. What's the impetus to move the memorized count to the "live play" mode of the sheet?


Some DMs allow their clerics to spontaneously convert a spell to a healing spell (like 3e does tho it's been around for a while) so this will allow them to "remove" the spell as if they used it w/o having to click the "cast" button (and related output from that). There are also magic items that allow spells to be "re-memorized" and creatures that can "drain" spells.

Also in the case of resting in AD&D it doesn't just refresh prepared slots. You allocate each spell slot to a spell. 5E has "open slots" that can be used for any spell you have "prepared". Resting doesn't really "refresh" the slots ruleset wise. "Rules" wise it does mean, after a rest, if you've cast a spell you can memorize something in that slot however.

In AD&D's case I've "ticked" the spell in the list if it's memorized (i.e. the slot is in use). When the spell is cast the tick is removed.

I find as player I spend most of my time in combat/standard mode using display "action" (just buttons). You can use "see details" on the spell to view/adjust memorization options as well. This just negates the need to "see details" on the spell to memorize it. The only time as a DM I use prep display is when I'm adding spell slots for various levels of a NPC. PCs tend to not need to do that now that it's automatic when they level up.

Just a little more micro-management for spells than later revs ;)

celestian
June 29th, 2018, 06:56
Update 2018.06.29

Added: Option to hide effect when applied.
Added: Class/Advancement skills tab to include a skill when leveling.
Added: Class/Advancement Movement and Ac fields to improve base move and AC when leveling.
Updated: TYPE() in effects is unrestricted and will match any string in TYPE() to creature TYPE.
Bugfix: Weapon prof, combobox selection shows text, not node ID string.


You can now set a "hide" option on a effect anywhere you can edit effects so that when it's applied the PCs cannot see it. Useful for NPC powers that others wouldn't see or that might not have immediate effect.

Skills tab added to class/advancement section. If you use the same skill name but update the skill value it will just replace it with that. This is for versions of the game like basic and 1e that use a static increase in skills for thieves/monks/etc.

Movement and AC base fields added to Class/Advancement for ... monk type classes. You can now adjust move and ac as the character levels.

Effects like IFT: TYPE("goblin");ATK: 1 wouldn't work because TYPE() compared the values passed from the effect to a static table and then compared it to the "type" value on the creature. This wasn't useful for our needs so I removed the static table and now the TYPE() will match if it matches anything in the npc type field. For 5e I understand they did this because the same code was utilized for pathfinder. I thought it would be far more useful to allow the DMs to make up a npc with any type field they wanted and the effect TYPE() still work.

celestian
July 9th, 2018, 03:44
There is a bug with the chat box/languages drop down. That will be corrected once 3.3.6 goes live. I've already been updating things to take into account all the updates to CoreRPG and the 5E ruleset (where necessary).

For now my only recommendation is to not use the language chat until the 3.3.6 release is pushed out. Apologies for the delay. I've just already dug to deep into updates to go back.

celestian
July 30th, 2018, 17:10
Been a bit quiet on the update front as I wait for 3.3.6 to go live and push out the new updates. I have been working on something that I've had my mind on a bit for a while. Damage absorb for specific damage types. I've been able to create an effect type "DA:# dmgtype" and it's worked out pretty well. I've also added a trick to allow it to work for things like the Armor spell where the spell takes X damage (not absorbed) and expires the effect once X has been taken.

Here is an example of what say protection from fire (cleric) spell would look like.

"DA: 24 fire"

This will absorb 24 damage of fire and then expire. As you take damage you'll notice the "24" number will be adjusted for the amount of damage taken.

And here is what Armor spell for a level 2 wizard would look like. Base armor class 6 and the Armor spell expires after you take 10 total damage.

"BAC: 6;DA 10 none"

When the character has taken 10 damage of any type (not absorbed thanks to "none" dmgtype) the effect will be removed.

Updating advancement:
* Profs applied to characters leveling to properly deal with multiclass characters. There is now a initial profs field and "rate" of additional. When leveling the best rate is determined for multiclass (others get the listed).
* Leveling for arcane/divine levels so classes like paladins/rangers get properly assigned levels.

Some tweaks to attack output to make DOE triggers a bit more interesting.

Constitution bonuses applied as a modifier to health. So now you can adjust con scores and the players health will adjust immediately. This did require moving "base,mods/etc" to health to the "Combat" section (see it's details).

Several of other things and lots of backporting to keep up with current 3.3.6 updates. This includes the new NPC id/non-id names which continues to work with the DM only (STRING HERE) fields in names as well.

So a couple days after 3.3.6 hits I'll be posting the update.

jab112
July 31st, 2018, 00:13
Can you make a module for the DM to help with filling in data. And a list of codes for the added effects.

celestian
July 31st, 2018, 06:35
Can you make a module for the DM to help with filling in data. And a list of codes for the added effects.

I've been planning to do some tutorial vids for some of this but a wiki/document site for effects certainly would be helpful. I've been updating things at a pretty fast pace so been holding off doing either because it would be outdated. I think im am pretty close to at least having the bulk of the system stabilized to where I might can start working on that ... hopefully.

For the most part, the bulk of the 5E effect system will work for documentation in a pinch but if you have questions feel free to ask in the meantime.

celestian
August 5th, 2018, 01:02
Update 2018.08.04

Added: Classes: added initial and earn rate for proficiency slots into class (no longer needed in Advancement section).
Added: Classes: added arcane/divine level tracking into advancement (rangers/paladins advance as slower rate so needed)
Added: Effects: Damage Absorb, "DA" is a new effect for strings. "DA: # type" will absorb # damage of "type" before expiring the effect entirely.
Added: Effects: $MACROS added to effect strings in []'s with the ability to process math. $STR,$DEX,$CON,$CHA,$INT,$WIS ability values for targets and $DIVINE, $ARCANE and $LEVEL for source values. "STR:-[$STR/2]" would replace $STR/2 with the targets strength total score divided by 2. "DA:[$DIVINE*12] lightning" would replace [$DIVINE*12] with the source of the effect casting with their divine-level*12 to something like "DA: 60 lighting".

Updated: 3.3.6 updates (npc id, along with map and item id changes, faux dice on demand rolls now in CoreRPG)
Updated: Import/export npc from xml directly from npc records list (yellow buttons)
Updated: Senses on classes (infra/ultra sight types added to sense block in character sheet)
Updated: Moved initiative dice roller to left of power/weapon
Updated: Memorizations arrows in action buttons will now announce forgetting spell when removing one.
Updated: HP values now managed in Combat details. Added .base, .conmod, .adjustment values. Con bonus is now calculated on the fly.
Updated: Strength/weight tooltip text updated to be more clear for carried value.
Updated: Combat text in chat updated to be more flexible in filtering for DOE sounds extension.
Updated: WindowManager added "setIgnoredWindowClasses()" to allow folks to add windows they might want to have duplicates. Default allowed duplicates are records index, images and characters.

Bugfix: combobox collision problem (override was not narrow focus enough and was overriding all comboboxs)
Bugfix: ability_notes iadd issues in item edit window fixed
Bugfix: linked ref-manual pages using next/prev pages errors fixed
Bugfix: AdvancedEffects drag/drop fore one char to another toggling ID fixed
Bugfix: Character speak-as button got removed accidentally, replaced.
Bugfix: Conbonus display was showing strange value when no class applied yet.
Bugfix: HP calculations for multi-class was incorrect for new hp.base system.



Various updates due to improvements from 3.3.6 added. Includes the NPC id changes as well as item and images.

Moved HP into the Combat details management section. This allowed me to have base HP, modifier to hp and conbonuses applied to HP. So now, when a characters con is adjusted their max hp will be adjusted auto-magically. This is also part of a longer term project I have and that is to manage level drain, at least in some fashion. However, thats still a project I am planning out the best way to managed.
Note: Because of the HP updates If you import OLD characters they will have incorrect HP values UNLESS they are exported from the NEW version of AD&D Core. So, export them from the current version.

$MACROs in effect strings was a pretty neat update I'd been working through for a bit. These will allow you to do things with spells that do things like reduce a targets strength by 1/2.
With this I also added Damage Absorption effect "DA". "DA: # type". This will absorb # damage of "type" and then remove the effect. This allows us to support cleric protect spells that add temporary hit points for specific damage types (fire and lightning come to mind). It also allows us to support the Armor spell properly. Instead of having a damage type of "fire" or "cold" use "none". "Armor Spell;BAC:6;DA:[$ARCANE+8] none". The "none" type means we track the absorb amount but we don't actually absorb anything. The string would have the characters AC base set to 6 and but after they take 13 damage (5th level wizard + 8) the Armor effect would be removed.
Note: I will post a list of various effect string examples and descriptions someday in the future but if you have questions please ask.

Various updates to the Class records to support multi-classing a bit more by the rules.

celestian
August 5th, 2018, 21:23
Update 2018.08.05

Added:support in DA/Damage Absorb effect for multiple types including "range" and "melee"
bugfix: incoming damage with multiple types were ignored, fixed


Minor update but needed to fix part of the new damage absorb addition. Absorb was not triggering absorb when the incoming damage had multiple types (like "1d4 piercing, magic").

I also added support for multiple types in a damage absorb such as "DA: 10 melee,range" or "DA: 10 fire,cold,lighting".

Moon Wizard
August 5th, 2018, 23:55
How did you handle variable damage absorption with tracking of damage already absorbed? (i.e. "DA:[$DIVINE*12] lightning")

Do you only resolve the variables at application time, or do you resolve the variables at effect checking time?
If during effect checking time, how to you track damage applied? (Replace with pure number after subtracting, or add negative term to expression?)

Regards,
JPG

celestian
August 6th, 2018, 00:32
How did you handle variable damage absorption with tracking of damage already absorbed? (i.e. "DA:[$DIVINE*12] lightning")

Do you only resolve the variables at application time, or do you resolve the variables at effect checking time?
If during effect checking time, how to you track damage applied? (Replace with pure number after subtracting, or add negative term to expression?)

Regards,
JPG

So, when an effect like DA:[$DIVINE*12] lightning is applied the $MACROs are immediately calculated. So it ends up showing on the target as "DA: 60 lightining".

At that point when the character/npc that has the effect takes lightning damage I change the effect from "DA: 60 lightining" to ""DA: 40 lightining".

Here is the current code (just fixed another bug I found when I added the multiple DA types).



function getAbsorbedByType(rTarget,aSrcDmgClauseTypes,sRang eType,nDamageToAbsorb)
local nodeTarget = DB.findNode(rTarget.sCTNode);
local nDMG = nDamageToAbsorb;
if (nodeTarget) then
for _,nodeEffect in pairs(DB.getChildren(nodeTarget, "effects")) do
local sLabel = DB.getValue(nodeEffect,"label","");
--aSrcDmgClauseTypes
for _,sDamageType in pairs(aSrcDmgClauseTypes) do
-- we search for "DA: # type" but because [xDx] adds a comma
-- for some coreRPG or other thing we also check for "DA: #, type{,type,type}"
-- I think it comes from rebuildParsedEffectComp(rComp) -- celelstian
local nStart,nEnd = sLabel:find("DA:%s?%d+%s?,?.*$");
if nStart ~= nil and nEnd ~= nil then
local sDALabel = string.sub(sLabel,nStart,nEnd);
local sMod,sTypes = sDALabel:match("DA:%s?(%d+)%s?,?(.*)$");
local nMod = tonumber(sMod) or 0;
local nRemainder = nMod;
local aAbsorbDamageTypes = StringManager.split(sTypes, ",", true);
-- flip through all damage types for this DA
for _,sType in pairs(aAbsorbDamageTypes) do
if (sType and nMod and nMod > 0) then
-- absorb if DA sType match incoming Damage type, or type is ALL or the incoming range type (melee|range) match DA sType
if (sType == sDamageType or sType == "all" or sRangeType == sType) then
if (nDMG > 0) then
if (nDMG > nMod) then
nDMG = nDMG - nMod;
nRemainder = 0;
else
nRemainder = nMod - nDMG;
nDMG = 0;
end
end -- nDMG > 0
-- if sType ==
elseif (sType == 'none') then
-- with none type we do not absorb but we track the damage to the
-- bubble and remove it. This allows us to have an effect like the armor
-- spell that takes X damage before it expires. "BAC:6;DA: 5 none"
-- since the entire effect is removed when DA < 0
nRemainder = nMod - nDamageToAbsorb;
end
end -- if sType and nMod
end -- aAbsorbDamageTypes for
if (nRemainder ~= nMod) then
if nRemainder > 0 then
-- adjust effect nMod to new value, replace old entry value with new
local sReplacedLabel = sLabel:gsub(sDALabel,"DA:".. nRemainder .. " " .. sTypes);
DB.setValue(nodeEffect,"label","string",sReplacedLabel);
else
-- effect is used up, remove it
EffectManager.removeEffect(nodeTarget, sLabel);
--nodeEffect.delete();
end
end -- nRemainder > 0
end -- nStart/nEnd ~= nil
end -- for aSrcDmgClauseTypes
end -- for "effects"
end -- if nodeTarget

-- get the difference in amount absorbed and the total damage.
local nAbsorbed = 0 - (nDMG - nDamageToAbsorb);
return nAbsorbed;
end


And then right after the resist/immune/vuln checks I add



-- add support for "DA: # type" where damage # is absorbed from type damage and then that value is reduced the amount absorbed. --celestian
local nAbsorbed = getAbsorbedByType(rTarget,aSrcDmgClauseTypes,sRang eType,(nDamage-nLocalDamageAdjust));
if nAbsorbed > 0 then
nLocalDamageAdjust = nLocalDamageAdjust - nAbsorbed;
bAbsorb = true;
end


return includes bAbsorb and then getApplyDamage() can handle the additional absorb just like temporary hit points (additional code required there).

Moon Wizard
August 6th, 2018, 06:37
That makes sense. I thought maybe you had built a dynamic variable parsing system, since you used a different format than the other rulesets. (i.e. "[<stat>]")

If that was what you had built, I had all sorts of questions.
(i.e. How did you handle when effects should be dynamic (current value) vs. static (resolved at effect application time)? How do you handle reductions of dynamic values? etc.)

Cheers,
JPG

celestian
August 6th, 2018, 07:01
That makes sense. I thought maybe you had built a dynamic variable parsing system, since you used a different format than the other rulesets. (i.e. "[<stat>]")

If I understand what you're saying... I went with the $STR/$DEX format to delineate from the other uses of STR/DEX/etc. I had always planned to do that with $DIVINE/$ARCANE/$LEVEL and the function of that was the same for the other.

Kanaric
August 11th, 2018, 21:42
Since downloading the latest version i'm getting errors in the combat tracker. It's not working and it spems the error log with this:


Ruleset Error: window: No vertical anchor defined for control (active) in windowclass (ct_entry)
Ruleset Error: window: No vertical anchor defined for control (token) in windowclass (ct_entry)
Ruleset Error: window: No vertical anchor defined for control (tokenvis) in windowclass (ct_entry)
Ruleset Error: window: Control(link) anchoring to an undefined control (rightanchor) in windowclass (ct_entry)
Ruleset Error: window: Control(link) anchoring to an undefined control (rightanchor) in windowclass (ct_entry)
Ruleset Error: window: Control(activateattributes) anchoring to an undefined control (rightanchor) in windowclass (ct_entry)
Ruleset Error: window: Control(activateattributes) anchoring to an undefined control (rightanchor) in windowclass (ct_entry)
Ruleset Error: window: Control(friendfoe) anchoring to an undefined control (rightanchor) in windowclass (ct_entry)
Ruleset Error: window: Control(friendfoe) anchoring to an undefined control (rightanchor) in windowclass (ct_entry)
Ruleset Error: window: Control(wounds) anchoring to an undefined control (rightanchor) in windowclass (ct_entry)
Ruleset Error: window: Control(wounds) anchoring to an undefined control (rightanchor) in windowclass (ct_entry)
Ruleset Error: window: Control(hptemp) anchoring to an undefined control (rightanchor) in windowclass (ct_entry)
Ruleset Error: window: Control(hptemp) anchoring to an undefined control (rightanchor) in windowclass (ct_entry)
Ruleset Error: window: Control(hptotal) anchoring to an undefined control (rightanchor) in windowclass (ct_entry)
Ruleset Error: window: Control(hptotal) anchoring to an undefined control (rightanchor) in windowclass (ct_entry)


And it goes on

I've tried starting a campaign from scratch and it's still doing that.

celestian
August 11th, 2018, 21:52
Make sure you're using the current CoreRPG ruleset also. Check that you dont have a ruleset/CoreRPG folder?

If it's not something like that my second guess would be extensions but you've said you made a "new campaign" which I assume has no extensions enabled?

Something is causing the updated CT changes to be used it looks like.

I just tested locally myself w/o any extensions and no mods and was able to load up, create a new character, npcs and drop them all in the CT and onto a hand drawn map w/o errors using 2018.08.05 version.

Kanaric
August 11th, 2018, 21:57
I didn't update it, that was the problem. Works now, thanks.

celestian
August 11th, 2018, 22:15
I didn't update it, that was the problem. Works now, thanks.

Great! Easy fix, the best kind ;)

Good gaming!

2eDM1981
August 13th, 2018, 23:17
24335

Taken a small break from FG for work and family stuff. When I got back I updated the software and the ADD Core.pak, Now when I click on certain items, mostly "Gear" and "clothing" I get this message. Anyone have any ideas?

celestian
August 14th, 2018, 01:42
24335

Taken a small break from FG for work and family stuff. When I got back I updated the software and the ADD Core.pak, Now when I click on certain items, mostly "Gear" and "clothing" I get this message. Anyone have any ideas?

I'm not sure how long it's been since you updated but I added a feature to allow you to use ascending AC or descending which you might have toggled on with an old piece of gear tho... that shouldn't cause a problem either. Do you have any other extensions enabled? If not try posting the campaign db.xml and ill do a once over.

2eDM1981
August 14th, 2018, 01:58
NO extension enabled. Last version I had of ADDcore.pak was 6.11.18 release, or there about. Thank you for offering to look at the DB file. Im new to this, and so far have been having a fun time with FG, and you have twice helped me with it.

celestian
August 14th, 2018, 14:33
NO extension enabled. Last version I had of ADDcore.pak was 6.11.18 release, or there about. Thank you for offering to look at the DB file. Im new to this, and so far have been having a fun time with FG, and you have twice helped me with it.

So I loaded this up on mine and everything loaded ok as best I could tell. Not errors in the console. The error you mentioned loading the "cloak (fine fur)" is not an item listed in your db.xml under items. I loaded various armor pieces to make sure it wasn't one of those and they loaded ok.

I suspect it's a module? Is it something I put together?

2eDM1981
August 15th, 2018, 04:58
I dont have any modules i haven't picked up off this thread. I got FG solely for 2E. Its not a major issue. It seems to only affect "gear" items that dont alter AC. I deleted those entries and created new ones that seem identical, but do notcause the above error.

celestian
August 15th, 2018, 06:20
I dont have any modules i haven't picked up off this thread. I got FG solely for 2E. Its not a major issue. It seems to only affect "gear" items that dont alter AC. I deleted those entries and created new ones that seem identical, but do notcause the above error.

It could well be a module you got from this thread ;) I just am not sure which. If you can tell me which one I'll have a look see. Could be I've not updated it since I made the changes. I must assume it's from some external source tho since it wasn't in the db.xml file that was posted.

Glad you are able to work around it in the meantime tho!

taoistpunk
August 27th, 2018, 01:02
Oh No! went to play tonight and none of the players could combat right ;) No attack rolls working. Image of screen with error attached24464

taoistpunk
August 27th, 2018, 01:08
it also appears that HP are broken as well...all my PC's have a 0 value all of a sudden.

celestian
August 27th, 2018, 06:40
it also appears that HP are broken as well...all my PC's have a 0 value all of a sudden.

Did you import them into the campaign?



Moved HP into the Combat details management section. This allowed me to have base HP, modifier to hp and conbonuses applied to HP. So now, when a characters con is adjusted their max hp will be adjusted auto-magically.

Note: Because of the HP updates If you import OLD characters they will have incorrect HP values UNLESS they are exported from the NEW version of AD&D Core. So, export them from the current version.


That said im not sure what the would cause your first error. If you can send me the db.xml for the campaign I'll do a once over and see what I can figure out.

Might take me a day or two, still recovering from lovely plague I got thanks to all the lovely pollen.

taoistpunk
August 29th, 2018, 14:32
well, I did what I've done before, which is Export the entire shenanigans into a .mod and then start a new campaign. It's a hassle, but this method has worked for me in the past.

Most frustrating is just that I had to cancel the game session in order to repair everything...

I realize that this is no way your fault or under your control...so no blame on you sir.

Appreciate you're getting back to me.

celestian
August 29th, 2018, 15:49
well, I did what I've done before, which is Export the entire shenanigans into a .mod and then start a new campaign. It's a hassle, but this method has worked for me in the past.

Most frustrating is just that I had to cancel the game session in order to repair everything...

I realize that this is no way your fault or under your control...so no blame on you sir.

Appreciate you're getting back to me.

I'd be happy to try and figure out what happened. If it was just the HP that certainly is a issue. The character sheets have to be processed at least once before exporting. By processing I mean loaded up in a campaign that's running the current version of AD&D Core. Once that's run and the HP look fine export/importing them would be fine.

I'm still curious about your attack rolls however. Were you running any extensions?

Feel free to ping me in discord if you have a situation like this and if I am around I'll try and help you get it sorted.

StylinLP38
September 14th, 2018, 01:14
Hello, I looked through this thread but I could not find an answer on how to install this AD&D 2.0 ruleset. I read the 1st post and it said:


I wrote a perl script to import the AD&D Core Rules CD html files into Fantasy Grounds. This script will allow you to have your 2e PHB/DMG and all the other books included in the Core Rules CD in your FG game for you and your players.
I've also added a script that will also let you import the spells into your "Spells" section from the same HTML files. If time permits I will do the same for creatures.
Keep in mind this script requires some knowledge of perl. At least installing perl including several modules but not necessarily coding.

Some questions. Do I need to know Pearl language to install this or do I just install the extentions and ruleset as described by Fantasy Grounds?
Is there monsters from the AD*D monster manual with photo's?
Is there spells as well?
Is every things here to run the game? What is missing from the core books that I need to provide.

celestian
September 14th, 2018, 01:44
Some questions. Do I need to know Pearl language to install this or do I just install the extentions and ruleset as described by Fantasy Grounds?
Is there monsters from the AD*D monster manual with photo's?
Is there spells as well?
Is every things here to run the game? What is missing from the core books that I need to provide.

You will need to know at least a little bit of perl. Enough to install/add modules.

The perl import perl script will mostly create the files you need for books, spells, skills and such. It won't import all the creatures. None of these imports include images in the ref-manuals/etc. Keep in mind these html files are from 1999. I did a best effort to get the text and as much formatting as I could into a text usable format and some "records" like spells/skills as I could. This process also doesn't create a simple .mod file to drop into the modules/* directory. You'll have to follow the process I mentioned in the import thread for a better idea how to get them in. The first time you do it is the last time you have to do it. Once you have them you have them.

There is a example collection of spells, classses and creatures taken from the OSRIC clone you can use also.

As far as installing the ruleset, simply place the .pak file into your data/rulesets/* folder and restart FantasyGrounds. When you create a new campaign you should see "AD&D Core" as one of those.

It would be much easier if these items were something you could just update with FG but for that to happen WoTC would need to allow Smiteworks to license it. I would ask that if you'd like to see that to ask Doug and poke WoTC ;)

I can help you out with some of this, just send me a PM on the FG discord server and I'll respond as I can.

StylinLP38
September 14th, 2018, 02:07
Alright, thanks! I see that when I build a AD&D module/encounter to run I will have to create the monsters manually. Also, abilities and spells of those monsters. I can always download photo's of monsters off google. But what about Magic items in the DMG? I will contact you on Discord sometime as well

celestian
September 14th, 2018, 02:10
Alright, thanks! I see that when I build a AD&D module/encounter to run I will have to create the monsters manually. Also, abilities and spells of those monsters. I can always download photo's of monsters off google. But what about Magic items in the DMG? I will contact you on Discord sometime as well

The import tool does pickup the magic items but just descriptions/details since I couldn't "figure out" all the abilities of a item from text with any reasonable methods.

There is a sample item module in this thread as well (2nd post maybe?) that has all the basics.

celestian
September 14th, 2018, 20:22
I've updated the links in the first two posts. Added in the community modules for OSRIC records.

https://www.fantasygrounds.com/forums/showthread.php?37777-Project-AD-amp-D-Core-Ruleset&p=332319&viewfull=1#post332319

Mortar
September 14th, 2018, 23:47
No I need find my copy of that CD. Almost positive it is still in the book I got it with.

jab112
September 17th, 2018, 17:54
celestian, I'm having trouble with languages not filling in when I drop a race from the race tab to the pc sheet.

celestian
September 17th, 2018, 18:01
celestian, I'm having trouble with languages not filling in when I drop a race from the race tab to the pc sheet.

Can you explain what you're expecting to happen? I'm not sure I've touched automation related to languages and races.

jab112
September 17th, 2018, 19:15
I'm trying to drop a link for a race on the pc sheet. Just languages are not showing up. in the chat box I see trait "added to" instead of trait language "added to". all ether trait drop right in.

celestian
September 17th, 2018, 20:34
I'm trying to drop a link for a race on the pc sheet. Just languages are not showing up. in the chat box I see trait "added to" instead of trait language "added to". all ether trait drop right in.

I'm still a little confused. How are you expecting to add a language? I don't have any specific trait filters that pickup if you want to add an actual language on the character sheet. There might be some code left over from the original base that does that. So you'll need to either show me SS of the trait and language and what you're expecting to happen.

Trenloe
September 17th, 2018, 21:13
There might be some code left over from the original base that does that.
Look at the 5E campaign\scripts\manager_char.lua - starting line 1318. If a trait is called "languages" it looks for specific wording to add languages automatically.

YAKO SOMEDAKY
September 17th, 2018, 22:51
I confess I would not be sad to see in Fantasy Grounds a very special edition of AD&D with modules of the player's books, master and monsters ... something special made for fans, because the material produced by Celestian is beautiful!

celestian
September 18th, 2018, 02:28
Look at the 5E campaign\scripts\manager_char.lua - starting line 1318. If a trait is called "languages" it looks for specific wording to add languages automatically.

Aye, I've tweaked it to work for movebase(speed for 5e) and a couple other things. I just am not sure how he's trying to add it. I don't use that method to add languages (you must train in 2e) so I'd like to know the format he's using and how it's expected to work.


I confess I would not be sad to see in Fantasy Grounds a very special edition of AD&D with modules of the player's books, master and monsters ... something special made for fans, because the material produced by Celestian is beautiful!

I'd love to see it happen as much as you would. Drop WoTC a tweet and/or email that you'd like to see FG be able to license AD&D.

shadzar
September 18th, 2018, 04:46
like to see FG be able to license AD&D.

They can't afford competition with a better game than 5e. :p

YAKO SOMEDAKY
September 18th, 2018, 05:07
I think it would be something that would appeal to those who lived through this era, but with the automation facilities that Fantasy Grounds offers and I think it would attract the curiosity of many who are new to our wonderful world but who have heard a lot of not just AD & D but many other systems.
As for sending tweeter or email I would do it with the greatest pleasure, because my desire is to see my hobbie grow, be diffused, be with old and good memories, or explore the new ... anyway possibilities, opportunities ... to dream that something that looks crazy can someday come true ...

AegisPrime
September 19th, 2018, 18:17
I confess I would not be sad to see in Fantasy Grounds a very special edition of AD&D with modules of the player's books, master and monsters ... something special made for fans, because the material produced by Celestian is beautiful!

I'm recreating all the 2nd Edition Dark Sun material with AD&D Core at the moment - all WotC would have to do is give Celestian's ruleset official approval and they could have a complete campaign setting + adventures ready to sell alongside it. ;)

Rook
September 27th, 2018, 00:14
Hi Celestian,

I've built my reference 2e Players Handbook using the author extention.

I am only capable of open one story record at a time. For example - say that I have a record open that shows rolling system - and then I then I decide that I want to view (at the same time) a record showing ability scores. As soon as I click my second record the ruleset closes my first record.

Any thoughts?

Thanks,

Rook

celestian
September 27th, 2018, 00:23
Hi Celestian,

I've built my reference 2e Players Handbook using the author extention.

I am only capable of open one story record at a time. For example - say that I have a record open that shows rolling system - and then I then I decide that I want to view (at the same time) a record showing ability scores. As soon as I click my second record the ruleset closes my first record.

Any thoughts?

Thanks,

Rook

To open multiple windows of the same types of records (other than maps and character sheets) you need to hold the control button and click on the record link. That will let you open multiple windows of the same record. Otherwise it will replace the existing record window with the new one so you only have a single window at a time by default. I did this to help counter the "window explosion" a bit.

Rook
September 27th, 2018, 00:34
Yep, that did it.

Sorry for wasting your time.

You created a marvelous ruleset sir - I salute you!!!!!!!!!!!!!!!!!!!!

Kindest Regards,
Rook

celestian
September 27th, 2018, 02:03
Yep, that did it.

Sorry for wasting your time.

You created a marvelous ruleset sir - I salute you!!!!!!!!!!!!!!!!!!!!


Not wasting time at all ;) It's one of the few things I changed from what is the expected behavior in the 5e ruleset.

Good gaming!

Rook
October 1st, 2018, 23:32
Hey celestian,

Need to pick your brain on a problem.

I've attached a screen shot of the weapons window and as you can see, the damage column is not populated.

What do you think I'm screwing up?

Thanks,

Rook

celestian
October 1st, 2018, 23:39
Hey celestian,

Need to pick your brain on a problem.

I've attached a screen shot of the weapons window and as you can see, the damage column is not populated.

What do you think I'm screwing up?

Thanks,

Rook

You are not doing anything wrong ;( That is a artifact of how 5e listed/stored weapon damage. That field displays the old "damage" string which is no longer used since I moved to the new style of weapons (where I don't parse strings and you can have multiple types per weapon).

It's something I've known about and needing to work on at some point I've just not updated it yet unfortunately.

Rook
October 4th, 2018, 01:15
Too tired tonight to explain a few hang-ups I'm having with gaining experience/class levels.

Looking forward to you posting a few "This is how you …"

Nothing worth while is ever easy, but boy.. it's draining my melon.

celestian
October 4th, 2018, 01:35
Looking forward to you posting a few "This is how you …"


What types of things would be the most immediate use to you?

Rook
October 4th, 2018, 23:39
A suggestion would be in creating a character - while keeping in mid that the DM has already created both a class & race record.

maybe like...

ok, I'm going to be a mage (of the Wizard group)
I drag and drop my race - and the character sheet now confirms that I'm human and under the tab Abilities / traits it conforms that I may be any class without level restriction. So I don't have to do anything else here.
I drag and drop my class - again the character sheet populates my class at level 1 and automatically gives me 4hp - gives me my memorized spell slots and populates my saves.


I could go on but not enough time. I'm not sure at this point if I provided a suggestion or pure gibberish.


Where I was having my test problems was when I awarded xp (under the party sheet) to my mage. The chat confirmed that the mage applied the experience but nothing more - even though I exceeded the next level xp minimum.

Is there something automated tied to exceeding the xp level?

Also, I tried to drag & drop a higher level (e.g. 6th level) to the character sheet with no result, no change in saves, spells slots, HD, etc. I don't see the effort in populating the class records from 1st to 20th level when you can only manually update your character sheet.

Now the probability is that I'm doing something wrong - story of my life.

Like I said before, nothing in life worth whiled is easy - the ruleset you've created is worth it.

Rook
October 4th, 2018, 23:41
I've had an error pop-up when I clicked the class link on the class mage. I've attached a screen shot.

Is this a "me" thing again?

damned
October 4th, 2018, 23:47
No FG ruleset automatically applies levelling based on XP.
I think there are too many variations on how people allow levelling.
Must be in town, must be resting, have to pay for training, can level up in the middle of a dungeon between fights etc.

celestian
October 5th, 2018, 00:23
A suggestion would be in creating a character - while keeping in mid that the DM has already created both a class & race record.


Making a character is a good first choice. I'll see if I can put something together.



Where I was having my test problems was when I awarded xp (under the party sheet) to my mage. The chat confirmed that the mage applied the experience but nothing more - even though I exceeded the next level xp minimum.

Is there something automated tied to exceeding the xp level?


Leveling is not automatic. Infact the experience is not "applied" to the character until the player does so (an apply button shows up when they receive new experience in the class list). Even still the process of ADDING a level is not automatic. When it's time for the character to level (experience needed is there just to let the player know they've exceeded that value) they (or the DM) will drag and drop the class onto the character sheet again and it will process that level up.

You repeat that each level.


I've had an error pop-up when I clicked the class link on the class mage. I've attached a screen shot.

Is this a "me" thing again?

I'm not sure why you're getting that error. I loaded up the OSRIC core classes module and could view classes and advancement notes for each level w/o errors. Is this a custom built thing you use?

Rook
October 5th, 2018, 00:45
Making a character is a good first choice. I'll see if I can put something together.



Leveling is not automatic. Infact the experience is not "applied" to the character until the player does so (an apply button shows up when they receive new experience in the class list). Even still the process of ADDING a level is not automatic. When it's time for the character to level (experience needed is there just to let the player know they've exceeded that value) they (or the DM) will drag and drop the class onto the character sheet again and it will process that level up.

You repeat that each level.



I'm not sure why you're getting that error. I loaded up the OSRIC core classes module and could view classes and advancement notes for each level w/o errors. Is this a custom built thing you use?

Custom, not OSRIC

That's just it, drag and dropping the new class level doesn't work.

PM me if you'd liked my .mod

celestian
October 5th, 2018, 00:54
When you say you drag/drop the "new class level" what are you doing. Are you trying to drag/drop the advancement level directly? If so you only need to drag/drop the CLASS itself. The ruleset will look at the character's classes, match it and see what the next level is and retrieve the advancement record on it's own.

Rook
October 5th, 2018, 01:24
I was dropping a level within the class, not the class itself.

I'll give that a try.

shadzar
October 5th, 2018, 04:15
No FG ruleset automatically applies levelling based on XP.
I think there are too many variations on how people allow levelling.

the variations is why FG doesn't auto level with XP?

or

FG doesnt auto level with XP, and too many variations exist for leveling?

LordEntrails
October 5th, 2018, 04:41
the variations is why FG doesn't auto level with XP?

or

FG doesnt auto level with XP, and too many variations exist for leveling?
FG doesn't auto-level because in every game I know of it is up to the GM to determine when the players are allowed to level up and because their is no way FG could know what class a character should level up in.

For example (and these have already been given)
- A GM awards XP in the middle of a dungeon but doesn't want the characters to actually level up until they get to a safe area, take a long rest, or get back to civilization.
- A player decides to multi-class

Sure, the system could be programmed to ask the GM if leveling should be allowed, and then it could be programmed to ask the player what class they want to level up in (and even programmed to let the GM decide which classes are allowed etc.)

But, as you well know, spending the time to program such would be considered a waste of resources that could well be spent working on FGU, or converting licensed content, or enhancing the game calendar function, or...

celestian
October 5th, 2018, 06:17
FG doesn't auto-level because in every game I know of it is up to the GM to determine when the players are allowed to level up and because their is no way FG could know what class a character should level up in.


Indeed. It's not because FG couldn't it's because there are to many reasons a DM might not want it to be "instant" because they got enough Experience.

This experience with Rook does make me wonder if just adding a "level up" button on the character class list would be a better method and do away with drag/drop except for the first time.

Of course this assumes the class "module" is loaded, they are adding the same class (new class would need drag/drop)... but... I like the idea at least. Perhaps make it DM only. Food for thought.

shadzar
October 5th, 2018, 14:37
But, as you well know, spending the time to program such would be considered a waste of resources that could well be spent working on FGU, or converting licensed content, or enhancing the game calendar function, or...

But can FG do it if an extension was made in the way you said for those that don't use all those bajillionzillion variations? :confused: You know like in AD&D if you arent using multiclassing or dual-classing...

it seems Celestian already has ideas on how to make it work. :D

celestian
October 5th, 2018, 15:25
But can FG do it if an extension was made in the way you said for those that don't use all those bajillionzillion variations? :confused: You know like in AD&D if you arent using multiclassing or dual-classing...

it seems Celestian already has ideas on how to make it work. :D

To be clear my reasons for not having it automatically level them up when they reach the exp needed is for the same reasons the others have mentioned. In my games I generally make the PCs wait till they are back in "town" and can train.

The idea I was pondering is to simply remove the drag/drop method for the level up process. If might be more trouble that it's worth as I'd need to ensure the module they got the class from is currently loaded... in anycase it's something that might be worth while to consider.

Rook
October 6th, 2018, 11:08
Concerning gaining a class level, my initial thought was to click on the specific level gained and then drag and drop that level link to my character sheet. Now that you've explained that is incorrect and that the class link is dragged and drop everything is clear. I suggest leaving the scheme be, no need in creating more work for you.


On another subject, perhaps someone can correct my next road-block.

I've attached a screen shot showing my 1st level dwarf fighter who should have a poison save of +2 due to his CON of 9 (i.e. poison save target of 12 -vs- 14).

My first question is if there is a way in the race record of automatically assigning a poison save bonus based upon every 3-1/2 points of CON. I've manually created a save effect on him POISON; 2 (base modifier).

Shown of the Combat Tracker, the TARGET always shown a TARGET of 14. I'm not seeing my effect happening.

yeknom
October 6th, 2018, 13:01
Hi Rook, I am not able to use my 2e ruleset at the moment but there should be a small gear like icon near the saving throws that allows you to open them up and manually put in the modifier to the poison save.

Rook
October 6th, 2018, 13:30
Hey Yeknom,

Ya, I'm aware of the gear and manually adjusting the saves - I just wonder what the use is of the BASE & MOD and how they come into play.

Mind if I call you monkey :)

yeknom
October 6th, 2018, 14:49
All good, that's what I am, just a confused one, hence yeknom!

celestian
October 6th, 2018, 18:46
Concerning gaining a class level, my initial thought was to click on the specific level gained and then drag and drop that level link to my character sheet. Now that you've explained that is incorrect and that the class link is dragged and drop everything is clear. I suggest leaving the scheme be, no need in creating more work for you.


On another subject, perhaps someone can correct my next road-block.

I've attached a screen shot showing my 1st level dwarf fighter who should have a poison save of +2 due to his CON of 9 (i.e. poison save target of 12 -vs- 14).

My first question is if there is a way in the race record of automatically assigning a poison save bonus based upon every 3-1/2 points of CON. I've manually created a save effect on him POISON; 2 (base modifier).

Shown of the Combat Tracker, the TARGET always shown a TARGET of 14. I'm not seeing my effect happening.

What I do is create an effect in the abilities tab for the character, like this.

https://i.imgur.com/yatxfq2.png

The modifier will only be "visible" when they make a save roll, not in the list of saves.
(edit: this is bugged, apparently POISON doesn't apply it to poison saves, looking)

If you want it to be visual in the save list then you need to do as Yeknom suggests and adjust the modifier.

This method is a bit more static but does visually show you the roll value (normally this character has a 7 poison save).

https://i.imgur.com/hfZxhmz.png

Somewhat tangentially related to this. You can add advanced effects to races and when they drag/drop the race onto the sheet they will be added to the character.

Right now it doesn't calculate the con bonus so doesn't help you with this situation but it does deal with some of the other racial features.

https://i.imgur.com/IPYQKwL.png

Rook
October 6th, 2018, 19:12
Hey Celestian,

Thanks for posting. I've been up since 4:00am (couldn't sleep) and this has been kicking my butt.


I'll set the poison save bonus manually, no big deal. I'm going mess around with the other saves with effects to see if I have any problems.

celestian
October 6th, 2018, 19:21
Hey Celestian,

Thanks for posting. I've been up since 4:00am (couldn't sleep) and this has been kicking my butt.


I'll set the poison save bonus manually, no big deal. I'm going mess around with the other saves with effects to see if I have any problems.

I just fixed the "POISON: 2" bug (where it wouldn't apply it). I had recently changed the "[SAVE] Poison" to "[SAVE] vs. Poison" and did not correct the checks for those new visuals.

I'll post the fix (with a couple other things I've touched on over the last week or so) shortly.

celestian
October 6th, 2018, 19:24
Update 2018.10.06

Bugfix: specific save types, poison, rod, wand modifiers from effects were not working properly
Bugfix: hidden rolls for saves were sometimes not hidden (in tower)
Bugfix: some effects were causing ADV/DISADV effects (don't exist in AD&D)


This is just a small update with some bugfixes that would be quite annoying to have to deal with.

Rook
October 6th, 2018, 19:30
Take a look at the death saves.

Having same problem that I had with poison (advanced effects no functioning with the save roll).


Opps…. missed your last post... maybe you already know about it. Sorry

celestian
October 6th, 2018, 19:54
Take a look at the death saves.

Having same problem that I had with poison (advanced effects no functioning with the save roll).


Opps…. missed your last post... maybe you already know about it. Sorry

Yup, the new version I just posted should correct that for all "specific" save types.

Rook
October 6th, 2018, 20:09
Very nice sir!! Working as designed.

Time for a beer and the OSU game!

Rook
October 7th, 2018, 15:10
Having a problem with the following effect:

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=24911&stc=1&d=1538922902



I've made sure that the TYPE is ogre
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=24912&stc=1&d=1538923000


With my dwarf AC: 5 and the ogre THAC0 17 (hits on a 12 or better). The ogre should have a -4 to hit (hits on a 16 or better)
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=24913&stc=1&d=1538923051


It's just not happening. I've changed the syntax of the effect in a bunch of ways but I haven't been able to get it to work.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=24914&stc=1&d=1538923089

I've also tried dragging the effect from the dwarf to the ogre with no luck.

Anyone care to comment?

edit: still learning on how to post images. I've search the forum and found Trenloe's advice. I promise to do better :)
edit: woohoo! image insert a victory!

celestian
October 7th, 2018, 17:48
This should not look like this in the CT:

https://i.imgur.com/PORdae5.png

The string should look like: IFT: TYPE(ogre); DMG: 3 or IFT: TYPE(ogre); AC: 4

That's what it looks like when you look from the listing of effects applied from Advanced Effects. The actual effect string is:

https://i.imgur.com/qxVNSMU.png

Which will end up like this in combat.

https://i.imgur.com/kaLrPHm.png

celestian
October 7th, 2018, 18:38
Actually, I found another bug (thanks to you!). I'm just about to fly off for work but grab the attached AD&D Core.pak on this post and it should work for you with what you're trying to do (IFT: TYPE(ogre); AC: 4). If you don't find any problems I'll make it the production version when I get back end of week.

Rook
October 7th, 2018, 18:42
I've copied per your post


IFT: TYPE(ogre); AC: 4

and pasted

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=24918&stc=1&d=1538934082

still no luck

Rook
October 7th, 2018, 18:48
That did it celestian.

Thanks buddy!

celestian
October 7th, 2018, 19:08
That did it celestian.

Thanks buddy!

Little things I tweak tend to have deeper effects. All of this stuff I tested before hand and it worked and then later I change some innocuous little bit and the dominoes fall!

Thanks for helping me find these issues and getm fixed.

esmdev
October 27th, 2018, 21:12
Hi, ruleset seems like really solid work. I'm throwing together a campaign server to play around with but was wondering if there is a way to get the GAP theme and the 14 point clear font extension to work with this? They work with the basic 5E setup but don't seem to work with this. Those two extensions would make an already great setup so much easier on my elder eyes. :)

celestian
October 27th, 2018, 21:17
Hi, ruleset seems like really solid work. I'm throwing together a campaign server to play around with but was wondering if there is a way to get the GAP theme and the 14 point clear font extension to work with this? They work with the basic 5E setup but don't seem to work with this. Those two extensions would make an already great setup so much easier on my elder eyes. :)

Not familiar with either one of those. If you can send me the links I'll look at them. Theme might not work because it has a ruleset type set in it.

esmdev
October 27th, 2018, 21:44
Hi. Thanks for the reply.

The font is at https://svn.fantasygrounds.com/forums/showthread.php?35568-Another-14-pt-font-extension

The theme is at https://svn.fantasygrounds.com/forums/showthread.php?35819-Extension-5E-Theme-FG-GAP

Also, at the bottom of post #3 of the forum I see that there is a pulldown listed as 2e classes with all the core classes. In the campaign I have setup right now it's just the big 4 (cleric, fighter, magic-user and thief). Is there some extra step that I need to do to get the full class list and the 2nd edition pulldown?

celestian
October 27th, 2018, 21:56
Hi. Thanks for the reply.

The font is at https://svn.fantasygrounds.com/forums/showthread.php?35568-Another-14-pt-font-extension

The theme is at https://svn.fantasygrounds.com/forums/showthread.php?35819-Extension-5E-Theme-FG-GAP

Also, at the bottom of post #3 of the forum I see that there is a pulldown listed as 2e classes with all the core classes. In the campaign I have setup right now it's just the big 4 (cleric, fighter, magic-user and thief). Is there some extra step that I need to do to get the full class list and the 2nd edition pulldown?

I couldn't find the download link for "gap" in that post.

The 14 point font extension works fine for me it seems. What is the problem?

Keep in mind, extensions are written for "rulesets" and these are for 5e so they might or might not work and I can't "fix" them to work.

As to the classes listed in my SS's, that is my content I built from the 2e products. If I could release them I would but that'd isn't legal ;( The best bet on that is to email wotc and FG/Smiteworks and ask them to license AD&D products so I can put them up ;) For now you have to create those classes yourself unfortunately.

esmdev
October 27th, 2018, 22:01
Sorry about that, was an old link for GAP, new one is https://www.fantasygrounds.com/forums/showthread.php?41922-GAP-amp-PRO-Themes-now-open-source&p=371779#post371779

On the 14 point font it doesn't show up in the extension options, in fact it doesn't show up on the list for me on anything but a standard 5E.

I get it on the licensing, basically I just need to get to typing. :)

celestian
October 27th, 2018, 22:09
Sorry about that, was an old link for GAP, new one is https://www.fantasygrounds.com/forums/showthread.php?41922-GAP-amp-PRO-Themes-now-open-source&p=371779#post371779

On the 14 point font it doesn't show up in the extension options, in fact it doesn't show up on the list for me on anything but a standard 5E.

I get it on the licensing, basically I just need to get to typing. :)

This is why, they set it to work for just this ruleset.


<ruleset>
<name>5E</name>
</ruleset>


I changed my local running copy of AD&D Core to allow it to run the extensions. By default AD&D Core doesn't load 5E only extensions.

If you want to run 5E extensions (no guarantee they will work) you can unzip AD&D Core.pak into a directory of the same name in rulesets/* and edit the base.xml file here:



<importinfo>
<acceptfrom ruleset="2E" />
<acceptfrom ruleset="AD&amp;D Core" />
<acceptfrom ruleset="CoreRPG" />
<!-- <acceptfrom ruleset="5E" /> -->
</importinfo>



And remove the commented part I bolded above. Keep in mind when I update AD&D Core again you'll need to do the same thing.

esmdev
October 27th, 2018, 22:13
Cool, thanks for the info. That should be really helpful. Great work on the ruleset by the way, just scanning through it was reminding me of the good ole days.

Trenloe
October 27th, 2018, 22:14
@esmdev - as celestian mentions, it's really up to the extension developers to help make their extensions compatible with rulesets. If ruleset developers had to do extra work to work, beyond the many hours that they already spend on the base ruleset, to make community extensions work there'd be was less community rulesets and functionality.

You can change those extensions to work in different rulesets - look at the details here: https://www.fantasygrounds.com/refdoc/properties.xcp The <ruleset> parameter needs to be changed to the name of ruleset you want to load it into. Now, all this does is allow you to load the extensions, whether it will work properly is a whole different thing, as it was designed for another ruleset altogether.

Having said that, let's look at the GAP theme. This was discontinued by ll00ll00ll00ll because it was picked up by SmiteWorks as a theme distributed as standard. Look at the Theme - Simple Brown and Theme - Simple Gray extensions - you'll need to add a AD&D Core entry to the <ruleset> list in the extension's extension.xml file to get it to be able to be loaded with this ruleset, or do what celestian mentions above using acceptfrom - probably a better approach as editing the FG standard extensions will result in them being overwritten the next time you run an update.

esmdev
October 27th, 2018, 22:19
Thanks for the info. I think I mostly misinterpreted the line in the 14 point clear font forum where it said "This extension has been modified to work in all Core based rulesets" as corerpg based. Based on what celestian said I am pretty sure that meant Core 5E. Which is really fine, shouldn't be a problem to make the listed changes.

As for the GAP being the standard brown theme, that is totally fetch! :)

Trenloe
October 28th, 2018, 10:07
...you'll need to add a AD&D Core entry to the <ruleset> list in the extension's extension.xml file to get it to be able to be loaded with this ruleset, or do what celestian mentions above using acceptfrom - probably a better approach as editing the FG standard extensions will result in them being overwritten the next time you run an update.
Update: Editing the base extension is the only way to go, acceptfrom only works with modules tagged for other rulesets, it doesn't allow the base ruleset to open extensions for that other ruleset. https://www.fantasygrounds.com/refdoc/importinfo.xcp

celestian
October 28th, 2018, 19:53
Update: Editing the base extension is the only way to go, acceptfrom only works with modules tagged for other rulesets, it doesn't allow the base ruleset to open extensions for that other ruleset. https://www.fantasygrounds.com/refdoc/importinfo.xcp

I'm not sure I understand what you're saying. I actually do this and it works. By placing the un-commented field I mentioned I can see and load 5e extensions even tho they were not written for AD&D Core.

You are correct tho, it's better to have the extension side include the ruleset type.

Trenloe
October 28th, 2018, 20:06
I'm not sure I understand what you're saying. I actually do this and it works. By placing the un-commented field I mentioned I can see and load 5e extensions even tho they were not written for AD&D Core.
That's not my experience at all - and I've now tested this twice today on 2 separate FG installs.

I've changed the PFRPG ruleset to have this in the base.xml file:

<importinfo>
<acceptfrom ruleset="d20" />
<acceptfrom ruleset="3.5E" />
<acceptfrom ruleset="5E" />
</importinfo>

I can open 5E modules once I open a PFRPG campaign, but I can't enable extensions specifically tagged with a ruleset of 5E - they don't even appear in the Load Campaign extensions list.

Are you 100% sure the extensions you see are only tagged with a ruleset of 5E? For example, all of the D&D 5E decals can be enabled for any ruleset, they aren't specifically tagged for 5E.

celestian
October 28th, 2018, 22:04
That's not my experience at all - and I've now tested this twice today on 2 separate FG installs.

I've changed the PFRPG ruleset to have this in the base.xml file:

<importinfo>
<acceptfrom ruleset="d20" />
<acceptfrom ruleset="3.5E" />
<acceptfrom ruleset="5E" />
</importinfo>

I can open 5E modules once I open a PFRPG campaign, but I can't enable extensions specifically tagged with a ruleset of 5E - they don't even appear in the Load Campaign extensions list.

Are you 100% sure the extensions you see are only tagged with a ruleset of 5E? For example, all of the D&D 5E decals can be enabled for any ruleset, they aren't specifically tagged for 5E.

Woops, you are correct. That bit I mentioned is for modules NOT extensions.

That said, the 14 point extension that was mentioned, I've been able to load into AD&D Core (the text in chat is ginormous at least.) and the <ruleset> in extension.xml is set to 5E...

Trenloe
October 28th, 2018, 22:54
That said, the 14 point extension that was mentioned, I've been able to load into AD&D Core (the text in chat is ginormous at least.) and the <ruleset> in extension.xml is set to 5E...
Using the one from here: https://svn.fantasygrounds.com/forums/showthread.php?35568-Another-14-pt-font-extension I can't enable in a none 5E campaign using acceptfrom 5E. The name of that extension within FG is "5E Font - 14 point Clear Font" - is that the one you can see for other none 5E rulesets?

celestian
October 28th, 2018, 23:54
Here is what I see when I load a 2E/AD&D Core campaign.

Also note I have this commented in the ruleset's base.xml <!-- <acceptfrom ruleset="5E" /> --> (it's for modules).

https://i.imgur.com/g1WAH5x.png

Trenloe
October 29th, 2018, 00:11
Here is what I see when I load a 2E/AD&D Core campaign.

Also note I have this commented in the ruleset's base.xml <!-- <acceptfrom ruleset="5E" /> --> (it's for modules).

https://i.imgur.com/g1WAH5x.png
Sounds like you have another version of that extension somewhere that FG is reading.

esmdev
October 29th, 2018, 00:20
Dude! <points at celestian> I want what he's loading! :bandit:

celestian
October 29th, 2018, 00:35
Using the one from here: https://svn.fantasygrounds.com/forums/showthread.php?35568-Another-14-pt-font-extension I can't enable in a none 5E campaign using acceptfrom 5E. The name of that extension within FG is "5E Font - 14 point Clear Font" - is that the one you can see for other none 5E rulesets?

You would be correct. Turns out sometime in the past I unzipped the extension for something, probably to make it work for just this reason. I don't use a lot of extensions so tend to not pay much attention to them.

celestian
November 4th, 2018, 20:02
Update 2018.11.04


Bugfix: IFT functions within effects
Bugfix: ability changes from affects did not automate con bonuses updates
Bugfix: hp/hd readonly mode display
Added: First pass Kit support.
Update: added "inlair" for npc records.
Update: alignment/display tweaks to actions/weapons tab.


Kit support added with this version. It's the first pass tho I hope I got all (or most?) of the features needed for them. If you come across something that would seem need an automated process please let me know and I'll see if I can do it. Right now it will handle skills, prof slots, weapons proficiencies, languages and generic features.

Here is what the kit entries look like.

https://i.imgur.com/Xqvnam4.png

Here you can add bonus languages, weapon and non-weapon proficiency slots or weapon proficiencies. You can also add other features that do not fit anywhere else in "features".
https://i.imgur.com/NTHoVcT.png

If you need to add, modify or upgrade skills you can do it like this:
https://i.imgur.com/moLWvKr.png

If you need to add a "attack" or "power" because of the kit you can use these. The same as the class advancement.
https://i.imgur.com/lmBAZii.png

JohnD
November 4th, 2018, 23:51
Does it bother you at all that you are creating a fully functional, professional grade AD&D ruleset that will apparently never receive the green light from the dummies at the top of the illuminati pyramid?

AegisPrime
November 4th, 2018, 23:55
Knowing Celestian as I do, he'll carry on making it the best AD&D ruleset out there irrespective but yeah - all WotC are doing right now is leaving money on the table. I'm hoping one day they'll cotton on that there's DM's like me that'd repurchase their whole damn collection of hard-copy AD&D products to have them in FG.

damned
November 5th, 2018, 00:51
good people - anyone with a twitter account want to retweet this and copy in @NathanBStewart
https://twitter.com/Celestian_GC/status/1059200362220085254

JohnD
November 5th, 2018, 01:41
Done.

celestian
November 5th, 2018, 03:11
Does it bother you at all that you are creating a fully functional, professional grade AD&D ruleset that will apparently never receive the green light from the dummies at the top of the illuminati pyramid?

I keep hoping for the best and working on it while I wait. I would absolutely love it if everyone that wanted to could use it with all the content I've put together. AD&D is a great system with a different flavor than other versions of D&D that I believe a lot of folks enjoy. Some of us even play 5e and AD&D ;)

I think it would be a win win for WoTC to allow the license of it to Smiteworks myself and keep pushing towards that goal in anyway I can.

esmdev
November 5th, 2018, 03:54
Seriously it costs them a bit in legal costs to license 2E for FG and then they just sit back and collect their checks along with getting to watch their PDF sales jump along with. Imagine how many 2E books were written, how many settings came out, all those completes, historical, etc., etc., etc... bank I say, Wizards could make bank.

Trenloe
November 5th, 2018, 13:30
Getting a license is just the first step. You still need someone to convert all of those books to FG. I would also imagine that for Wizards to be interested there would need to be some commitment to converting a certain number of products over a period of time.

That said, It absolutely would be nice to see some official AD&D products on FG... Nice blue maps everywhere! :)

AegisPrime
November 5th, 2018, 14:22
Getting a license is just the first step. You still need someone to convert all of those books to FG. I would also imagine that for Wizards to be interested there would need to be some commitment to converting a certain number of products over a period of time.

Some of us are already doing that :) the Dark Sun Campaign Setting, Complete Psionics Handbook and Monstrous Appendix are (barring a little polish) ready to go - they've been in use in my own campaign for months now. If Celestian could get 2E officially licensed I'd be delighted to convert everything TSR ever put out for Dark Sun (heck, I'll end up doing it eventually anyway...)

I'd like to see a Core Rules bundle with the PHB/DMG/MM and campaign settings with essential splatbooks (i.e. Psionics etc.) and Monstrous Appendices included. Then the other splatbooks could be offered individually or in logical bundles and the adventures separately.

LordEntrails
November 5th, 2018, 16:21
I think WotC is not interested in licenses any previous edition material because it goes against the philosophy for 5E that has been so incredibly successful (and has resulted in 30%+ year over year growth for 4 years). 'Make the game accessible to new players, and don't split the customer base.'

I'd have to go look up the numbers, but I suspect that their are more new players every year (over the last few years) than their are players of AD&D. And having a licensed version of AD&D is going to confuse the people new to the game "Hey, I keep seeing Dungeons and Dragons mentioned on my favorite TV show/media/etc, let me go check it out. Hey, what's this 'Advanced Dungeons & Dragons? Must be better right? Wait, but it's from the 80s? I'm confused.... guess I won't bother."

Now sure, I would love for all this old edition stuff to be licensed. But I don't expect WotC to ever license it, and I understand why they might think they shouldn't, after all, market growth (new players) is the lifeblood of commercial success.

AegisPrime
November 5th, 2018, 17:11
Then why continue to release 1st/2nd/3rd & 4th Edition stuff on DriveThruRPG? The 2nd Edition Monstrous Manual has just been made available as print-on-demand with likely the PHB and DMG to follow. Clearly someone at WotC is looking at ways to monetize these old properties - they just seem to want to do it in a way that requires minimal effort - Celestian and Smiteworks has a means to allow them to do just that.

celestian
November 5th, 2018, 17:15
I

And having a licensed version of AD&D is going to confuse the people new to the game "Hey, I keep seeing Dungeons and Dragons mentioned on my favorite TV show/media/etc, let me go check it out. Hey, what's this 'Advanced Dungeons & Dragons? Must be better right? Wait, but it's from the 80s? I'm confused.... guess I won't bother."

If that were the case they wouldn't also sell PDFs for previous versions (all of them). Or have reprints of those books and then later allow POD of those books.

I can't speak to their marketing group and what they do or don't want to do regarding their player base. All I can say is there are people that do buy older versions of the game and play it. Giving them an option to do the same in FG would give them the same choices that 5e has and they get paid for it.

It's almost no different than the PDFs in that the content is already in existence, they do not need to create it and they get paid for it if they license it. I've already done a large amount of the work to create PHB/DMG and MM (bulk of the work is done) and have also done similar with the f/w/t/p handbooks. There is a lot more work to be done but to me it seems a smart decision to give it a chance.

If WoTC doesn't license, what choice do those players have? OGL/Clone games? That certainly splits the base and they loose them as a customer.

At the very least WoTC would have some happy customers that have been fans of D&D for a long time. They keep those customers and their new ones happy.

I wish someone else had done this ages ago so I could have just stepped into FG and bought all of this day one. I'm sure there are other folks like that today.

AegisPrime
November 5th, 2018, 17:24
Another benefit of adapting this material to VTTs (for WotC) is DRM - old-school groups that I've played with on Discord and Roll20 are rife with links to PDFs of D&D's back catalogue - adapting the old sourcebooks and adventures into DM-friendly products for FG (and others) gives groups an incentive to actually purchase this stuff again (and gives them a great deal of convenience for their money).

Like Celestian, if this had already been in place when I discovered FG I'd have bought into it in a heartbeat and I can't be the only old-school DM that'd like to pick up their 80's/90's campaign where they left off.

LordEntrails
November 5th, 2018, 17:35
I'm not against it (and would enjoy it to), which is why I retweeted that tweet as well, and I had forgotten about the PDFs through OBS.

My point being is that too me it doesn't seem like its our perceptions that are being worried about. We KNOW "Advanced D&D" is not an enhancement to 5th Edition. But how would a new person know that? Now you are right, that such a person might also stumble across the PDF on an OBS site and have the same confusion.

Also keep in mind, we know WotC is cautious and slow moving on digital licensing. They are not a company to jump into digital in any but an extremely cautious way. Not that it's harmful to keep letting them know they are missing out on an opportunity and that their is a fan base interested in spending money on this. But also remember, we are a tiny part of the market they are interested in.

TVDinner
November 5th, 2018, 17:49
Celestian, thanks much for doing all this. I've been running a 2E/2.5 mishmash Night Below and your ruleset has been great. I've played with the 5E ruleset a bit and missed your additions.

Regarding the more recent licensing topic, everyone please consider that publishing in Fantasy Grounds is not the same as republishing a PDF with no changes. Adding FG links, etc., most likely creates a derivative work which is probably not going to be covered by any existing licenses. (I'm thinking artwork here.) Heck, the US court fight just to republish old magazines exactly as a PDF took way too many years and who knows how many dollars. Smiteworks is way too small to fight this and WotC/Hasbro would have to spend and risk a lot more for a very small (relative) profit.

celestian
November 5th, 2018, 18:50
Celestian, thanks much for doing all this. I've been running a 2E/2.5 mishmash Night Below and your ruleset has been great. I've played with the 5E ruleset a bit and missed your additions.


Nightbelow is a great campaign/adventure. I'd LOVE to run it and it is one of the things I'd love to convert into FG.



Regarding the more recent licensing topic, everyone please consider that publishing in Fantasy Grounds is not the same as republishing a PDF with no changes. Adding FG links, etc., most likely creates a derivative work which is probably not going to be covered by any existing licenses. (I'm thinking artwork here.) Heck, the US court fight just to republish old magazines exactly as a PDF took way too many years and who knows how many dollars. Smiteworks is way too small to fight this and WotC/Hasbro would have to spend and risk a lot more for a very small (relative) profit.

I do not know their agreements with past artist so can't say. I would be surprised if they did not own all the art in the core books at the very least.

As I said, I'll keep working on it because it's a self motivating project for me. I just know that there are people that have tried to use it and get turned off when they realize they can't get the content that they want to play the game without importing it all themselves. I don't blame them, it's not a simple or quick task.

AegisPrime
November 5th, 2018, 18:58
Regarding the more recent licensing topic, everyone please consider that publishing in Fantasy Grounds is not the same as republishing a PDF with no changes. Adding FG links, etc., most likely creates a derivative work which is probably not going to be covered by any existing licenses.

Not saying that you're wrong, but that seems like a real stretch. Sure, the rights to artwork could have just been renegotiated for inclusion in PDFs (assuming they needed to be renegotiated at all) but it would have been extremely short-sighted of WotC to do that work without ensuring they had blanket digital rights - Wizards are hardly new to this (think of all the art they've commissioned for MTG).

TVDinner
November 5th, 2018, 22:02
I really don't want to get into republishing stuff, but the lawsuit I'm thinking about (googling noises) is Greenberg versus National Geographic. Wikipedia claims the suit ran 2001 - 2008. Nat Geo reprinted as pdfs some of their issues. Greenberg was/is a photographer and argued the derivative work / revision angle. Nat Geo eventually wound up winning, but given how much work it is to move content into Fantasy Grounds, I'll claim the "derivative work" argument is gospel from our FG perspective. That lawsuit couldn't have been cheap.

The contracts were also with TSR, not WotC, '80s to '90s. Maybe even earlier, as there's some artwork in Night Below ('95, page 4) which is also in D2 ('78, page 6). It's Trampier's. He's credited in Night Below, but not D2. There's a ton of re-used art in Night Below. Do the original contracts even exist anymore? Would all the artists/estates be willing to work with the current IP owners at a cheap price? There's eight artists listed in the Monsterous Manual alone, plus the cover artist. Tracking them down, negotiating, writing the contracts, and paying them a chunk upfront won't be cheap.


I'd like to see 2E out on FG too, but I just don't think it'll happen.

AegisPrime
November 5th, 2018, 22:12
I agree that rights issues can be labyrinthine but it was Wizards/Hasbro, not TSR that made all this material (everything from OD&D up to and including 4th Editon) available for sale on DriveThruRPG - do you really think they'd do that unless they were positive they owned all the rights associated with this material?

celestian
November 5th, 2018, 22:19
The contracts were also with TSR, not WotC, '80s to '90s. Maybe even earlier, as there's some artwork in Night Below ('95, page 4) which is also in D2 ('78, page 6). It's Trampier's. He's credited in Night Below, but not D2. There's a ton of re-used art in Night Below. Do the original contracts even exist anymore? Would all the artists/estates be willing to work with the current IP owners at a cheap price? There's eight artists listed in the Monsterous Manual alone, plus the cover artist. Tracking them down, negotiating, writing the contracts, and paying them a chunk upfront won't be cheap.


I'd like to preface this by saying I am no lawyer and have no insight into the sale of TSR... but then none of us do.

WoTC purchased TSR and more recently WoTC purchased buy Hasbro. Sales tend to include everything, including debt (which was why TSR sold to begin with). There was certainly some hinky stuff during the Dragon mag reproduction but we're absolutely not talking about that type of content. (this was comics, not art)

Regardless it's a simple matter of 1) not including the art or 2) not including this boxed set. As I mentioned earlier Iam interested in Core rules and books.



I'd like to see 2E out on FG too, but I just don't think it'll happen.

I hope you are wrong. Until they say "No we cannot." I'll try and make it happen.

LordEntrails
November 5th, 2018, 22:55
I hope you are wrong. Until they say "No we cannot." I'll try and make it happen.
I hope I'm (we) are wrong too. Would love to see it happen and think you have done an awesome job. Hope you keep it up :)

celestian
November 6th, 2018, 00:47
I figured I missed something with kits and there might even be more esoteric issues with other kits but this issue is resolved.

Update 2018.11.05

* Updated "Features" to support choosing from list of names for specializations (for things like Myrmidon kit).

Minor update but when dealing with Myrmidon kit I realized they get a "choice" of a specialization type so I went and used the existing infrastructure from CoreRPG/5E and came up with this.

The "name" of the feature needs to contain "weapon specialization".
The text of the feature needs to contain the text "Choose X from " (were X is a number) followed by a list of choices you want to give the player such as "Long sword, Short Sword, Two-Handed Sword or Bastard Sword."
https://i.imgur.com/RNI3YYl.png

When they apply the kit it will prompt them to choose the single specialization granted.
https://i.imgur.com/oUK8xmM.png

Then add the specialization to the list that you can then apply to whatever weapons it's relevant for.
https://i.imgur.com/xpYspy9.png

If you run across anything else let me know.

shadzar
November 6th, 2018, 07:45
Getting a license is just the first step. You still need someone to convert all of those books to FG.

21 books are included in AD&D Core Rules 2.X CD-ROM in HTML, Windows HLP, and RTF format. which Celestian has already made an importer to bring into FG.

Windows Help version shown here
https://cdn.discordapp.com/attachments/380987659318722565/509270280036810763/cr2.jpg

The main thing needed is legal right for FG to support it so the ruleset is not the only thing allowed to exist but all those books, and people to convert any adventures for possible inclusion on FG store.

People are already converting AD&D products into 5e conversions, so having them for AD&D wouldn't be that hard either. just they might not be allowed on DMs Guild such as the 5e counterparts since DMsG is 5e centric.

It would however allow people to create NEW adventures and products for AD&D that could be sold through the FG store which would give WotC a cut of money as the licensee, without having to do any work beyond the initial license agreement since to them it is a dead system.

EDIT: If you really want a blue map to use then you can use my Twitch Video Preview image for personal use. :P
It has no room information, so you will have to supply that for yourself. ;)

https://static-cdn.jtvnw.net/jtv_user_pictures/shadzar-channel_offline_image-82d101e44ddb6881-1920x1080.png

(forums preview shows the image does not break the page, if it does after actual posting will edit to make smaller somehow.)

hawkwind
November 6th, 2018, 13:54
I once hears a rumour that TSR did their early module maps in blue to stop young folk like my self going to library to make a photo copy of the G series or what ever. No idea if its true

Andraax
November 6th, 2018, 14:40
Yes, older photocopiers did not reproduce that shade of blue reliably, which is why that color was also used for markup.

FeralynTorm
November 8th, 2018, 16:05
I realise I'm probably being dense and missing something here - I've downloaded the .pak and the .mod files from the first post, in addition to some of the optional NPC, Spells, Items .mod files. The interface is fantastic and looks beautiful and everything seems to be working fine. However, I only get the basic classes (F, M, C, T) and no option for Kits or any of the other stuff mentioned herein. Do I have to use the perl install method to access these? I'm no programmer, and find it all a little bewildering (dumb ranger, sorry). Any help much appreciated. And thanks for making this ruleset, if I can get it running, it'll be a dream to use.

celestian
November 8th, 2018, 16:23
I realise I'm probably being dense and missing something here - I've downloaded the .pak and the .mod files from the first post, in addition to some of the optional NPC, Spells, Items .mod files. The interface is fantastic and looks beautiful and everything seems to be working fine. However, I only get the basic classes (F, M, C, T) and no option for Kits or any of the other stuff mentioned herein. Do I have to use the perl install method to access these? I'm no programmer, and find it all a little bewildering (dumb ranger, sorry). Any help much appreciated. And thanks for making this ruleset, if I can get it running, it'll be a dream to use.

You are not doing anything wrong. There are limits with what I can put up for download due to copyrights. The NPCs, Spells and Classes uploaded to this site by me are all from OSRIC which we are allowed to share. Items such as kits (like the examples I used) are owned by Hasbro/WoTC.

My examples of kits are there so that folks can have a better idea how to create them for their own use.

That said, the importer script will get you more data (all of the books from Core Rules CD, spells, items, skills) but you'd still to to setup some of the records such as classes,spells with further details as I've done using that content.

This is one reason I'd really like it if Hasbro/WoTC would let FG license AD&D so that folks could just purchase this stuff and get to playing the game they enjoy.

If there is anything I can do to help let me know. I'm know things can be a bit confusing at times ;) If you have a discord account I hang around the FG discord server. Look me up, send me a PM and I'll do what I can to assist.

esmdev
November 8th, 2018, 17:49
I realise I'm probably being dense and missing something here - I've downloaded the .pak and the .mod files from the first post, in addition to some of the optional NPC, Spells, Items .mod files. The interface is fantastic and looks beautiful and everything seems to be working fine. However, I only get the basic classes (F, M, C, T) and no option for Kits or any of the other stuff mentioned herein. Do I have to use the perl install method to access these? I'm no programmer, and find it all a little bewildering (dumb ranger, sorry). Any help much appreciated. And thanks for making this ruleset, if I can get it running, it'll be a dream to use.

Sadly it is not you being dense but Wizards of the Coast.

The unfortunate situation is that they can only provide the basic stuff (FMCT), some gear and the absolute basics. Anything more would bring the legal dragons at Hasbro down on poor celestian.

FeralynTorm
November 9th, 2018, 11:37
Thanks, Celestian, esmdev, appreciate the feedback. I did wonder if that was the case, but wanted to check it wasn't just me missing something. Hopefully I'll get to look into adding the other material myself at some point. In the interim I think we'll be at the mercy of the C&C mods I've been using (still a great set to be fair...yours is so much more feature-rich, though...)

Thanks for the offer, Celestian, I'll look you up when I get back from my next work trip! Let me know if you need any help petitioning Wizards! If enough of us make noise about wanting 2E in FG maybe...just maybe...the dice gods will hear us... xD

damned
November 9th, 2018, 12:21
FeralynTorm retweet this and copy in NathanBStewart from the Wizards
https://twitter.com/Celestian_GC/status/1059200362220085254

celestian
November 29th, 2018, 21:34
Update 2018.11.29


Bugfix: HP values of NPCs in CT when viewing their npc sheet.
Bugfix: NPC sheet view when in read only mode.
Update: init/attack dice background colors in Combat tab.
Update: "Show results to client" if set to Friendly or Off will not show "resistance/immune/vuln" in damage they do.
Update: Drag/drop npcs with effects into CT will always hide effects added on initial spawn. NPC/PC tokens that are not visible will always hide effects (if they equip/unequip and item with an effect, even if the effect has "show" set).
Added: New Initiative indicator added to a token when that token has initiative.


The color/background changes to init/attack are me trying to make it easier for people to not mix them up and hit the initiative dice when they meant to use the attack dice.

The new initiative indicator is to make it easier to see which token on the map has initiative. The white ring is kinda hard to see at times. I'm not 100% on the overlay used to indicate initiative but this is my choice for now.

This will probably be the last release until 3.3.7 goes live. Mostly some minor things but wanted to get them out before 3.3.7.

celestian
December 15th, 2018, 23:49
Inspired by the talk of mirror image automation I've done something similar and also included stoneskin. This version will be out sometime after 3.3.7 goes live.

https://i.imgur.com/nUQNqFP.gifv

https://i.imgur.com/nUQNqFP.gifv

The effect used for this is configured on the spell using a string with the arcane level macro included. In this case it's the level divided by 3 + 1d4.

https://i.imgur.com/eJ2e7db.png

AegisPrime
December 18th, 2018, 18:23
Inspired by the talk of mirror image automation I've done something similar and also included stoneskin. This version will be out sometime after 3.3.7 goes live.

3.3.7 is live! When can we play with it? :D

LordEntrails
December 18th, 2018, 20:16
3.3.7 is live! When can we play with it? :D
3.3.7 is broken, don't update yet :) Watch the House of Healing and wait for a hotfix (my recomendation).

celestian
December 18th, 2018, 20:19
3.3.7 is live! When can we play with it? :D

Note the part of "sometime after 3.3.7 goes live". I tend to wait a few days for any final issues to be resolved with a new release on the off chance it does require me to make additional changes.

celestian
December 19th, 2018, 17:42
Update 2018.12.18


Update: Colorized background to initiative dice roller similar to attack (orange)
Update: NPC effects applied when dropped into CT hidden from chat even if not hidden on effect.
Update: Campaign setting "CHAT: Show results" to client tweaked so that weapon name does not show if just set to friendly. Damage done when set to "friendly" will show damage rolled, not damaged done (resist/vuln values hidden).
Update: Class level advancement window layout
Update: THACO field from CT can now be used to make a generic attack as well.
Update: Surprise/Turn/initiative combat-mini window cleanup (added buttons). Moved turn configuration to combat calc window. Added combat calc window button to actions table
Added: New "active initiative" indicator.
Added: Support for matrix style to hit for 1E extension.
Added: Mirror Image/Stoneskin automation into attacks.
Added: SkipDeadNPC in CT (campaign setting for this like skip hidden)
Bugfix: Shortcut fixed the Armor/Weapon buttons on items record index for players.
Bugfix: Shortcut weapons list now displays damage fields for weapons properly.
Bugfix: various display issues for memorized/cast and unmemorized (remove button while in combat mode) .
Bugfix: "Attack [XX]" value included flipped decending/THACO math value that confused players. Fixed, shows actual roll total now and doesn't include the bab/ascending AC conversion value.
Backport: CoreRPG and 5E 3.3.7 updates into ruleset


I've tested this in various ways but if I missed something with this update please give me a bug report.

twh
December 22nd, 2018, 00:15
We've decided to try Night Below with this ruleset and so far it's amazing ! Great work, thank you so much ! Previous 2E rulesets were basically unplayable, but this one is incredible, so many features..and it works, which allows us to play some great older modules.

But we have some minor gripes after a bit of playing. Mind you, they are minor, and most of them are probably just our inexperience with FG and 2E ruleset

1) Players got a henchman (saved a dwarf prisoner in an orc cave, for those familiar with Night Below), but now it's really annoying to divide XP and loot. I have to manually compute a henchman share, multiply it by total number of characters, award it, then remove henchman from the PC tracker then award the rest. Same with gold. Is it possible to have a divider somewhere on character sheet instead ? Fixed "half a share XP/gold" checkbox would work, but I'm thinking about fiddling with it by lowering XP share for henchmen a bit and making a gold share negotiable. Such feature would be extremely helpful, right now it's the biggest annoyance for me, so much that I even thought about banning henchmen at all. :-(

Just in case, I don't mean it as "henchmen get the same XP share as others but receive less in character sheet so some XP is lost" but rather "4 PCs and 1 henchman, 4*2+1=9 shares, henchman gets one and each PC gets 2". Same with gold of course.

Hireling monthly payment is annoying too, but that's not a ruleset problem, it's so easy to screw up big numbers in number boxes without something like a "remove this much gold from a character" feature. Or maybe I'm missing something simple ? I'm far from a FG expert...

2) How do builtin effects work, like Blinded, Prone or Poisoned ? Do they work ? Do all of them work ? Is there a list of their effects ? Should I just create a bunch of custom ones with same names when I need them ? Different names to prevent collision ?

3) Is there a list of effect names that I can use ? Like, what should I do if I want to increase only saves vs poison as a spell action? Shield AC ? Damage increase/reduction by percentage, like with Enlarge/Reduce spell? I've seen some of effect names in the thread, but a full list would be really helpful. Did I miss it ?

4) Can you show some examples of more intricate spells or monster abilities ? I'm still struggling with them, and (automated?) ruleset and OSRIC modules are not always helpful, so I have to recreate a lot of spells by hand, and of course monsters in modules are not always the same as in the base game. For example, I don't know if it's even possible to replicate something like Heat Metal spell as a fire-and-forget (from a players' point of view). What about Chromatic Orb, which basically requires an additional table ? How do you usually deal with something like Web or Grease that require additional saves later ? Any specific spell examples with clever and simple solutions to make them easier to use in terms of player/DM time ?

5) Another small thing, I did dwarf racial effects as in one of your examples, the ones with attack and AC vs. some groups, but even if I made them hidden, they still clutter DM's combat tracker all the time which is a bit distracting. Is it possible to make such effects completely hidden, even from me ?

6) In the same vein, is it possible to add effects for items like saves bonus from ring of protection +X instead of adding them manually on the character sheet ?

7) Speaking of examples, how do you do monster resistances ? Like "only 1 damage if not bludgeon" for example ? Some more complicated monsters with a bunch of special resistances ?

8) Ah, almost forgot. Is it normal for FG to lock up for some time when I add lots of monsters from the encounter to the tracker ?

Stuff like that sometimes confuses me and I'm probably doing a lot of unnecessary work when there is a simple solution within the ruleset, so more examples or probably a small guide would be really helpful.

But most of it is still minor, and probably just a result of my own confusion. It's still so much better than using something simple like Roll20 and do most of the book keeping by hand ! Thanks again !

celestian
December 22nd, 2018, 01:57
We've decided to try Night Below with this ruleset and so far it's amazing ! Great work, thank you so much ! Previous 2E rulesets were basically unplayable, but this one is incredible, so many features..and it works, which allows us to play some great older modules.

But we have some minor gripes after a bit of playing. Mind you, they are minor, and most of them are probably just our inexperience with FG and 2E ruleset



I would like to say that a majority of these issues would be quickly resolved if we could get WoTC to license AD&D for VTT use to Smiteworks but unfortunately that's not a thing (yet!) but in the meantime. Poke WOTC about it. (https://twitter.com/mikemearls/status/1067937888313106432)
And retweet and reply (https://twitter.com/Celestian_GC/status/1059200362220085254), have your group do so also.




1) Players got a henchman (saved a dwarf prisoner in an orc cave, for those familiar with Night Below), but now it's really annoying to divide XP and loot. I have to manually compute a henchman share, multiply it by total number of characters, award it, then remove henchman from the PC tracker then award the rest. Same with gold. Is it possible to have a divider somewhere on character sheet instead ? Fixed "half a share XP/gold" checkbox would work, but I'm thinking about fiddling with it by lowering XP share for henchmen a bit and making a gold share negotiable. Such feature would be extremely helpful, right now it's the biggest annoyance for me, so much that I even thought about banning henchmen at all. :-(

Just in case, I don't mean it as "henchmen get the same XP share as others but receive less in character sheet so some XP is lost" but rather "4 PCs and 1 henchman, 4*2+1=9 shares, henchman gets one and each PC gets 2". Same with gold of course.


There is not a solution for this inplace right now. The best I can say is to take the NPC, "clone" it to a PC and then you can place it into the Partysheet functionality. Tho... that doesn't solve your "not split evenly".



Hireling monthly payment is annoying too, but that's not a ruleset problem, it's so easy to screw up big numbers in number boxes without something like a "remove this much gold from a character" feature. Or maybe I'm missing something simple ? I'm far from a FG expert...


In my groups if the party has a "hireling" they pay it out of their portion of the reward. Tho if you have party "hirelings" Im not sure how you'd split that up. With the complexity of that I would leave it to manual payments.



2) How do builtin effects work, like Blinded, Prone or Poisoned ? Do they work ? Do all of them work ? Is there a list of their effects ? Should I just create a bunch of custom ones with same names when I need them ? Different names to prevent collision ?

3) Is there a list of effect names that I can use ? Like, what should I do if I want to increase only saves vs poison as a spell action? Shield AC ? Damage increase/reduction by percentage, like with Enlarge/Reduce spell? I've seen some of effect names in the thread, but a full list would be really helpful. Did I miss it ?


I lumped these two together since they are similar. There are very few effects (Blinded?) that have built in effects. In the case of blinded their hit rate is -4. Otherwise you'd need to create your own effect. Since things vary I was a bit leery of hard coding in effects tho there might be a few I could do so with. If you have thoughts please let me know.

The majority of the custom effects in the 5E ruleset are functional in AD&D Core. There are some new ones due to the differences but things like +hit and +damage are the same (ATK: 1;DMG: 1). You should be able to have effects like "POISON: 2" that adds +2 to the save versus poison. Same for all saves. As to the enlarge/reduce spell. That's a very specific situation and spell. There are options to improve ability scores based on level/rolls. "STR:[1d4+$ARCANE/3]". That would add 1d4 s+arcane level divided by 3. That works for spells like strength and ray of enfeeblement. There isn't one to reduce damage by X percentage at this time tho.



4) Can you show some examples of more intricate spells or monster abilities ? I'm still struggling with them, and (automated?) ruleset and OSRIC modules are not always helpful, so I have to recreate a lot of spells by hand, and of course monsters in modules are not always the same as in the base game. For example, I don't know if it's even possible to replicate something like Heat Metal spell as a fire-and-forget (from a players' point of view). What about Chromatic Orb, which basically requires an additional table ? How do you usually deal with something like Web or Grease that require additional saves later ? Any specific spell examples with clever and simple solutions to make them easier to use in terms of player/DM time ?


Here is an example of Pristmatic wall actions/effects. I am using this since it's similar to chromatic orb.

https://i.imgur.com/FnOTsSd.png

Here is an example of a Pit Fiend. I am using it because it's got a lot of abilities.
https://i.imgur.com/euxCuKN.png
https://i.imgur.com/duZ5fUd.png
https://i.imgur.com/Y1qZfCL.png

I know this is a lot of information and I wish there was a wiki for it all but unfortunately I've not had the time to do anything like that. I'm going to start working on tutorial videos (starting with Player side, Character sheet).

Lastly, there is also the "5E" ruleset versions of some of this that still works in AD&D Core. You'd need to refer to the 5E ruleset wiki for specifics but if you prefer to use the "string/text" methods in these fields they should function also.

(these are at the bottom of the npc record when not in read-only mode)
https://i.imgur.com/RW5zfed.png

As to the specific thing like heat metal. That spell is very specific and so doesn't really make it possible to automate it very easily. For that one spell I create the actions to deal with it and the player or the DM has to manage the rest.

https://i.imgur.com/gTcFrmf.png




5) Another small thing, I did dwarf racial effects as in one of your examples, the ones with attack and AC vs. some groups, but even if I made them hidden, they still clutter DM's combat tracker all the time which is a bit distracting. Is it possible to make such effects completely hidden, even from me ?


There is no feature within AD&D Core to hide an effect from the DM.



6) In the same vein, is it possible to add effects for items like saves bonus from ring of protection +X instead of adding them manually on the character sheet ?


Certainly, I use an effect of this "SAVE: 1". Keep in mind this will only show/work if the item is equipped and the pc/npc is in the combat tracker.

https://i.imgur.com/6hBlwwY.png



7) Speaking of examples, how do you do monster resistances ? Like "only 1 damage if not bludgeon" for example ? Some more complicated monsters with a bunch of special resistances ?


Unless they have a specific "resist" (1/2 damage) or immune to piercing/slashing/dmgtype you have to do it by hand. Fortunately there are not many of those types of creatures. There are even some that only take the damage from slashing but only the +X from the magical bonus of it. Not something you can code around easily. If it was more common I would probably do it though. In the case of only 1 damage from a specific type I generally would make the creature immune to that type of damage and when it takes it manually add the 1 point of damage.

I am planning to sort out some "magic resist" check down the road using and effect like "MR: XX" where XX is the percentage but for now I've only had it on my npcs so that I see it when it's their turn in combat.

The example for the Pit Fiend should give you an idea how to deal with certain types of damage resistances tho.



8) Ah, almost forgot. Is it normal for FG to lock up for some time when I add lots of monsters from the encounter to the tracker ?


This is a common issue when you are loading a lot of npcs and/or they have inventory items. Inventory items really should be used only when you're using weapon versus armor effects or have a special item that carries effects with it. FG just doesn't deal with creating the nodes required for it very quickly. I'm hoping FGU will alleviate some of this but that could just be wishful thinking.



Stuff like that sometimes confuses me and I'm probably doing a lot of unnecessary work when there is a simple solution within the ruleset, so more examples or probably a small guide would be really helpful.

But most of it is still minor, and probably just a result of my own confusion. It's still so much better than using something simple like Roll20 and do most of the book keeping by hand ! Thanks again !

There are certainly somethings that you can be automate. It would be better if I had a lot of this documented for easy access. You can absolutely ping me in discord and I'll be happy to work through some examples for your issues you are working through with spells/npc abilities.

Night Below is a great adventure. It's one of the first ones I'd like to see created for content should WoTC decide to license AD&D for VTT use to Smiteworks.

twh
December 22nd, 2018, 10:43
My reaction for most of it: "So THAT'S how you do it !". There is just so much stuff both in FG and in 2E ruleset that's easy to miss. Like the fact that you can do item effects which I somehow missed completely.

1) Hirelings/henchmen. I already do henchmen as another PC under control of a player, but I do control hirelings as NPCs in the tracker (they tend not to live as long, heh...). So I'm already doing XP/GP sharing in the party tracker, but it's fiddly if shares are uneven. Hirelings are a bit simpler, I just track their monthly payments when I track time so players don't forget to pay it, and if some of the hirelings will live long enough and fall far behind the party in levels I'd probably just fiat it.

I thought about using ACKS rule of henchmen getting their pay from their employer's share and leave it to players, but Night Below recommends to use gold->xp so I'd have to track it anyway, if only for XP, and then it will be even more cumbersome.

Speaking of PC->NPC->PC conversion, it's just brilliant, making classed NPCs on the fly is so much easier now ! And even just NPCs, calculation of to-hit/damage from STR and saves from HD makes DM life so much easier.

2-3) There are combat modifiers in 2E which include some of the builtin status effects, like -4 to-hit vs invisible or +4 to-hit to stunned or prone (Table 51), so it'd be very useful to just drop a status effect on something in tracker (like a spell effect) and had it calculated automatically. Personally I'd add more of those (if Restrained is here, why not use it, etc), but if it's not in the core rules then it's probably better to do it with custom modifiers.

Can you list builtin status effects that already have modifiers in 2E ruleset ? I can do others on case-by-case basis (so if it's a spell that scares and puts an attack debuff I can just put "Frightened; ATK: -1" for example), but if Blinded already has modifiers and I do the same then they will be applied twice.

As for effect names, there are some of 2E specific in the thread, and I've found some of them in your TODO as well, but a lack of a list with changes/additions hurts a bit. I probably should just compile my own list...and maybe try to figure out the code...

4-7) Thanks for the examples ! That actually cleared up a lot. And now I know how RESIST: works, haha. I thought it just removes a fixed number from damage so I didn't use it...another feature that will make life easier.

8) I don't use inventory items for NPCs, just actions in the weapons tab, but adding them to the tracker still takes a long time, even on a good computer. When I decided I want a huge orc fight on a big map (there was no way players can remain undetected and reinforcements were guaranteed), adding all of them took...I think about 5 minutes or so, probably even more. I thought that maybe there are some hidden calculations for each NPC that happen because I don't have something in their sheet, like when it locks up for a split second when you create a new NPC or add a hit dice so it can calculate saves, but it's probably something else.

Speaking of discord, I'd rather people would ask here so I can trawl the thread for answers later, heh. But yeah I'll probably ask more later when I stumble upon some strange spell effect or monster ability. And I'll definitely watch for those tutorial videos, they're sorely needed.

As for WotC...I really REALLY hope they'll do something like that in the future. It's a lot of work to recreate a module from scratch and I'd rather just buy it from FG store and run, it'd save more than enough time. I'm thinking about running Temple of Elemental Evil later (with small changes to fit it to 2E), but the amount of work is pretty big. With Night Below I'm adding it encounter by encounter and trying to keep up, and 2E is not as rules-heavy as, say, 4E, but it still takes time and making a whole module is a lot of work.

Sadly we don't use twitter but when the 2E topic comes up I always mention this ruleset and my hope that I someday can just buy something like ToEE or Tomb of Horrors from FG store and run it without any additional work. I completely agree, amount of AD&D players is underestimated, I know a lot of people who either returned to it after playing later editions or just decided to try it. The playstyle is so different that it's...inevitable. Hopefully when more people learn of this ruleset and start using it then the idea of licensing it will get more traction at WotC.

twh
December 22nd, 2018, 11:52
Alright, looking at the code, manager_action_attack.lua in this case. As I understand it, modifiers apply to the attacking creature, right ?
Blinded gives -4.
Intoxicated -1
Invisible +2
Prone -2
Restrained -2
Encumbered, Frightened, Poisoned, Unconscious are commented out, I'm guessing because it was used for 5E advantage mechanics.

manager_actor2.lua has more stuff, but I'm not sure if it's used.
if EffectManager5E.hasEffect(rDefender, "Blinded", rAttacker) then bADV = true;

Do some of 5E advantage mechanics still apply ? It's a bit confusing that some of them are coded but others are not, and it's not clear when you need to manually add modifiers. Or if it's even appropriate to use one of them. For example, it's logical to use Restrained condition after Hold Person spell, but all it does is adding a -2 attack modifier, even if creature shouldn't be able to attack at all, and no AC penalty even when there should be. How are you doing it in your games ?

Still, it's useful to see what's inside. And yeah I should've looked at it ages ago, lots of info on how effects actually work and what effects are there. And what I also should've done is looking at how 5E spells are made. Probably would work with some of the monsters as well.

I didn't play 5E in FG, only 4E and some PF (and WFRP after unsuccessful attempts at 2E with older rulesets), 3.5/PF were less detailed and automated and 4E was too different, so I didn't even think of that.

damned
December 22nd, 2018, 22:55
Sadly we don't use twitter but when the 2E topic comes up I always mention this ruleset and my hope that I someday can just buy something like ToEE or Tomb of Horrors from FG store and run it without any additional work. I completely agree, amount of AD&D players is underestimated, I know a lot of people who either returned to it after playing later editions or just decided to try it. The playstyle is so different that it's...inevitable. Hopefully when more people learn of this ruleset and start using it then the idea of licensing it will get more traction at WotC.

Making noise that the Wizards hear may be essential to encourage the Wizards to license older material...

YAKO SOMEDAKY
December 23rd, 2018, 00:55
I aprove and buy if this wonderful work become a official ruleset :D

celestian
December 23rd, 2018, 02:08
8) I don't use inventory items for NPCs, just actions in the weapons tab, but adding them to the tracker still takes a long time, even on a good computer. When I decided I want a huge orc fight on a big map (there was no way players can remain undetected and reinforcements were guaranteed), adding all of them took...I think about 5 minutes or so, probably even more. I thought that maybe there are some hidden calculations for each NPC that happen because I don't have something in their sheet, like when it locks up for a split second when you create a new NPC or add a hit dice so it can calculate saves, but it's probably something else.


I had a similar problem when I was running FRC1 Pools of Radiance. It has a lot of huge fights. As I said it's just FG chugging along creating all the objects. It's not very fast unfortunately.

I've never had it take 5 minutes but I've had it take over a minute when I was spawning some 30-40 npcs in one game. At that point I started having the NPCs show up in waves. I'd split it by 10 and then add them as they arrived instead of all at once. Either that or I would tell the players we're taking a 5 minute break.

Actions/weapons will have the same effect. I've got a Dracolich (former Old Red Dragon) and just dropping it takes a few seconds because of all of the weapons, powers and innate abilities.



Sadly we don't use twitter but when the 2E topic comes up I always mention this ruleset and my hope that I someday can just buy something like ToEE or Tomb of Horrors from FG store and run it without any additional work. I completely agree, amount of AD&D players is underestimated, I know a lot of people who either returned to it after playing later editions or just decided to try it. The playstyle is so different that it's...inevitable. Hopefully when more people learn of this ruleset and start using it then the idea of licensing it will get more traction at WotC.

Believe it or not just replying to the tweet/etc might help. I managed to get a response to one of my tweets from Mike Mearls that I'm hoping will lead to something else.

I am working through putting ToEE into FG now for my group and have everything detailed down to level 2 (3-4 needs to be populated). I'm hoping it's something that can be used later if they can get the AD&D license... if not it's at least a fun adventure for my group.

Moon Wizard
December 23rd, 2018, 07:40
The more complicated that the NPCs are increases the time to copy into combat tracker, since you have many more database nodes in your NPCs than any other ruleset. Every node adds a little bit of overhead. It’s another reason why NPCs are simple in other rulesets km addition to just following standard NPC formats.

Regards,
JPG

celestian
December 23rd, 2018, 20:48
The more complicated that the NPCs are increases the time to copy into combat tracker, since you have many more database nodes in your NPCs than any other ruleset. Every node adds a little bit of overhead. It’s another reason why NPCs are simple in other rulesets km addition to just following standard NPC formats.

Regards,
JPG

You are correct I think, tho I've not looked at ALL the rulesets. The NPC records are almost the same as PC records in several areas which did increase the number of nodes. My design plan was to use similar code such that the user experience for it (specifically for DM in this case) would be familiar in both situations.

Moon Wizard
December 23rd, 2018, 22:33
The PC records are much more complex in rulesets to support all the PC options. The NPC records are simpler, because that’s how most game systems treat the majority of NPCs, and because they are copied around a lot during standard gameplay unlike PCs.

JPG

celestian
December 23rd, 2018, 22:49
The PC records are much more complex in rulesets to support all the PC options. The NPC records are simpler, because that’s how most game systems treat the majority of NPCs, and because they are copied around a lot during standard gameplay unlike PCs.

JPG

I completely understand the original design. It's a lot easier in 5E to do that. The string matching for actions is a bit to complicated for normal folks (IMO) and since the content for AD&D Core is not available for purchase users would have to know how to create it. The direction I used for actions (weapons/powers) diverged from that a bit. I felt having a system like the PCs had for combat allowed for DMs to create their own NPCs much easier. At the time I made that choice I wasn't aware of the resource usage at creation. I still feel that the current method works better for the needs right now tho certain allowances will need to be made.

I'm certainly open to changing that down the road but I've not come up with a better method as of yet.

AegisPrime
December 24th, 2018, 11:35
One trick to speed up combat is to combine similar NPCs into one uber-NPC. So 10 x 1 hit-dice monsters all with the same attacks and stats becomes 1 x 10 hit-dice monster. Be sure to edit the saves though as they'll be way too good ;)

I usually have one or two significant NPCs (i.e. leaders/chieftains) and a block like that. You can still represent them with individual tokens on the map if necessary (although the players will have to ctrl+click on the CT entry rather than the tokens).

celestian
December 28th, 2018, 22:01
Update 2018.12.28


Update: readycheck uses portrait+connected name
Added: Attack Table (THACO) added to Actions tab
Added: Statblock import for NPCs
Bugfix: Init was using 20 sided dice when using the menus in the CT to re-roll all/npc init.
Bugfix: updates to Non-Proficient Weapon penalty now applied immediately to attacks


Statblock import for NPCs is to try and make it easier to create content for yourself using the older style stat blocks. So you can now import from statblock AND the monster manual text block entries.

Keep in mind that those stat blocks aren't all formatted the same and some decide to use different styles within the same product (Temple of Elemental Evil starts off one way, changes it later). Because of that you might need to tweak the import a bit before clicking "import".

Here is a sample that should work. I picked this one because it's pretty extensive (up to 9th level spells).


Asberdies the Lich: AL N(E); INT Supra-Gen;
SZ M; MV 6 ” ; AC 0; HD 20 (hp 66);
THACO 7; #AT 1; Dmg 1-10 or by spell; SA
fear, paralysis touch; SD immune to normal
weapons, charm, cold, death magic, electricity, enfeeblement , insanity, polymoph,
sleep; XPV 23,256; Spells:
First Level: burning hands, charm person, magic missile (x2), ventriloquism
Second Level: invisibility, mirror image,
ray of enfeeblement, web (x2)
Third Level: dispel magic, fireball, fly,
lightning bolt, phantasmal force
Fourth Level: charm monster, confusion,
dimension door, fumble, polymorph
other
Fifth Level: cloudkill, cone of cold, hold
monster, teleport, wall of force
Sixth Level: flesh to stone, globe of invulnerability, invisible stalker, repulsion
Seventh Level: limited wish, Mordenkainen’s sword, reverse gravity
Eighth Level: Bigby’s clenched fist, monster summoning VI, Otto’s irresistible
dance
Ninth Level: power word kill, time stop


New button:
https://i.imgur.com/QFIeW8n.png

Pasting statblock into import window. Check that it's within reason, fix inconsistencies.
https://i.imgur.com/h2MNLe4.png

Imported npc main sheet:
https://i.imgur.com/2qF8FEJ.png

Imported NPC spells that were added (found in campaign database):
https://i.imgur.com/H2GyibY.png

Notes in chat window for spells that were not found:
https://i.imgur.com/vOfS4bu.png

To give you an example of one that would need to be edited a bit to make it work. This one includes ability scores that will be set also.


Half-orc: AC 2 (plate & shield), MV 6",
Level 3/3 Cleric/Fighter, hp 22, #AT 1, D
3-6 (hammer), Strength 16 ( + 1 damage
bonus included), SA spells; XP 315
S 12 I 13 W 16 D 14 Co 15 Ch 9
First level: cause fear, cure light wounds,
protection from good
Second level: hold person


You'll note the formatting differences. They use commas where semicolons should be used. It's also missing a semicolon after "XP XXX"... In this situation I just step through the stat block and correct the comma where semicolon should be and it works.

Working version:


Half-orc: AC 2 (plate & shield); MV 6";
Level 3/3 Cleric/Fighter; hp 22; #AT 1; D
1d4+2 (hammer); Strength 16 ( + 1 damage
bonus included); SA spells; XP 315;
S 12 I 13 W 16 D 14 Co 15 Ch 9;
First level: cause fear, cure light wounds,
protection from good
Second level: hold person


I am tweaking this as I find issues. I need to also work on the damage parsing a little more as it doesn't always get the Action->Weapon entry correct when listing dice like "D 3-6" which should end up 1d4+2. It's complicated to programmatically fix this so best bet it to just tweak it.

The new attack table is based on the old character sheets that had this. I found it useful back in the day. Today, in this situation, it's mostly useful for on the fly manual attacks.

The Attack Table looks like this.
https://i.imgur.com/Njhz7zF.png

It's using THACO to generate by default. Down the road, using the 1e extension, it will use the actual matrix from class/advancement with an option to tweak it manually in the combat settings window.

osarusan
January 6th, 2019, 23:32
This is beautiful! Well done! AD&D 2e was my introduction to D&D so this takes me back.

I wonder how hard it would be to evolve this into a Hackmaster ruleset, since HM5e is fairly similar to AD&D 2e...

celestian
January 6th, 2019, 23:41
This is beautiful! Well done! AD&D 2e was my introduction to D&D so this takes me back.

I wonder how hard it would be to evolve this into a Hackmaster ruleset, since HM5e is fairly similar to AD&D 2e...

Actually it's HM 4e that is close to AD&D. I loved the "voice" used in HM 4e. They are the only rulebooks I ever read cover to cover other than AD&D.

It's certainly doable (with HM 4E) but there is a LOT more you'd want to add if you did that. I wrote a tool way back when HM4e was just coming out to DM it... mainly because it was a very complicated game. Fatigue, armor damage absorb, shields, crits, lots and lots of crunch. You could easily port some of the adventures, classes and races into AD&D. These days I'm sticking with AD&D :)

celestian
January 10th, 2019, 06:23
Updated information, included Tutorial video links.

List of Tutorial Videos

Character Sheet Tutorials
https://www.youtube.com/watch?v=pwWk-bT_pxc&list=PLWGEr1ExG6TSR6EfJSoLJBof8Ktfa1NNp

FeralynTorm
January 10th, 2019, 16:06
Already subbed and trying this with one of the players tonight! Thanks for making these videos (and the awesome ruleset, natch!)

YAKO SOMEDAKY
January 15th, 2019, 17:49
Celestian when I click in next page or previous page in story, the FG crash, I am using your ruleset without extensions

celestian
January 15th, 2019, 18:51
Celestian when I click in next page or previous page in story, the FG crash, I am using your ruleset without extensions

Odd, I just ran through testing Story entries and Ref-Manual entries with next/previous page and didn't have a issue. If you can zip up the campaign and send it to me I'll load it up and see if I have the same problem.

celestian
January 26th, 2019, 05:59
Update 2019.01.25


Added: Effect [$NAME] string replacement (insert name of creature applying effect).
Update: attack matrix, when using 1e extension enable Attack matrix "edit" option in combat settings
Update: reworked statblock/npc text imports regex to more reliably capture spells/dice/etc
Bugfix: drag/drop class issues related to ability score/attributes from psionics
Bugfix: desktop image/map measure tools did not work, fixed



Effect [$NAME] string replacement I added so that when I add an effect from "stirge 12" that is a "proboscis" effect I will know that when it dies that I should remove that effect. I had a fight with 18 something stirges and it really was a bit confusing to say the least (was not using a map).

Here is the example of the 1E style attack matrix configuration options that will be available if you use the AD&D 1E extension for AD&D Core. (https://www.fantasygrounds.com/forums/showthread.php?37986-AD-amp-D-Core-1e-Extention) Class advancement options and on the character sheet directly.
https://i.imgur.com/UZ1U72A.png

FeralynTorm
January 26th, 2019, 09:43
You're doing the Lord's work here, Celestian ;)

AegisPrime
January 26th, 2019, 17:48
Great stuff Celestian!

dreign
February 5th, 2019, 21:19
Hello,

Wanted to say what a great job Celestian has done on this ruleset. I read through the all the posts and watched a couple 5e videos on creating races, but I couldn't figure these out. Maybe they are not even possible (but I suspect I am missing something).

#1 How can I set the race base movement automatically when a race is selected ?

#2 Is it possible for the racial ability min/max to be checked and adjusted automatically when the race is selected?

#3 Is there a place I can go read about the various terminology and codes for creating some of the automation ?


Thank you for the work already done by members of the community and I appreciate in advance being pointed in the correct direction.

celestian
February 5th, 2019, 21:33
Hello,

Wanted to say what a great job Celestian has done on this ruleset. I read through the all the posts and watched a couple 5e videos on creating races, but I couldn't figure these out. Maybe they are not even possible (but I suspect I am missing something).

#1 How can I set the race base movement automatically when a race is selected ?

#2 Is it possible for the racial ability min/max to be checked and adjusted automatically when the race is selected?

#3 Is there a place I can go read about the various terminology and codes for creating some of the automation ?


Thank you for the work already done by members of the community and I appreciate in advance being pointed in the correct direction.

To set the move base set the name of the racial trait to "Move Base" or "Speed" and then somewhere in the description ""move base is (%d+)"". Where %d is move value.

To adjust ability scores for a race set the racial trait name to "Ability Score Increase" and in the description "your (%w+) and (%w+) scores increase by (%d+)" or "your (%w+) score increases by (%d+)" or "your (%w+) score is reduced by (%d+)". Where %w is the ability name and the %d is the value. (This one should be just like the 5e ruleset also).

For the most part everything should be the same as the 5E documentation except where the terminology might be different (move base versus speed name).

There isn't a "wiki" like there is for 5E because I spend most of my time working on the ruleset and related. At some point I will sit down and put out a DM tutorial like I did for players that shows topics like this.

dreign
February 5th, 2019, 21:45
Celestian,

Thank you for the reply. I got the ability score increase/reduced to work and I am looking through the 5e wiki and user manual. I really appreciate all the work you have done. It is pretty amazing to use Fantasy Grounds to play AD&D 2e again.

benjihad
February 8th, 2019, 08:43
Wow, great work, finally getting a chance to go through this ruleset. Maybe I can get some Hackmaster 4E stuff going with it!

Just wanted to give thanks and report in that the goldenrod sheet extension is throwing an error because the initiative field is missing on the main tab.

celestian
February 8th, 2019, 15:42
Just wanted to give thanks and report in that the goldenrod sheet extension is throwing an error because the initiative field is missing on the main tab.

Unfortunately I've kinda ignored that sheet for other features to work on since it seemed no one liked it ;( I might go back and revisit and update it when I get a window of time. Sorry ;(

LordEntrails
February 8th, 2019, 23:01
No one liked Goldenrod? Blasphemy!

Goldenrod is the one true mark of a Grognard! All the rest are frauds!!!

DungeonNoir
February 9th, 2019, 21:35
Wow, great work, finally getting a chance to go through this ruleset. Maybe I can get some Hackmaster 4E stuff going with it!

Just wanted to give thanks and report in that the goldenrod sheet extension is throwing an error because the initiative field is missing on the main tab.

Is hackmaster relatively similar?

DungeonNoir
February 9th, 2019, 22:08
I wonder if it would be hard to work in Astonishing Swordsmen and Sorcerers of Hyperborea since it is based off of AD&D? Might be a bit of work with the subclasses.

celestian
February 9th, 2019, 22:51
Is hackmaster relatively similar?

HM4e is based on AD&D with the punch of the Knights of the Dinnertable comics. So, like AD&D is similar to Basic D&D, so is Hackmaster to AD&D.


I wonder if it would be hard to work in Astonishing Swordsmen and Sorcerers of Hyperborea since it is based off of AD&D? Might be a bit of work with the subclasses.

I'm not familiar with ASSH but if it's like Basic or AD&D then it shouldn't be to difficult assuming you're ok with a little manual tweaking.

DungeonNoir
February 9th, 2019, 22:58
Thank you for your reply. I am fine with tweaking. I know nothing of coding, but I love poking around to see how things work.

dreign
February 10th, 2019, 01:14
Hello Celestian,

I see that you have enabled a weapon to have the effect "IFT: ARMOR(plate,platemail,plate mail); ATK: 2" and this simulates the bonuses certain weapons have versus an armor type. Is it possible to create something like that for armor?


Example : In 2e (An optional rule) Plate mail increases the THAC0 of all slashing weapon attacks by 3. Essentially giving this type of armor a bonus of +3 against slashing attacks. If I could give an effect to the armor that read IFT: DMGTYPE(slashing); AC: 3


Maybe this can already be done. I see that 5e rule set uses DMGTYPE in effects. I am just not sure how to do that.

celestian
February 10th, 2019, 01:46
Hello Celestian,

I see that you have enabled a weapon to have the effect "IFT: ARMOR(plate,platemail,plate mail); ATK: 2" and this simulates the bonuses certain weapons have versus an armor type. Is it possible to create something like that for armor?


Example : In 2e (An optional rule) Plate mail increases the THAC0 of all slashing weapon attacks by 3. Essentially giving this type of armor a bonus of +3 against slashing attacks. If I could give an effect to the armor that read IFT: DMGTYPE(slashing); AC: 3


Maybe this can already be done. I see that 5e rule set uses DMGTYPE in effects. I am just not sure how to do that.


The example you posted does what you are asking. You apply the effect "IFT: ARMOR(plate,platemail,plate mail); ATK: 2" to a weapon. That gives whatever weapon it's attached to a +2 to hit plate. You can set the modifier to whatever you want as well as the armor string it will match.

Keep in mind for this to work the creature they attack has to have that type of armor in their inventory and equipped. For the most part I found the feature almost completely unused. Most creatures don't have armor.

dreign
February 10th, 2019, 02:32
I agree it is optional(not used by many dMs) and I am sure you have more important things to work on or do :).

I would like to add. In 2e the modifiers are applied based on the armor vs damage type. This allows for less record keeping.


Each armor type only has at most three effects that need to be applied (slashing, piercing, bludgeoning). If the effect is applied to weapon, each weapon would have 2 to 4 potential effects to be applied. Those 2 to 4 effects would require a lot more typing.

Example
Plate Mail only needs slash +3. Pierce and Bludgeon are +0. There are 11 armor types. This would create at most 33 effects, but it is actually less. Now that does not include magic armor, but the base type can be copied with the effect and the effect is already created.

Longsword would need banded, chain, Studded leather -2, Brigandine, Ring -1, Field Plate, plate -3, Full Plate -4. This would be the case for every slashing weapon. Three effects would have to be created for every piercing weapon, and two effects for every bludgeoning weapon.


In this way, a monsters attack damage type could be applied. Fangs as piecing damage, Claws as slashing, Fists, tail whip as bludgeoning thereby giving an advantage for the armor.

Having said all of that. I just appreciate you doing the work so I can play AD&D 2e with a great tool like Fantasy Grounds with friends who live up to 1100 miles away.

Thank you again.

damned
February 10th, 2019, 02:55
You do realise that effects are not one lines of code...
You have to add a check into every attack roll to check for each of these additional combinations...

dreign
February 10th, 2019, 03:14
Damned,

I probably did miss something. I thought it was an effect that could be placed on the item in Effect Features with ActionOnly and the condition would be checked every time there was an attack or damage.

I thought it worked something like this. I create the weapon item and then create the effect that is attached to the item. Then when the item is used with character in the combat tracker it checked for the condition of the effect.


Did I miss something.


I was looking for something like (IFT: TYPE(Ogre, Troll, Ogre Magi, Giant, Titan); AC: 4) that I applied to the advanced effects in my Dwarf race to be used on a piece of armor (Plate mail in this example) (IFT: DMGTYPE(slashing); AC: 3). It is highly likely I don't understand exactly what I am talking about.


In my attempted example you would apply the slash damage type effect to Plate Mail and it would then apply the AC modifier for all slashing damage types against that armor, just like the effect for the dwarf race applies every time the dwarf is attacked by one of those monster types.

celestian
February 10th, 2019, 05:01
In my attempted example you would apply the slash damage type effect to Plate Mail and it would then apply the AC modifier for all slashing damage types against that armor, just like the effect for the dwarf race applies every time the dwarf is attacked by one of those monster types.

The purpose of ARMOR() with IFT is exactly what you are asking for. I just don't care what the damage type is. It can be on slashing, it can be on something that does fire.

It does exactly what you are asking for the optional rule of weapon versus armor type. It's why I added it ;)

Put the effect I mentioned on a weapon, then give that to a pc that is in the combat tracker and equip it. Then have them attack a NPC with the armor equipped as well and you'll see they get the ATK modifier you set for that weapon. If you only want it on slashing weapons, only put that effect on slashing weapons.

Dont' focus on the damage type. I think it's just confusing you. Just know you can put it on any weapon that is slashing and make it do what you want based on target armor worn.

WilliamRiddle
February 12th, 2019, 01:28
Monk Damage Question

Did a quick thread search and not finding the answer:

From the 1E PHB:

A 1st level a monk scores x + ½ HP of damage, where x equals the damage done by the weapon used and HP equals the number of hit points of damage. A 2nd level monk does x + 1 when he or she cores a hit, a 3rd level x + 1½, and so on all the way to Grand Master of Flowers who scores x + 8½ HP damage.

At 1st level a monk's open hand damage is 1d3. Is there a way to add this to an open hand damage entry in the AD&D Core Ruleset as -- 1d3 + (1d3 / 2) round down? Then how would you do it at all the other levels?

Or, am I completely missing something?

Thanks in advance,
WR

celestian
February 12th, 2019, 03:13
That's a pretty edge case situation unfortunately. The only way you can manage that is to add an on action only effect to that weapon and give it the effect "DMG: [$LEVEL/2]".

You'd need to equip/unequip the weapon whenever the character leveled so that the DMG value would be updated.

That said I just found a bug testing this and there is a problem with this that'll not be fixed until next release.

Look for a the next release and then it should work ;)

PS: The fix is included in the version in github if you'd like to try it out now.