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dreign
February 12th, 2019, 07:58
Celestian,

I noticed in the thread you had mentioned creating the Paladin's lay on hands effect/power but I cant figure out how to replicate it. I can't figure out how to apply the Paladin's level. I was able to create most of the Race effects and the Aura of Protection, but I can't figure this one out. My knowledge of how all this works together in Fantasy Grounds is growing slowly :)

Thank you again, and thank you for the awesome ruleset.

celestian
February 12th, 2019, 17:09
Celestian,

I noticed in the thread you had mentioned creating the Paladin's lay on hands effect/power but I cant figure out how to replicate it. I can't figure out how to apply the Paladin's level. I was able to create most of the Race effects and the Aura of Protection, but I can't figure this one out. My knowledge of how all this works together in Fantasy Grounds is growing slowly :)

Thank you again, and thank you for the awesome ruleset.

Here is what I've setup as a power for class advancement for level 1 of a paladin. You can also just add it manually to a character. Create a spell and the type set to "Paladin". Then add the heal to the action part of the spell with a configuration like this.

https://i.imgur.com/5zy8tvw.png

That will make the heal power Level*2.

Note that the dice listed is just a d6 that set to be a d0.

Right click the d6 before dragging and check out the radial options for it. That's so it rolls a dice when the power is used.

dreign
February 12th, 2019, 18:14
Thank you.

I didn't know about the custom die. I set the power up under the Level: 1 Powers tab, and it is added as a power but when it is used it does not multiply by the Paladin Level. The Paladin level is 5 and it still gives me a result of 2. I think I have learned more about fantasy grounds in last few weeks then in my first few years. I appreciate that and the rule set.


Here is a picture of how I set it up


Clearly I need to learn how to post. I couldn't figure out how to include the picture :)

celestian
February 12th, 2019, 18:23
I didn't know about the custom die. I set the power up under the Level: 1 Powers tab, and it is added as a power but when it is used it does not multiply by the Paladin Level. The Paladin level is 5 and it still gives me a result of 2. I think I have learned more about fantasy grounds in last few weeks then in my first few years. I appreciate that and the rule set.


You have to create a spell then drop it no the character. The type of the spell is important. In this case the TYPE field in the spell is set to Paladin.

When you do that the caster level will be based on the class name "paladin" otherwise it defaults to look for arcane or divine.

dreign
February 12th, 2019, 18:59
Works great!

Thank you again

celestian
February 14th, 2019, 00:19
Update 2019.02.13


Added: added 1E style edit matrix in combat section
Bugfix: drag/drop class issues related to ability scores and psionics,
Bugfix: npc advanced effects sSource issues,
Bugfix: nodeSource issues related to effect string parsing for [$LEVEL]/etc.
Update: removed init/mem in power details
Update: npc type/subtype switched to combobox
Update: search filters for npcs types improved


Small update, necessary bugfix for user use case of [$LEVEL].

WilliamRiddle
February 14th, 2019, 13:27
I just did a quick load of the new build ... and there is no d6 on my screen. Anyone else have this issue?

celestian
February 14th, 2019, 14:54
I just did a quick load of the new build ... and there is no d6 on my screen. Anyone else have this issue?

Mine are still there.

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

Disable extensions and/or load a clean campaign to make sure it's not something else.

WilliamRiddle
February 14th, 2019, 16:51
Was a brand new campaign. I started full screen six times and it was there fine. Started NOT full screen six times and it was missing one out of six. Maybe a local issue on my end, just wanted to report it ASAP.

Guess I failed my surprise check. :)

Thanks C ~

WilliamRiddle
February 16th, 2019, 02:56
I'm trying to setup a 1E campaign, but I'm hitting a few roadblocks I can't figure out. Any advice would be greatly appreciated.

1. Error on items: I'm getting an error when i go to add or update an item. I did not have this issue before the latest update. I got the error in my older campaign build, and a brand new one.
26330

2. My THACO is off by one, and I can't figure out why.
26331

All of my mods and pak were downloaded from GitHub today.

Thanks,
WR

celestian
February 16th, 2019, 05:07
I'm trying to setup a 1E campaign, but I'm hitting a few roadblocks I can't figure out. Any advice would be greatly appreciated.

1. Error on items: I'm getting an error when i go to add or update an item. I did not have this issue before the latest update. I got the error in my older campaign build, and a brand new one.
26330

2. My THACO is off by one, and I can't figure out why.
26331

All of my mods and pak were downloaded from GitHub today.

Thanks,
WR

The first one is because I've not updated the 1e extension yet for the "dropdown" menus for item types. I'll upload that shortly. The second is a bug that I've fixed and if you're up for it grab it from the repo and try it out. Otherwise I'll release it sometime early next week.

WilliamRiddle
February 16th, 2019, 21:40
Not sure what "repo" means, so I'll wait for the files to be updated on GitHub next week. Still building the campaign from old 1E PDFs. :)

Thank you for all your contributions Celestian!

WR

celestian
February 16th, 2019, 21:56
Not sure what "repo" means, so I'll wait for the files to be updated on GitHub next week. Still building the campaign from old 1E PDFs. :)

Thank you for all your contributions Celestian!

WR

Repo means Github, sorry. The fixed version is on Github currently.

Andraax
February 16th, 2019, 22:03
Not sure what "repo" means, so I'll wait for the files to be updated on GitHub next week.

Short for "code repository". GitHub is a code repository.

WilliamRiddle
February 16th, 2019, 22:12
I downloaded the new version of the pak file from GitHub that was updated 17 hours ago, and I'm still seeing the item errors and THACO off by one issues, sorry. Am I doing something wrong?

Also getting a full-blown crash when I try to use the arrows at the bottom of a story page.

My apologies if I'm not reporting this correctly, I really want to use this for my FG games and want to contribute. :)

26342

WR

celestian
February 16th, 2019, 22:42
I downloaded the new version of the pak file from GitHub that was updated 17 hours ago, and I'm still seeing the item errors and THACO off by one issues, sorry. Am I doing something wrong?

Also getting a full-blown crash when I try to use the arrows at the bottom of a story page.

My apologies if I'm not reporting this correctly, I really want to use this for my FG games and want to contribute. :)

26342

WR

I can't speak to the crash on the arrows tho someone else reported this and had DOE extensions loaded.

I can say the THACO being off by one is because the character is not in the combat tracker. I made an assumption on that with my last fix and I shouldn't have. The latest version in GitHub should work for you (I tested with PC in CT and out of CT and it seems good).

YAKO SOMEDAKY
February 16th, 2019, 23:00
I was the one who reported the Celestian bug, but even a new campaign without extensions suffers from the same error, whether using Live, Test, Dev version with or without extension.
But in my case the error is in History, in the arrows of forward and backward page

WilliamRiddle
February 16th, 2019, 23:05
Added the character to the combat tracker and that did solve the THACO issue, thank you.

I loaded up my existing and a fresh campaign with no extensions and still getting the arrow crash, sorry.

WR

celestian
February 16th, 2019, 23:44
Added the character to the combat tracker and that did solve the THACO issue, thank you.

I loaded up my existing and a fresh campaign with no extensions and still getting the arrow crash, sorry.

WR

Are the story entries created in the new campaign or are they from a .mod loaded?

WilliamRiddle
February 17th, 2019, 00:01
Are the story entries created in the new campaign or are they from a .mod loaded?

Newly created. I'm putting In Search of the Unknown into FG by hand. :)

celestian
February 17th, 2019, 00:15
Newly created. I'm putting In Search of the Unknown into FG by hand. :)

If you can zip up the campaign that you're crashing with and send it to me (I'm on discord if you'd like to send it or chat about this there) I'll take a look. I've a game coming up shortly so it will probably be tomorrow before I can try your campaign files.

WilliamRiddle
February 17th, 2019, 00:33
FYI, I'm able to recreate this issue with new campaign, no mods or exts, and two blank story entries.

I'm going offline for the night. If you still need it I can try and get it to you tomorrow. I'm not sure of your Discord info, sorry.

Thanks,
WR

celestian
February 17th, 2019, 05:51
FYI, I'm able to recreate this issue with new campaign, no mods or exts, and two blank story entries.

I'm going offline for the night. If you still need it I can try and get it to you tomorrow. I'm not sure of your Discord info, sorry.

Thanks,
WR

I created a brand new campaign, using AD&D Core and 1E extension only. Made 4 story entries with various length content and then arrowed forward/backwards through them. I then moved them into a Group/Category and did the same. I was not able to replicate the crash.

I am "Celestian #0854" in discord. You can also find me on the FG Discord.

WilliamRiddle
February 17th, 2019, 17:10
After some testing this morning I think I have some more information. Please bear with me as I'm going to try to be as comprehensive as possible.

I have FG on three computer, two have Ultimate and one Full. These three also run different operating systems -- Win 7 (Ult), Win 10 (Full), and Fedora 29 using PlayonLinux (Ult).

Win 7
This is my main FG machine, and the one I originally found the arrow/crash issue on. It has plenty of power (old Autodesk system), SSD drive and 32GB RAM.

Win 10
This is my work laptop, a 1-year old high end ThinkPad workstation. I was not able to duplicate the issue on this system from scratch. I then copied over the 1E campaign I'd been building on my Win 7 system and did not get the crash when I hit the arrows.

PlayonLinux
This is a six year old HP Elitebook laptop running Fedora 29, which runs FG extremely well. It is an i7 w/16GB RAM and an SSD drive. I downloaded the files fresh from GitHub to this system, created a fresh 1E campaign, hit the arrows and crashed. I also tried copying the files from my Win 7 system over and that campaign crashed as well.

So is this an OS issue? If you still need the campaign files I can try to get them to you later today.

Thanks,
WR

WilliamRiddle
February 17th, 2019, 19:18
Additional testing ... found another Windows 7 system and fired up an older version of the ruleset, same crash result.
26361

I hope this is helping.

Thanks,
WR

damned
February 17th, 2019, 20:36
I cant get it to crash on my W10 machine. Just adding some statistical data...

YAKO SOMEDAKY
February 17th, 2019, 23:25
I use Windows 7 too and get the same error, only in the ADnD Ruleset.

celestian
February 17th, 2019, 23:45
I run windows 10, don't have a windows 7 to test. If it's an OS issue this will be difficult to resolve since I do not have a windows 7 system to test and I just use the API within FG.EXE to script the ruleset.

The only thing I do differently is the single window which captures when a window opens and stores that window information. I'll look around the code if I can and see if there is anything I can do differently but ... it should work on everything the same.

WilliamRiddle
February 19th, 2019, 00:47
My big fear with this bug is that an arrow gets accidentally clicked and *poof* goes my game session. Any chance we can suppress the arrows or go to standard windows until something can be figured out? Can OS issues be sent up river to the development team? I think this ruleset is a very cool and well done addition to Fantasy Grounds and would love to get this figured out. I for one plan to use it heavily in the future. While I know Win 7 is on it's way out, I'm a huge Linux user and would like to see it fixed on that front at least. Any testing I can help out with please let me know.

Thanks,
WR

celestian
February 26th, 2019, 01:59
Update 2019.02.25


Bugfix: Powers added for items moved to on ID change instead of equip.
Bugfix: for npc quicknotes on weapons that should resolve some of the bogus link alerts from the checker.
Update: Drag/drop weapons into actions/weapons for NPCs no longer automatically adds the weapon to inventory also. It will create the entry in the actions/weapons only. If you press control while drag/dropping it will add it to both as before.
Update: Drag/drop class will match on name, instead of source + name.
Added: types rod/staff/wand/etc for magic items item type
Added: hiddenstory records to be used for Story records for self reference but dont want to show up as Story entries and clutter it up.
Added: control+drag/drop (and item unlocked) to replace Npcs and Items INLINE. Meaning it won't change their IDs.


This is a small release, mostly bugfixes and updates/additions for content creators.

The drag/drop inline replacement of npc and items is mostly for folks that find they want to update a npc or item in a adventure they've created and do so w/o changing the ID of the npc/item. Since a encounters tie to the record ids, this makes it so you don't have to track down all the places you have it and replace it with the new one.

celestian
February 26th, 2019, 02:02
My big fear with this bug is that an arrow gets accidentally clicked and *poof* goes my game session. Any chance we can suppress the arrows or go to standard windows until something can be figured out? Can OS issues be sent up river to the development team? I think this ruleset is a very cool and well done addition to Fantasy Grounds and would love to get this figured out. I for one plan to use it heavily in the future. While I know Win 7 is on it's way out, I'm a huge Linux user and would like to see it fixed on that front at least. Any testing I can help out with please let me know.

Thanks,
WR

I'm curious, did you say you tried this with CoreRPG and the 5E rulesets in the same situations it crashed for AD&D Core?

WilliamRiddle
February 26th, 2019, 02:13
I'm curious, did you say you tried this with CoreRPG and the 5E rulesets in the same situations it crashed for AD&D Core?

The only other rulesets I use are 5E, SF, and PF, and the arrows on all of those see to work fine. I can test with CoreRPG.

WilliamRiddle
February 26th, 2019, 02:15
The only other rulesets I use are 5E, SF, and PF, and the arrows on all of those see to work fine. I can test with CoreRPG.

CoreRPG arrows work fine.

celestian
February 26th, 2019, 02:21
The only other rulesets I use are 5E, SF, and PF, and the arrows on all of those see to work fine. I can test with CoreRPG.

If it works with 5E then it'll work with CoreRPG I imagine. Do me a favor, try this ruleset pak file and tell me what happens. This one disabled my windows management feature where only one window of a type can open by default.

WilliamRiddle
February 26th, 2019, 02:34
If it works with 5E then it'll work with CoreRPG I imagine. Do me a favor, try this ruleset pak file and tell me what happens. This one disabled my windows management feature where only one window of a type can open by default.

That fixed the problem Chief! ;)

WR

celestian
February 26th, 2019, 02:35
That fixed the problem Chief! ;)

WR

Now to figure out why....

celestian
February 26th, 2019, 02:50
That fixed the problem Chief! ;)

WR

Can you try the regular AD&D Core pak file and do me a favor? Press Control when you use the arrows and see if it doesn't crash when doing that.

Sorry, this is kinda a pain w/o windows 7 to run myself. Hoping this is where the issue is cause if so I know the line.

Also, did it crash previously also when you tried using arrows on Ref-manual entries or just Story entries?

WilliamRiddle
February 26th, 2019, 03:40
Can you try the regular AD&D Core pak file and do me a favor? Press Control when you use the arrows and see if it doesn't crash when doing that.

Sorry, this is kinda a pain w/o windows 7 to run myself. Hoping this is where the issue is cause if so I know the line.

Also, did it crash previously also when you tried using arrows on Ref-manual entries or just Story entries?

Did not crash when Control was pressed, crashed when not pushing Control.

Not sure what you mean by Ref-manuals. I've only been focusing on the Story entries.

Offline for the rest of the evening, will check back tomorrow. Hope this is helping!

WR

PS. Able to dup all of these issues on PlayOnLinux. Maybe you can sub that as a test system since it seems to perform exactly like Win7. :)

celestian
February 26th, 2019, 15:01
Did not crash when Control was pressed, crashed when not pushing Control.

Not sure what you mean by Ref-manuals. I've only been focusing on the Story entries.

Offline for the rest of the evening, will check back tomorrow. Hope this is helping!

WR

PS. Able to dup all of these issues on PlayOnLinux. Maybe you can sub that as a test system since it seems to perform exactly like Win7. :)

Question, I might have asked this or assumed this but... what version of FG are you running?

https://i.imgur.com/BMlI4eR.png

WilliamRiddle
February 26th, 2019, 15:23
I'm always on the latest version. Red UPDATE buttons annoy me. :)

taoistpunk
March 1st, 2019, 17:38
About to start a fresh AD&D 1e campaign. Do you happen to know which (if any) extensions are working and stable while running your ruleset? With C&C I use the DOE Locations and Organisations, as well as MoTD. I try not to stack too many...leads to buggy behaviors

I wasn't sure if you used any, or had a running list...any help welcome :)

celestian
March 1st, 2019, 18:20
About to start a fresh AD&D 1e campaign. Do you happen to know which (if any) extensions are working and stable while running your ruleset? With C&C I use the DOE Locations and Organisations, as well as MoTD. I try not to stack too many...leads to buggy behaviors

I wasn't sure if you used any, or had a running list...any help welcome :)

I use DOE for sounds but not locations/orgs. I had to edit the extension to have it run with AD&D Core (it's not listed as a allowed ruleset in DOE).

I also use the large font extensions when im doing a lot of content creation but again I had to edit it to allow AD&D Core ruleset.

Anything that works with CoreRPG will work.

taoistpunk
March 2nd, 2019, 13:26
I started setting up the new game today using the ADD Core Ruleset and your Goldenrod Character sheet. Hoping you can help, I would love to use this sheet for the game...really adds flavor. I am running latest ver of the FG software and your latest .PAK

Seems the sheet ext is not working...throws me a console error attached here26528

celestian
March 2nd, 2019, 19:31
I started setting up the new game today using the ADD Core Ruleset and your Goldenrod Character sheet. Hoping you can help, I would love to use this sheet for the game...really adds flavor. I am running latest ver of the FG software and your latest .PAK

Seems the sheet ext is not working...throws me a console error attached here26528

I stopped working on it a while back because it didn't seem anyone was using it. I'll take a look at it later today and if it's simple fix I'll try and get it working. I'm flying out for a week+ for my day job so won't be able to do much other than that otherwise.

celestian
March 2nd, 2019, 20:14
I stopped working on it a while back because it didn't seem anyone was using it. I'll take a look at it later today and if it's simple fix I'll try and get it working. I'm flying out for a week+ for my day job so won't be able to do much other than that otherwise.

I took a quick look and fixed the error so it'll load. Did a bit of alignment work so it didn't look terrible...It should still have some tweaking for the alignment of "Move" but I won't be able to get to that. Uploaded the new version in the 2nd post.

taoistpunk
March 3rd, 2019, 14:22
I took a quick look and fixed the error so it'll load. Did a bit of alignment work so it didn't look terrible...It should still have some tweaking for the alignment of "Move" but I won't be able to get to that. Uploaded the new version in the 2nd post.

Thanks!! It looks great and seems to be working fine now. I don't know why it's not more popular...I think it adds a ton of flavor to the game!

taoistpunk
March 4th, 2019, 17:10
I hate to keep being the bearer of bad bug news, but it seems as though the 1e extension breaks the Attack Matrix. Pic attached. I'm guessing it too is just a victim of disuse.

26570

I know you're away this week on business, so I'm not expecting a quick turn on this. I can have players insert the correct values until you have some time to look at it.

These bugs are making me feel like everyone is playing 2e and I'm the only shmo still wanting to play 1e :)

celestian
March 4th, 2019, 17:46
I hate to keep being the bearer of bad bug news, but it seems as though the 1e extension breaks the Attack Matrix. Pic attached. I'm guessing it too is just a victim of disuse.

26570

I know you're away this week on business, so I'm not expecting a quick turn on this. I can have players insert the correct values until you have some time to look at it.

These bugs are making me feel like everyone is playing 2e and I'm the only shmo still wanting to play 1e :)

im not sure what im looking at on that image. Show me the combat window at the same time so I can see what they have it set to.

There was a problem recently that I worked out for another 1e DM that resolved problems with the matrix so make sure you have the most current extension also.

taoistpunk
March 4th, 2019, 17:56
im not sure what im looking at on that image. Show me the combat window at the same time so I can see what they have it set to.

There was a problem recently that I worked out for another 1e DM that resolved problems with the matrix so make sure you have the most current extension also.

26571

OK...hopefully this image makes more sense...I do have the current extension from the forum...is something newer on github?

as you can see, the attack matrix shows all of the rolls at 20 underneath the corresponding AC, so I assumed that it should be pulling data from the class tables? or is that something each player manages manually? I thought they would populate...


Glad to hear there are other 1e guys out there :)

celestian
March 4th, 2019, 18:32
26571

OK...hopefully this image makes more sense...I do have the current extension from the forum...is something newer on github?

as you can see, the attack matrix shows all of the rolls at 20 underneath the corresponding AC, so I assumed that it should be pulling data from the class tables? or is that something each player manages manually? I thought they would populate...


Glad to hear there are other 1e guys out there :)

Okay so the image I see looks correct. The combat section mirrors the action tab display. The combat section allows you to edit the values. The class advancement lets you set it when they level. If you've never set it it will be 20...20 I think.

taoistpunk
March 4th, 2019, 19:01
Okay so the image I see looks correct. The combat section mirrors the action tab display. The combat section allows you to edit the values. The class advancement lets you set it when they level. If you've never set it it will be 20...20 I think.

OK..so it IS manual. Honestly, I had no idea. I wasn't sure if you had tied the matrix to class and it self populated, but I am 100% fine having the players edit the fields manually. Thanks for looking at it. I think other rulesets have spoiled me....heh

Now I'm lazy...but excited to get to our game!

celestian
March 4th, 2019, 19:46
OK..so it IS manual. Honestly, I had no idea. I wasn't sure if you had tied the matrix to class and it self populated, but I am 100% fine having the players edit the fields manually. Thanks for looking at it. I think other rulesets have spoiled me....heh

Now I'm lazy...but excited to get to our game!

You can automate it you just have to configure the class to have the setting in the advancement for that level. You can do it that way or manually.

RickS
March 6th, 2019, 01:06
The instructions on the first post talk about what appears to be a non-existent zip file on the GitHub site? I suspect that things have changed a bit since the beginning of this? Would be helpful if that page was updated?

celestian
March 6th, 2019, 04:40
The instructions on the first post talk about what appears to be a non-existent zip file on the GitHub site? I suspect that things have changed a bit since the beginning of this? Would be helpful if that page was updated?

Click the clone or download button And download as a zip on github.

LordEntrails
March 6th, 2019, 04:47
The instructions on the first post talk about what appears to be a non-existent zip file on the GitHub site? I suspect that things have changed a bit since the beginning of this? Would be helpful if that page was updated?
With GitHub you can not use right click Save As or Right Click Download, you must use the "Download" button like Celestian says (or clone it to your own repository).

RickS
March 6th, 2019, 04:56
Click the clone or download button And download as a zip on github.My core point is that the instructions on the first entry could be better. It's the most important part of the entire process: getting the user enabled with the add-on.

I ended up getting it to work by:
Download the .ext file and put in the /extensions folder.
Download the .pak file and put it in the /rulesets folder
Download the .mod files and place them in the /modules folder.
Restart Fantasy Grounds

Don't get me wrong - the tool set is great. But as someone coming in who'd never used Fantasy Grounds or GitHub, that entry point could have been made a lot clearer and simpler.

Varsuuk
March 6th, 2019, 05:38
I just opened the ruleset for the first time in forever (because I cannot find time to PLAY much less learn/run a new game - because I REALLY loved his year ago version and the one I just looked at blew me even more away... need to win Lotto for some free time...guess should play first?) but I just dragged Fighter from the classes mod on the front page and it shows me a matrix filled out.

I was trying to create a character so I could look at the exported xml and learn the layout of his he was stored to let me read some of the lua :)
Unfortunately, the hour combined with my rustiness led me to feel a bit confused. Will have to probably first watch the tutorial video Celestian made before I can create a simple "example character" since I didn't see any "pre-gens" to grab yet.

My "matrix":

26586

celestian
March 7th, 2019, 14:59
My core point is that the instructions on the first entry could be better. It's the most important part of the entire process: getting the user enabled with the add-on.

I ended up getting it to work by:
Download the .ext file and put in the /extensions folder.
Download the .pak file and put it in the /rulesets folder
Download the .mod files and place them in the /modules folder.
Restart Fantasy Grounds

Don't get me wrong - the tool set is great. But as someone coming in who'd never used Fantasy Grounds or GitHub, that entry point could have been made a lot clearer and simpler.

I would absolutely not recommend a new person use Github . That was only For folks that are familiar with it And understand how to use it And want to stay on the bleeding edge of the code that I'm working on . For someone new I would tell them to download the Pak file here. That said The current version that's downloadable from the first post is The same code that they would get from github right now.

Varsuuk
March 8th, 2019, 19:42
Hey Celestian - I went through your tutorial video (late to party, been on FG hiatus other than my weekly game due to life-pressures) and followed along.

You didn't cover which modules to have open and I used:
AD&D Core OSRIC Classes
OSRIC PC Races (this one was NOT stickied at the top post but was in response by jfos who contributed some of the ones you linked.)

The Races looked like there was some differences looking only at the list. Halfling was "Halfling (Hobbit)" ;)
The Classes, as I said I chose the later added one.

All went as it should as far as it went. I noticed Movement was not filled in by the race drag-in.

I renamed a specialization by modifying to "... *Long Sword*" and attached that to a Sword, Long I dragged in with others from OSRIC normal items from your link. I attached normal Shortsword and Pulled Box proficiencies to a short sword and long sword respectively. I left Dagger un proficient. This attached correct minus and correct specializations.

What I didn't see is a way to update/auto-adjust/etc the Number of Weap Profs = 4, Used Profs = 0 to be accurate (I think 2 + 1 + 1)


Were you just using your own custom module for races/classes?
Did I add/set proficiencies incorrectly? This area would probably make a good Tutorial as proficiencies of this sort do not appear in 5E.


Thanks man!

celestian
March 8th, 2019, 22:13
Used profs are manually managed. Granted profs can be automatically added via class or kits.

Varsuuk
March 9th, 2019, 03:21
I meant the character tab has:

#of Weap Profs [4] Used Profs[0] and same for nonweap.

Not sure what supposed to do with the "used profs[0]" field? Am I supposed to update it somehow? If so, is it needed? I guess yeah, it can remind you you have 2 chosen and 2 left if that were the case.
I incorrectly assumed it would count the number of "weapons prof" entries you added by hand and display that.

Varsuuk
March 9th, 2019, 04:25
In the Abilities detail window, what is the rule of thumb to know where to put a modifier? There are three "modifier" columns:

Mod Base - modifiable by DM only (uses that instead of rolled base)
Mod
Temp Mod

Are either populated by anything "automatically" (ie certain items might semi-permanently update strength like a gauntlet of Ogre Power) or are they just slots of DMs to breakup the mods logically.

Any advice on how to know which to choose when applying a modifier would be awesome.
This damn thing is sooooooo nicely assembled, I forgot how much went into 1E much less 2E ;)

celestian
March 9th, 2019, 06:08
I meant the character tab has:

#of Weap Profs [4] Used Profs[0] and same for nonweap.

Not sure what supposed to do with the "used profs[0]" field? Am I supposed to update it somehow? If so, is it needed? I guess yeah, it can remind you you have 2 chosen and 2 left if that were the case.
I incorrectly assumed it would count the number of "weapons prof" entries you added by hand and display that.

The used profs field is manually managed as I mentioned previously. That is because some "profs" you apply might cost more than 1 point, or cost nothing or any variance around that. That field is strictly so the player and DM know how many they have used/left.


In the Abilities detail window, what is the rule of thumb to know where to put a modifier? There are three "modifier" columns:

Mod Base - modifiable by DM only (uses that instead of rolled base)
Mod
Temp Mod

Are either populated by anything "automatically" (ie certain items might semi-permanently update strength like a gauntlet of Ogre Power) or are they just slots of DMs to breakup the mods logically.

Any advice on how to know which to choose when applying a modifier would be awesome.
This damn thing is sooooooo nicely assembled, I forgot how much went into 1E much less 2E ;)

Mod Base, Mod and Temp Mod are there for use in any situation. It shouldn't collide with any of the magic items effects. I moved those to hidden values you can't see as it made more sense to me. I placed those variables in so that the DM/player could adjust the scores in situations where effects wouldn't work.

Varsuuk
March 9th, 2019, 14:17
The Used Profs now click when I realize some obviously cos diff amounts. When I couldn’t edit it on my MacBook I was confused (trackpad not mouse - I presume it is mouse scroll edit as usual, I once think I knew how that was done with the pad... gotta look it up(

Yeah, I love the hidden values for multiple reasons and it is one less important field I can accidentally mouse wheel modify because of spaz-hands since it reflects values from elsewhere.

I was just looking for advice on mod vs temp mod and the alternate base which replaces reg base. It was just my trying to get ideas on how to use it best.

taoistpunk
March 9th, 2019, 14:32
Still prepping my 1e game. Running some mock combats and I had some trouble. If you look at the Hobgoblin's Hit roll of 14 on the left, based on the THACO/Attack matrix it should be a miss, but it registers as a hit. Any idea why? He should have needed a 15 or better...

1e properties EXT is enabled.

I had other combats where only a nat 20 would hit an AC 4 with other encounters NPCs...any thoughts?

26630

celestian
March 9th, 2019, 21:02
Still prepping my 1e game. Running some mock combats and I had some trouble. If you look at the Hobgoblin's Hit roll of 14 on the left, based on the THACO/Attack matrix it should be a miss, but it registers as a hit. Any idea why? He should have needed a 15 or better...

1e properties EXT is enabled.

I had other combats where only a nat 20 would hit an AC 4 with other encounters NPCs...any thoughts?

26630

That's because the NPC's matrix uses the "combat tables" from the DMG and not the config you're looking at. Perhaps I can alter that but the way it works is that it gets the matrix based on the creatures hit dice. In this case the 1+ section from here:



-- matrix style hit table for monsters
-- AC 10 .. -10
-- -1 = 11,12,13,14,15,16,17,18,19,20,20,20,20,20,20,21,22 ,23,24,25,26
-- 0 = 10,11,12,13,14,15,16,17,18,19,20,20,20,20,20,20,21 ,22,23,24,25
-- 1 = 9,10,11,12,13,14,15,16,17,18,19,20,20,20,20,20,20, 21,22,23,24
-- 1+ = 8,9,10,11,12,13,14,15,16,17,18,19,20,20,20,20,20,2 0,21,22,23
-- 2-3+ = 6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,20,20,20, 20,20,21
-- 4-5+ = 5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,20,20,2 0,20,20
-- 6-7+ = 3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,20, 20,20
-- 8-9+ = 2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,2 0,20
-- 10-11+ = 0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19, 20
-- 12-13+ = -1,0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,1 9
-- 14-15+ = -2,-1,0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18
-- 16+ = -3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17

aMatrix['-1'] = {11,12,13,14,15,16,17,18,19,20,20,20,20,20,20,21,2 2,23,24,25,26}; -- below 1-1
aMatrix['1-1'] = {10,11,12,13,14,15,16,17,18,19,20,20,20,20,20,20,2 1,22,23,24,25}; -- 1-1
aMatrix['1'] = {9,10,11,12,13,14,15,16,17,18,19,20,20,20,20,20,20 ,21,22,23,24};
aMatrix['1+'] = {8,9,10,11,12,13,14,15,16,17,18,19,20,20,20,20,20, 20,21,22,23}; -- 1+X
aMatrix['2'] = {6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,20,20,20 ,20,20,21};
aMatrix['3'] = {6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,20,20,20 ,20,20,21};
aMatrix['4'] = {5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,20,20, 20,20,20};
aMatrix['5'] = {5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,20,20, 20,20,20};
aMatrix['6'] = {3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,20 ,20,20};
aMatrix['7'] = {3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,20 ,20,20};
aMatrix['8'] = {2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20, 20,20};
aMatrix['9'] = {2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20, 20,20};
aMatrix['10'] = {0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19 ,20};
aMatrix['11'] = {0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19 ,20};
aMatrix['12'] = {-1,0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,1 9};
aMatrix['13'] = {-1,0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,1 9};
aMatrix['14'] = {-2,-1,0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18};
aMatrix['15'] = {-2,-1,0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18};
aMatrix['16'] = {-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17};


So 14 = AC4 for hit based on the combat tables from 1e DMG for 1+1 npc.

taoistpunk
March 9th, 2019, 21:36
OK...that solves the issue for any creature 1-1 to X, but the first line of your matrix is "-1" which FG seems not to like wanting # #+# or #-# instead, so Kobolds are posing a problem for me....but the rest now seems to function as per the matrix....I didn't realize the matrix was in play for NPC's...so that piece of info helped my brain alot! thanks...

celestian
March 9th, 2019, 23:36
OK...that solves the issue for any creature 1-1 to X, but the first line of your matrix is "-1" which FG seems not to like wanting # #+# or #-# instead, so Kobolds are posing a problem for me....but the rest now seems to function as per the matrix....I didn't realize the matrix was in play for NPC's...so that piece of info helped my brain alot! thanks...

-1 means anything lower than 1.

0, 1-1, etc. They are the same. The code function just needs to know if its 1, 1+X or below 1 and finds that. In short, setting to 1-1 will use -1.

edit: I'll make the combat matrix on the action/weapon tab accurate for 1e. Right now the Rolls will all show 20. I'll also disable editing the combat edit for the matrix for npcs so it's not confusing.

celestian
March 10th, 2019, 01:05
-1 means anything lower than 1.

0, 1-1, etc. They are the same. The code function just needs to know if its 1, 1+X or below 1 and finds that. In short, setting to 1-1 will use -1.

edit: I'll make the combat matrix on the action/weapon tab accurate for 1e. Right now the Rolls will all show 20. I'll also disable editing the combat edit for the matrix for npcs so it's not confusing.

If you want to try out what I've setup download the version on GitHub. It will show the attack matrix on actions tab from the DMG table for NPCs. If you "edit" in the combat section it will show that value also. It's read only so you can't change it.

Varsuuk
March 10th, 2019, 05:09
Quick question (using specific example from the ruleset but more to understand when/if should do same) - I've seen plenty of lua script files referenced in windowless xml. On many of them there is an "onInit()" function at the top where, well initting ;) is done.

In the one for: campaign/scripts/number_abilityscore.lua, I see a call to the super.onInit() (after checking to see if super is non-nil)

What is this for/doing in laymen's terms?
Is there an expected base you are wanting to trigger?
It's just the first time in your code I came across this super.onInit() (it may be all over, just hadn't hit until now)


If I was to guess, it seems to me it is checking to see if this instance is of a "class" that has a base class and then it calls onInit() of that class. But that confuses me because aren't nearly all the windowclass'es being used derived from another in most cases? It has never occurred to me in another language to try calling a method using whatever that language uses to point up to the base when it doesn't have a base class because I guess I always had the code to look at and know not to do it - so not sure what would compile or runtime occur.

celestian
March 10th, 2019, 05:19
Quick question (using specific example from the ruleset but more to understand when/if should do same) - I've seen plenty of lua script files referenced in windowless xml. On many of them there is an "onInit()" function at the top where, well initting ;) is done.

In the one for: campaign/scripts/number_abilityscore.lua, I see a call to the super.onInit() (after checking to see if super is non-nil)

What is this for/doing in laymen's terms?
Is there an expected base you are wanting to trigger?
It's just the first time in your code I came across this super.onInit() (it may be all over, just hadn't hit until now)


That is something that actually should be cleaned up and is not something that does anything I don't think in this case anymore. That was one of the first parts of the ruleset I was working on and replicated some code I found elsewhere while learning the process.

If you're curious about super. uses check out this thread (https://www.fantasygrounds.com/forums/showthread.php?40829-Confusing-behavior-in-super-self-code-layers). It's covers what you're looking for.

taoistpunk
March 10th, 2019, 16:30
I'm using the Items .MOD. It's throwing a console err (image attached)

Thanks for the explanation previously on the attack matrix :) made much more sense than how I was looking at things.

26656

celestian
March 10th, 2019, 18:36
I'm using the Items .MOD. It's throwing a console err (image attached)

Thanks for the explanation previously on the attack matrix :) made much more sense than how I was looking at things.


Are you sure you're running the current 1e extension version? That was a addition to the new version a few weeks back. Specifically.

Update 1.6: Added in entries for the new item drop down box for listed types.

If you do have the most current version then send me the related campaign file (and any mods you might be using) and I'll take a look at it.

taoistpunk
March 10th, 2019, 19:13
Are you sure you're running the current 1e extension version? That was a addition to the new version a few weeks back. Specifically.

Update 1.6: Added in entries for the new item drop down box for listed types.

If you do have the most current version then send me the related campaign file (and any mods you might be using) and I'll take a look at it.

ok...resolved. I was using 1.4

sorry I didn't check that sooner...I hadn't realized you'd pushed an update since I last downloaded

celestian
March 10th, 2019, 19:23
ok...resolved. I was using 1.4

sorry I didn't check that sooner...I hadn't realized you'd pushed an update since I last downloaded

NP, I thought maybe I had forgotten to sync up the files myself until I checked. Trying to keep 2 rulesets and the extensions in sync can be hectic.

Varsuuk
March 11th, 2019, 07:07
That is something that actually should be cleaned up and is not something that does anything I don't think in this case anymore. That was one of the first parts of the ruleset I was working on and replicated some code I found elsewhere while learning the process.

If you're curious about super. uses check out this thread (https://www.fantasygrounds.com/forums/showthread.php?40829-Confusing-behavior-in-super-self-code-layers). It's covers what you're looking for.

Cool thanks Celestian. I was more confused about "if super" than the "super.onInit()" part.
So, judging from the above, if one wants to check if a method exists in a parent, they should do something like:

if super.onInit then super.onInit() ...


This is needed because Lua "replaced" like named methods it does not specially treat "onInit()" unlike in some languages like C++ and constructors where (for example) if a derived classes defines a no arg constructor, the no arg constructor of it's base class (and up the chain) is not "overwritten" but instead called in base to most derived order when constructing and the destructor is called from most derived to the base root upon going out of scope or being explicitly deleted.

dmkevin
March 18th, 2019, 22:47
Celestian,


I have been looking forward to trying out your AD&D Core Ruleset. Whenever I try to load it I get a message saying:


Script Error: "scripts/data_common_adnd.lua"]:334: attempt to index global 'aWarriorSaves' [a nil value]
Ruleset Error: subwindow: Could not find windowclass[] for control [sub] in windowclass [imagebackpanel]
Ruleset Error: subwindow: Could not find windowclass[] for control [sub] in windowclass [imagefullpanel]


I am not running any modules or extensions (save for the AD&D 1e module).


I would be very grateful to figure this out. I am hoping to run Slavepits of the Undercity, for which I previously created a module for 5e.

celestian
March 18th, 2019, 23:05
Celestian,


I have been looking forward to trying out your AD&D Core Ruleset. Whenever I try to load it I get a message saying:


Script Error: "scripts/data_common_adnd.lua"]:334: attempt to index global 'aWarriorSaves' [a nil value]
Ruleset Error: subwindow: Could not find windowclass[] for control [sub] in windowclass [imagebackpanel]
Ruleset Error: subwindow: Could not find windowclass[] for control [sub] in windowclass [imagefullpanel]


I am not running any modules or extensions (save for the AD&D 1e module).


I would be very grateful to figure this out. I am hoping to run Slavepits of the Undercity, for which I previously created a module for 5e.

That seems to indicate you're running either an old version of FG, old version of the AD&D 1e Extension or an old version of the Ruleset or some combination of the three.

Make sure you are running the current version of FG (3.3.7) and the ruleset and I think you'll be good after that. If not let me know.

WilliamRiddle
March 19th, 2019, 02:08
Update 1.6: Added in entries for the new item drop down box for listed types.
If you do have the most current version then send me the related campaign file (and any mods you might be using) and I'll take a look at it.

OK, I must be missing something. Where do you have this 1.6 updated file? When I look at GitHub it says the file has not been updated in 2 years. Is there more than one repository for the files from this ruleset?

~~~confused~~~

WR

celestian
March 19th, 2019, 02:15
OK, I must be missing something. Where do you have this 1.6 updated file? When I look at GitHub it says the file has not been updated in 2 years. Is there more than one repository for the files from this ruleset?

~~~confused~~~

WR

GitHub shows the .ext and the related scripts updated 8 days ago to me.

You can also download it from the extension thread (https://www.fantasygrounds.com/forums/showthread.php?37986-AD-amp-D-Core-1e-Extention).

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

WilliamRiddle
March 19th, 2019, 14:06
GitHub shows the .ext and the related scripts updated 8 days ago to me.

I see my confusion now. When you said you needed to update the Items I assumed you meant the Items MOD, not the EXT. All good now, thank you.

WR

celestian
March 19th, 2019, 16:10
Update 2019.03.19


Bugfix: pre-gen imports, spelling eerror susceptibility
Bugfix: Racial weapon profs were not properly copied.
Update: inventory::max to max press
Update: various 1e matrix display/settings
Update: loot changed back to parcels
Update: changed mod text on ability/save scores to mod and second mod.
Update: Tweaked hidden story/data text for output to be reliable with using Author export.
Added: drag/drop weapon config to applyu weapon profs
Added: drag/drop weapon onto skills to create weapon prof entry
Added: "racial" modifier in skills entries.
Added: Drag/Drop + control NPC/item to NPC/Item to replace in-line record with dropped record (mostly useful for content creators, keeps existing ID).
Added: max age field in notes.

Callum
March 20th, 2019, 11:29
Bugfix: pre-gen imports, spelling eerror susceptibility

:D Did you do this on purpose?

celestian
March 20th, 2019, 15:03
:D Did you do this on purpose?

Not initially but when I saw my spell checker highlight it, I left it ;)

WilliamRiddle
March 22nd, 2019, 00:49
Now to figure out why....

Hey C ~

FYI, the arrows are crashing (again?) in your latest build for Windows 7. Just lost an hour's worth of work. I thought you were going to implement the fix you had by suppressing the single window spawn? :(

While I appreciate the cool programing, I actually don't prefer the single window spawn. I fine myself wanting to use multiple Story windows since that is how the rest of FG is, as I run other rulesets often. Is there an option to turn this off and suppress the arrows?

If not I'll just have to use the older PAK you posted, which I'm guessing you're not updating.

WR

celestian
March 22nd, 2019, 01:08
Hey C ~

FYI, the arrows are crashing (again?) in your latest build for Windows 7. Just lost an hour's worth of work. I thought you were going to implement the fix you had by suppressing the single window spawn? :(


No, the temporary fix was for you specifically. I can't disable it as it's part of the ruleset. The only option you have is to hold control down when using those arrows. I've spoken with Moon a few times about this as I suspect this is a FG library/windows 7 issue that I cannot resolve. There has been issues related to this previously. He has a large list of priorities right now but he has said when he has completed his priorities he will review the window close problem.

That said you should never lose an hour of work. FG saves fairly often. I add a /save to my macro buttons to do it a little more often but it shouldn't be missing a full hour of work.

I've got 6 projects I'm trying to finish right now and if I get them completed and the problem hasn't been resolved by then I'll see about adding a campaign config setting for you.

WilliamRiddle
March 22nd, 2019, 03:12
I appreciate the thought sir, but I'd feel guilty if you took too much of your time on this. I'll get by. ;)

As for saving/recovering, the auto-recover of the DB file failed for some reason when I re-started the campaign again. Not sure why.

No worries ... wouldn't be the first time I've had to re-type something. :)

Guess it must be time to plan that Windows upgrade, since MS just announced the "kill date".

Thanks again for your hard work!
WR

Kanaric
March 23rd, 2019, 16:26
If I am making a monster and I want it to be a 4 square icon when it is placed what do you have to do in the monster's form for that?

celestian
March 23rd, 2019, 19:50
If I am making a monster and I want it to be a 4 square icon when it is placed what do you have to do in the monster's form for that?

Just set the monsters size to something bigger than "Large". "Giant" or "Huge" creature size (set in the npc sheet) will make set the size as you're wanting. Once you've set it, drop the creature into the combat tracker, then onto the map and it should look like this.

https://i.imgur.com/a5S7PL8.png

BenA718
April 2nd, 2019, 22:08
Hi there, I was super excited to find that someone has put something out there that combines my favorite edition of D&D with my favorite VTT!
However, I know nothing about Perl or running scipts with it. Is it difficult to use? Is there a way for a coding n00b to get 1e onto FG?

Thanks for all your work, this looks amazing!

celestian
April 2nd, 2019, 22:40
Hi there, I was super excited to find that someone has put something out there that combines my favorite edition of D&D with my favorite VTT!
However, I know nothing about Perl or running scipts with it. Is it difficult to use? Is there a way for a coding n00b to get 1e onto FG?

Thanks for all your work, this looks amazing!

I think the best choice right now would be to grab the ruleset, download the OSRIC modules and start with those to get some familiarity with the system. I'm working on some extra options that are not ready for primetime yet but it might be just what you need.

LordEntrails
April 3rd, 2019, 00:18
Yea, you don't need to know perl or scripting at all for the majority of the stuff. Download the module from the first link and install it (place in Rulesets folder). You can then also download the various modules and such linked in the first two posts and put those in your modules folder.

The perl is only if you want to do some of that special stuff in that one part of the post.

BenA718
April 3rd, 2019, 01:11
Yea, you don't need to know perl or scripting at all for the majority of the stuff. Download the module from the first link and install it (place in Rulesets folder). You can then also download the various modules and such linked in the first two posts and put those in your modules folder.

The perl is only if you want to do some of that special stuff in that one part of the post.

Thanks, I got it working; this is awesome!

BenA718
April 3rd, 2019, 01:25
I think the best choice right now would be to grab the ruleset, download the OSRIC modules and start with those to get some familiarity with the system. I'm working on some extra options that are not ready for primetime yet but it might be just what you need.

I'm very familiar with 1e (I'm old, like most 1e players lol); it looks like the ruleset is for 2e? I am downloading the OSRIC modules now. Thanks for all your hard work!

BenA718
April 3rd, 2019, 02:26
1 question:

The initiative is currently set for a d10. Is there any way to change it to a d6?

Thanks!

Varsuuk
April 3rd, 2019, 02:44
Make sure you download and install the 1E extension.

In addition, there are some config/customization options found by clicking on the "gear" icon in the upper right (by party/combat tracker etc)

BenA718
April 3rd, 2019, 03:41
Make sure you download and install the 1E extension.

In addition, there are some config/customization options found by clicking on the "gear" icon in the upper right (by party/combat tracker etc)
Perfect, that worked! Thanks!!

celestian
April 3rd, 2019, 04:14
Perfect, that worked! Thanks!!

The 1E extension tweaks a few things to use 1E rules where it can. Specifically initiative dice, coin weight, ability score bonuses and "matrix" versus THACO.

BenA718
April 4th, 2019, 18:33
So far I am loving the 1e rules!
Another n00b question: I cannot seem to make tokens for characters or add token images to NPCs for monsters. I can see the token space but clicking on it doesn't seem to do anything.

Any thoughts?

celestian
April 4th, 2019, 18:36
So far I am loving the 1e rules!
Another n00b question: I cannot seem to make tokens for characters or add token images to NPCs for monsters. I can see the token space but clicking on it doesn't seem to do anything.

Any thoughts?

That's part of the basic FG functionality. Click on the tokens button (bottom right of the FG desktop), find the token you like and drag/drop them where you want them. The object will need to be "unlocked" (generally top right of the npc/encounter details window) or in the combat tracker for it to work.

BenA718
April 4th, 2019, 18:42
Double post.

BenA718
April 4th, 2019, 18:45
Thanks for the quick reply!

I am probably not explaining myself clearly -- I can drag tokens onto the vtt no problem. What I cannot do is create a token for a character (I am running as GM). Also, when I open an NPC -- say the Wyvern -- I cannot move the empty token onto the vtt nor can I associate an image with the NPC.

I hope I am being clearer! Thanks again!

BenA718
April 4th, 2019, 18:54
I figured it out for the characters! Still having issues with the NPCs ...

LordEntrails
April 4th, 2019, 19:00
Can you drag an image (i.e. token) from the token bag onto the token field on the NPC (either on the NPC sheet, the encounter token or token instance, or the CT)?

BenA718
April 4th, 2019, 19:11
Can you drag an image (i.e. token) from the token bag onto the token field on the NPC (either on the NPC sheet, the encounter token or token instance, or the CT)?

That worked! Thanks much for the quick reply!

celestian
April 5th, 2019, 05:00
Update 2019.04.04


Bugfix: casting spell not memorized text fixed.
Update: Minor cleanup to character sheet.
Update: Cleaned up item records, remove the "protection" group
Added: Item types and ways to search those a bit easier using
Added: arcane/divine spell classes list
Added (back) "Skills" text string to Kits for multi-skill selection options.
Added control+drag/drop (unlocked) story to story appending.
Added Story control/drag+drop to Kits that appends to current description.
Added Story control/drag+drop to Kits ->features that appends to current description.
Added Story control/drag+drop to Items that appends to current description.
Added Story control/drag+drop to NPCs that appends to current description.
Added bonus weapon prof selection to Kits .
Added advanced effects to Kits .

celestian
April 5th, 2019, 05:12
For those of you running Windows 7 with the FG library crash issue with the single window functionality, I wrote a extension for you. If you load it it should disable the single window management. Adding that and using the arrows in story entries shouldn't crash on ya.

When/if the library issue is resolved in FG I'll delete this attachment.

Download here:

taoistpunk
April 5th, 2019, 14:29
Update 2019.04.04


Bugfix: casting spell not memorized text fixed.
Update: Minor cleanup to character sheet.
Update: Cleaned up item records, remove the "protection" group
Added: Item types and ways to search those a bit easier using
Added: arcane/divine spell classes list
Added (back) "Skills" text string to background for multi-skill selection options.
Added control+drag/drop (unlocked) story to story appending.
Added Story control/drag+drop to Backgrounds that appends to current description.
Added Story control/drag+drop to Backgrounds->features that appends to current description.
Added Story control/drag+drop to Items that appends to current description.
Added Story control/drag+drop to NPCs that appends to current description.
Added bonus weapon prof selection to backgrounds.
Added advanced effects to backgrounds.


Throwing an error when I pull up Items...

this PC is Windows 7...could the Windows 7 issue previously noted be affecting this change?

Image attached26950

celestian
April 5th, 2019, 15:04
Did you update the 1E Extension (https://www.fantasygrounds.com/forums/showthread.php?37986-AD-amp-D-Core-1e-Extention) also?

taoistpunk
April 5th, 2019, 15:08
Did you update the 1E Extension (https://www.fantasygrounds.com/forums/showthread.php?37986-AD-amp-D-Core-1e-Extention) also?

AH! That did it. Didn't realize there had been an update to the 1e ext.

Thanks

celestian
April 5th, 2019, 15:20
AH! That did it. Didn't realize there had been an update to the 1e ext.

Thanks

Since you're a Windows 7 guy... I'm curious, did you also try the DISABLESinglewindow extension and did it work as I had hoped? Local testing showed it did what I expected but... you never know.

taoistpunk
April 5th, 2019, 15:44
Since you're a Windows 7 guy... I'm curious, did you also try the DISABLESinglewindow extension and did it work as I had hoped? Local testing showed it did what I expected but... you never know.

I use Win7 at work, and have a copy of FG installed for both testing and prep purposes (don't tell the boss, but with downtime I build NPCs, monsters,items, etc that I use at home when playing). Home is a Win10 box

I installed and activated the extension. The arrows at the bottom of the story screen moved me back and forward without me having to open fresh windows, and my app no longer crashed when I clicked those arrows, so if that was the intent of the ext then it's functional :) Those arrows were not disabled, they functioned as normal. If you need me to do any further or more specific testing, HMU. I'm your guy for QA!

taoistpunk
April 5th, 2019, 15:47
Since you're a Windows 7 guy... I'm curious, did you also try the DISABLESinglewindow extension and did it work as I had hoped? Local testing showed it did what I expected but... you never know.

Also, multiple windows will spawn if clicked on. I assume this was the feature you wanted to suppress, the single window spawn only. So that seems functional.

I have to admit, sometimes I like single window and sometimes I find it frustrating. I'd like to keep more than 1 window open. Will this ext. also function with Win10?

celestian
April 5th, 2019, 15:59
Also, multiple windows will spawn if clicked on. I assume this was the feature you wanted to suppress, the single window spawn only. So that seems functional.

I have to admit, sometimes I like single window and sometimes I find it frustrating. I'd like to keep more than 1 window open. Will this ext. also function with Win10?

Okay, yeap, sounds like it's doing what I wanted!

You can already open multiple windows w/o the extension by just pressing the control key while clicking link to open window. So if you wanted 3 different NPC windows up, you'd just hold control while clicking on whatever object opened those windows.

taoistpunk
April 5th, 2019, 16:09
Okay, yeap, sounds like it's doing what I wanted!

You can already open multiple windows w/o the extension by just pressing the control key while clicking link to open window. So if you wanted 3 different NPC windows up, you'd just hold control while clicking on whatever object opened those windows.

Oh! That's a super useful tip. I was getting a bit frustrated when I needed another NPC open and couldn't manage it without losing the first.

Last week's game ran very smoothly...and I'm adding a player next week. Have you had any issues with 6 players/connections? If everyone shows, it will be the largest party I have run thus far on FG or with your ruleset. I think we will be maxxed out at 6. I don't want to manage more folks than that live or in VTT lol.

BTW: Your Tables ext if f-ing awesome! and the change you made to upload text to create NPC is super! It's made parsing from my Monster Manual PDF very simple and quick compared to slogging it line by line. Thanks again for all the hard work!

celestian
April 5th, 2019, 16:46
Oh! That's a super useful tip. I was getting a bit frustrated when I needed another NPC open and couldn't manage it without losing the first.

Last week's game ran very smoothly...and I'm adding a player next week. Have you had any issues with 6 players/connections? If everyone shows, it will be the largest party I have run thus far on FG or with your ruleset. I think we will be maxxed out at 6. I don't want to manage more folks than that live or in VTT lol.

BTW: Your Tables ext if f-ing awesome! and the change you made to upload text to create NPC is super! It's made parsing from my Monster Manual PDF very simple and quick compared to slogging it line by line. Thanks again for all the hard work!

I've had 9 people at once in a few games. Doesn't seem to cause any latency issues for me. My average games are 5-6 tho.

Glad to hear it (tables extension), I write a lot of these types of things because I hate having to manually do this stuff when the computer can do it much quicker and reliably.

The NPC parsing... I wish it could be even more reliable but the content we're inputing tends to be hit or miss in formatting/style. My latest foray into that has been trying to get stat-blocks to import spells reliably. Stat-blocks themselves are wildly inconsistent so... hit or miss.

Cheers!

BenA718
April 12th, 2019, 03:37
Hi everyone,

N00b question: When creating a new weapon (I am trying to stat out a whip from UA), when I add damage the dice are greyed out and I cannot enter the die type. It's not the end of the world for the whip as it only does 1-2 damage anyway, but I would love to know how to get dice added so I can add magic weapons as wel.

Thanks!

BenA718
April 12th, 2019, 03:39
Have you had any issues with 6 players/connections? If everyone shows, it will be the largest party I have run thus far on FG or with your ruleset. I think we will be maxxed out at 6. I don't want to manage more folks than that live or in VTT lol.
My FG group has six players and it runs fine.

damned
April 12th, 2019, 04:32
drag and drop the appropriate dice into the field

BenA718
April 12th, 2019, 12:11
drag and drop the appropriate dice into the field

Thanks!

Beerbelly
April 13th, 2019, 23:24
OK, this is awesome. Thank you so much for putting so much work into this Celestian. Looking forward to any other mods that can be put out for this.

esmdev
April 16th, 2019, 19:04
So I see that the 2E ruleset is now available in the store. Is that ruleset this ruleset (if so congrats on an epic victory) and if it is this ruleset does it now include things like class, race, equipment and spell data?

celestian
April 16th, 2019, 19:34
So I see that the 2E ruleset is now available in the store. Is that ruleset this ruleset (if so congrats on an epic victory) and if it is this ruleset does it now include things like class, race, equipment and spell data?

I've been sitting on this for a while now and I was surprised at the early release of it myself but it is official. Anyone that has the ultimate license will have the 2E ruleset. From the FG store you'll be able to pickup The Player's Handbook, Dungeon Master Guide and Monstrous Manual. The adventure N1 Against the Cult of the Reptile God will also be available.

I will setup a few forum posts for suggestions, bugs/errors when I can (this evening).

taoistpunk
April 16th, 2019, 19:36
I've been sitting on this for a while now and I was surprised at the early release of it myself but it is official. Anyone that has the ultimate license will have the 2E ruleset. From the FG store you'll be able to pickup The Player's Handbook, Dungeon Master Guide and Monstrous Manual. The adventure N1 Against the Cult of the Reptile God will also be available.

I will setup a few forum posts for suggestions, bugs/errors when I can (this evening).

I sent you a PM regarding this, but was wondering (more publicly) how this would be affecting the 1e users of the ruleset? Is the new content now available useable in a 1e game??

celestian
April 16th, 2019, 19:52
I sent you a PM regarding this, but was wondering (more publicly) how this would be affecting the 1e users of the ruleset? Is the new content now available useable in a 1e game??

The 1E extension will continue to work. The products themselves are 2E tho as you probably know 1e and 2e are mostly the same game. Whether you are happy using 2E creatures, spells, classes and races in your 1E game tho is entirely up to you.

taoistpunk
April 16th, 2019, 20:24
OK. I see. I just found out (the hard way) that N1 will work fine in your 2E official ruleset, but is not supported in the (also) free core ruleset you originated. I also don't think I can port my current 1e campaign to the newer 2E ruleset(which I would do, and though the PHB and DMG do me no good, the MM might be useful even in a 1e game).

Any chance the code for N1 can be tweaked to also show up in Core? I bought it, I'd like to run it, but at this point I don't see a manner in which this would work. If there was a simple way to port my Core campaign to the 2E ruleset, I'm all in as well...would obviously rather be playing in a SmiteWorks officially sanctioned ruleset.

Trenloe
April 16th, 2019, 20:28
Any chance the code for N1 can be tweaked to also show up in Core?
Use @damned's Universal Module extension: https://www.fantasygrounds.com/forums/showthread.php?41034-Universal-Module-Extension

celestian
April 16th, 2019, 20:29
OK. I see. I just found out (the hard way) that N1 will work fine in your 2E official ruleset, but is not supported in the (also) free core ruleset you originated. I also don't think I can port my current 1e campaign to the newer 2E ruleset(which I would do, and though the PHB and DMG do me no good, the MM might be useful even in a 1e game).

Any chance the code for N1 can be tweaked to also show up in Core? I bought it, I'd like to run it, but at this point I don't see a manner in which this would work. If there was a simple way to port my Core campaign to the 2E ruleset, I'm all in as well...would obviously rather be playing in a SmiteWorks officially sanctioned ruleset.

What problems did you have running N1 with the 2E ruleset and the 1E extension?

The code, for AD&D Core and 2E is practically identical... it might be some bug fix/features behind but otherwise it's the same.

I just did a quick test to see if I noticed any issues immediately but it seemed ok. (2E ruleset +1E extension and N1 loaded).

taoistpunk
April 16th, 2019, 20:32
Use @damned's Universal Module extension: https://www.fantasygrounds.com/forums/showthread.php?41034-Universal-Module-Extension

No can do...looks like N1 loads as an ext and not a mod file...so it simply doesn't appear in the ext list on the launch screen

taoistpunk
April 16th, 2019, 20:35
What problems did you have running N1 with the 2E ruleset and the 1E extension?

The code, for AD&D Core and 2E is practically identical... it might be some bug fix/features behind but otherwise it's the same.

I just did a quick test to see if I noticed any issues immediately but it seemed ok. (2E ruleset +1E extension and N1 loaded).

nope...trying to run N1 in Core not 2E. At this point, I'm too deep in the game to just move the campaign in Core over to the newer 2E ruleset, and N1 shows up as an ext on the load screen only for 2E. Bummed

Varsuuk
April 16th, 2019, 20:36
Holy flying F@&@%+%* I am so flabbergasted and excited over this!!!!!!!!

Your rule set deserved to be official but I always feared WotC would prevent this.

OMG - Against the Reptile God is the module I created partway for C&C prior to your creating AD&D and deciding to redo in that.

So proud of you and pleased this could happen!!!

I hope this means hey OKed putting out official modules going forward?! This is game-changing.

I have no current 2E game and was hoping to do a 1E in near future tabletop but I think I will have to buy this ruleset from the get-go to show my support (I usually buy anything I want to support for FG(all WotC books/adv) or the game (C&C/SaWo,etc) if I never play/run it. But I normally do so only in the regular sales Smite puts out.

I will make an exception for this ruleset I already downloaded because it is amazing! (I’ll also buy all the DMG/MM etc when on sale or if I need it for some reason before then.

Would have totally loved to have joined FGCon for Reptile! And... omg ToEE... Moathouse...

Varsuuk
April 16th, 2019, 20:38
OK - reread, so as Ult I have it already. That’s disappointing... I’d love to see how many would sell seperately.

OK, that just means I buy one or both of the books PLUS in any event Reptile tonight!!!

Varsuuk
April 16th, 2019, 20:43
Ooo is Fantasy Grounds only official AD&D now? Hehehe. ... yes, I am giddy.

Trenloe
April 16th, 2019, 20:44
No can do...looks like N1 loads as an ext and not a mod file...so it simply doesn't appear in the ext list on the launch screen
Nope, N1 is not an extension, it's a module.

You'll need to modify the Universal Module extension I linked to add 2E to the ruleset list in common\universal.xml - this will then allow you to open modules tagged for the 2E ruleset in other rulesets where the Universal Module extension is loaded.

taoistpunk
April 16th, 2019, 20:45
Nope, N1 is not an extension, it's a module.

You'll need to modify the Universal Module extension I linked to add 2E to the ruleset list in common\universal.xml - this will then allow you to open modules tagged for the 2E ruleset in other rulesets where the Universal Module extension is loaded.

Will try this...thanks

Valyar
April 16th, 2019, 20:50
This is now official ruleset... Amazing! Congratulations.
I might even try if I find some masochists to play with... :D

LordEntrails
April 16th, 2019, 20:55
Wow! Totally amazing, Congrats on this. I don't play 2E anymore, but will probably pick up one or two of these just to show how happy I am that WotC has allowed this and to support all the work you have done.

Looking forward to the official announcement!
27062

ddavison
April 16th, 2019, 20:56
nope...trying to run N1 in Core not 2E. At this point, I'm too deep in the game to just move the campaign in Core over to the newer 2E ruleset, and N1 shows up as an ext on the load screen only for 2E. Bummed

You can modify the community ruleset to allow modules coded for another ruleset.

Look in the XML from the root -- probably base.xml or some similar name and add the following:


<importinfo>
<acceptfrom ruleset="2E" />
</importinfo>


Now, your community ruleset will attempt to load the same stuff that the officially supported/included 2E ruleset does. It may diverge over time, but we wanted to make it available to as many people as possible without removing anything the community was already using.

taoistpunk
April 16th, 2019, 20:57
Nope, N1 is not an extension, it's a module.

You'll need to modify the Universal Module extension I linked to add 2E to the ruleset list in common\universal.xml - this will then allow you to open modules tagged for the 2E ruleset in other rulesets where the Universal Module extension is loaded.

This worked well...thanks. Handy extension! Especially since whatever 2E modules will be available will likely work very well with the AD&D Core ruleset with the 1e ext. loaded.

taoistpunk
April 16th, 2019, 21:02
You can modify the community ruleset to allow modules coded for another ruleset.

Look in the XML from the root -- probably base.xml or some similar name and add the following:


<importinfo>
<acceptfrom ruleset="2E" />
</importinfo>


Now, your community ruleset will attempt to load the same stuff that the officially supported/included 2E ruleset does. It may diverge over time, but we wanted to make it available to as many people as possible without removing anything the community was already using.

Thanks for this. I've been hard at work on my 1e game with the AD&D Core ruleset and while I appreciate the baked-in goodness of the new 2E ruleset, sticking with my Core 1e environment is certainly my preferred option. I edited the Universal Module ext. as per Trenloe and this seemed to work just fine with N1, so I'm putting that module on deck after some homebrew goodness I currently have on the plate. Thanks!

celestian
April 16th, 2019, 21:08
nope...trying to run N1 in Core not 2E. At this point, I'm too deep in the game to just move the campaign in Core over to the newer 2E ruleset, and N1 shows up as an ext on the load screen only for 2E. Bummed

To be a bit more clear on the topic...What I'm trying to say is that the 2E ruleset IS AD&D Core ruleset. It shouldn't have any ill effects on your current setup. You should be able to use the 2E ruleset with the 1E extension.

As it is now the 2E and the community AD&D Core ruleset both should be able to open modules written for either. The same goes for the 1E extension, it should load for either.

I was able to load the 2E ruleset with 1E extension and the N1 module. Can you explain what part of this fails for you?

taoistpunk
April 16th, 2019, 21:15
To be a bit more clear on the topic...What I'm trying to say is that the 2E ruleset IS AD&D Core ruleset. It shouldn't have any ill effects on your current setup. You should be able to use the 2E ruleset with the 1E extension.

As it is now the 2E and the community AD&D Core ruleset both should be able to open modules written for either. The same goes for the 1E extension, it should load for either.

I was able to load the 2E ruleset with 1E extension and the N1 module. Can you explain what part of this fails for you?

Well...if you read back a few entries you will see the problem and how I fixed it using Trenloe's suggestion of the Universal Module Ext.

Essentially I want to continue to use the Community AD&D Core ruleset with the 1e ext AND the N1 module, however I had to edit the XML in the Universal Mod Ext in order to do this, which I did. I could have tweaked the 2E ruleset to do the same as per DDavison, but I was already knees deep in the Universal Mod ext.

In other words, if folks are currently running the community ad&d core ruleset they will need to tweak either the 2e ruleset or the Universal Mod ext. in order to run the 2e content now on sale.

LordEntrails
April 16th, 2019, 21:16
I just noticed on the N1 product description is says we need to buy the 2E ruleset, but I don't see the ruleset available for sale...

Requires:An active subscription or a one time purchase of a Fantasy Grounds Full or Ultimate license and a one time purchase of the 2E ruleset.

taoistpunk
April 16th, 2019, 21:16
I just noticed on the N1 product description is says we need to buy the 2E ruleset, but I don't see the ruleset available for sale...

Free with Universal License...just run the update

celestian
April 16th, 2019, 21:27
In other words, if folks are currently running the community ad&d core ruleset they will need to tweak either the 2e ruleset or the Universal Mod ext. in order to run the 2e content now on sale.

You mean the part where he said to allow modules for XX rulesets to be loaded? I checked that after I read his post and 2E and AD&D Core both will load each others modules.

Currently the 2E and AD&D Core rulesets have this already.



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


I'm still a bit confused as to what part exactly isn't working for you when using the 2E ruleset but if you're happy I'm happy ;)

LordEntrails
April 16th, 2019, 21:28
Free with Universal License...just run the update
I sent support an email to update the product description.
There are screenshots that SW has sent out as part of the press release here; https://www.enworld.org/forum/showthread.php?658665-AD-amp-D-2E-Core-Books-Now-on-Fantasy-Grounds!&p=7592900&viewfull=1#post7592900

taoistpunk
April 16th, 2019, 21:35
You mean the part where he said to allow modules for XX rulesets to be loaded? I checked that after I read his post and 2E and AD&D Core both will load each others modules.

Currently the 2E and AD&D Core rulesets have this already.



<importinfo>
<acceptfrom ruleset="2E" />
<acceptfrom ruleset="AD&D Core" />
<acceptfrom ruleset="CoreRPG" />
</importinfo>


I'm still a bit confused as to what part exactly isn't working for you when using the 2E ruleset but if you're happy I'm happy ;)

the problem was when i was using it with core not 2e...but hell yeah...i'm happy. its resolved...maybe it was me. either way i'm glad to see your rulest as well as Leozelig's DCC work up and available! the more rulesets get official the more we can grow the community of users

Trenloe
April 16th, 2019, 21:44
There are screenshots that SW has sent out as part of the press release here; https://www.enworld.org/forum/showthread.php?658665-AD-amp-D-2E-Core-Books-Now-on-Fantasy-Grounds!&p=7592900&viewfull=1#post7592900
Cool. It's a built in ruleset, so any license (even the Free license) can use it.

Of course, I imagine the DLC is in the vault, so that requires at least a Standard license to use.

esmdev
April 16th, 2019, 21:46
So just to be totally clear, if I buy the Players Handbook it comes with all the PHB races, classes and spells? If I buy the Dungeon Masters Guide it has the Magic Items, and obvi the Monsterous Manual comes with monsters?

celestian
April 16th, 2019, 21:47
So just to be totally clear, if I buy the Players Handbook it comes with all the PHB races, classes and spells? If I buy the Dungeon Masters Guide it has the Magic Items, and obvi the Monsterous Manual comes with monsters?

Correct.

Anything in the original 2E PHB is in the PHB. Same goes for MM and DMG.

esmdev
April 16th, 2019, 21:50
Correct.

Anything in the original 2E PHB is in the PHB. Same goes for MM and DMG.

Happy Day!

ddavison
April 16th, 2019, 21:51
With the built in 2E ruleset, you will get automatic update notifications whenever a new update is published for it. taoistpunk, you may not have had the latest version of the community ruleset since it sounds like Celestian had already updated it to support content from both.

celestian
April 16th, 2019, 21:54
Happy Day!

I was REALLY happy how the random tables turned out in the DMG. Rolling a set of items for types (A, B, C/etc...) is so nice if I do say so myself.

Varsuuk
April 16th, 2019, 22:12
I must have!

Why oh why must I be at work!

esmdev
April 16th, 2019, 22:16
Would I be correct in that the built in 2E ruleset for Ultimate is still basic races, classes, like the community ruleset?

LordEntrails
April 16th, 2019, 22:18
Would I be correct in that the built in 2E ruleset for Ultimate is still basic races, classes, like the community ruleset?
The ruleset comes with Ult and Standard licenses free. Since their is, as far as I know, no 2E SRD, then it will probably not include any thing like basic races etc. Since those are all in the PHB, which you have to buy.

Trenloe
April 16th, 2019, 22:20
Would I be correct in that the built in 2E ruleset for Ultimate is still basic races, classes, like the community ruleset?
The built in ruleset is the same for all license types (Free, Standard or Ultimate) and it doesn't contain any library content.

LordEntrails
April 16th, 2019, 22:21
The ruleset comes with Ult and Standard licenses free. Since their is, as far as I know, no 2E SRD, then it will probably not include any thing like basic races etc. Since those are all in the PHB, which you have to buy.
So I just verified this, i.e. that their are no 2E free modules. Just did an update and started a new 2E campaign. Their are no SRD type modules.

celestian
April 16th, 2019, 22:46
So I just verified this, i.e. that their are no 2E free modules. Just did an update and started a new 2E campaign. Their are no SRD type modules.

This is correct. There is no SRD for AD&D.

damned
April 16th, 2019, 23:10
UniversalModules now recognizes 2E as well.
TaoistPunk try copying your whole campaign to a new folder and in the copy editing campaign.xml and add the 2E tag instead of AD&D or AD&DCore.

LordEntrails
April 16th, 2019, 23:14
Seems like it's time for a 2E sub forum....
Of course, it should probably start off with a post from Celestian or SmiteWorks

Varsuuk
April 16th, 2019, 23:38
My happy thoughts exactly!

Kanaric
April 17th, 2019, 00:43
Congrats on an official release. Having access to the real monsters and all that means a lot to me.

Released so soon already have a feature request. Any way we can drag a character to the NPCs list and have it auto generate a "npc"? This works in Savage Worlds like that.

celestian
April 17th, 2019, 01:17
Congrats on an official release. Having access to the real monsters and all that means a lot to me.

Released so soon already have a feature request. Any way we can drag a character to the NPCs list and have it auto generate a "npc"? This works in Savage Worlds like that.

Feel free to post things like this in the AD&D 2E ruleset thread (https://www.fantasygrounds.com/forums/showthread.php?48925-AD-amp-D-2E-Ruleset-Feedback-Information-Thread) now.

There is already a feature on each character sheet to "clone to npc". Under the "log" tab (yeah, I know odd place, I just couldn't find a better one ;)

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

Beerbelly
April 17th, 2019, 03:07
Any ideas as to what other of the rule/options books from 2E are in the works for future updates?

ddavison
April 17th, 2019, 03:09
The Complete handbooks are in the works. Other things are circulating for development but we don't have anything official to announce at the moment.

Vackipleur
April 17th, 2019, 10:58
The Complete handbooks are in the works. Other things are circulating for development but we don't have anything official to announce at the moment.

Pray for Planescape ! *drooling*

Beerbelly
April 17th, 2019, 13:36
Ravenloft and dragonlance....?
All the other character options books?
I'm excited

Noelle
April 17th, 2019, 20:38
could you add the other classes such as the bard or paladin in the classes list and any other of the "special" classes

celestian
April 17th, 2019, 22:00
Now that the ruleset is out, official like, I plan to stop keeping AD&D Core in sync. If you would like to continue to use it all you need to do is use the 2E ruleset that is freely available.

Update 2019.04.17 FINAL RELEASE OF AD&D CORE.


Bugfix: item powers added would overwrite their description with the items description
Update: campaign settings for DM show effects/health text made a bit more clear.
Added: Added: Only allow one initiative roll during each round. Option to force (alt key).


Thanks to everyone that helped make the official release (https://www.fantasygrounds.com/forums/showthread.php?48924-AD-amp-D-2E-Officially-Licensed-Ruleset-and-Content) possible.

FeralynTorm
April 18th, 2019, 00:27
Thanks to *you*, Celestian - and well done for keeping it under wraps. This release has made me so so happy. This is what my Easter (and Easter budget) is going on now. Weird that the only module released is the EXACT module I had been converting to use in your ruleset (and the previous AD&D community rulesets). Saves me reading it again and doing a tonne of work, though, so I'm all for it! ;) Cannot wait.

Varsuuk
April 18th, 2019, 05:40
Thanks to *you*, Celestian - and well done for keeping it under wraps. This release has made me so so happy. This is what my Easter (and Easter budget) is going on now. Weird that the only module released is the EXACT module I had been converting to use in your ruleset (and the previous AD&D community rulesets). Saves me reading it again and doing a tonne of work, though, so I'm all for it! ;) Cannot wait.

It's wicked because it was same one I was doing last year for C&C - it seems that AtCotRG is a great "campaign starter" - I was going to do that one, hall of the halfling and then T1.
At that point I expected to go to FGG pdfs since I had more of them in official pdf form and would be easier than transcribing as most of the rest of the TSR pdfs I have are mega modules and couple higher levels.

He like read my mind and gave it to me on a platter :)

BenA718
April 19th, 2019, 13:19
Well, congratulations; that's awesome news! I hope you get some compensation for all your hard work!! I am a 1/1.5e guy but I will purchase the 2e ruleset to show my support for AD&D on Fantasy Grounds.

taoistpunk
April 19th, 2019, 15:34
Guess I better start packing up house for the AD&D1e game and export everything over to the 2e ruleset. I appreciate all your hard work and bringing this ruleset into the official fold is a big step! Thanks...

Now...I'm off to export land!

vegasbilly
April 20th, 2019, 06:26
I know you're super extremely busy, but have you ever considered doing a YouTube series based solely on how you modified the ruleset, windows etc? All the info out there is so outdated and there just doesn't seem to be any really good, down and dirty tutorials on any of it. It's really frustrating because I have the motivation to dig in, but I just can't seem to find anything that will help me get started. Even the developer wiki is very ambiguous. I can understand the concepts, but I'm more of a visual person and find it easier if someone breaks it down step by step on what to edit, where to edit, etc. I know it's a lot to ask, but it would help greatly. Just a thought, and thanks for totally hitting one out of the park with the 2E ruleset, have been waiting YEARS for this!

damned
April 20th, 2019, 06:48
There is lots of material out there.
The techniques and methods and layering hasnt changed so coding guides created years ago are in many cases still very valid.
Have you looked at this: https://www.youtube.com/watch?v=54PSYMXmyvs&list=PLsgd1zJLdiKW23yt4X2qc_9w1TWQfTPUA

celestian
April 20th, 2019, 06:57
I know you're super extremely busy, but have you ever considered doing a YouTube series based solely on how you modified the ruleset, windows etc? All the info out there is so outdated and there just doesn't seem to be any really good, down and dirty tutorials on any of it. It's really frustrating because I have the motivation to dig in, but I just can't seem to find anything that will help me get started. Even the developer wiki is very ambiguous. I can understand the concepts, but I'm more of a visual person and find it easier if someone breaks it down step by step on what to edit, where to edit, etc. I know it's a lot to ask, but it would help greatly. Just a thought, and thanks for totally hitting one out of the park with the 2E ruleset, have been waiting YEARS for this!

I wish I did have the time to do what you ask because I know how hard it is to figure things out. It takes a lot of time and effort and even then you'll probably never know everything ;) I still have problems with window/text alignment and navigating up/down the window.subwindow.parent/etc.

What I did was just take the 5E ruleset and start trimming bits off. Started small and worked outward. Use Debug.console() liberally if you don't know what a value is and even if you do. I still drop debugs all throughout new stuff I'm working on now because this stuff is tricky. After you get a better idea you start adding in little things. The API is fairly well documented but the functions within the rulesets are not. You have to just get a feel for those and learn which of the global scripts are for what. An example is StringManager.*. Look at the CoreRPG version of the StringManager.



~\CoreRPG.3.3.7\base.xml (1 hit)
Line 49: <script name="StringManager" file="scripts/manager_string.lua" />


So you know it's in the scripts/manager_string.lua file. Then I'd search "function " in the document and look at the names. From there I got a general idea what they did after review of each function and then would experiment with them. Make a extension, throw test code in it. I still do this for the ruleset. Specially if I need to bulk update some node/records.

There is almost always something that is like what you want to do. Look around, find what they did and modify it to fit your needs.

I don't wanna get to far off in the weeds because it's a big project. Do it because you like to do it and have a passion for it. Take your time, use google for LUA coding questions, the FG API for within FG and lastly The Workshop forum for global script use and just general wtf issues.

Topdecker
April 21st, 2019, 15:32
First, thanks for the official 2e release. I am happy about that :)

https://i.imgur.com/3th5pG5.png

When I apply this, I only get -2 of the -3 specified for Charisma. The chat logs say... 'Ability adjustment 'Charisma -3' applied to... but it applies one less than what is specified.

Yeah, doing my own races since too many are duped in from the OSRIC extension (I just want some missing races without duping everything).

Top

celestian
April 21st, 2019, 20:07
First, thanks for the official 2e release. I am happy about that :)

https://i.imgur.com/3th5pG5.png

When I apply this, I only get -2 of the -3 specified for Charisma. The chat logs say... 'Ability adjustment 'Charisma -3' applied to... but it applies one less than what is specified.

Yeah, doing my own races since too many are duped in from the OSRIC extension (I just want some missing races without duping everything).

Top

Using this works for me.



Your dexterity score increases by 1, and your constitution score increases by 1, and your intelligence score is reduced by 3


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

That is using the 2E ruleset, not AD&D Core but both should be the same in this regard... right now at least.

Topdecker
April 21st, 2019, 22:53
https://i.imgur.com/2v3zD2R.png

All stats were 9 at the start. As you can see, the chat log looks fantastic, the actual results not so much.

EDIT: Whoa, failed to notice that it was adding 2 to both STR and CON.

MORE INFO: Parsed string was -

Your constitution score increases by 1, and your strength score increases by 1, and your charisma score is reduced by 3



Top

Topdecker
April 21st, 2019, 23:29
Thought that I should mention that 'Morning Star' isn't in the weapons table.

Also noticed a typo: Table 34, 'Mon-weapon' where 'Non-weapon' was intended.



Top

esmdev
April 22nd, 2019, 00:30
Hi. To follow-up on Topdecker's comment.

I made a copy of human, added the line above and it said what one expects it to say in the chat window, but on the character sheet it added 2 to strength & con, and subtracted 2 from charisma, obvi this isn't correct.

So I took it once step further. I opened another blank character and added an elf to race. Again in chat it said that it added Dexterity +1 and reduced Constitution +1. HOWEVER, on the character sheet it actually raised Dexterity +2 (to 11) and didn't change CON at all (it stayed a 9).

So I don't think the problem is actually with custom races, it seems like it's a global situation with the modifiers (like if the reduce is reduced by 1 then we'd be seeing the global problem of +3 becoming +2 and +1 becoming 0). It also seems like the increase is also off by 1 which is why +1 becomes +2.

Hope this helps.

esmdev
April 22nd, 2019, 00:33
Just to follow-up on my own follow-up, I just tested all the races and all the ones that modify stats are off in the same way.

celestian
April 22nd, 2019, 00:49
First, thanks for the official 2e release. I am happy about that :)

https://i.imgur.com/3th5pG5.png

When I apply this, I only get -2 of the -3 specified for Charisma. The chat logs say... 'Ability adjustment 'Charisma -3' applied to... but it applies one less than what is specified.



Found the problem and corrected. In one place I had default ability score set to 10 and another 9 (if it did not exist). On my testing I was setting values to all of the ability scores so these were never used.


Thought that I should mention that 'Morning Star' isn't in the weapons table.

Also noticed a typo: Table 34, 'Mon-weapon' where 'Non-weapon' was intended.


Morning star was mentioned in the PHB thread (https://www.fantasygrounds.com/forums/showthread.php?48928-AD-amp-D-2E-Player-s-Handbook-feedback-thread) and I've fixed that one for Tuesday. The Typo you mentioned I've fixed just now.

Moving forward if you could post these in the threads for the product that will make sure I find the post and others will also know they have been addressed. You can find links to the threads created for these products here (https://www.fantasygrounds.com/forums/showthread.php?48924-AD-amp-D-2E-Officially-Licensed-Ruleset-and-Content).

Thanks!

Topdecker
April 22nd, 2019, 01:02
Thanks, celestian, I will use the indicated thread moving forward.

Top

Kanaric
April 22nd, 2019, 18:55
Feel free to post things like this in the AD&D 2E ruleset thread (https://www.fantasygrounds.com/forums/showthread.php?48925-AD-amp-D-2E-Ruleset-Feedback-Information-Thread) now.

There is already a feature on each character sheet to "clone to npc". Under the "log" tab (yeah, I know odd place, I just couldn't find a better one ;)

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

oh awesome, my life is complete thank you lmao

esmdev
April 22nd, 2019, 19:41
That clone to NPC (plus it's brother clone to PC) feature is super-fantastic. It would be so nice if that were in more rulesets.

Varsuuk
April 28th, 2019, 19:30
It's a 2E thing, (haven't updated on MacBook in 2 weeks - play PC I keep up to date, this one I update in spurts) but figured type here since it is about me reusing:


if (bIsPcItem and bIDentified and bPCEdit) or (bIsPcItem and bPCEdit) then
bCanEdit = true;
end


isn't this just:


if (bIsPcItem and bPCEdit) then
bCanEdit = true;
end




Did you intend bIDentified to affect whether a PC vs GM could edit or some other function for that bool? Or was it leftover and no longer matters?

celestian
April 29th, 2019, 02:21
It's a 2E thing, (haven't updated on MacBook in 2 weeks - play PC I keep up to date, this one I update in spurts) but figured type here since it is about me reusing:


if (bIsPcItem and bIDentified and bPCEdit) or (bIsPcItem and bPCEdit) then
bCanEdit = true;
end


isn't this just:


if (bIsPcItem and bPCEdit) then
bCanEdit = true;
end




Did you intend bIDentified to affect whether a PC vs GM could edit or some other function for that bool? Or was it leftover and no longer matters?

The option for PC's to edit the effects was something I added after the fact so yeah, it probably needs a relook and remove or (bIsPcItem and bPCEdit)

Gozer the Gozerian
May 2nd, 2019, 20:46
[QUOTE=celestian;332319]Additional extensions and modules for use with AD&D Core Ruleset.

Here are some OSRIC community build mods that you might find useful.


OSRIC Monsters and NPCS (https://www.fantasygrounds.com/forums/showthread.php?37777-Project-AD-amp-D-Core-Ruleset&p=383407&viewfull=1#post383407)
OSRIC Spells (https://www.fantasygrounds.com/forums/showthread.php?37777-Project-AD-amp-D-Core-Ruleset&p=384811&viewfull=1#post384811)
OSRIC PC Races (https://www.fantasygrounds.com/forums/showthread.php?37777-Project-AD-amp-D-Core-Ruleset&p=384859&viewfull=1#post384859)
OSRIC Items and Gear (https://www.fantasygrounds.com/forums/showthread.php?37777-Project-AD-amp-D-Core-Ruleset&p=384933&viewfull=1#post384933)


I'm trying to use these OSRIC modules with the current 2e ruleset, but it appears they need some updating to work properly. Does anyone know who did them, and would they be open to updating them?

hawkwind
May 2nd, 2019, 23:06
Celestian did them when he first released the community version and I suspect he has more than enough on his plate with supporting the 2e set and all the new material he has planned. Saying that I had a look at the original classes module and the races module and I think it's not to difficult to update them to provide a bit more functionality. I will make no promises but when I finish my next project i will see if I can update the Races module

Gozer the Gozerian
May 3rd, 2019, 04:30
Celestian did them when he first released the community version and I suspect he has more than enough on his plate with supporting the 2e set and all the new material he has planned. Saying that I had a look at the original classes module and the races module and I think it's not to difficult to update them to provide a bit more functionality. I will make no promises but when I finish my next project i will see if I can update the Races module

Celestian did some of the modules, but ones I was mentioning were done by Jfos.

hawkwind
May 3rd, 2019, 07:20
those were written for a much earlier and entirely different OSRIC rule-set I believe

jfos
November 15th, 2019, 02:04
[quote=celestian]Additional extensions and modules for use with AD&D Core Ruleset.

Here are some OSRIC community build mods that you might find useful.


OSRIC Monsters and NPCS (https://www.fantasygrounds.com/forums/showthread.php?37777-Project-AD-amp-D-Core-Ruleset&p=383407&viewfull=1#post383407)
OSRIC Spells (https://www.fantasygrounds.com/forums/showthread.php?37777-Project-AD-amp-D-Core-Ruleset&p=384811&viewfull=1#post384811)
OSRIC PC Races (https://www.fantasygrounds.com/forums/showthread.php?37777-Project-AD-amp-D-Core-Ruleset&p=384859&viewfull=1#post384859)
OSRIC Items and Gear (https://www.fantasygrounds.com/forums/showthread.php?37777-Project-AD-amp-D-Core-Ruleset&p=384933&viewfull=1#post384933)


I'm trying to use these OSRIC modules with the current 2e ruleset, but it appears they need some updating to work properly. Does anyone know who did them, and would they be open to updating them?

=P Im underwater at work and never noticed this post until now, but what updates were you interested in?

Gozer the Gozerian
November 15th, 2019, 08:24
To be honest, I have dropped the idea of running an OSRIC campaign, and so I've forgotten a lot of what kind of updates were needed. I seem to remember having to go in and adjust all of the THACO information manually to make them work. I wanted to use the 1e To-Hit tables, which don't exactly line up with THACO.

jfos
November 16th, 2019, 01:21
To be honest, I have dropped the idea of running an OSRIC campaign, and so I've forgotten a lot of what kind of updates were needed. I seem to remember having to go in and adjust all of the THACO information manually to make them work. I wanted to use the 1e To-Hit tables, which don't exactly line up with THACO.

Ahh yeah, its a different ruleset, it BARELY works with 1e, as for 2e its an extension beyond design capability(I was toying with creating some content to give to the world and didnt want a lawyer tellin me "no". So, I made these as a "riff on what Celestian was doing" using his tools). I dont mind (I cant mind, its OSRIC.. do what ya like!! Although, OSRIC is OSRIC, it isnt really D&D of any version, its a SMASH of a few versions... Thats the point!), use those for a basis and resubmit for 2e to the community at large. Ive never in muh life played 2e, so Im not much of a resource there. Good luck!

Alexander Souhleris
January 31st, 2020, 01:33
As of the date of this post, what are the steps to properly get 1e downloaded,updated,working? I am somewhat confused.

damned
January 31st, 2020, 02:36
As of the date of this post, what are the steps to properly get 1e downloaded,updated,working? I am somewhat confused.

As of the date of this post you should use the 2E ruleset that comes with Fantasy Grounds.
You should use this extension https://www.fantasygrounds.com/forums/showthread.php?37986-AD-amp-D-Core-1e-Extention

To use them together you create a New Campaign, choose the 2E ruleset and then select the 1E Extension.

You will find that most of the official content eg Players Handbook, Monster Manual and Dungeon Masters Guide, as well as all the Classic Adventures will work mostly in conjunction with this.

damned
January 31st, 2020, 02:47
Im locking this thread.
Please move any discussion to this thread: https://www.fantasygrounds.com/forums/showthread.php?48924-AD-amp-D-2E-Officially-Licensed-Ruleset-and-Content
or to a new thread - whichever is appropriate.

damned
April 23rd, 2020, 01:48
With the licensing of AD&D 2E from WoTC this project has reached it's conclusion. I'll be happy to continue to answer questions and help out as I can for the old AD&D Core but if you'd like to see what we're doing currently you can find the AD&D ruleset and content thread here (https://www.fantasygrounds.com/forums/showthread.php?48924-AD-amp-D-2E-Officially-Licensed-Ruleset-and-Content).

The PAK file has been removed from Post#1. Use the included 2E ruleset going forward. Other uploads by Celestian in this thread are still valid.