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celestian
April 14th, 2017, 03:44
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).

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Overview

Download links at bottom of post.


Purpose: Support AD&D Core (1e and 2e) and have all the advanced features that can be included.
Ruleset Base Source: The ruleset source is being built using the 5e code base (version released in January of 2017) with the 5e'isms filed off and/or converted to a use that fits AD&D Core.
Other


Spell Module
NPC Module
Item Module
Class Sample (OSRIC Classes) Module
1e Specific Extension >>HERE (https://www.fantasygrounds.com/forums/showthread.php?37986-AD-amp-D-Core-1e-Extention)<<




Details

Goals (The Quest!)

I decided to hack out a ruleset for AD&D Core games because I was unhappy for various reasons with what is available. I also enjoy coding, especially when it's for something I play, AD&D. My personal goal is to hack out a ruleset that I can use in my weekly games and take advantage of the features FG allows that doesn't have any requirements that will cost the DM other than FG itself.

I picked the 5e codebase to start as with because after playing with all of the various versions of D&D rulesets that existed it seemed to be the most feature rich… and why re-invent the wheel?

So what is "CORE" rules? For this project currently, AD&D PHB/DMG. Additionally for 1e that also includes the UA, DSG and WSG. For 2e that also includes the base Handbooks (Wizard, Rogue, Fighter and Priest) . I am excluding 2e OPTION books (commonly called 2.5e) because those diverge too much to be compatible with AD&D 1e… at least right now.

Features and what is in the works (Rumor Table!)

The TODO list is too long to post and constantly updated. Here is a link to my OneNote notebook that contains the list of "TODO" and other related items I've created for the project. This does not include everything I've done but a lot of it. I'm trying to keep it current as I move forward.
https://1drv.ms/u/s!AntMyR2CVQb6jEkRTQQoeZg4ViSX
(click on the TODO tab on the left, you can then click on the individual sections for the character sheet/etc)

Download (Where is the Treasure hidden?)

I have attached a copy of the "current as of my updating this post" AD&D Core.pak to this post.

The most current version (while in beta) can be downloaded from the github repo here:
https://github.com/CelestianGC/AD-D-Core
Download the zip, create a directory in your ruleset folder called "AD&D Core" and then copy the contents inside the zip in "\AD-D-Core-master.zip\AD-D-Core-master" to that..
https://i.imgur.com/GBAlg2B.png
You can also just make a new zip file and renamed it to "AD&D Core.pak" with the contents I mentioned above placed in the ruleset folder with the others (like 5e.pak/etc).


Help with Project (Want to help the old hermit?)

I am doing this mainly for me and my group but if you're happy with the ruleset and want to help work on the project feel free to PM me here or you can email me at [email protected].


Modules (The Trading Post )

Spells

Have a large collection of spells but need to review and build a module that will comply with SRD.


Monster/NPCs

Have a large collection of NPCs but need to review and build a module that will comply with SRD.




Extras!

I wrote a perl script to import the AD&D Core Rules CD html files into Fantasy Grounds. This script will allow you to have your 2e PHB/DMG and all the other books included in the Core Rules CD in your FG game for you and your players. It's certainly not as pretty as the 5e books (I'm just one person) but the search feature is great. Once you include those links to your "classes" and "races" and such your players will love you.

I've also added a script that will also let you import the spells into your "Spells" section from the same HTML files. If time permits I will do the same for creatures. I've already got a script that I used to import some 3k AD&D creatures from various sources but will require some work to deal with the Core Rules CD html format.

Perhaps someday in the future I can do some work on the import script to have it organize the "books" a bit better.

This probably one of the biggest reasons I decided to drop my 2 year project with my Maptools AD&D Framework and pickup Fantasy Grounds. Having the books available easily linked in convenient places is a huge boon.

Keep in mind this script requires some knowledge of perl. At least installing perl including several modules but not necessarily coding.
Download:
https://github.com/CelestianGC/FG--AD-D-Rules-Core-Importer
Read the "read me" for more details.

List of Tutorial Videos

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




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).




Download latest version here:

celestian
April 14th, 2017, 03:48
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)


"Goldenrod" Character sheet and SRD for Psion class.


Goldenrod Style Character Sheet
AD&D Core SRD Style Psion Class+Attacks/Defense powers.


Download here:

celestian
April 14th, 2017, 04:05
Here is a screenshot of the main character sheet page
https://i.imgur.com/2Yz4VL8.png

Actions Tab
https://i.imgur.com/nNreR0B.png
https://i.imgur.com/g3fmQlu.png

Skills Tab
https://i.imgur.com/3mPQqBf.png

Class/Saves and Abilities popup windows
https://i.imgur.com/vdIJGwA.png

Changed up "quick use" modifiers.
https://i.imgur.com/bP3w4dq.png

Combat Tracker, sample NPC entry
https://i.imgur.com/fs4r5QJ.png

Sample Spell entry
https://i.imgur.com/r0wmkJH.png

Sample NPC Entry
https://i.imgur.com/Nr7MuAa.png

Sample Class Entry
https://i.imgur.com/Un8v89t.png

damned
April 14th, 2017, 04:50
Fantastic Job Celestian.

celestian
April 14th, 2017, 05:06
Examples of Dead NPCs on the map
https://i.imgur.com/cPZ8BXi.png

leozelig
April 14th, 2017, 12:27
Awesome, thanks for sharing!

Vackipleur
April 14th, 2017, 20:50
Excellent work. Thank you very much !!!

celestian
April 15th, 2017, 03:06
Updated how skills view. Was really cluttered and I think this looks much better.

https://i.imgur.com/W7YUQkH.png

Here is the modifier window.
https://i.imgur.com/eaNZZvw.png
https://i.imgur.com/oKSuiQF.png

celestian
April 17th, 2017, 20:42
Update.

Proficiencies - Updated in "Abilities" tab. hit/dmg adjustment fields added.
Weapon Adjustments - Can now apply (multiple) proficiency to a weapon. So specialization, elven bonuses or even non-proficiency penalties.

celestian
April 25th, 2017, 05:02
Also check out the AD&D Core 1e Extension for more focus 1e support. That thread is here. (https://www.fantasygrounds.com/forums/showthread.php?37986-AD-amp-D-Core-1e-Extention)

celestian
April 27th, 2017, 17:26
My first pass at the SRD Monsters and Spells modules have been uploaded.

Spells: Download >>HERE (https://www.fantasygrounds.com/forums/attachment.php?attachmentid=18688&d=1493310157)<<

NPCs: Download >>HERE (https://www.fantasygrounds.com/forums/attachment.php?attachmentid=18689&d=1493314745)<<

celestian
April 27th, 2017, 18:44
I don't have a version number on the mod's (and maybe I should) but I just uploaded a slightly tweaked version of the NPCs SRD mod to remove some copy/paste text from various locales I had left. "see below" stuff. Nothing mechanical just visual.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=18689&d=1493314745

Trenloe
April 27th, 2017, 18:54
My first pass at the SRD Monsters and Spells modules have been uploaded.

Spells: Download >>HERE (https://www.fantasygrounds.com/forums/attachment.php?attachmentid=18688&d=1493310157)<<

NPCs: Download >>HERE (https://www.fantasygrounds.com/forums/attachment.php?attachmentid=18689&d=1493314745)<<
Nice work.

Which SRD are these taken from? The OGL included is from the d20 SRD (3.5e), but there are creatures included in the module that are not available in that SRD.

celestian
April 27th, 2017, 19:05
Nice work.

Which SRD are these taken from? The OGL included is from the d20 SRD (3.5e), but there are creatures included in the module that are not available in that SRD.

I took the name list from here: https://www.d20srd.org/srd/monsters/

Which ones seem out of place? I could have well grabbed the wrong one. Between this and the spells and my new contacts I wouldn't be surprised. I thought the OGL license was the same between the two so if not I'll have to get the other and replace. This kinda thing is not my bag, legalese, so I'm just going by what I can find online and making my best effort to do it correct.

LordEntrails
April 27th, 2017, 19:17
I don't believe there ever was an OGL/SRD for 1e or 2e. Not until 3E was it created/released. Or did I miss something in my youth?

Trenloe
April 27th, 2017, 19:24
I took the name list from here: https://www.d20srd.org/srd/monsters/

Which ones seem out of place?
Take Archon, for example, the SRD has Lantern, Hound and Trumpt. Your module has these plus four more: Sword, Throne, Tomb and Warden. If these weren't released under the OGL then you can't include them (at least not all of the creature info like you have), and if they were released under the OGL you'll need to put the source in section 15 of the ogllicense.txt file you've included.

celestian
April 27th, 2017, 19:33
Take Archon, for example, the SRD has Lantern, Hound and Trumpt. Your module has these plus four more: Sword, Throne, Tomb and Warden.

You are correct. Looking at https://www.d20srd.org/srd/monsters/archon.htm I see just the first 3. I am not sure why included the others.

I'll do a double check on the ones with multiple entries (like archon, demons and devils/etc).

edit: I've went through the list again and cleaned up a few others. I think the current version is more accurate. If you notice any problems please let me know.

celestian
April 28th, 2017, 04:25
Update.

Fixed bugs in skills (percent skills) and actions tabs (modifiers related to profs, also fixed prof layout).
Various issues with the extension resolved (uses correct initiative dice now in the actions rolls).
License files in the .pak and the mods.

Tel Arin
May 2nd, 2017, 21:11
I love the work your doing! This past Friday a group of AD&D fans, we have gone back in time and started a 90's campaign thanks to your ruleset!

Tel Arin
May 13th, 2017, 14:08
Bug report: The rogue's saving throw vs. spell, at level 5 shows a 12, and really is a 13.
Request: There could be a pop up to introduce different modifiers in the initiative score? (in the actions tab, for weapons, spells)

Thank you very much!

celestian
May 13th, 2017, 20:10
Bug report: The rogue's saving throw vs. spell, at level 5 shows a 12, and really is a 13.
Request: There could be a pop up to introduce different modifiers in the initiative score? (in the actions tab, for weapons, spells)

Thank you very much!


I'll take a look at the save tonight (out with Mom today!) and fix it.

There should already be initiative options in the actions tab for spells/weapons. This number you can change also.

https://i.imgur.com/9f0cC1d.png

Or did you mean something else?

Tel Arin
May 13th, 2017, 23:06
A picture is worth a thousand words.

https://oi67.tinypic.com/2zjm881.jpg

The idea is a better way to categorized the initiative mods like weapon, magic, initiative mods like the Bladesinger kit, etcetc. Do you think that's a good idea?

Thank you for the attention sir,

celestian
May 14th, 2017, 06:30
A picture is worth a thousand words.

https://oi67.tinypic.com/2zjm881.jpg

The idea is a better way to categorized the initiative mods like weapon, magic, initiative mods like the Bladesinger kit, etcetc. Do you think that's a good idea?

Thank you for the attention sir,

Typically the weapon itself as an item should have it's speedfactor adjusted. Like for a +2 longsword the speedfactor would be 3 instead of the normal 5. At least that's how I've been doing it.

Right now you can click on the initiative box and change that number for that attack or spell. Is that not sufficient for your needs? Not that I am against the method your image provided just curious if you had tried that?

A

celestian
May 14th, 2017, 06:34
Update 5.14
bug fix for thief saves
added options in campaign settings for health bars on npcs, DM ONLY
prep-work for ref-manual updates to cope with weapon profs (multiple)

yeknom
May 14th, 2017, 08:47
A picture is worth a thousand words.

https://oi67.tinypic.com/2zjm881.jpg

The idea is a better way to categorized the initiative mods like weapon, magic, initiative mods like the Bladesinger kit, etcetc. Do you think that's a good idea?

Thank you for the attention sir,

Bladesinger kit initiative modifier? I don't remember that kid having an initiative modifier. Anyway, I do see your point about different initiative modifiers, maybe a default section somewhere on the character sheet which displays something like the modifiers in the PHB for different actions/sizes. That would make the character sheet kind of cluttered though.

Tel Arin
May 14th, 2017, 18:52
Bladesinger kit initiative modifier? I don't remember that kid having an initiative modifier. Anyway, I do see your point about different initiative modifiers, maybe a default section somewhere on the character sheet which displays something like the modifiers in the PHB for different actions/sizes. That would make the character sheet kind of cluttered though.

From TCBoE; Bladesingers have practiced the somatic portion of their spels well enough that they may cast their spells one handed, suffering only a slight penalty. It adds +2 to their casting times, [...] ;)
I set the example of bladesinger, as an example that there are many circumstances that can modify the initiative, and I would like to have a place where to register them so as not to forget them.

Perhaps the initiative, may have an independent box of modifiers, apart from weapons and spells pop up box.

Something like that?

https://oi63.tinypic.com/2hxy83.jpg

What is your opinion?

celestian
May 15th, 2017, 16:47
From TCBoE; Bladesingers have practiced the somatic portion of their spels well enough that they may cast their spells one handed, suffering only a slight penalty. It adds +2 to their casting times, [...] ;)
I set the example of bladesinger, as an example that there are many circumstances that can modify the initiative, and I would like to have a place where to register them so as not to forget them.

Perhaps the initiative, may have an independent box of modifiers, apart from weapons and spells pop up box.

Something like that?

https://oi63.tinypic.com/2hxy83.jpg

What is your opinion?

I'm still trying to wrap my head around why you might need this. Typically initiative doesn't fluctuate for a spell cast time or a weapon attack. If you need to have a cast time of 5 for fireball versus 3 just set it to 5? It will stay 5 in the actions tab from then on. The default listed values are set based on the weapon speed or casttime of the spell... but they are not static.

Tel Arin
May 15th, 2017, 19:59
I'm still trying to wrap my head around why you might need this. Typically initiative doesn't fluctuate for a spell cast time or a weapon attack. If you need to have a cast time of 5 for fireball versus 3 just set it to 5? It will stay 5 in the actions tab from then on. The default listed values are set based on the weapon speed or casttime of the spell... but they are not static.

Maybe because in all the other DnD ruleset there is a box dedicated to the initiative with at least the possibility to modify the base initiative, and register it. And I miss it.

Sorry for the inconvenience, my english is not very good when expressing concepts. Maybe is the problem.

If you do not see why it is necessary to change do not worry, It was just a suggestion, I do not try to convince you.

Thank you again for this awesome ruleset! :D

celestian
May 15th, 2017, 20:48
Maybe because in all the other DnD ruleset there is a box dedicated to the initiative with at least the possibility to modify the base initiative, and register it. And I miss it.

Sorry for the inconvenience, my english is not very good when expressing concepts. Maybe is the problem.

If you do not see why it is necessary to change do not worry, It was just a suggestion, I do not try to convince you.

Thank you again for this awesome ruleset! :D

Certainly, thank you for your feedback. As I said I'm not against having it was just trying to understand the need. I'll add it to the TODO list and once I can come up with a clean way to deal with it I'll make sure we add it in.

jab112
May 16th, 2017, 17:24
Hi grate work. Can you ask Dulux-Oz to add this rule set to his list for the doe extensions

celestian
May 17th, 2017, 19:43
Hi grate work. Can you ask Dulux-Oz to add this rule set to his list for the doe extensions

Unfortunately I've no experience with that extension. However if you unzip the .ext file, tweak the .xml file and add the ruleset name you should be able to test if it does work. w/o knowing what it does I can't say if it will work but if it's 5e based in theory it "could" depending on what it does.

celestian
May 25th, 2017, 05:53
Update v2017.05.24

Actions Tab (split weapon and powers)
Lots and lots of ref manual work for handle AD&D items.


The big change users will notice for this update is that I split up the actions tab. I always thought it was really cluttered... So I split out weapons and powers.

Please let me know if anyone likes (or dislikes) this change.
Weapon view:
https://i.imgur.com/D4GsUCF.png

Powers view:
https://i.imgur.com/VmBYdFP.png

I am going to try and slim up the weapons a bit more (lots of wasted space IMO) and make it more of a table list if I can.

Tel Arin
May 25th, 2017, 14:03
You're my hero! <3

celestian
May 25th, 2017, 17:14
Update v2017.05.24

Actions Tab (split weapon and powers)
Lots and lots of ref manual work for handle AD&D items.


The big change users will notice for this update is that I split up the actions tab. I always thought it was really cluttered... So I split out weapons and powers.



I found a bug (reported by player) for something I missed. During edit mode you'd get an error. I've corrected and uploaded v2017.05.25 (https://www.fantasygrounds.com/forums/attachment.php?attachmentid=19114&stc=1&d=1495728745). Apologies for the bug but thanks for the report Yeknom!

yeknom
May 26th, 2017, 03:28
I found a bug (reported by player) for something I missed. During edit mode you'd get an error. I've corrected and uploaded v2017.05.25 (https://www.fantasygrounds.com/forums/attachment.php?attachmentid=19114&stc=1&d=1495728745). Apologies for the bug but thanks for the report Yeknom!

Happy to help.

jab112
June 5th, 2017, 20:05
I looked at your suggestion but to make the right tweaks is beyond my skills you will have to work with Dulux-Oz to set things up.

celestian
June 13th, 2017, 19:40
Update v2017.06.13:
* NPC actions tab - This functions almost exactly the same as players "Actions" tab. To use this for your NPCs you'll need to select the "shield" in the combat tracker to bring up the NPC details and then select the Actions tab (followed by weapons/powers). This works a lot like the 3.5e/Pathfinder NPC spell casting/weapons. I plan to automatically add weapons in the Actions->Weapons tab to the Combat Tracker "clickable" text like it currently does.

You can drag/drop items (weapons) to the weapon tab and spells on the powers tab.

Here is the "Weapons" tab.
https://i.imgur.com/e4DCMfj.jpg

Here is the "Powers" tab.
https://i.imgur.com/Un0F3nJ.jpg

Fantell
June 23rd, 2017, 11:51
well holy ****. I dun ****ed up. JUST asked for this in a new thread. could have sworn there was nothing in the forums, and have been looking for the last two weeks for a better way to make all this work.

If you need help with anything, and an untrained monkey could help, feel free to ask. I want this done all the way. its beautiful

Fantell
June 23rd, 2017, 12:42
ok, having looked at it, is it possible to expand the AC section to include AC vs slashing, piercing and bludgeoning? Its a thing, in 2nd ed, and while I might be the only GM out there that does in fact use it, I would certainly like to see it included here (most often its displayed as AC (7/5/4). not sure about automating that though; might get a little complicated applying an AC effect depending on the attack type... still, it would be nice to see the option there for it.

Also, for the AC to match traditional values, you can add a display AC, (another value for the character sheet that applies math to the 5e numbers, that way you can use the 5e combat rules as they are written and keep the automation levels that are already there.

thac0 is easy enough: it already assumes that you have a bonus of 0 to hit from your thac0. to convert that to true 2nd ed you just need to apply a -20 to that number (ie Thac0 = 20 - attack).

example: thac0 18, on an 18, hits AC 0. fair enough. thats what Thac0 means. in 5e, that would be the same as a +2 bonus to attack. so you just have to make those numbers work for you.

so in 5e, you have a +2 attack, meaning on an 18 you hit ac 20. this is the math the system uses. if you take that 2 and remove it from 20, you end up with an 18... which is your Thac0 in 2e.

thac0 15 is equivalent to a +5 attack... 20 - 15 is... 5.\

you just need to apply it backwards to convert the other way of course, so:

Thac0 = 20 - attack.

and conversely,

Attack = 20 - Thac0.

The same can be done to convert AC. an ac of 10 is the same in both. An ac of 8 in 2e is an ac of 12 in 5e. to get those numbers to match up, you do a simply switch. display_ac = 10 - (ac - 10).

if AC = 15 (in 5e), then display_ac = (10 - (15-10)) = (10 - 5) = 5.

this math follows through completely in converting 5e to 2e attacks, so all you have to do is put in a display AC and display thac0 on the character sheete that show the result of an equation that matches those numbers.

so now you're applying the changes to the character sheet that show the correct 2e numbers, without changing in the slightest the actual automation programmed into the corerpg ruleset.

(I mention all of this because it does not seem to work either way when its a player character sheet involved, btw. not because I don't think you understand the math - I was playing using this conversion for simple math about 5 years before 3.0 even came out, its not particularly hard to figure out if you look at it - but because after testing, the automation was spitting out errors when dragging an attack roll from the chat window over a token)

yeknom
June 23rd, 2017, 13:12
Make a table that includes the weapon type vs armor type, or just an image. Have the players include the modifier or create it as an effect. Adding it to the ruleset can surely be done but there are some other tweaks I'd suggest Mike (Celestian) work on first. He has a priority list up somewhere. :)

Fantell
June 23rd, 2017, 14:29
sure, you can just add the numbers, I personally add the +/- to special defense tab of each pc/npc, but its small and often unable to fit every note. adding a box specifically for it would make it much easier to track (on the old adnd sheet, it was one box, but with no automation that's all it had to be)

celestian
June 23rd, 2017, 16:38
ok, having looked at it, is it possible to expand the AC section to include AC vs slashing, piercing and bludgeoning? Its a thing, in 2nd ed, and while I might be the only GM out there that does in fact use it, I would certainly like to see it included here (most often its displayed as AC (7/5/4). not sure about automating that though; might get a little complicated applying an AC effect depending on the attack type... still, it would be nice to see the option there for it.


It's something I've got in the back of my mind but hasn't been done yet. Since it's a optional rule that most DMs don't use it's not been a priority... but it's possible. This tends to only affect PCs and would also require NPCs armor worn being defined ... which isn't much use if they are "creatures" that don't use it (like dragons or wolves). So the use case seems to be kinda small for the most part. That's the reasoning on my part at least.




thac0 is easy enough: it already assumes that you have a bonus of 0 to hit from your thac0. to convert that to true 2nd ed you just need to apply a -20 to that number (ie Thac0 = 20 - attack).

Thac0 = 20 - attack.

and conversely,

Attack = 20 - Thac0.

The same can be done to convert AC. an ac of 10 is the same in both. An ac of 8 in 2e is an ac of 12 in 5e. to get those numbers to match up, you do a simply switch. display_ac = 10 - (ac - 10).

if AC = 15 (in 5e), then display_ac = (10 - (15-10)) = (10 - 5) = 5.


(I mention all of this because it does not seem to work either way when its a player character sheet involved, btw. not because I don't think you understand the math - I was playing using this conversion for simple math about 5 years before 3.0 even came out, its not particularly hard to figure out if you look at it - but because after testing, the automation was spitting out errors when dragging an attack roll from the chat window over a token)


I do much what you describe for NPCs. I flip < 10 AC to ascending ac. I use BaB during attacks (created from THACO) and convert the value hit back to AC (after converting it back to descending) for display. All that allows me to keep things similar to the backend and included functions from CoreRPG w/o having to change a lot. PCs in some cases might be slightly different but the attacks/etc are the same.

I did post a link to my TODO list in the original post that you can look over. I'll add the WvA that you mentioned.

Thanks for the feedback and keep it coming!

Because of my dislike of the "text recognition for actions/spells/attacks" 5e ruleset used my focus is on spells/effects and NPCs with actions/etc. Making it so you have the ability to add effects to spells in the "Spells" inventory of spells and when you drag/drop those actions (dmg/heal/etc) will be populated on the npc and/or the PC. Once all that is inplace I'm going to re-vamp the CombatTracker to probably have a different look to be able to utilize these changes.

I also really want to make automation on leveling up a bit more comprehensive but I need to add complete tables for xp/hd(and hp) and a few other things first.

That's kinda my focus right now for any that might care. Work has also been sending me on travel more often than normal the past 2 months so kinda put a kink in my work schedule on it but that should ease up after July.

Full Bleed
June 23rd, 2017, 17:46
Not sure when I'm going to play an AD&D game (probably not any time soon)... but it sure is fun to see someone putting this much into it.

The further along this project gets, the louder the siren's song... :)

Nice work.

Fantell
June 23rd, 2017, 23:59
It's something I've got in the back of my mind but hasn't been done yet. Since it's a optional rule that most DMs don't use it's not been a priority... but it's possible. This tends to only affect PCs and would also require NPCs armor worn being defined ... which isn't much use if they are "creatures" that don't use it (like dragons or wolves). So the use case seems to be kinda small for the most part. That's the reasoning on my part at least.

it doesn't need any particular level of coding to add it in, just an extra box in the AC for the armor mod, listed as +1/0/-2, or something like that anyway. just thought I'd point it out now, so that with future changes its in mind as a possibility, rather than shoe-horning it in later. and as we both agree, its not completely necessary. though larger (as in more room) text fields for the special move and special defences would also be nice, without adding a whole lot to what is already there. on a side note, I just discovered I can't actually click on the special move text line to enter text, only the special defences. might need to drop it a few pixels, maybe? Has anyone else has discovered the same thing?




I do much what you describe for NPCs. I flip < 10 AC to ascending ac. I use BaB during attacks (created from THACO) and convert the value hit back to AC (after converting it back to descending) for display. All that allows me to keep things similar to the backend and included functions from CoreRPG w/o having to change a lot. PCs in some cases might be slightly different but the attacks/etc are the same.

Not a problem, just pointing it out because specifically the ability to roll an attack in chat, then pick up the attack and apply it to a character in the combat tracker doesn't work at the moment, and I can only assume its because of some change in the way attacks are calculated between rolling and the output somewhere. Hoping its an easy bug to track down either way.


Because of my dislike of the "text recognition for actions/spells/attacks" 5e ruleset used my focus is on spells/effects and NPCs with actions/etc. Making it so you have the ability to add effects to spells in the "Spells" inventory of spells and when you drag/drop those actions (dmg/heal/etc) will be populated on the npc and/or the PC. Once all that is in place I'm going to re-vamp the Combat-Tracker to probably have a different look to be able to utilize these changes.

I also really want to make automation on leveling up a bit more comprehensive but I need to add complete tables for xp/hd(and hp) and a few other things first.

table entry and data input I can do, if you push the layout you need it to follow as an example for the first few levels.

celestian
June 24th, 2017, 04:31
Not a problem, just pointing it out because specifically the ability to roll an attack in chat, then pick up the attack and apply it to a character in the combat tracker doesn't work at the moment, and I can only assume its because of some change in the way attacks are calculated between rolling and the output somewhere. Hoping its an easy bug to track down either way.


Thanks for the heads up. I'll look into it. In a game right now but I tried it and sure enough:



Script Error: [string "scripts/manager_action_attack.lua"]:386: attempt to perform arithmetic on field 'nBaseAttack' (a nil value)
Script Error: [string "scripts/manager_action_attack.lua"]:386: attempt to perform arithmetic on field 'nBaseAttack' (a nil value)


Is what I see when I try.

To be honest I didn't even know you could do this. I always had them drop the dice on the npc in CT or on the map. Should be able to trace it and figure out something to fix it.

celestian
June 24th, 2017, 07:20
Thanks for the heads up. I'll look into it.

So the drag/drop from attack TEXT is fixed in 6.24. Again thanks for letting me know.

The reason it wasn't working is because there was no "source" for the attack which is how I get the THACO/nBaseAttack values. What I had to do is add the THACO result in the roll text and then capture that when the player dragged the text.

Either way, it should be working. I tested various methods and seems good. Holler if you notice something else! I'll be sure to let my players know about this method of attacking because some are just horrible about selecting or drag/dropping.

Fantell
June 24th, 2017, 10:58
I use it by default nowadays. it comes in useful for a whole lot of different rolls done on the fly; you can manipulate the number in chat by right clicking and halving, doubling, inverting to simulate all sorts of effects you 'forgot' (were to lazy) to add to the combat tracker like resistances or vulnerabilities in 5e.
in this edition I think it will mostly be useful for the rogue backstab; I can just drop the result of the damage from chat on to the target in question as many times as hit multiplier counts. you can also use it to remove accidental damage by inverting it and reapplying it from chat to the target you accidently targeted. assuming you rolled into chat in the first place...

celestian
June 24th, 2017, 19:57
I use it by default nowadays. it comes in useful for a whole lot of different rolls done on the fly; you can manipulate the number in chat by right clicking and halving, doubling, inverting to simulate all sorts of effects you 'forgot' (were to lazy) to add to the combat tracker like resistances or vulnerabilities in 5e.
in this edition I think it will mostly be useful for the rogue backstab; I can just drop the result of the damage from chat on to the target in question as many times as hit multiplier counts. you can also use it to remove accidental damage by inverting it and reapplying it from chat to the target you accidently targeted. assuming you rolled into chat in the first place...

We did use it for damage, just never tried with to-hits. Very convenient none-the-less!

HighlandGreen
June 25th, 2017, 05:29
Hi. Thank you for making this. I have been running a Roll20 AD&D game for a short while now and knew something better had to be out there. Thank you very much for making this. Given I am new to all of this, I might have a question or two along the way if that is okay.

celestian
June 25th, 2017, 06:03
Hi. Thank you for making this. I have been running a Roll20 AD&D game for a short while now and knew something better had to be out there. Thank you very much for making this. Given I am new to all of this, I might have a question or two along the way if that is okay.

Ask away ;) Live and Learn! Heck I just learned you can drag/drop attacks from text a few days ago and I've been working on the ruleset code for a few months.

You can also catch me in discord as "Celestian". I am almost always connected to the FantasyGrounds discord server. Just send me a private message or use "@celestian" in a channel.

HighlandGreen
June 25th, 2017, 07:05
I certainly will. My discord ID is the same as my username here as well. I will drop you a line sometime to chat. I am sure there are a million things that I don't know about, but I am trying to learn them. I already have the client up and running, but need to figure out how to populate stuff quicker.

yeknom
June 25th, 2017, 07:26
It's a good ruleset and it does a good job of allowing you to play 2e on FG.

Asterionaisien
June 25th, 2017, 07:38
Celestian, I wonder if would be possible to put a box for the surprise roll on the character sheet front page?
Thank you very much for your attention :)

celestian
June 25th, 2017, 21:09
Celestian, I wonder if would be possible to put a box for the surprise roll on the character sheet front page?
Thank you very much for your attention :)

Added to the TODO list! Not sure when I'll be able to get to it but it's a simple thing so shouldn't be to long. Where to put it will probably cause me the most issues ;)

Vishera
June 26th, 2017, 04:50
this brings me back. I loved me some good Ole' fashioned 1st ed. My dnd roots.

celestian
July 1st, 2017, 00:49
So, this is a big update.

I've not updated the download link on the first post because I want to have the srd creature mod updated before I do. I'll do that sometime this upcoming week.

This version update adds a lot of features I suspect many DMs will enjoy.



First, it allows you to add cast/damage/heal/effect to spells. These items will be included when you drag/drop a spell.
Second, NPCs now have a actions tab much like PCs have. You can now drag and drop spells into the NPCs weapon/power sections to give them those abilities. You can also drag Items from the item catalog to the NPCs weapon section to give them that attack.
Third, Actions from the new Weapon/Power tab will now show up in the combat tracker.
Finally because of the drag/drop additions you can drag a spell from PC to PC, PC to NPC, NPC to PC or PC/NPC to the Spell catalog (maybe your player created a spell you want to add to the catalog).


Download this version (2017.06.30) (https://www.fantasygrounds.com/forums/attachment.php?attachmentid=19619&stc=1&d=1498865723)

Why did I do this and not use the 5e ruleset auto-recognition? As most of the AD&D fans know, the content we use is wildly different. We can't depend on text recognition to drag/drop a creature and it pickup all the changes. Same goes for spells. This way we get a convenient interface to add those specifics and they be used anytime you drag/drop them in their respective locations. The same interface we use for PCs actions which I really was a fan of using. In the end this should allow DMs to drag/drop a NPC and have it's actions/powers and spells with all the associated attack/damage, cast/dmg/heal/effects be in place in the combat tracker. For me this was the biggest thing I struggled with before this change.

Here is an example of how those changes look in the user interface. I've highlighted the changes/new sections with the red boxes.

https://i.imgur.com/mO5vsrO.png

celestian
July 3rd, 2017, 20:56
I've updated the monster module that includes the updated actions for the current version of the ruleset.

HERE (actions version) (https://www.fantasygrounds.com/forums/attachment.php?attachmentid=19686&stc=1&d=1499110833)<<

Keep in mind these actions added were parsed so that I did not have to manually create these for every creature. Spells/powers it also guessed at based on description of the creature. You will want to fine tune the more complex creatures most certainly.

Ruleset version updated 2017.07.03 (https://www.fantasygrounds.com/forums/attachment.php?attachmentid=19689&stc=1&d=1499114697)<-DOWNLOAD

Added

Inventory carried encumbrance added. Character's movebase will be adjusted as they overload themselves.
Layout tweaks to actions weapon/powers and functionality improvements.


I plan to add weight reduction container code in future but for now I just have players marked items in said containers as "stored" not carried.

Here is an example of what it looks like. I've given the character a 99 pound rock.

https://i.imgur.com/AQtdE9V.png

https://i.imgur.com/xvx8p5g.png

grakus
July 4th, 2017, 18:17
Greetings Celestian,

I just picked up FG Ultimate to start getting an online game of ADnD 2e going with some friend who are spread around the US. We were wanting to use the Birthright campaign setting which is based on ADnD 2e and when I compared your version against the other ADnD ruleset on the forum, yours is way ahead. Keep up the good work!

What I would like your opinion on is if I should make an extension to your ruleset for the Birthright setting or if I should make it its own ruleset? I would like it to be based on your ruleset since that would prevent me from having to recreate any wheels you have done now and in the future, but I need to be able to add in a significant amount of content that is specific to the Birthright setting. If you have never heard of it, a quick summery is that PCs can have their own realms which adds in a whole separate level of skills/powers/actions and they can also have "blood" powers which act like innate spells depending on what deity and strength they have in their blood-points. I am thinking from what I have read so far looking through the programming guides that I should make it an "Extension" to your ruleset and make sure that all the "specialty" stuff is in its own window/tabs that I create so as not to potentially cause issues when/as you update your ruleset.

Any words of wisdom or advise on my idea would be greatly appreciated.

Grakus

celestian
July 4th, 2017, 21:17
Greetings Celestian,

I just picked up FG Ultimate to start getting an online game of ADnD 2e going with some friend who are spread around the US. We were wanting to use the Birthright campaign setting which is based on ADnD 2e and when I compared your version against the other ADnD ruleset on the forum, yours is way ahead. Keep up the good work!

What I would like your opinion on is if I should make an extension to your ruleset for the Birthright setting or if I should make it its own ruleset? I would like it to be based on your ruleset since that would prevent me from having to recreate any wheels you have done now and in the future, but I need to be able to add in a significant amount of content that is specific to the Birthright setting. If you have never heard of it, a quick summery is that PCs can have their own realms which adds in a whole separate level of skills/powers/actions and they can also have "blood" powers which act like innate spells depending on what deity and strength they have in their blood-points. I am thinking from what I have read so far looking through the programming guides that I should make it an "Extension" to your ruleset and make sure that all the "specialty" stuff is in its own window/tabs that I create so as not to potentially cause issues when/as you update your ruleset.

Any words of wisdom or advise on my idea would be greatly appreciated.

Grakus

You might could make it part of the race and/or class and when they drag/drop that race or class it includes the abilities as powers? I'm not terribly familiar with BR (tho I do have the boxed sets and a few modules). I can't think it's "that" much different than standard AD&D so my first blush response would be to make an extension (assuming you can't make it work with the features in already).

It sounds like it might be somewhat like the specialty priests with granted powers?

grakus
July 4th, 2017, 23:39
You might could make it part of the race and/or class and when they drag/drop that race or class it includes the abilities as powers? I'm not terribly familiar with BR (tho I do have the boxed sets and a few modules). I can't think it's "that" much different than standard AD&D so my first blush response would be to make an extension (assuming you can't make it work with the features in already).

It sounds like it might be somewhat like the specialty priests with granted powers?

I have already started it as a "extension" but wanted to make sure I wasn't totally off on what would probably be the best way :). Adding it as a race or class wouldn't work out too well as each race and class can be played as "normal" without all the special stuff from being a regent or blooded. I was thinking of maybe repurposing the "FEATS" tab, making a new tab, or I could simply hand jam them in as "spells" and "skills". The spells method would be easiest to implement for the blood powers while adding all the domain "actions" to the skills would likewise be straight forward. It's just not as "clean" or user friendly for the players to be able to keep them separate from their "normal" spells/skills. It would also be much harder for me as the DM to keep track of them all and use them too since I would have to keep going through the spells and skills lists if looking for them.

I think I will go with the spell/skill option for now just to get some more practice with how the FG interfaces and such work and interact. I can make it "look pretty" as time permits later. From what I have seen on your "TODO" list, you totally know how that goes...the work is never done as more ideas are spawned from completed work or work still in progress ;)

BTW, I own the old school "AD&D Core Rules" and "Expansion" disks but I cannot get your perl script to work for importing the books...it keeps failing with:
>C:\WebHelp\corebook-html.pl c:/WebHelp/PHB phb
Reference found where even-sized list expected at C:\WebHelp\corebook-html.pl line 15.
Reference found where even-sized list expected at C:\WebHelp\corebook-html.pl line 16.
Reference found where even-sized list expected at C:\WebHelp\corebook-html.pl line 17.
-------------> c:/WebHelp/PHB and phb.xml
Files:
opening c:/WebHelp/PHB/.
Could not open file 'c:/WebHelp/PHB/.' Permission denied at C:\WebHelp\corebook-html.pl line 56.

And yes I tried in an "Administrator" console too and get the same error. This is on windows 10 x64 using strawberry Perl with all modules you said to include off of your GitHub.

Grakus

celestian
July 4th, 2017, 23:49
I have already started it as a "extension" but wanted to make sure I wasn't totally off on what would probably be the best way :). Adding it as a race or class wouldn't work out too well as each race and class can be played as "normal" without all the special stuff from being a regent or blooded. I was thinking of maybe repurposing the "FEATS" tab, making a new tab, or I could simply hand jam them in as "spells" and "skills". The spells method would be easiest to implement for the blood powers while adding all the domain "actions" to the skills would likewise be straight forward. It's just not as "clean" or user friendly for the players to be able to keep them separate from their "normal" spells/skills. It would also be much harder for me as the DM to keep track of them all and use them too since I would have to keep going through the spells and skills lists if looking for them.


You can change the group the abilities go into. Normally they use "Spells" but if you change the group name to something like "Powers" or "Abilities" or "Granted Powers" it might do what you want (in actions tab). Could probably automate it some for you if you make the spell "type" a specific type like "grantedpower". I'm experimenting with putting typical NPC abilities in the spells catalog so that I can just drag/drop them onto one (like dragon breath, or touch/paralysis) and using the type of "Power".



BTW, I own the old school "AD&D Core Rules" and "Expansion" disks but I cannot get your perl script to work for importing the books...it keeps failing with:
>C:\WebHelp\corebook-html.pl c:/WebHelp/PHB phb
Reference found where even-sized list expected at C:\WebHelp\corebook-html.pl line 15.
Reference found where even-sized list expected at C:\WebHelp\corebook-html.pl line 16.
Reference found where even-sized list expected at C:\WebHelp\corebook-html.pl line 17.
-------------> c:/WebHelp/PHB and phb.xml
Files:
opening c:/WebHelp/PHB/.
Could not open file 'c:/WebHelp/PHB/.' Permission denied at C:\WebHelp\corebook-html.pl line 56.

And yes I tried in an "Administrator" console too and get the same error. This is on windows 10 x64 using strawberry Perl with all modules you said to include off of your GitHub.

Grakus

If you will ping me in Discord (I'm almost always idle there on the FG discord server) I'll be happy to walk you through it. "Celestian" is the handle there. Should just be able to right click/msg me.

celestian
July 10th, 2017, 06:28
Updated to version 2017.07.07 (https://www.fantasygrounds.com/forums/attachment.php?attachmentid=19752&stc=1&d=1499663996).


NPCs can now have an inventory (see new tab on NPC record). It functions just like the PC version.
NPCs and Encounters can be drag/dropped onto Partysheet in EXP and Parcel section and XP/Items will be applied as they should be. This means any NPC/Encounter with an inventory, will have it placed in partysheet inventory when dropped there.


If you find any hiccups in this version please let me know. It involved a lot of different code handling so I might have missed a thing or two.

(The following section is no longer an issue once 3.3.2 is live)
I did find that when drag/dropping a weapon onto a NPC that is IN a module there will be some appearance glitches. The NPC will function as it should (and the issue will go away when placed into the CT) but if you want to avoid it just make a campaign copy of the NPC. I am not sure if this is something I can fix yet as it appears to only be an issue with NPC's IN a module, not local or CT.

Having NPC items and as parcels will be a boon for me so I don't have to include random coins from orcs, weapons and/or armor from bandits. It can now be auto-included.

Trenloe
July 10th, 2017, 16:24
I did find that when drag/dropping a weapon onto a NPC that is IN a module there will be some appearance glitches.
The Fantasy Grounds standard is that NPCs are read only in a module and so cannot be modified. You can drag/drop within the campaign data lists to create a copy and modify that. I'd recommend you follow the same approach.

To make NPCs read only in a module, add static="true" to the XML tag that the NPCs are listed in. For example: <reference static="true">

Moon Wizard
July 10th, 2017, 17:45
To clarify, core book NPCs (i.e. bestiaries, monster manuals, settings) are marked static (i.e. read only) in the official DLC modules, while adventure NPCs are editable in DLC modules.

Cheers,
JPG

celestian
July 10th, 2017, 18:02
---->(Post is no longer an issue once 3.3.2 is live)



The Fantasy Grounds standard is that NPCs are read only in a module and so cannot be modified. You can drag/drop within the campaign data lists to create a copy and modify that. I'd recommend you follow the same approach.

To make NPCs read only in a module, add static="true" to the XML tag that the NPCs are listed in. For example: <reference static="true">

The modules I created are not flagged read only. I think this is related to how the data is seen tho because as you suggest, making a local campaign copy side steps the problem. I'll double check that setting in the module config but I do not check the "readonly" when I export them.


To clarify, core book NPCs (i.e. bestiaries, monster manuals, settings) are marked static (i.e. read only) in the official DLC modules, while adventure NPCs are editable in DLC modules.

Cheers,
JPG

I still am having issues with home grown non-read only modules. It's the topic I opened in the Work Shop. I'll follow up on it probably tonight with what I've so far tested trying to find a resolution.

celestian
July 13th, 2017, 00:23
Reposting here also...This is regarding the display issue I mentioned above when adding attacks to NPCs in a module (non-local).



So, with the help of Moon Wizard this has been resolved. The new 3.3.2 patch plus tweaks to the ruleset (deeper level addHandler's due to the way FG handles modules) make it work as expected!

Thanks a lot Moon!


Once 3.3.2 goes live I'll push out the new update!

celestian
July 17th, 2017, 07:36
Updated to version 07.17. Download link in the first post.

Added Item Module to download list.
Changed Item records to be able to have attack/powers so that when the item is given to a PC/NPC it will auto-populate those actions (weapons/powers). i.e. Create a potion of healing, give it a +heal action, when dropped onto player inventory will create the action/power to use the +heal action.
Added the new house rule to auto-roll initiative at the end of each round. Same thing coming in 3.3.2 ;)
Added special attack/defense listing for NPC in CT.
Cleaned up the Party Sheet, filed off some remaining 5e options that were still there.
Several bugs fixed and cleaned up some UI layout issues in various places.


With the new actions for spells, weapons/powers on items and NPCs getting weapons/powers and inventory there is a lot of data entry that still needs to be worked on. If you're the type of person that doesn't mind doing some data entry and you'd like to help work on items or NPCs give me a PM ;)

Trenloe
July 17th, 2017, 16:58
Looking at the modules that you've provided in post #1. Which of these are fully OGL/SRD sourced? If they are released using OGL/SRD data then you need to include the full OGL as part of the module.

The Items module looks to include descriptive text that appears to be directly sourced from the 2E PHB and DMG. Neither of these products are released under the OGL. You can include base game mechanics/statistics, as game mechanics are not covered by US copyright laws, but you can't include descriptive text as this is covered by copyright. Because of this, I've removed the items module. It was nice of you to share with the community, but we don't allow any material that infringes copyright on these forums.

Please review the spell and monster modules and include a OGL statement, with section 15 modified to include the source/s used.

Thanks.

celestian
July 17th, 2017, 17:15
Looking at the modules that you've provided in post #1. Which of these are fully OGL/SRD sourced? If they are released using OGL/SRD data then you need to include the full OGL as part of the module.

The Items module looks to include descriptive text that appears to be directly sourced from the 2E PHB and DMG. Neither of these products are released under the OGL. You can include base game mechanics/statistics, as game mechanics are not covered by US copyright laws, but you can't include descriptive text as this is covered by copyright. Because of this, I've removed the items module. It was nice of you to share with the community, but we don't allow any material that infringes copyright on these forums.

Please review the spell and monster modules and include a OGL statement, with section 15 modified to include the source/s used.

Thanks.

Hum, there should not have been text on those that wasn't me just typing. I'll review those. I must have left a few from my imports.

As to the OGL, I forgot I need to add those to the SRD modules. I need to figure out a way to "export" them to module and include that .html without manual intervention. Perhaps I'll just add a ~OGL Document entry as a record to each module (I think I saw that done in Scott's module I got recently).

Trenloe
July 17th, 2017, 17:38
Perhaps I'll just add a ~OGL Document entry as a record to each module
That's the best way, so that it's visible to people using the module. Remember to update section 15 of the OGL to include the OGL/SRD sources used for the specific module.

celestian
July 17th, 2017, 18:06
That's the best way, so that it's visible to people using the module. Remember to update section 15 of the OGL to include the OGL/SRD sources used for the specific module.

I've cleaned out the Items module and updated here. I've also added the OGL document for the spells/npcs and updated. I will look at the mentioned section 15 you mentioned.

Beginning to wonder if it's worth it to keep doing these modules. Much more work than working on the ruleset ;( I'm no lawyer, just a coder :)

Would be a hell of a lot easier if they would just let other versions of D&D be on the DMsguild site IMO.

Trenloe
July 17th, 2017, 18:29
Beginning to wonder if it's worth it to keep doing these modules. Much more work than working on the ruleset ;( I'm no lawyer, just a coder :)
You don't have to be a lawyer, you just have to be aware of where you get the data from and if it's covered by copyright or a distribution license (OGL, Creative Commons, etc.). If the material we relase is covered by a distribution license then we have to adhere to that specific license.

For the OGL it's pretty simple - don't include material that isn't released as part of the OGL, include the full OGL statement in your product, and edit the final section of the OGL (section 15) to include references to the sources of the material you're including.

As a gaming community we're very lucky that there are such distribution licenses available and that publishers are willing to release some of their material under such licenses. As such, we should respect those licenses and adhere to their requirements if re-distributing material.

It's great that FG community devs are willing to spend the time putting together material to share with us all. It's probably 1% of the total effort to do a little bit more work before releasing publicly to ensure that what we release adheres to the relevant copyright/license the publisher released the product under.

Thanks for helping to ensure that the FG community supports all publisher/creative artists wishes as to how their material is (or isn't) redistributed.

Full Bleed
July 18th, 2017, 00:18
Would be a hell of a lot easier if they would just let other versions of D&D be on the DMsguild site IMO.
1e & 2e *is* available on the DM's Guild site.

celestian
July 18th, 2017, 00:41
1e & 2e *is* available on the DM's Guild site.


https://support.dmsguild.com/hc/en-us/articles/217028818-Content-Guidelines



Rules

You can use the 5th Edition Dungeons and Dragons system.

You cannot publish content in previous rules systems (OD&D, Basic, AD&D, 2nd Ed, 3rd Ed, 3.5, 4th Ed).


If it wasn't restricted to just 5e we could have AD&D modules and not need to follow the OGL.

OGL versus DMsguild...
https://support.dmsguild.com/hc/en-us/articles/217520927-Ownership-and-License-OGL-Questions



When you publish material that has no setting, then publishing under the DMs Guild program allows you to use the entire D&D 5th edition rules, not just the subset found in the SRD. It also allows you to sell the material here on the DMsGuild.com marketplace.

celestian
July 18th, 2017, 04:39
Celestian, I wonder if would be possible to put a box for the surprise roll on the character sheet front page?
Thank you very much for your attention :)

I added surprise to character sheet. Can set dice (default will be d10) and value. Added options for item/effect modifiers to it but that will come later (need to deal with effects and items with bonuses first).

It's located in the Combat section on the front page of the sheet. THACO/AC/INIT/MOVE/Suprise.

2017.07.18 is now on the first post to download if you want to try it out.

https://i.imgur.com/8J2Gfeu.png

celestian
July 18th, 2017, 20:09
I wasn't completely happy with having it just on front page so I came up with a plan and tweaked it a bit (I'll upload this after I've tested a few more things).

I also added turn undead. Right now you need to enter the cleric level you turn as in the dice box (it saves it) but eventually I'll have it work it out on it's own.

https://i.imgur.com/Uf4DCdt.png

celestian
July 19th, 2017, 20:45
Updated to 2017.07.18 for download. Includes the above mentioned turn undead, surprise and changes to combat tab view.

I've also added another feature....
As an AD&D gamer you will know that the way EXP for 5e is handled, as far as classes, is very different. I've made the first pass at changing how that works in the ruleset. Previously you had to manually disperse the exp you earned into your "class" in the EXP field for that class. I've changed it now so that EXP Total is as before but when you have exp to apply to your class(s) an "Apply" button will show to the right. When you click the button it will calculate how much exp needs to be given, split it between all ACTIVE marked classes and add/apply.

That should allow you do have single class, multi-class AND dual class and cope with EXP application.

There are some issues I'll still need to solve (10% exp boost for some classes, reducing EXP for level drain/etc) and those are on the TODO list.

This is how it appears when you have EXP to apply to your class(s).
https://i.imgur.com/ySuzmYN.png


When you apply the button will no longer be visible. Chat box will display amount granted to each class. I also highlighted the "active class" check box also.
https://i.imgur.com/Gu4bRG1.png

Keep in mind all this does it ensure you have the proper experience in your classes. It does not auto-level your class up when it reaches the exp needed. That will need to be manually handled by either dropping the class from the Classes record or by hand (for now).

celestian
July 28th, 2017, 21:26
Recent updates, these items are not in the .pak uploaded here yet.


Support for +1/+2/+3/+4/+5 resistances. Give a NPC resistance/immunity to "magic +1, magic +2" to make them immune to weapons of +1 or +2 power. Remember to add the correct "type" to weapon damage type such as "slashing, magic +3" for this to work.
Effects now support stat adjustments. STR:+3 boosts strength by 3, BSTR: 18 would set base strength to 18, BPSTR: 100 would set base percent strength to 100. So if the player drinks a potion of fire giant strength the effect would be "BSTR: 22".
Effects now support save adjustments. POISON: 3 would give a +3 to poison save, BSPELL: 5 would set the base "spell" saving throw to 5.
Fixed some bugs in parcel drops, stacking issues related to drag/drop npc inventory.
Added 10% bonus exp toggle in class listing. This will add 10% experience to that class when applying exp earned.
Added colors/icons on save, checks, skills(fail/success) and attack(hit/miss) in chat text.
Added new method to give item AC/Shield/Other protection adjustments. No longer need to know the correct text to put in the "Type" field.
Added support for Ability Score adjustments for items. Can now have gauntlets of ogre power, gauntlets of dexterity/etc.
Added support for Save adjustments for items equipped. Can now have a periapt of proof against poison +3/etc.


After I've had a chance to debug these things I'll post the new version but if you'd like to check it out it's pushed to the github repo.

Here is what the item in edit mode looks like right now.

https://i.imgur.com/C70lOap.png

Asterionaisien
July 28th, 2017, 22:22
Wow, that's pretty Impressive!! Thanks a lot!

celestian
July 30th, 2017, 07:58
Tonight I finally got the chance to look at some of the other rulesets and see how they allowed maps to have a different unit size. Like 10ft maps versus all 5ft. I think I was able to get it working. Here is the first look.

Just have to toggle the grid options to see the new unit size box on the end. I've set the default to 10ft but it should work with anything.

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

Right now the point of origin includes the current occupied square. I might change that but not sure yet.

jab112
July 30th, 2017, 17:11
Nice idea, might be nice to have this as a ext. for all rolesets.

celestian
July 30th, 2017, 20:20
Nice idea, might be nice to have this as a ext. for all rolesets.

I could probably hack and extension to work for CoreRPG rulesets. I was thinking about it this morning. Imma do more testing with it to make sure everything works and I'll see what I can do.

celestian
July 30th, 2017, 21:19
I could probably hack and extension to work for CoreRPG rulesets. I was thinking about it this morning. Imma do more testing with it to make sure everything works and I'll see what I can do.

Done, see this post. (https://www.fantasygrounds.com/forums/showthread.php?39463-MUSE-Map-Unit-Settings-Extension-(CoreRPG))

celestian
August 2nd, 2017, 16:04
Posted updated version in first post, 2017.08.02. this version includes:


Fixed bug in racial profs (display of value/options)
Fixed various issues with weapon/powers when loading from module as PC.
Fixed some bugs in parcel drops, stacking issues related to drag/drop npc inventory.
Support for +1/+2/+3/+4/+5 resistances. Give a NPC resistance/immunity to "magic +1, magic +2" to make them immune to weapons of +1 or +2 power. Remember to add the correct "type" to weapon damage type such as "slashing, magic +3" for this to work.
Effects now support stat adjustments. STR:+3 boosts strength by 3, BSTR: 18 would set base strength to 18, BPSTR: 100 would set base percent strength to 100. So if the player drinks a potion of fire giant strength the effect would be "BSTR: 22".
Effects now support save adjustments. POISON: 3 would give a +3 to poison save, BSPELL: 5 would set the base "spell" saving throw to 5.
Added 10% bonus exp toggle in class listing. This will add 10% experience to that class when applying exp earned.
Added colors/icons on save, checks, skills(fail/success) and attack(hit/miss) for chat text.
Added new method to give item AC/Shield/Other protection adjustments. No longer need to know the correct text to put in the "Type" field.
Added support for Ability Score adjustments for items. Can now have gauntlets of ogre power, gauntlets of dexterity/etc.
Added support for Save adjustments for items equipped. Can now have a periapt of proof against poison +3/etc.
Added support for setting the size of each map unit on images with grid/hexs.5ft/10ft/30ml/whatever.
Added option in Campaign Settings to allow name tooltip+title on tokens. Mode allows you to have mouse over when zoomed out and still be able to read the name of the token.
Added DM only details field for items.

Szabtom
August 2nd, 2017, 17:01
Fantastic stuff!

celestian
August 8th, 2017, 03:54
Updates to version on github (still going to test a few more days before I push here).


Table text import option added. (from Tables record list, click the edit pen and you'll see the new import button). From here you can paste in text. Each line will be a entry in a table. This is great for those long tables that just need dice rolled. I used this to import 100 tables for random monster encounters.
Started prepping for 3.3.2, will include the Armor/Weapon buttons on items for a nice list, same for NPCs with different lists. Also have spells list with sphere/school buttons.
Items now also have a new field, "combat effects". This the same "effect" string that you use to place on npc/pcs in the combat tracker. This will be applied to the npc/pc that has this item equipped when placed into the combat tracker. Useful for things like resist fire/cold and regen. Do not use this for persistent effects like abilities and saves, use the configurable version of those previously added. (items with effects equipped on NPCs placed into the combat tracker will also be added!)
NPCs now have an "effect" string that will be applied to them when dropped into the combat tracker. All you need to do now is know the string, not arcane action text :) Tho effects strings are nothing to scoff at. Someday I play to menuize it.
Fixed several issues related to persistent items effects. Mostly around someone deleting the item in inventory.
Changed the RIP/Death icons to use different method of calculating health, works better. No one will notice but me.
Trimmed out some 5e fields from npcs no longer needed.

celestian
August 8th, 2017, 21:40
Also in the upcoming update is Skills for NPCs that work just like the PC version.

https://i.imgur.com/kIaCAK5.png

https://i.imgur.com/4FoezPp.png

celestian
August 15th, 2017, 00:49
So since I'm kinda waiting on 3.3.2 to go live to make release I've been tinkering with the layout/charsheet look. Trying to go for a "old school" feel.

Here is my first pass so far. Still need to rework the abilities/saves/other titles but am I going in the right direction?

edit: replaced with updated image.

https://i.imgur.com/7gPb2Ec.png

davidkvh
August 15th, 2017, 14:43
I really like the direction you are going with the AD&D character sheet. It really gives the feel of the order sheets.

Jay_NOLA
August 16th, 2017, 00:23
? Is it possible to have multiple color backgrounds for the character sheets Aside from the old yellow ones. I also remember the permanent charter record sheets that were white and had a green adventure ones in 1st edition.

Note the yellow ones I had were darker yellow and when I got another pack of sheet a few years latter the sheets were much lighter yellow.

Really like the look of the sheet you did.

Full Bleed
August 16th, 2017, 03:29
So since I'm kinda waiting on 3.3.2 to go live to make release I've been tinkering with the layout/charsheet look. Trying to go for a "old school" feel.

Here is my first pass so far. Still need to rework the abilities/saves/other titles but am I going in the right direction?

For those that used and like the old golden rod sheets this is a step in the right direction.

I, actually, didn't much care for them.

A cool mod would be to allow people to select the sheets they want to use within the game... especially since there were so many different ones used in the classic game so people probably have different ideas about what "old skool" actually looks like.

I used Armory sheets (https://rfipodcast.com/show/wp-content/uploads/2010/09/Armory_Character_Sheets_1E.pdf) for my 1st Edition games then switched over to the Official TSR Sheets for 2nd Edition (https://www.mad-irishman.net/pubs/MI_ADnDREF2CharRecord.pdf). The Armory was a regional gaming/miniature distribution warehouse in Baltimore, so that may be why I cut my teeth on them. Gotta love that dot-matrix technology!

EDIT: Found a link to an old Armory catalog (https://dndlead.com/Catalogs/Armory.pdf)... I remember looking through this catalog when it first came out... and perusing the warehouse for stuff that stores just didn't carry. Warning, there are some risque illustrations in that catalog... classic rpg pr0n.

celestian
August 16th, 2017, 05:23
? Is it possible to have multiple color backgrounds for the character sheets Aside from the old yellow ones. I also remember the permanent charter record sheets that were white and had a green adventure ones in 1st edition.

Note the yellow ones I had were darker yellow and when I got another pack of sheet a few years latter the sheets were much lighter yellow.

Really like the look of the sheet you did.

It should be easy for someone to create an extension for it after I've finalized the look. All they'd need to do is tweak the frame images to the color you're talking about. I only ever saw/used the Goldenrod gold style sheets.

One of the folks I work with is working on an extension to keep the "older" style other than layout (5e background/sheets).

Here is what I've landed on for now. I'll see how my group finds it and maybe tweak but I think I've got a feel there and compressed the size down as best I could.

https://i.imgur.com/IQur1Kb.png

celestian
August 20th, 2017, 07:31
Update 2017.08.20, see first post for download.


Table text import option added. (from Tables record list, click the edit pen and you'll see the new import button). From here you can paste in text. Each line will be a entry in a table. This is great for those long tables that just need dice rolled. I used this to import 100 tables for random monster encounters.
Started prepping for 3.3.2, Easy display buttons on records list will include the Skills (ability/stat), Spells (sphere/school/type), NPCs (HD,Type/etc) and Armor/Weapon buttons on items for a nice list. These buttons are in for the DM (not PC, waiting for 3.3.2), don't expect them to work till 3.3.2 goes live or if you load the test FG version.
Items now have effects when equipped. This will be applied to the npc/pc that has this item equipped when placed into the combat tracker.
NPCs now have an "effect" string that will be applied to them when dropped into the combat tracker. All you need to do now is know the string, not arcane action text :) Tho effects strings are nothing to scoff at. Someday I play to menuize it.
Changed the RIP/Death icons to use different method of calculating health, works better. No one will notice but me.
Trimmed out some 5e fields from npcs no longer needed.
Tossed out persistent effects and started over. Used the CoreRPG/5e effects as best I can (I will backport more/all when 3.3.2 goes live) so that they work like the current CoreRPG/5e ruleset. This means that the npc/pc needs to be in the Combat tracker to have these effects. Specifically I am referring to items giving effects when equipped.
Big revamp on character sheet layout/visual. Has a old school feel/look of the Goldenrod Character sheets.
Added radial menu to CT for removing all dead NPCs.
Reworked abilityscore and save details windows. Due to the revamp of effects I didn't need about 3 values on each line.
BSTR, BDEX, BCON, BINT, BWIS, BCHA, PSTR, BPSTR added to effects. These are BASE(STAT), PERCENT(STAT) and BASE-PERCENT(STAT). So you can set 18 for str not just +X strength. When these are applied (can only work on something in combat tracker) the ACTUAL ability will appear in (XX) beneath the adjusted score.
BAC effect string added, this will allow you to set the BASE AC. If it's lower than whatever the character is wearing it will be used. Useful for effects like Armor that gives the wizard a base AC6.
Added random values to Effect durations. If you need a duration of 1d12 turns you can now just add the dice roll (and/or a modifier). If just modifier only that value will be used. So, static or random.
Fixed bug in "hit" target message. Was missing dex AC adjustment in value hit but not value reported hit. Some of the "hit" messages were incorrect but the AC hit value was right.


Still have some features waiting on 3.3.2 but I everything is working so posting this version.

celestian
August 25th, 2017, 06:59
Here is the new class record. Should give us everything we need for AD&D classes.

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

Incrediclint
September 2nd, 2017, 07:59
I have already started it as a "extension" but wanted to make sure I wasn't totally off on what would probably be the best way :). Adding it as a race or class wouldn't work out too well as each race and class can be played as "normal" without all the special stuff from being a regent or blooded. I was thinking of maybe repurposing the "FEATS" tab, making a new tab, or I could simply hand jam them in as "spells" and "skills". The spells method would be easiest to implement for the blood powers while adding all the domain "actions" to the skills would likewise be straight forward. It's just not as "clean" or user friendly for the players to be able to keep them separate from their "normal" spells/skills. It would also be much harder for me as the DM to keep track of them all and use them too since I would have to keep going through the spells and skills lists if looking for them.

I think I will go with the spell/skill option for now just to get some more practice with how the FG interfaces and such work and interact. I can make it "look pretty" as time permits later. From what I have seen on your "TODO" list, you totally know how that goes...the work is never done as more ideas are spawned from completed work or work still in progress ;)

BTW, I own the old school "AD&D Core Rules" and "Expansion" disks but I cannot get your perl script to work for importing the books...it keeps failing with:
>C:\WebHelp\corebook-html.pl c:/WebHelp/PHB phb
Reference found where even-sized list expected at C:\WebHelp\corebook-html.pl line 15.
Reference found where even-sized list expected at C:\WebHelp\corebook-html.pl line 16.
Reference found where even-sized list expected at C:\WebHelp\corebook-html.pl line 17.
-------------> c:/WebHelp/PHB and phb.xml
Files:
opening c:/WebHelp/PHB/.
Could not open file 'c:/WebHelp/PHB/.' Permission denied at C:\WebHelp\corebook-html.pl line 56.

And yes I tried in an "Administrator" console too and get the same error. This is on windows 10 x64 using strawberry Perl with all modules you said to include off of your GitHub.

Grakus

Did you ever get this issue resloved? I'm having the same exact problem.

celestian
September 2nd, 2017, 19:25
Did you ever get this issue resloved? I'm having the same exact problem.

Unfortunately I don't run perl from Windows (I use linux) but if you can catch me in discord like Grakus did we can perhaps work through it as we did for him.

Just look for Celestian on the FG official discord.

Incrediclint
September 3rd, 2017, 02:26
Unfortunately I don't run perl from Windows (I use linux) but if you can catch me in discord like Grakus did we can perhaps work through it as we did for him.

Just look for Celestian on the FG official discord.

I sorted it out, I had to remove "or die" and what followed for the "open" function and it ran fine after that. :)

celestian
September 3rd, 2017, 07:44
I sorted it out, I had to remove "or die" and what followed for the "open" function and it ran fine after that. :)

Awesome, glad to hear it!

celestian
September 3rd, 2017, 21:45
Update, version 2017.09.03
Advancement configuration for classes. This option under the Class record allows the DM to configure hp advancement, spell slots, saves, weapon/non-weapon prof slots. Drag/drop a class from Class with fully configured advancement and the character should have hp,saves, thaco and other values updated as they level.
Advancement system allowed me to also properly calculate hp for single, multi and dual class now. To properly manage it for dual class you need to unmark a class active before you add a new class that will be the new main (uncheck the tick in class for the character for all classes no longer active).
Combat Tracker: When initiative for npc is active the "combat"(sword) option will be toggled on tho you can still toggle it off. When the npc no longer has initiative it will be toggled off.
Fixed bug in memcount not showing properly in newly drag/dropped spell in the "action" mode.
Fixed bug with magic +X items and !magic resist/immune damage types.
Fixed bug with item ID caused by items with action/weapons. Should go back to not showing ID'd name if not ID'd.
Fixed bug that was not apply effects to npcs using the original 5e string recognition. It and the new effects variable should both work now, use whichever you like.


With the new advancement configuration I added a sample module to the list that includes 4 classes from the OSRIC document. Fighter/Cleric/Thief/Magic-User. See the first post for the download link.

celestian
September 3rd, 2017, 21:48
Note: Still need 3.3.2 to go live for the buttons on npc/spells/skills/etc to work so until that they will not show up for PCs and only the DM will see them (they won't work for DMs either yet!).

https://i.imgur.com/en1HVBu.png

Absatalar
September 9th, 2017, 16:34
Hi. This job is simply awesome. Congratulations and thank you so much.

Bidmaron
September 9th, 2017, 23:54
Welcome to the forums, but what are you talking about? What job?

Kanaric
September 16th, 2017, 00:44
This might be a longshot for a feature request but in the Savage Worlds rullset you can drag a character into the NPC window and turn a character into a NPC. It's a nice easy method for building custom NPCs. Is there any possibility you could have that?

Andraax
September 16th, 2017, 02:36
What's with the insistence of some GMs on making mooks as detailed as characters?

celestian
September 16th, 2017, 05:41
This might be a longshot for a feature request but in the Savage Worlds rullset you can drag a character into the NPC window and turn a character into a NPC. It's a nice easy method for building custom NPCs. Is there any possibility you could have that?

It's something I've thought about cause I do tend to have NPCs that are basically characters. Thinking of all those drow cleric, cleric/magic-users and fighter/thieves from D1-3. Having a cleric or a magic-user moved into as a NPC would be somewhat nice in some cases. It's not a huge deal but... what I might could do is take the data on the character sheet and convert it to NPC sheet... which in theory isn't that much different now. The benefit of that would be that it would keep ability scores, saves, gear, actions and inventory.

I've got this on my TODO but have a lot of other items before it. Next thing I hear will be for drag/drop NPC to PC ;) Which might actually be more useful for game tables that have PCs that do a lot of charming or pets.

Right now im holding off any more major work till 3.3.2 drops cause I need to backport the 5e and coreRPG effects code. Fortunately that is soon(tm).

celestian
September 17th, 2017, 00:15
So, wanted to get some feedback on this. Right now anyone that gets a natural 20 gets a crit hit. In some cases it takes a natural 20 for the creature (or pc) to hit the creature. Does it make sense that the target can only hit with a crit?

I've configured a check to look for that situation and if so it won't allow crit and plan to test it in my games but was curious what anyone else thought. Crit hits/misses are really an optional rule anyway so just wondering what makes sense.

I don't really want to make a "campaign setting" for this since it's really not something that happens all that much and making the campaign settings so overloaded is just not my idea of a good idea.

I have been tempted to add a option for Crit/Fumbles on/off tho. Some folks might not use them at all.

yeknom
September 17th, 2017, 01:38
My preference would be to add in the Criticals from Combat and Tactics. That is just me. I am happy to have them stay as they are as well.

LordEntrails
September 17th, 2017, 03:39
So, wanted to get some feedback on this. Right now anyone that gets a natural 20 gets a crit hit. In some cases it takes a natural 20 for the creature (or pc) to hit the creature. Does it make sense that the target can only hit with a crit?
I always thought it made sense that sometimes the only way to hit somethings is to crit them. For example, the moster in armor so heavy that the only way to harm it is to hit it through the eye socket. Or the dragon with scales nearly impenetrable that you can only hurt it if you get so lucky to hit where the one scale is missing...

But anyway, the rules do say you can always hit with a nat 20 and a nat 20 is a crit so... I don't have a problem with it. But allowing an option is never a bad thing.

Asterionaisien
September 17th, 2017, 10:53
I got curious so I've checked the player Handbook (revised, pg 182), Impossible to-hit nimbers. That paragraph do not mention anywhere being "a critical" nor being an optional rule. It just say that the dm can in some cases waive the rule and define the cases where you always hit and always miss.
Probably we started calling it a critical after playing later editions and maybe rolemaster;)
So, to answer to Celestian: yes it make sense, please add it Sir (maybe just call them "automatic hit" ), and If you felel like doing a bit more work add the switch for crit systems like the C&T options rules and tables.

yeknom
September 17th, 2017, 10:56
This is from the 2e DMG:

Some players feel combat should involve more than just the chance to hit and the amount of damage done. Some propose elaborate tables--critical hit tables--detailing all manner of horrible results and misfortunes.
The simplest critical hit system makes every natural 20 rolled on the attack roll count for double damage. Roll the appropriate damage dice twice for the attack (do not double the result of a single damage roll) and only count damage modifiers for Strength, magic, etc., once.
A second method is to allow characters or monsters to make an extra attack each time they roll a natural 20. The additional attack is made immediately, at the same target, and is figured just like a normal attack. As long as a natural 20 is rolled, the character or monster continues to make additional attacks. A very lucky character could roll a 20 on his first attack and then roll a 20 on his additional attack, allowing him to roll a third attack. If this attack also resulted in a 20, a fourth attack could be made, etc. This system gives characters the chance of causing extra damage without guaranteeing success.

Full Bleed
September 17th, 2017, 12:06
So, wanted to get some feedback on this. Right now anyone that gets a natural 20 gets a crit hit. In some cases it takes a natural 20 for the creature (or pc) to hit the creature. Does it make sense that the target can only hit with a crit?

I've configured a check to look for that situation and if so it won't allow crit and plan to test it in my games but was curious what anyone else thought. Crit hits/misses are really an optional rule anyway so just wondering what makes sense.
We always played that a 20 always hit but that it was only a critical hit if you *could* hit with a 20. That way some things that should be darn near un-hittable had a chance to be hit, but not a chance to be *ended* with some catastrophic effect. Taking out a big-bad with a lucky roll was never truly satisfying.

We also used the "Good Hits and Bad Misses" crit tables from Dragon Magazine (Dragon #39, 1980)... though we didn't use the more complicated system they used. But if I was to play a 1e-2e game now, with a VTT to work out the calcs and auto roll the percentage, I *would* use their system since it scales based on how well you hit and how well you can hit... addressing two of the core problems of a d20 crit/fumble system.

You can read the article here: https://www.superdan.net/download/blog/deltasdnd/Dragon39-CritHits.pdf

Looks like the PDF is from the best of Dragon Vol. 5 (laid out differently from the earlier article.)

All of that said, I do think any Critical/Fumble system you incorporate into the rules does need to be a "House Rule"... preferably with modifiable tables, etc. I've found that many old-school gamers have used different crit systems. Heck I just pulled out my dog-eared photocopy of the Dragon article that I would hang on my DM screen and I have notes all over it for modifications that were made for our game... and low-and-behold I see that we did, at some point, modify the Crit system when needing over 20 to hit. It prompted a percentile roll:

1-50 Regular Hit
51-80 Double
81-95 Triple
96-100 Roll on the Crit Chart

Not sure how often we used that house rule though... I would probably poll my players for its application to see if it held up for today's sensibilities... *shrug*

Kanaric
September 17th, 2017, 20:32
btw is there a list of effects somewhere?

celestian
September 17th, 2017, 23:19
Based on the feedback it sounds like I need to add a option for just allowing crits/fumbles at all and then also crit only if they can hit and then result of the crit. That's at least 2 options, possibly three. Kinda why I was not wanting to confuse a DM with to many options in the campaign settings.

I'll tinker around with the types of crits. Right now it uses what 5e uses and doubles the damage dice (which, for our games we really like since it gives 2handed weapons more potency on crits) but sounds like we need that, or *2 option at least and possibly the random normal/*2/*3 version.

I'll get a framework that can tweak those fields and play with it and see what works well and post back.

The always hit on 20 and miss on 1 is certainly a 2e thing so perhaps I need to make a toggle or at least at a feature in the 1e extension to not use it.

From 2e DMG, pg 75 (black version)


No matter what number a character needs to hit, a roll of 20 is always considered a hit and a roll of 1 is always a miss unless the DM rules otherwise. Under most circumstances, a natural 20 hits and a natural 1 misses, regardless of any modifiers applied to the die roll

Kanaric
September 17th, 2017, 23:20
Hmm I created a ton of classes and my players cannot see them.

celestian
September 17th, 2017, 23:21
btw is there a list of effects somewhere?

You should be able to use the 5e effects listing with only a few tweaks such as the BAC (base AC) BSTR (base strength), BPSTR (base percent strength) and so on listed in the posts here.

This is the best link for Effects (https://www.fantasygrounds.com/wiki/index.php/5E_Effects) I've found.

celestian
September 17th, 2017, 23:31
Hmm I created a ton of classes and my players cannot see them.

My guess is you make the classes as a record ? What you'll need to do is export them as a module then allow your players to load that module.

What I tend to do is have a campaign for things like this, I have many campaigns specifically to create and export the records for these records.


NPCs
Spells
Items
Classes
Races
etc...


So, if I know I want to update the "Classes" I would load up the classes campaign, edit the class and then export classes as a module. In the actual campaign the players connect to to play I would load that module and allow the players to load it (drag/drop the green icon). So, it looks like this in the data module activation.

https://i.imgur.com/mPol1B8.png

You can also place those items in a reference manual once you've got them nailed down (dont need to update them anymore) but thats an entirely difference monsters I wouldn't touch less you've started already... but don't ask me how to do it right ;)

jab112
September 18th, 2017, 07:33
I get a error after I added an effects to orcs in ct

Ruleset Error: window: Control(label) anchoring to an undefined control (leftanchor) in windowclass (ct_effect)

celestian
September 18th, 2017, 15:01
I get a error after I added an effects to orcs in ct

Ruleset Error: window: Control(label) anchoring to an undefined control (leftanchor) in windowclass (ct_effect)

Do you have any extensions? (if so, disable these to ensure it's not the culprit)

How exactly did you add the effect to the orc?

What is the the effect string you added to the orc?

Let me know those items and I'll test it myself and see what's going on.

jab112
September 19th, 2017, 08:43
20546 If you look at attachment you can see the effects name is under the graphics.

celestian
September 19th, 2017, 16:02
20546 If you look at attachment you can see the effects name is under the graphics.

I ran some tests with npc/pcs with intoxication and ran a few rounds of combat. Added a duration and after a bit they all expired w/o errors.

Do you have any extensions.

celestian
September 20th, 2017, 01:12
Update: 2017.09.19.


FG 3.3.2 released. Updated code to handle new CoreRPG/5e effects changes. (if you run into any issues please let me know)
With 3.3.2 I've added the new search buttons to NPC/Spells/Skills/etc records for players. Both DM and Player versions should work.
SaveAS/FightAS set to DM only edit for now. These are no longer needed if using the new advancement options in class record. I will remove them in future.
Tweaks to output for attacks (hit AC vs TargetAC).
Fixed bugs related to hp calculation, mostly dual/multi-classing issues.
First pass of "If the NPC needs a 20 to hit a target he can't crit that target".

Asterionaisien
September 20th, 2017, 11:28
Update: 2017.09.19.


...
First pass of "If the NPC needs a 20 to hit a target he can't crit that target".


Sorry, maybe I didnt understand because english is not my mothertongue, could you elaborate how it works?

Thank you very much:)

celestian
September 20th, 2017, 13:26
Sorry, maybe I didnt understand because english is not my mothertongue, could you elaborate how it works?

Thank you very much:)

If an NPC/PC needs a natural 20 to hit a target AC, like -3 AC at level 1 (or 1 HD) they will still hit but they won't crit. Otherwise when they hit they would always crit.

I plan to put this in a campaign setting option down the road.

celestian
September 20th, 2017, 15:07
Update 2017.09.20


Fixed bug in manager_tokens2.lua (related to 3.3.2 effects changes)
Neglected to mention I added a Campaign Setting for showing/hiding RIP tokens to PC or DM.

Asterionaisien
September 20th, 2017, 15:36
If an NPC/PC needs a natural 20 to hit a target AC, like -3 AC at level 1 (or 1 HD) they will still hit but they won't crit. Otherwise when they hit they would always crit.

I plan to put this in a campaign setting option down the road.

Got it, tyvm!

Bonkon
September 21st, 2017, 19:53
Good Day Celestian :)
This looks incredible, I am a long time fan of 2nd Edition (Loved 1st Edition too but liked the add on's 2nd made).
I see on post 116 you show your module activation screen, I thought I downloaded all the mods from your first post and moved them to the modules folder, but do not see any that look like the ones you have (Tome of Magic and all the others) is this something I need to find somewhere else, or am I missing something? :)

Thanks for doing this BTW!

celestian
September 21st, 2017, 21:09
Good Day Celestian :)
This looks incredible, I am a long time fan of 2nd Edition (Loved 1st Edition too but liked the add on's 2nd made).
I see on post 116 you show your module activation screen, I thought I downloaded all the mods from your first post and moved them to the modules folder, but do not see any that look like the ones you have (Tome of Magic and all the others) is this something I need to find somewhere else, or am I missing something? :)

Thanks for doing this BTW!

Those are modules I created from the Core Rules CD content. Unfortunately I can't hand those out due to copyright issues. If you have the Core Rules CD/expansion I can certainly help you create the same things tho with a perl script that will use the data from it. Ping me on the FG discord some evening and I'll try and help ya out.

celestian
September 22nd, 2017, 00:27
Updated, v2017.09.21

Corrected bugs related to CombatTracker, client side and new Effects systems in CoreRPG.

Hopefully the last of this, if you notice anymore please let me know.

Effects applied by users should be able to be removed by the same user.

davidkvh
September 22nd, 2017, 22:08
Those are modules I created from the Core Rules CD content. Unfortunately I can't hand those out due to copyright issues. If you have the Core Rules CD/expansion I can certainly help you create the same things tho with a perl script that will use the data from it. Ping me on the FG discord some evening and I'll try and help ya out.

Is this an open invitation? I have the Core Rules/Expansion CD loaded (we have been using them for about 2 years now) and I would love to port over to FG. Thank you for all the work you have done with this rule set. I'll try and ping you on FG discord if it's okay.

celestian
September 23rd, 2017, 00:24
Is this an open invitation? I have the Core Rules/Expansion CD loaded (we have been using them for about 2 years now) and I would love to port over to FG. Thank you for all the work you have done with this rule set. I'll try and ping you on FG discord if it's okay.

Yeap, I can't promise I will be there all the time or reply (I leave discord up all the time) but I will when I can and help ya get at least the base files working.

Bonkon
September 23rd, 2017, 03:42
I guess I will need to see if I can get ahold of that CD, I have all the hard copy books from out old tabletop games :)

Jay_NOLA
September 23rd, 2017, 05:08
I've got the 2.0 Core Rules and Expansion. Plus all the official free extra downloads of content that was released for them so I'm also interested in learning how to set everything.

So I'm also interested in learning how to port Core rules/expansion stuff over into FG.

The 2.0 core and expansion also had a ton of fan made additions to cover 1st edition stuff and 2nd edition stuff that never got an official core/expansion release.

Side Comment: If anyone needs a list of what was released download wise for the Core rules 2.0 and expansion let me know as finding the content files can be tough now if you find an old copy on sale. The free content release files got number oddly and have some skipped numbers. I had to wayback Wizards' site and the software designer page at several different dates just to find a working archive of the patches and added content. The mapper update patch is a separate patch on the ProFantasy site. I think a couple of people are going to be tracking down used copies of the 2.0 Core rules and expansion now.

Kanaric
September 27th, 2017, 02:53
I can't properly size AOE or Cone effects, i'm wondering if i'm doing something wrong or if this is a known issue

celestian
September 27th, 2017, 04:49
I can't properly size AOE or Cone effects, i'm wondering if i'm doing something wrong or if this is a known issue

Do you mean the visual cone/aoe effects? Can you give some specific detail on the problem?

Kanaric
October 1st, 2017, 01:23
Yes, when I go to pointers they have names like "small burst" and all that and I cannot change the size/shape of them.

celestian
October 1st, 2017, 01:59
Yes, when I go to pointers they have names like "small burst" and all that and I cannot change the size/shape of them.

Ah, yes. This was a bug in the map unit size I tweaked. I've fixed it and will post the latest rev tomorrow.

In the meantime you can use the short term (only one at a time) control-double mouse press or alt-double mouse press or shift-double mouse press versions.

celestian
October 1st, 2017, 21:13
Update 2017.10.01


fixed several bugs related to effects (migration to 3.3.2 style). Think I got them all now.
fixed bug related to drawing templates cone/circle/squares (persistent versions)
fixed bug related to percentile strength on NPCs not update hit/dmg values.
implemented inventory sort code applied to current 5E ruleset to better sort items in containers
items - effects, added multiple effect entry options with durations (if you want them) and show/hide/id.
npcs - effects, added multiple effect entry options with durations (if you want them) and show/hide/id.

celestian
October 4th, 2017, 22:28
Update 2017.10.04


Fixed bug in Charisma, wasn't displaying max henchmen.
Added functions to support 1e encumbrance


Small update. Work had me travelling all week but I wanted to get this update for folks playing 1e.

celestian
October 10th, 2017, 17:19
Started my first pass at "concentration" style spell interrupts. Fortunately Moon added a feature into the 5E ruleset and since mine was originally based on that I could utilize major parts of his code.

Right now it applies an effect for the spell cast on initiative rolled. If the PC take damage before his own initiative it alerts that the concentration was broken and spell was lost. This is how (far as I know) it works in AD&D 1e.

In AD&D 2e the way we've always done it is if you are hit from the dice roll initiative until the modifier for cast time it's interrupted. So if you rolled a 5 and spell cast time is 2, any hit between 5, 6 and 7 and the spell is interrupted. This part I'm still working on and I need to research and make sure this is actually how it's suppose to work in 2e.

I've also added the effects that we have on items and npcs to character sheet below languages.

If I don't run into any issues I'll release a version of this before Sunday evening.

Kanaric
October 16th, 2017, 00:36
Is there a weapon property for exploding dice? As in if you roll max on a damage die it will automatically roll another? If not this would be helpful for people using firearms since the arquebus and various other weapons like that do this in 2e.

celestian
October 16th, 2017, 03:56
Is there a weapon property for exploding dice? As in if you roll max on a damage die it will automatically roll another? If not this would be helpful for people using firearms since the arquebus and various other weapons like that do this in 2e.

That would be something I'd probably tie to an effect, specifically a weapon. I am planning to have some effects specifically tied to a weapon but need to do make some changes to get there yet.

I've added exploding dice to the TODO but it'll be something after the other parts are working first.

Bidmaron
October 16th, 2017, 04:08
MoreCore has exploding dice. You could see how he implemented it. (don't know the slash command though).

Full Bleed
October 16th, 2017, 04:09
In AD&D 2e the way we've always done it is if you are hit from the dice roll initiative until the modifier for cast time it's interrupted. So if you rolled a 5 and spell cast time is 2, any hit between 5, 6 and 7 and the spell is interrupted. This part I'm still working on and I need to research and make sure this is actually how it's suppose to work in 2e.



During the round in which the spell is
cast, the caster cannot move to dodge
attacks. Therefore, no AC benefit from
Dexterity is gained by spellcasters while
casting spells. Furthermore, if the spellcaster
is struck by a weapon or fails to make a
saving throw before the spell is cast, the
caster's concentration is disrupted. The spell
is lost in a fizzle of useless energy and is
wiped clean from the memory of the caster
until it can be rememorized. Spellcasters are
well advised not to stand at the front of any
battle, at least if they want to be able to cast
any spells!


So, basically, any hit the caster takes before their turn costs them their spell.

celestian
October 16th, 2017, 05:43
So, basically, any hit the caster takes before their turn costs them their spell.

Sounds like both 1e and 2e are the same then. That makes it easier. Currently that is the way it's setup right now.

damned
October 16th, 2017, 08:06
MoreCore has exploding dice. You could see how he implemented it. (don't know the slash command though).

Ikael wrote the initial exploding scripts :)
/edie and /rnk are both exploding dice scripts

Full Bleed
October 16th, 2017, 14:12
Sounds like both 1e and 2e are the same then. That makes it easier. Currently that is the way it's setup right now.
You might want to consider adding a "House Rule" concentration check. The "1 point of damage and lose a spell" rule was always pretty draconian.

When 3e came out there was a lot I didn't like about it, but the concentration rule was pretty reasonable... the kind of thing I would have liked a "new" version of AD&D to adopt (without, you know, throwing the baby out with the bath water.)

Myrdin Potter
October 16th, 2017, 15:11
That concentration rule coupled with d4 hit points is why you kept the mages firmly in the back row out of harm’s way. It influenced generations of early video game developers as well.

Full Bleed
October 16th, 2017, 20:53
That concentration rule coupled with d4 hit points is why you kept the mages firmly in the back row out of harm’s way. It influenced generations of early video game developers as well.
I'd make the observation that it influenced more to come up with some kind of "concentration" rule. ;)

celestian
October 17th, 2017, 00:53
Update 2017.10.16
Convert weight allowance to lbs from 1e style coin weight since items are listed in lbs for 1e "mode" Hosts.
Added house rule for 80%+ style NPC hp generation. If the HP is less than 80% of what it could be it's set to the 80% value as a minimum. If max hp total could be 100, then minimum it will be is 80. If the roll is > 80% it will use that value.
Advanced Effects editor added (don't need to know how to make effects to apply certain types to items/players/npcs).
Concentration effect added. When a player rolls initiative for a spell from their powers tab (one that can be memorized) it will be added to the effect list for that character. If that character is hit before their initiative you will see an alert that the spell is interrupted.
Bug fix, added event capture to manage owner/holder of nodes to make apply effects as client or Host work properly.
Bug fix, hide/show display of effects for identified/not and show/hidden items.

celestian
October 22nd, 2017, 05:48
Update 2017.10.21:

Actiononly setting for advanced effects. You can now set an advanced effect on a item and it only function when attack/damage/initiative is used for it. For example you can make a weapon that does extra damage to a type of creature, like giant...using the IF/IFT effects.
Several bug fixes related to effects.
Cleaned up code that was moved to CoreRPG by base rulesets.

celestian
October 27th, 2017, 23:20
update 2017.10.27


import table text updates (first line title)
bug:concentration effect for rolling init for spell would use previous round initiative
bug:effects expiring incorrectly due to ascending versus descending (d20/5e mechanics) initiative
bug:actiononly/non-action only logic corrected
Cleaned up display of effect strings for advanced effects.


Download in first post.

celestian
November 4th, 2017, 19:42
Small update but felt it probably necessary to put out sooner rather than later.

Update 2017.11.04 : fixed bug in "save for half" (wasn't working due to some recent changes I made, corrected and applied some fixes also applied to the 5E ruleset).

FMarg
November 6th, 2017, 19:01
Im only say...I love you!

LordEntrails
November 6th, 2017, 20:47
Im only say...I love you!
Welcome to the FG and the community!

celestian
November 8th, 2017, 23:09
Weapon versus armor coming soon! Because of the ActionOnly effects on weapons I've figured out a way to allow Weapon vs Armor for those that want to use it.

What I've got working is that you apply an effect like this to a weapon IFT: ARMOR(plate,platemail);ATK: 2 and it will then give you +2 to hit versus targets that are wearing plate/platemail armor.

Got a couple satellite things I wanna debug but should be out soonish.

Bidmaron
November 9th, 2017, 00:11
Cool, Celestian.

celestian
November 9th, 2017, 23:42
Update 2017.11.09


TURN, TURNLEVEL and SURPRISE added as effect modifiers. TURN will modify the turn roll, TURNLEVEL will modify the turning level.
ARMOR() added to effects IF/IFT. This means you can add an effect to a weapon with the ActionOnly option using "IFT: ARMOR(plate,platemail,plate mail); ATK: 2" and give the weapon a bonus of +2 to hit that armor type. Weapon Versus Armor, woohoo (if you want to use it ;). Keep in mind if you want your NPCs to be properly effected by these weapon attacks you'll need to give them the armor item and make sure it's equipped.
THACO on frontpage of character sheet usable for a basic attack just using thaco.
Actions tab back to bottom.

celestian
December 2nd, 2017, 05:33
So I've noticed a issue with the hit while casting mechanics that is inconsistent. Sometimes it will not expire on players turn. I'm going to try and spend time on this if work schedule permits but if anyone figures out a consistent way this breaks let me know. Everytime I test it myself it works but I've had it do this in my own games.

Kanaric
December 12th, 2017, 04:10
Noticed that when a character has dual classes when I apply XP and only one of the two classes are checked it still halves the XP given out. It should give full xp to the new classes since it replaces the old one. The extra half xp is "lost"

celestian
December 12th, 2017, 06:10
Noticed that when a character has dual classes when I apply XP and only one of the two classes are checked it still halves the XP given out. It should give full xp to the new classes since it replaces the old one. The extra half xp is "lost"

You are correct, it should do that ;) I'll look at this.

celestian
December 12th, 2017, 21:38
Noticed that when a character has dual classes when I apply XP and only one of the two classes are checked it still halves the XP given out. It should give full xp to the new classes since it replaces the old one. The extra half xp is "lost"

Found and fixed. I'm trying to correct the spell interruption issue before release. I think it's a deeper issue than my code so if I can't come up with a solution for that before weekend I'll push this rev out with the dual class fix.

celestian
December 12th, 2017, 22:38
Update 2017.12.12:

Added campaign setting to allow pcs to edit item effects.
THACO on front page can be rolled for basic attack.
Added description of item to powers when item has a power.
Bugfix Dual class exp, Concentration/Interruption for spells.

ollster
December 15th, 2017, 04:41
I'm a very new users to FG and specifically because of celestian's AD&D Core Ruleset - so thank you! I've also used the core importers to do a bit of mass import from the ADD2e core rules CDs. So double thanks for that.

As a background, I'm trying to use FG more as a campaign manager and less as a VTT. I've got a couple of questions...

SRD material

Why are there NPC categories for "SRD" and "AD&D Core SRD: Monsters" with virtually identical items?

Tokens/pins

I love being able to dump pins onto maps/images, but the limitation of red/green pins is pretty underwhelming.

I created a 64x64 png token and copied it to "shared" in the tokens folder, then dragging the token image to an NPC I made. This all works as expected.

I then drag the NPC token onto the map.

I expected that double clicking the token would bring up the page for the NPC (just as adding the NPC as a pin does), but instead it brings up an error "Script Error: [string "scripts/manager_combat.lua"]:964: copyNode: Destination node can not be the same as or a child of the source node"

Same thing happens if I used the supplied "letter" tokens instead.

Is this a bug?

It'd be (IMO) ideal if the tokens could be used to invoke the NPC pages that they are linked to.

Thanks for any help that can be provided!

LordEntrails
December 15th, 2017, 17:35
Welcome to the forums. I can help with one or two of your questions.


...
Tokens/pins

I love being able to dump pins onto maps/images, but the limitation of red/green pins is pretty underwhelming.
Red is normal, green means it is shared with the players. This is all that FG is capable of at the moment. You can vote on a couple of pin enhancement ideas on the Wishlist (https://fg2app.idea.informer.com).


I created a 64x64 png token and copied it to "shared" in the tokens folder, then dragging the token image to an NPC I made. This all works as expected.

I then drag the NPC token onto the map.

I expected that double clicking the token would bring up the page for the NPC (just as adding the NPC as a pin does), but instead it brings up an error "Script Error: [string "scripts/manager_combat.lua"]:964: copyNode: Destination node can not be the same as or a child of the source node"

Same thing happens if I used the supplied "letter" tokens instead.

Is this a bug?

It'd be (IMO) ideal if the tokens could be used to invoke the NPC pages that they are linked to.

Thanks for any help that can be provided!

Nope, tokens are not the parent object. They do not contain links to the NPC. The NPC contains links to the token and it is not bi-directional.

Golden rule of FG; for any NPC, always drag the NPC to the Combat Tracker or Encounter first. Then place the NPC toekn on the map from the CT or the Encounter, never from the token bag.

The only time you drag a token from the bag to the map is for non-combat decorations such as effects, and dungeon dressing (furniture, etc)

Trenloe
December 15th, 2017, 18:24
If you add the NPC to the Combat Tracker (CT), then drag the token from said NPC in the CT to the map, then double-clicking on the token on the map will open the NPC CT record.

As mentioned by LordEntrails there is no link from a token added to the map outside of the CT.

celestian
December 15th, 2017, 21:33
Why are there NPC categories for "SRD" and "AD&D Core SRD: Monsters" with virtually identical items?

I created a 64x64 png token and copied it to "shared" in the tokens folder, then dragging the token image to an NPC I made. This all works as expected.

I then drag the NPC token onto the map.

I expected that double clicking the token would bring up the page for the NPC (just as adding the NPC as a pin does), but instead it brings up an error "Script Error: [string "scripts/manager_combat.lua"]:964: copyNode: Destination node can not be the same as or a child of the source node"

Same thing happens if I used the supplied "letter" tokens instead.

Is this a bug?

It'd be (IMO) ideal if the tokens could be used to invoke the NPC pages that they are linked to.

Thanks for any help that can be provided!
RE: SRD, I put the npcs in a Catagory called "SRD" before exporting. Then the module has a catagory called "AD&D Core: SRD". They should be exactly the same and I suppose I could remove the "SRD" version it was just easier for me at the time when shuffling npcs around.

That could be my fault (NPC Token error).

Like you just said it would make sense if the tokens were on the map and you just double clicked to load them. I performed a lot of experimentation to try and make it do just that. However since exporting ignores tokens on a map it became an issue of FG just won't support it so I took out the code I was working on but apparently I left a few dangling bits that caused your error. I'll remove it for next rev.


The only way to make it so you can click on a token and see the NPC is have them in the combat tracker also...

So, if the npc is in the CT and you've also got it on the map you should be able to click it and see the npc sheet.

For now, you'll have to get used to using the "Encounters" to place npcs on the map.

Varsuuk
December 16th, 2017, 05:09
Hey there, when you post updates on the front page (e.g., the Dec 12th update), is it just the Core.pak file unless otherwise noted or are all of them all updated at the same time?

Happy Holidays and thanks :)

celestian
December 16th, 2017, 07:16
Hey there, when you post updates on the front page (e.g., the Dec 12th update), is it just the Core.pak file unless otherwise noted or are all of them all updated at the same time?

Happy Holidays and thanks :)

Just "AD&D Core.pak" unless otherwise noted.

ollster
December 17th, 2017, 09:46
RE: SRD, I put the npcs in a Catagory called "SRD" before exporting. Then the module has a catagory called "AD&D Core: SRD". They should be exactly the same and I suppose I could remove the "SRD" version it was just easier for me at the time when shuffling npcs around.

Thanks for the explanation. They are pretty much identical, except the "AD&D Core SRD: Monsters" category items are frequently (all?) missing their Special Defence, Special Attack, and Magic Resist information. There's just a "1".

OK - I understand now that I can't just drag straight to the maps with anything I want. I wasn't really aiming to use the combat tracker, but I can see given the assumption that FG be used as a VTT that most people would want this! I've also upvoted the pin enhancements feature request.

Thanks for the advice guys!

celestian
December 17th, 2017, 19:22
Thanks for the explanation. They are pretty much identical, except the "AD&D Core SRD: Monsters" category items are frequently (all?) missing their Special Defence, Special Attack, and Magic Resist information. There's just a "1".



Odd, they should be exactly the same. It's just a category. Are you sure you're not loading 2 modules with different names? I very well could of had 2 different modules. I do recall fixing the SD/SA stuff at one point. I'll load it up as a module later tonight and see if I see the same thing.

ollster
December 18th, 2017, 01:32
Odd, they should be exactly the same. It's just a category. Are you sure you're not loading 2 modules with different names? I very well could of had 2 different modules.

To be sure I just created a clean new campaign based off ADD Core r18, loaded your single Monsters SRD module only, and yep, I still get two copies of each monster (one under each category), and of each pair one of them has a 1 in the fields already described.

Another thing I just noticed about each NPC record - although the AD&D Core SRD: Monsters entries all are missing those three fields, they all have attack modes under Actions > Weapons, whereas the straight SRD entries are missing this data.

So it looks like:
AD&D Core SRD: Monsters category NPCs items are missing spec def/attack and magic resistance
SRD category NPCs are missing their attacks.

Of course I could've done something nuts...

celestian
December 18th, 2017, 03:42
To be sure I just created a clean new campaign based off ADD Core r18, loaded your single Monsters SRD module only, and yep, I still get two copies of each monster (one under each category), and of each pair one of them has a 1 in the fields already described.

Another thing I just noticed about each NPC record - although the AD&D Core SRD: Monsters entries all are missing those three fields, they all have attack modes under Actions > Weapons, whereas the straight SRD entries are missing this data.

So it looks like:
AD&D Core SRD: Monsters category NPCs items are missing spec def/attack and magic resistance
SRD category NPCs are missing their attacks.



ok I see that, missed it also.

I've cleared out the double entries but im going to just have to rebuild this from ground up to include the basic attack info that gets imported.

I dunno when I'm going to get to that because it's a long process.

If anyone want's to volunteer to do this let me know. I've got the data I just need it shuffled to get just OGL/SRD critters. All it would involve is comparing the creatures and drag/dropping the correct one into a new list (some do need name tweaks)... but mostly just a lotta data eyeballing (names) and getting the correct creatures from the database dragged into the SRD one and exporting.

ollster
December 18th, 2017, 10:43
If anyone want's to volunteer to do this let me know.

Without really knowing what I'm getting myself in for... I could probably have a crack at it? It might take a while given the time of year, but if it's data entry I can probably find the time to contribute if you can give me the data and clear instructions.

celestian
December 18th, 2017, 15:34
Without really knowing what I'm getting myself in for... I could probably have a crack at it? It might take a while given the time of year, but if it's data entry I can probably find the time to contribute if you can give me the data and clear instructions.

I'll ping you privately with details/data. Thanks!

celestian
December 19th, 2017, 21:18
Thanks to ollster's help the monster SRD has been cleaned up. Fixed the double entries and the actions (basic). See the first post for DL link.

JackBurton
January 1st, 2018, 19:26
Been a Roll20 player for years but found I don't have time to create all the macros I needed to automate. Finally bit the bullet and bought into FG during Steam Winter sale and have been really impressed. The group I am in now started with and has always enjoyed 1E. I see the classes for Fighter, Thief, MU & Cleric. Am I missing Ranger, Paladin, Druid sub classes somewhere? Will Unearthed Arcana add Barbarian and Cavalier? Thanks for doing this. Can't wait to dig into this.
As an aside, while there is a steam sale going on any suggestions for supplements or modules?
Thanks!

LordEntrails
January 1st, 2018, 21:35
Hey Jack, welcome to FG and the forums.

What types of things are you interested in and what rule systems (editions) do you want? Adventures? Maps? Tokens? GM Resources?

Myrdin Potter
January 1st, 2018, 23:46
It really depends on what you need. For AD&D, there is nothing external available.

For 5e, I always strongly recommend the “complete core pack” which is the players handbook as it can be shared with players and makes setting up characters much quicker and easier.

In general, I also recommend looking on DMs Guild as there are a lot of little utilities and examples there. For example:

https://www.dmsguild.com/product/229097/Everything-Rob-Twohy-Christmas-Day-Sale-Extended?affiliate_id=229540

One of the included examples is a file that automatically plays sounds using syrinscape. Most is for 5e but a few are generic.

JackBurton
January 2nd, 2018, 03:56
Although I would move to 5e, none of my gaming group has any 5e experience or materials. As I understand it they would have access to materials I purchased but only when connected to my Ultimate license. We do have many copies of of the 1st edition PH, UA and DM guides. As for what items I am thinking of tokens (prefer topdown over pogs), adventures (recommendations that I could easily convert to AD&D) and resources that I can import to avoid data entry. A monster manual that means I don't have to do data entry is nice, anything that brings in race and class benefits that I don't have to code.
I will check out dmsguild. thanks for the link.

Jack Burton
It's all in the reflexes.

LordEntrails
January 2nd, 2018, 04:25
5E wouldn't be a big leap for you. But you might be tempted to spend some money if you went that way. Check out this post for details on 5E "stuff"; https://www.fantasygrounds.com/forums/showthread.php?32987-What-do-I-need-to-play-5e

Yes you are right about the players not having access to what you purchase on FG unless they are connected with you.

There are tokens in the store here, but I can't recommend any since I haven't bought any of them. For player portraits I usually just have the player send me a link from a google image search.

You can pretty easily play any print adventure you have without too much hassle (or by buying the pdf). What you need is a module of monsters (i.e. a monster manual). I think you would have to make this yourself since AD&D isn't licensed and I don't think it has an SRD/OGL. Then you can scan in the maps, or take them from the PDF, and use those. You might find online maps for many of them redone by various people that you can use too. Note that many of the old blue line maps are not actually square, so you will want to search the forums here for "map align tool" for a easy to use tool to scale and un-distort images. Then you just have to put together the encounters and NPCs. You can read all the boxed text and such so you don't have to transfer that to FG if you don't want to.

Another possible advantage to going to a newer edition is their are many tools for bulk NPC creation in 5E Pathfinder (and maybe other systems too).

If you are creating your own adventures, then the Trinkets and Descriptions links in my sig may be of interest to you.

celestian
January 2nd, 2018, 05:26
Been a Roll20 player for years but found I don't have time to create all the macros I needed to automate. Finally bit the bullet and bought into FG during Steam Winter sale and have been really impressed. The group I am in now started with and has always enjoyed 1E. I see the classes for Fighter, Thief, MU & Cleric. Am I missing Ranger, Paladin, Druid sub classes somewhere? Will Unearthed Arcana add Barbarian and Cavalier? Thanks for doing this. Can't wait to dig into this.
As an aside, while there is a steam sale going on any suggestions for supplements or modules?
Thanks!

Evening Jack. The classes that exist in the OSRIC bundle are all that exist in that form right now. However you can easily add new classes by using the "Classes" records and entering in the data. You can use the OSRIC classes as an example. It should be pretty simple.

If you have the Core Rules CD there are some tools to import a lot of the data that way as well if you're ok using the 2e versions.

The AD&D Core ruleset and it's data is mostly a 1 man project (me) but I'd be happy to help you sort out what you're trying to do to play some AD&D. You can catch me in Discord as "Celestian #0854". Drop me a note and we'll see what ya need setup.

Varsuuk
January 2nd, 2018, 05:54
If only WotC would recognize that there are people out there who would LOVE to buy 1e modules/books. I would love to be able to get official old time license modules to buy at FG :(. I can enter stuff but as a heavily overworked developer and Dad... time is way shorter than my ability to pay for premise modules.

damned
January 2nd, 2018, 06:59
If only WotC would recognize that there are people out there who would LOVE to buy 1e modules/books. I would love to be able to get official old time license modules to buy at FG :(. I can enter stuff but as a heavily overworked developer and Dad... time is way shorter than my ability to pay for premise modules.

They've come a little way with the products being available on dmsguild.com but they are mostly (all?) scans and not easy to extract data from.
I wonder if they dont even have original text sources any more...?

celestian
January 2nd, 2018, 07:18
They've come a little way with the products being available on dmsguild.com but they are mostly (all?) scans and not easy to extract data from.
I wonder if they dont even have original text sources any more...?

They do for the core books. With the re-prints of the 1e and 2e books they completely scanned and re-produced them. You can tell by the PDF's of those same books. I'd be really surprised if they don't exist in "word" or "doc" files somewhere at WoTC.

I've done most of the work for them already (at least the 2e version) and they could certainly make use of that (phb/dmg ref books) to start. That said I've emailed the Dmsguilds folks asking about supporting other versions of the game but gotten no where. Currently they only allow a specific version of the game to be sold on the site for things like this and it's not AD&D or basic D&D unfortunately.

I'll probably send them another email since it's a new year and try again sometime soon.

Varsuuk
January 2nd, 2018, 08:00
Yup, I’ve bought a whole hell of a lot of 1e (and 2e) pdfs. All the core books and many source books and several adventures.

I know have bought 1e ToEE 3 times (and like several modules, I had scanned copies already as well) and Night Below, Retile God, Greyhawk Gazeteer and couple others also I’ve bought replacements for worn out printed then more recently PDFs.

But... I meant making as Celestian is aware, FG versions or at least licensing so SW/FG versions could be made to sell.

Bidmaron
January 2nd, 2018, 11:05
For many years, WotC would not even sell PDFs of their 3.x materials. They believed that the existence of 3.x threatened their 4th edition. Now that they moved on to 5th edition, they seem to have gotten over that. However, it could be that they don't want to license older materials because it would compete with their current 5e production efforts. Kind of makes sense. They can't unprint their earlier material, so they might as well enjoy the revenue stream selling PDFs. But they CAN prevent anyone from making new material using their old edition by not issuing licenses and limiting 3rd parties to whatever open gaming license the edition had (which was not much prior to 3e).

This very thread is proof of their thinking. The OP will either go to the effort of entering all his old stuff he has (since no license means no purchasable product), or, more likely, he will eventually tire of taking all that time to enter stuff and move on to 5e (or some other game in active development). Or he will go back to pen and paper with his old stuff.

Varsuuk
January 2nd, 2018, 13:19
I doubt the FG subset drives their decision making.

For my nonbFG play (ie other than this be game a week), I do 1e tabletop week th some 2e. I haven’t bought ugly any new 5e other than FG versions and those only because I love this software and wants o keep using it.

However, I have been more and more playing around with C&C in addition to my 2e tabletop. As a mapping tool for players (their maps are low res but I’m learning to create own) with DM tracking / mob management,!it helps at table.

5e is fine. But it is still too “new” for me with leveling/video game influences cos book ones. From magic changes to fall down get up and fight etc. I love playing due to the players and DM only marginally due to the rules.

I’ve bought a ton of S&W PDFs. Yet another non WOTC company. But prob will just use in AD&D.

I think 5e is great as s modern system. I doubt any but SOME longtime older OSR players feel the loss. Of course to me the old fame competes well against video games where the new ones do not (again to me, rather play mmo in many cases, since speed of leveling, resilience of all classes, class vs party balancing, and constant casting are already acceptable in those)

But off topic, just wish didn’t have to cut and paste as much. But it isn’t horrible to do. Maps can be more work because ones I buy arr always prettier

damned
January 2nd, 2018, 13:25
Varsuuk you be trippin' again my man!

Varsuuk
January 2nd, 2018, 13:56
*still*

:)


(PS hard to type on wee little iphone (even plus) keyboard for me... I should wait until back at desktop for these things)

Bidmaron
January 2nd, 2018, 15:21
I wasn’t only talking FG. Hero lab can’t get old license either but not sure how hard they tried.

celestian
January 2nd, 2018, 15:54
For many years, WotC would not even sell PDFs of their 3.x materials. They believed that the existence of 3.x threatened their 4th edition. Now that they moved on to 5th edition, they seem to have gotten over that. However, it could be that they don't want to license older materials because it would compete with their current 5e production efforts. Kind of makes sense. They can't unprint their earlier material, so they might as well enjoy the revenue stream selling PDFs. But they CAN prevent anyone from making new material using their old edition by not issuing licenses and limiting 3rd parties to whatever open gaming license the edition had (which was not much prior to 3e).

This very thread is proof of their thinking. The OP will either go to the effort of entering all his old stuff he has (since no license means no purchasable product), or, more likely, he will eventually tire of taking all that time to enter stuff and move on to 5e (or some other game in active development). Or he will go back to pen and paper with his old stuff.

People will just use OGL versions like OSRIC or S&W and by-pass them entirely. I've had to do this for classes, spells, creatures already. I'd much rather just use the stuff from the books but as I said before, they won't let us unless it's the current revision of the game.

It's a loosing proposition for them to ignore those folks that like other versions. Some people will not play the "latest", specially if there are other options. It's "free" money for WoTC because all they have to do is allow folks like me to put up class/npc/spells/etc in FG format for AD&D and they get their cut with no effort other than keeping the dmsguilds site up. I would probably give them what I've done if they'd just put it up. I'm already doing this for nothing.

Now that the bulk of the coding work is sorted outside of some smaller remaining issues my focus this year is going to be setting up tools in the ruleset to import to reduce the load on the DM. I also am considering getting all of OSRIC's material (spells, npcs, classes and rules as ref manual?) in where possible.

JackBurton
January 2nd, 2018, 16:54
People will just use OGL versions like OSRIC or S&W and by-pass them entirely. I've had to do this for classes, spells, creatures already. I'd much rather just use the stuff from the books but as I said before, they won't let us unless it's the current revision of the game.

It's a loosing proposition for them to ignore those folks that like other versions. Some people will not play the "latest", specially if there are other options. It's "free" money for WoTC because all they have to do is allow folks like me to put up class/npc/spells/etc in FG format for AD&D and they get their cut with no effort other than keeping the dmsguilds site up. I would probably give them what I've done if they'd just put it up. I'm already doing this for nothing.

Now that the bulk of the coding work is sorted outside of some smaller remaining issues my focus this year is going to be setting up tools in the ruleset to import to reduce the load on the DM. I also am considering getting all of OSRIC's material (spells, npcs, classes and rules as ref manual?) in where possible.


I agree that with the FG system there really is no reason for WOTC to license and make some $ off of it. I don't think they will lose money from 5e because only old geezers really know about 1E or 2E. Most likely they don't want to be bothered with it. Like my Dad used to say "If I say 'no' I don't have to worry about what I said yes to" so it is easier for them to say no compared to what they 'think' they will benefit from. My guess.

I'm for protecting IP but it does seem like a win/win to license it. The problem we noted 30 years ago is that once you have purchased the books (the printer) you don't HAVE to buy anything else. This was great in High School where money was tight and time abundant. I always wondered why T$R (as we referred to them back then) didn't make more Adventures (the ink). Instead they would come out with new versions that sometimes had dramatic changes (good or bad) and sometimes had slight changes. In college I bought 2E PH and DM and sold it to a friend the same day because there wasn't enough change for me to justify 3 weeks of ramen to afford it.

So why not make $$ on your IP in a newer format?

On vacation now but when I get back I'll take a look at creating classes for 1E and UA. I'll take you up on help if I stumble.

Thanks again for your work on this.

Jack Burton

Myrdin Potter
January 2nd, 2018, 22:28
I am sure that one of the reasons relates to IP around artwork and some of the materials. The other is limited resources and lack of time to focus on more than the current set.

They really should license SmiteWorks to covert older material and to provide a rule set. At this point there are two functional AD&D and one functional 2e rulesets. The money from the older materials would be “free money” and they are already selling the 1e pdf so why not other than lack of resources.

As for why not offer more adventurers, they actually offered quite a few but the most money is always in books that players can buy instead of materials for the DM only.

damned
January 2nd, 2018, 22:37
I am sure that one of the reasons relates to IP around artwork and some of the materials. The other is limited resources and lack of time to focus on more than the current set.

They really should license SmiteWorks to covert older material and to provide a rule set. At this point there are two functional AD&D and one functional 2e rulesets. The money from the older materials would be “free money” and they are already selling the 1e pdf so why not other than lack of resources.

As for why not offer more adventurers, they actually offered quite a few but the most money is always in books that players can buy instead of materials for the DM only.

Ultimately there are probbly two things driving this. The first is focus - keep the customers focus on 5e. That is th product we are selling today. The other is if there is any irregularities in IP ownership, royalties etc.
Anyway... slowly, slowly the Wizards might come around.

Bidmaron
January 2nd, 2018, 23:59
I doubt it. You cannot get parts for a '57 Chevy from General Motors. (well, unless a part in a modern car actually somehow still fits a '57). I think it is just not worth their bother. As much as we all love FG, the sales from AD&D are just not enough to pay the attorneys to write the license agreement. Selling PDFs made sense because there is no maintenance to it: write the agreement and let the royalties from DTRGP roll in, however slow they may be. If Celestian got a license and then decided three years later to retire, then they would have to negotiate a new license with someone.

But I think it is just a holdover of their 4e thinking. The whole reason Paizo exists today is arguably because the only way that WotC could get out of their Dragon magazine contract with Paizo was to let Paizo evolve Pathfinder from 3.5e. As I've said on another post, they were so determined that there would be only one (to borrow Highlander terminology), that they revoked their license with ALL publishers except Paizo, spawning the OGL and D20 cottage industry when they could no longer advertise 3.x compatibility. Anyway, the fact is that a license seems highly unlikely, whatever the reason....

celestian
January 3rd, 2018, 01:04
If Celestian got a license and then decided three years later to retire, then they would have to negotiate a new license with someone.

It wouldn't be with me. It would be with Smiteworks.

Asbendale
January 3rd, 2018, 22:09
Just found this site, and well...that total made my day :) Im also an old ADD 2nd edition DM and still have a group going playing the Dragonlance campain, but as i can read in the post, we also was about to go to 5E since we live apart and it was the only way to play more. This might just have saved me/us hours of work to change the adventure to 5e :)

damned
January 3rd, 2018, 22:17
Welcome Asbendale

You wont be disappointed going with either 5e or AD&D - both are very excellent rulesets.

Asbendale
January 3rd, 2018, 22:41
Ok i have the AD&D core.pak in fantasy grounds, how do i get spells, monsters, classes and items in?

damned
January 3rd, 2018, 23:15
Ok i have the AD&D core.pak in fantasy grounds, how do i get spells, monsters, classes and items in?

You can only get the SRD data that is in teh first post.
Download the mod files and place them in modules and then go Library->Modules and Load them.

Asbendale
January 4th, 2018, 19:09
Got the pax file in and the mods :) Now if i understand, and from what i see in game, its only the most basic things, so it playable with the standard classes fighter,mage,priest and thief. So all spicial books is still missing?

LordEntrails
January 4th, 2018, 19:15
Got the pax file in and the mods :) Now if i understand, and from what i see in game, its only the most basic things, so it playable with the standard classes fighter,mage,priest and thief. So all spicial books is still missing?
I believe it's that all the special books are still under copyright protection. Therefore they can't be distributed.

damned
January 4th, 2018, 22:00
All books are under copy protection. celestian has converted material that falls under the later SRD and OGL that can be carried backwards and converted to AD&D compatibility.
You can enter the other things that you need as and when you need them.

celestian
January 5th, 2018, 07:15
Got the pax file in and the mods :) Now if i understand, and from what i see in game, its only the most basic things, so it playable with the standard classes fighter,mage,priest and thief. So all spicial books is still missing?

The content I've uploaded is a small slice of what is in the OGL/SRD. I wanted to get the basic items there at the very least so folks could use it. Classes like the ranger in OSRIC can certainly be used as well but my time is limited and so I just went with the 4 core.

I have written an import script that will pull in a lot more if you have the old Core Rules CD content...

That said it's not going to be content rich as the commercial ones because of copyright limitations. It will take a bit more effort because of that.

Asbendale
January 6th, 2018, 09:07
The content I've uploaded is a small slice of what is in the OGL/SRD. I wanted to get the basic items there at the very least so folks could use it. Classes like the ranger in OSRIC can certainly be used as well but my time is limited and so I just went with the 4 core.

I have written an import script that will pull in a lot more if you have the old Core Rules CD content...

That said it's not going to be content rich as the commercial ones because of copyright limitations. It will take a bit more effort because of that.

Been trying it out, and so far all seems fine. I have however found some differences in xp advancement. Im playing 2nd edition and advancement for a fighter is L2 = 2000 XP, Level 3 = 4000 XP, that is not the same as in this version, but it work and that it all that matters. As for corerules i do have the cd and the expansion so i would really like the script :). Also a Historie or World button on the Right menu could be nice, since we are playing Dragonlance, im putting a lot of history in to the game :)

Thanks for the hard work so far and let me know if i can help out, by puring data in to the game :)

celestian
January 6th, 2018, 20:22
Been trying it out, and so far all seems fine. I have however found some differences in xp advancement. Im playing 2nd edition and advancement for a fighter is L2 = 2000 XP, Level 3 = 4000 XP, that is not the same as in this version, but it work and that it all that matters. As for corerules i do have the cd and the expansion so i would really like the script :). Also a Historie or World button on the Right menu could be nice, since we are playing Dragonlance, im putting a lot of history in to the game :)

Thanks for the hard work so far and let me know if i can help out, by puring data in to the game :)

OSRIC advancement (which is what I used for the Classes module) is probably where you're seeing the dependencies with AD&D 2e.

Can resolve some of this if we can get you the data imported (including spells/monsters/etc).

Feel free to ping me on Discord at "Celestian #0854" (I idle in the official FG server also) and I'll be happy to help you get it working.

ollster
January 10th, 2018, 23:24
Hi celestian - I might've found a couple of bugs with the core pak. I used your parsing scripts to grab the items etc. from the core rules CD.

I've been trying to edit some of the items, to say categorise them as "Weapons" so they appear under the Weapons category of items... and I frequently get this error:
"Script Error: [string "campaign/scripts/item_main.lua"]:82: attempt to index global 'istemplate' (a nil value)"

I also get the following error when I try and add properties under the Weapons tab within an item:
"Script Error: [string "campaign/scripts/char_weapon.lua"]:43: bad argument #-1 to 'setValue' (number expected, got string)
Database Notice: Campaign saved."

Any ideas as to what's going on?

celestian
January 11th, 2018, 00:31
Hi celestian - I might've found a couple of bugs with the core pak. I used your parsing scripts to grab the items etc. from the core rules CD.

I've been trying to edit some of the items, to say categorise them as "Weapons" so they appear under the Weapons category of items... and I frequently get this error:
"Script Error: [string "campaign/scripts/item_main.lua"]:82: attempt to index global 'istemplate' (a nil value)"

I also get the following error when I try and add properties under the Weapons tab within an item:
"Script Error: [string "campaign/scripts/char_weapon.lua"]:43: bad argument #-1 to 'setValue' (number expected, got string)
Database Notice: Campaign saved."

Any ideas as to what's going on?

Can you tell me exactly where you are changing what in the first part? A screenshot indicating where would be best.

I did a few changes locally to see if there was something up but couldn't replicate anything. I changed the properties value w/o problem on a few items.

ollster
January 11th, 2018, 02:23
Sorry, I fired up FG on another machine with your ruleset v18 and the extra modules and couldn't replicate the first error. So scrap that one!

The second one I can replicate. Fresh campaign from the v18 ruleset, no modules loaded. I created a new item, and tried to add weapon stats.

21912

celestian
January 11th, 2018, 03:53
Sorry, I fired up FG on another machine with your ruleset v18 and the extra modules and couldn't replicate the first error. So scrap that one!

The second one I can replicate. Fresh campaign from the v18 ruleset, no modules loaded. I created a new item, and tried to add weapon stats.

21912

I did some local testing (and checked that section of code). I did see a condition that could cause an error and I've corrected it.

I'll see if I can get a new rev up with this fix (and a few others I've been fixing) tomorrow so this won't be a problem moving forward for you.

ollster
January 11th, 2018, 04:13
Thanks, I'll keep and eye on the repo and try the updated pak once it's up!

celestian
January 11th, 2018, 04:16
Thanks, I'll keep and eye on the repo and try the updated pak once it's up!

Ah! Well if you're snagging it from the repo I'll post it now.

ollster
January 11th, 2018, 11:48
Just updated my local version - issue fixed!

Thanks again.

celestian
January 12th, 2018, 04:32
Been working on updating proficiencies, weapon/nonweapon and where you can see the slots you have and spent and came up with this. Moved a few things into the skills tab since all of them are profs.

This is what I'm tentatively going for. If anyone has suggestions on better layout ... by all means.
https://i.imgur.com/sFXEcka.png

damned
January 12th, 2018, 05:01
Hahahaha - my only suggestion is.... Goldenrod.... aaaarrrgghh!

yeknom
January 12th, 2018, 05:40
Hahahaha - my only suggestion is.... Goldenrod.... aaaarrrgghh!

I have to agree. The ruleset is amazing and is working better with each release. That character sheet though :(

celestian
January 12th, 2018, 06:32
I have to agree. The ruleset is amazing and is working better with each release. That character sheet though :(

I'm a fan of golden rod. That said I'm not averse to adding a new theme is someone wants to come up with it ;)

damned
January 12th, 2018, 06:38
thats goldenrod - love it or hate it!

celestian
January 12th, 2018, 16:18
thats goldenrod - love it or hate it!

Yeah, my group used them well into the 90s with 2e. I considered using the 2e sheets as a model for the character sheets in AD&D Core but they seem pretty bland. More like an Excel spreadsheet.

I might go back if time permits and make a more standard sheet like the original in the ruleset and tweak it a bit and try for a modern look with old flavor? I'm just not a graphics design/layout person so that kinda thing is hit or miss for me.

JackBurton
January 12th, 2018, 23:40
Uh oh, may be from the windows save extension but now my ui is missing the icons for characters, classes, etc on the right. Even if I don't enable the extension it seems to cause this issue. Any idea of how to restore the icons?21927

... also may be the /scaleui I played with as well :0

LordEntrails
January 13th, 2018, 01:35
Uh oh, may be from the windows save extension but now my ui is missing the icons for characters, classes, etc on the right. Even if I don't enable the extension it seems to cause this issue. Any idea of how to restore the icons?21927

... also may be the /scaleui I played with as well :0
Rename the windowstate.xml file in your campaign. It should recreate it and reset all you icons etc to default.

JackBurton
January 13th, 2018, 02:26
Thank you LordEntrails for the suggestion but it also happened when I created new campaigns. After some troubleshooting it seems that the table import extension is not compatible with the Tableimport extension. Old adage of 'don't apply to many variables at the same time'. Windows save works but tableimport doesn't. Odd that it shows as an extension though.
Ok, back to setting up my environment to play with... next step is to see what I can do with this new toy :)

Doh! Drinking Hopslam while typing is not a good idea. It is the tableimport extension with celestian's ruleset that is the problem. I am sure that the table import extension is compatible with the tableimort extension :)

damned
January 13th, 2018, 02:35
TableImport should probably just be used in Prep Campaigns due to the way it rewrites campaign tools.

celestian
January 13th, 2018, 03:36
Is this my Table Import? If so you don't need it as it's part of the AD&D Core ruleset.

damned
January 13th, 2018, 03:38
Is this my Table Import? If so you don't need it as it's part of the AD&D Core ruleset.

It is yours and thats probably why :)

ollster
January 16th, 2018, 21:03
Has there been a chance with the theme in the newest ruleset version?

It looks ... Less nice. Mainly with the desktop background and right menu.

JohnD
January 16th, 2018, 21:05
Has there been a chance with the theme in the newest ruleset version?

It looks ... Less nice. Mainly with the desktop background and right menu.

Can you post a screenshot? It might help celestian assess the issue if there is one.

celestian
January 16th, 2018, 22:01
Has there been a chance with the theme in the newest ruleset version?

It looks ... Less nice. Mainly with the desktop background and right menu.

I was tinkering around with it in the repo version ;) I've put it back. Was mostly learning how to change things so I could come up with a theme at some point.

I'll make sure that version is pushed to the repo. I do a good bit of testing there just FYI ;)

ollster
January 16th, 2018, 22:03
Lol ah ok.

I'm all about the bleeding edge. ;-)

celestian
January 17th, 2018, 21:27
FYI I've updated the OSRIC classes module to include a new field in the "advancement" section. Turn level. This is to prep for when I push the new version of AD&D Core up over the weekend. Once I do that you'll be able to make use of it in your own class records and have the turn level managed by leveling up.

celestian
January 19th, 2018, 05:24
Update 2018.01.18:

Bug fixes:

Memorized count display issue.
Dangling npc spawn issue
Depricated speedfactor issue

New:

Profs/weapon values earned/used DM can change the earned, players can change the used.
Moved weapon and languages to "skills" tab, all profs/nonweapon in same tab now.
Added turn, arcane and divine level to advancement. Turn level is used when turning undead. Currently arcane/divine levels are not used but I'm trying to sort out a method to make use of them for spells (like fireball is '(LEVEL)d6' damage. Still plotting it out but added the tracking now.
Effects added to class (advancement) and race. Apply effects to a class in advancement section. Also added the same thing to races. For example when a dwarf is added to a character as their race they can now have something like "IFT: TYPE (giant); AC: 4" which would improve their AC by 4 versus giant type creatures. These effects show on the character sheet on the abilities tab in the "Advanced Effects" section. They will not be applied unless the character is added to the combat tracker. (see end of post for images).
Concentration for npcs "hidden" from players


https://i.imgur.com/2nrudcs.png

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

https://i.imgur.com/cM9WgbA.png

celestian
January 22nd, 2018, 01:34
Sorta migrated the character sheet back to the original style and created a "Goldenrod character sheet" extension. Won't be ready till I get back from day job travel next week but here is what the plain one looks like now.

https://i.imgur.com/AXPlQH4.png

jab112
January 22nd, 2018, 03:51
How do you decrease an ability score when entering racial traits?

celestian
January 22nd, 2018, 04:00
How do you decrease an ability score when entering racial traits?

Should work like the 5E ruleset in that respect, here is what I have for haflings in my racial trait entry:


Your Dexterity score increases by 1 and your Strength score is reduced by 1

https://i.imgur.com/LqLk1bD.png

Just make sure your players have set their ability scores from the rolls they are going to use before you apply racial. Otherwise it'll adjust the "default" value (9) and they might not realize it.

jab112
January 22nd, 2018, 04:11
Thank you for the help. I have it now.

Asbendale
January 23rd, 2018, 16:35
Ok been trying the toolset out, and i must say that it works like a charm. Havent yet held any RP sessions since im in the middel of pouring Dragonlance ti to it :). Regarding the charter sheet i must say that i like the paperlook a lot more that the yellow one. Also i have tryed to contact you on Discord but with littel luck, so here is my discord name if you could try to contact me to get the core books in, im not used to discord so im a bit out of my element there :) "Asbendale#4009

ollster
January 23rd, 2018, 21:53
I agree with the general sentiment about the character sheet - the goldenrod sheet, while "traditional" was fairly incongruent with the rest of the themeing.

The new one looks nice. :-)


Also i have tryed to contact you on Discord but with littel luck, so here is my discord name if you could try to contact me to get the core books in, im not used to discord so im a bit out of my element there :) "Asbendale#4009

Celestian mentioned a couple of posts up that he's on the road for work this week.

ollster
January 23rd, 2018, 22:02
Your Dexterity score increases by 1 and your Strength score is reduced by 1

Do I understand that writing a plain text statement like this will produce a numerical result on the character sheet? I've not found where FG documented this - can someone point me to where this is documented?!

Trenloe
January 23rd, 2018, 22:29
Your Dexterity score increases by 1 and your Strength score is reduced by 1

Do I understand that writing a plain text statement like this will produce a numerical result on the character sheet? I've not found where FG documented this - can someone point me to where this is documented?!
It's 5E code. It is probably covered in one of Zacchaeus's videos. See the Creating Races video (and maybe the Creating Backgrounds and Class Creation videos) here: https://www.fantasygrounds.com/forums/showthread.php?27296-Guides-videos-and-other-helpful-information And also look at the example races that come with the 5E SRD or 5E Basic Rules modules - these have various text in the format that FG recognises.

EDIT: A small bit of info here too: https://www.fantasygrounds.com/forums/showthread.php?38838-5E-Ability-Score-Increase-Choice

ollster
January 23rd, 2018, 23:43
It's 5E code.

Ah, that explains it! Thanks, I'll have a look.

celestian
January 24th, 2018, 03:30
Ah, that explains it! Thanks, I'll have a look.

Yep, 5E ruleset code. One reason I picked it as the base to start with was cause of all the cool features I wouldn't have to reinvent.

At some point I might make it so there is a mechanical configuration for it but in the meantime this works.

I should add some races to the OSRIC classes module with examples... I';ll see about it when I get back home.

YAKO SOMEDAKY
January 24th, 2018, 10:33
Cool, Celestian
Since the first time I saw the Ruleset from ADnD I fell in love with it, mainly because of the nostalgia it provided me, now with examples of Races and Classes it becomes easier to develop the modules and return to this wonderful world of nostalgia and magic: D

ollster
February 2nd, 2018, 05:09
Just wondering if anyone has compiled a list, or can provide a guide, as to what 3rd party modules and extensions work with this ruleset?

celestian
February 2nd, 2018, 06:42
Just wondering if anyone has compiled a list, or can provide a guide, as to what 3rd party modules and extensions work with this ruleset?

Unfortunately while it will load 5E and CoreRPG modules the compatibility will be minimal in most cases for 5E. The actions/powers have changed to be more in-line with the AD&D type and features that were improved upon. AD&D Also has a lot of stats specific to it's rule system that are not present in 5e.

As far as extensions, most everything that works with CoreRPG should work with AD&D Core except perhaps something related to effects since I've made several updates to that area.

I don't have a comprehensive list but I hope that helps some.

ollster
February 2nd, 2018, 08:42
Cool, that's good to know. I can at least narrow the hunt a bit!

damned
February 2nd, 2018, 10:03
Universal Modules Extension will allow you to get the meat out of modules for most rulesets.

ollster
February 2nd, 2018, 10:42
Universal Modules Extension will allow you to get the meat out of modules for most rulesets.

Well, that's pretty cool, thanks. I'll have a muck with it.

celestian
February 5th, 2018, 00:51
Update 2018.02.04:

Removed TableImport and /Author from base code, use extension (easier for me to manage)
Character sheet revamped (download GoldenRod Extension (https://www.fantasygrounds.com/forums/showthread.php?37777-Project-AD-amp-D-Core-Ruleset&p=332319&viewfull=1#post332319) to see old style)
Trimmed out more 5eisms from npc sheets and encounters
Fixed bug in abilities (related to moving abilities/languages)


The screenshots for the character sheet on the main thread are updated with the new style. If you want the goldenrod style sheets download and activate the Goldenrod Extension (https://www.fantasygrounds.com/forums/showthread.php?37777-Project-AD-amp-D-Core-Ruleset&p=332319&viewfull=1#post332319) I made.

Using that it will keep the look like this.

https://i.imgur.com/vA6c2SU.png

yeknom
February 5th, 2018, 01:23
This ruleset keeps getting better and better. It is a shame that the stars do not align to allow it to become a retail ruleset.

Varsuuk
February 5th, 2018, 17:36
This ruleset keeps getting better and better. It is a shame that the stars do not align to allow it to become a retail ruleset.

Gods, if that were not the case - could you imagine the mountain of materials/adventures that would open the floodgates to? Most of which already exists and would be just one more source of revenue like DMsGuild AD&D pdfs. It would increase them because DMsGuild depends (nearly) solely on those still running only table games.