View Full Version : The One Ring: Core RPG Conversion
Valarian
October 26th, 2019, 15:02
There is now a CoreRPG version of the ruleset for The One Ring available in the CoreRPG section of my Rulesets Google Drive folder (https://drive.google.com/drive/folders/0B75Lr5C1Hpx3dTR3T2UxUUNsc00?resourcekey=0-H8HWAgaf9yOJ4_Y9bouHtA&usp=sharing).
Current version: 1.3 (FG Unity)
TheOneRing.pak - put this file in the rulesets folder of your Fantasy Grounds data folder.
Current ideas for improvements:
Item Sheet: Add fields for weapon damage, edge, injury.
Item Sheet: Add fields for armour rating and shield bonus.
Character Sheet: Update weapon/armour/shield values on the character sheet when drag-drop an item to the inventory.
Party Sheet: Add Travel roles to the party sheet (under watch order).
There's a TolkienLanguages.ext extension in the Google Drive folder as well. This has language fonts for several Tolkien languages and should work for both The One Ring and the AiMe rulesets.
Put this file in the extensions folder of your Fantasy Grounds data folder.
Translations: I've tried to use the soft-coded messages throughout to allow for translations. Translation extensions of the ruleset will need to translate the CoreRPG strings files, and the strings_campaign_tor.xml file from the strings folder in The One Ring ruleset.
Spanish / Español (partial translation) (https://drive.google.com/file/d/1smYTvl5Hh9HefnnL91XKB8IHM8ej1u0a/view?usp=sharing)
French / Français (https://www.jdrvirtuel.com/viewtopic.php?f=984&t=31985)
Character Sheet available (https://drive.google.com/drive/folders/1uTU91PBqmUbhZZH3GOLXwofh_ydw2dp4?usp=sharing) for the Fantasy Grounds Character Sheet Printer (https://www.fantasygrounds.com/forums/showthread.php?27390-Universal-Character-Sheet-Printer-for-FG) utility.
Changes in Version 1.3
Fix to inventory encumbrance calculation after change to CoreRPG (Unity compatible only)
Known Errors in Version 1.3
Error when adding a NPC to combat tracker from an Encounter
Message changed from "Unable to create NPC record" to "NPC added to Combat Tracker".
Traced to CombatManger.addBattle function. No fix as yet. Adding missing NPC attributes did not resolve the problem.
Reported issues under investigation
Token placed from encounter record does not appear on map when encounter copied to the combat tracker.
(Related to NPC combat tracker error?)
Unable to drag a token directly from the character sheet or portrait to a map/image
Workaround: drag to the "table" first, then to the map/image or drag from the combat tracker.
This is a CoreRPG issue.
Can't drag a token directly from the character sheet to an image.
Can't drag a token from the connected player image (character sheet link) above the chat box.
Valarian
October 26th, 2019, 15:18
The character sheet is currently still based on the 1st edition of The One Ring. This may change with the release of 2nd edition later this year, and the current character sheet moved to an extension.
Character Sheet Tabs & Changes
Main: A few small changes. The Advancement points have been moved to the main tab and given current/total values. The Poisoned condition has moved to the general conditions box.
Combat: Again, small changes. There's a marker for headgear which the protection test roll takes into account. I've also added a Combat Stance marker, with the intention that this will set your stance in the combat tracker.
Abilities: not much changed here.
Inventory: I've kept this close to the CoreRPG inventory
Other: The fellowship tab has changed a little. Fellowship points and Standing now down the side.
Log: The Tale of Years has added a link field for linking your log to Notes.
Notes: This is CoreRPG.
Valarian
October 26th, 2019, 15:26
The NPC Sheet has changed slightly from the Foundation Core version. The main difference is a dynamic changing of the displayed fields based on the Faction indicator in the NPC header.
Foe: The NPC is an Adversary and the Hate score is shown. The reference fields at the bottom of the sheet are labelled as "Special Abilities". Adversaries roll skills using the G-Rune as zero and the Eye of Sauron as 10.
Neutral/None: The NPC is shown without the Hate score and the reference fields at the bottom are labelled as Traits. The generic skill groups are swapped for six specific skill slots. The reference fields at the bottom are labelled as Traits. Allies roll skills using the G-Rune as 10 and the Eye of Sauron as zero.
Friend: The NPC is a potential ally. The NPC is shown without the Hate score and the reference fields at the bottom are labelled as Traits. The generic skill groups are swapped for six specific skill slots. The reference fields at the bottom are labelled as Traits. Allies roll skills using the G-Rune as 10 and the Eye of Sauron as zero.
Both Note and Reference Text reference links are allowed as drag/drop in the reference fields.
Valarian
October 26th, 2019, 15:27
The GM combat tracker view is much the same as in the previous Foundation Core version.
For player characters, the combat tracker entry shows values linked to the character sheet.
Stance: stance (for initiative order)
End: current endurance (the left hand endurance value on the character sheet)
Ftg: fatigue threshold (for noting when the character becomes weary)
Parry: parry (for determining to-hit value)
Shield: shield bonus (for determining to-hit value)
For NPCs, the combat tracker shows copies of the values on the linked NPC sheet. When rolling for an NPC with zero hate, the GM should tick the Weary box before making their roll. This will discount the 1-3 values on the skill dice.
Stance: stance (for initiative order)
End: current endurance
Ftg: current hate (for noting when the NPC becomes weary)
Parry: parry (for determining to-hit value)
Shield: shield bonus (for determining to-hit value)
The client view now shows the stance as well as the turn order. The stance is linked to Combat Stance value on the character sheet combat tab. The player can switch their stance from their character sheet, and this will be reflected on the combat tracker.
Note: If the turn order is hidden on the client side then the stance ordering isn't updated. Setting it to "On" or "Friendly" will order the characters into their stance orders. If set to "Friendly" the NPCs are shown in attribute level order, but the attribute level value is hidden.
superteddy57
October 27th, 2019, 02:47
Good work!
vyruxx
October 27th, 2019, 13:12
perfect, when can we play it?
Valarian
October 27th, 2019, 14:08
perfect, when can we play it?
You can play The One Ring now in Fantasy Grounds, just using the older community Foundation Core base. This is just an update of the ruleset to the CoreRPG base instead. The current ruleset is in my rulesets folder (https://drive.google.com/drive/folders/0B75Lr5C1Hpx3RTRremljMXo3N1E) as fcore-TOR.pak.
Valarian
October 28th, 2019, 13:24
perfect, when can we play it?
The CoreRPG version is available, currently to be used with caution for an actual game.
vyruxx
October 30th, 2019, 19:30
Hello, when I try to create redwards or virtues, I get this error and do not let me create anything
29733
Valarian
November 1st, 2019, 08:53
Hello, when I try to create redwards or virtues, I get this error and do not let me create anything
29733
I'm not able to reproduce the error, either as GM adding Rewards/Virtues or as a connected player. I've tried adding to the list via the right-click radial menu and via drag/drop.
29774
Please check the ruleset version. The current version of the CoreRPG conversion is 0.3 (updated Oct 29, 10:10 PM).
vyruxx
November 1st, 2019, 09:05
hello and thank you for answering, the error is when you hit the icon +
29778
Valarian
November 1st, 2019, 09:33
hello and thank you for answering, the error is when you hit the icon +
29778
Thanks. Managed to reproduce the problem.
Valarian
November 1st, 2019, 10:14
Thanks. Managed to reproduce the problem.
Fixed. Version 0.4 available (1st Nov 9:12 AM)
vyruxx
November 1st, 2019, 12:28
thank you!
Torment
November 4th, 2019, 20:21
Hello Valarian! I just want to say THANK YOU!! I appreciate a lot your job making this CoreRPG update and new options you have developed in this ruleset. It's all that I need to bring my campaigns alive. I mean, foundation ruleset wasn't bad but this is completely awesome! You are my hero. Thanks a lot!!
Valarian
November 5th, 2019, 06:57
A note on migrating campaigns from the Foundation Core version to CoreRPG. Notes entries need to be converted from string to formatted string.
Hector Trelane
November 8th, 2019, 18:48
This is great and we owe you a debt, Valarian. I'm looking forward to making use of this in the semi-near future!
P.S. I'm anticipating that the ability to run a 1e game will still be desirable and handy. However it may turn out that 2e pleases everyone and 1e becomes obsolete... I suppose we'll need to see how 2e plays for a bit...
Hector Trelane
November 8th, 2019, 19:02
The NPC Sheet has changed slightly from the Foundation Core version. The main difference is a dynamic changing of the displayed fields based on the Faction indicator in the NPC header.
Foe: The NPC is an Adversary and the Hate score is shown. The reference fields at the bottom of the sheet are labelled as "Special Abilities". Adversaries roll skills using the G-Rune as zero and the Eye of Sauron as 10.
Neutral/None: The NPC is shown without the Hate score and the reference fields at the bottom are labelled as Traits. Neutrals roll skills using the G-Rune as zero and the Eye of Sauron as 10.
Friend: The NPC is a potential ally. The generic skill groups are swapped for six specific skill slots. The reference fields at the bottom are labelled as Traits. Allies roll skills using the G-Rune as 10 and the Eye of Sauron as zero.
Both Note and Reference Text reference links are allowed as drag/drop in the reference fields.
I will say this NPC sheet is a thing of beauty since it matches how NPCs and Foes are laid out in the book, making life easier for the GM/LM. Many rulesets don't get to the NPC sheet, so well done, Valarian.
The draggable Traits, Virtues, and Special Abilities are also welcome user-friendly features.
Valarian
November 9th, 2019, 12:48
This is great and we owe you a debt, Valarian. I'm looking forward to making use of this in the semi-near future!
P.S. I'm anticipating that the ability to run a 1e game will still be desirable and handy. However it may turn out that 2e pleases everyone and 1e becomes obsolete... I suppose we'll need to see how 2e plays for a bit...
I haven't decided what I'm going to do with 2nd edition as yet. It's likely that I'll move the existing 1st edition content into an extension, and then change the base ruleset for 2nd edition.
Valarian
November 9th, 2019, 12:50
I will say this NPC sheet is a thing of beauty since it matches how NPCs and Foes are laid out in the book, making life easier for the GM/LM. Many rulesets don't get to the NPC sheet, so well done, Valarian.
The draggable Traits, Virtues, and Special Abilities are also welcome user-friendly features.
The Combat Stance on the player sheet should also make the GMs life a lot easier. The players can set their stance on the combat tab, and this will reflect in the combat tracker for initiative order.
Torment
November 9th, 2019, 19:32
I've found this message every time I try to roll an attack. Is that ok, Valarian?
30024
Valarian
November 9th, 2019, 21:09
Do you have the 0.4 version? The latest version should have had all the Debug.chat messages removed.
Torment
November 10th, 2019, 07:41
Do you have the 0.4 version? The latest version should have had all the Debug.chat messages removed.
That's it! Thank you very much!.
Valarian
November 16th, 2019, 19:25
Version 0.5 : Minor Changes
Changed Neutral NPC to use the defined skills and PC dice rolling. This is how NPCs are defined in the books (e.g. Heart of the Wild).
Changed Ranged damage bonus to show actual value rather than a +/- difference from the standard damage bonus. Use Damage for melee damage bonus and Ranged for ranged damage bonus.
Torment
November 17th, 2019, 10:25
Version 0.5 : Minor Changes
Changed Neutral NPC to use the defined skills and PC dice rolling. This is how NPCs are defined in the books (e.g. Heart of the Wild).
Changed Ranged damage bonus to show actual value rather than a +/- difference from the standard damage bonus. Use Damage for melee damage bonus and Ranged for ranged damage bonus.
Nice! Cheers!
Valarian
December 1st, 2019, 12:54
Version 0.6 : Combat Tracker bug
Fixed bug in combat tracker when the player is selecting the combat stance from their character sheet.
Ran a session this week with the new ruleset and the only issues were around the stance label cycler functionality. An error is thrown when multiple players are connected and changing their stances via their character sheet. I've put a fix for this issue up to the Google Drive folder linked in the first post.
Script Error: [string "ct/scripts/ct_labelcycler.lua"]:136: attempt to index upvalue 'witsnode' (a nil value)
Script Warning: setValue: Database node not owned (combattracker.list.id-00004.initresult)
Hector Trelane
December 1st, 2019, 15:01
Thanks and great work!
Version 0.6 : Combat Tracker bug
Fixed bug in combat tracker when the player is selecting the combat stance from their character sheet.
Ran a session this week with the new ruleset and the only issues were around the stance label cycler functionality. An error is thrown when multiple players are connected and changing their stances via their character sheet. I've put a fix for this issue up to the Google Drive folder linked in the first post.
Script Error: [string "ct/scripts/ct_labelcycler.lua"]:136: attempt to index upvalue 'witsnode' (a nil value)
Script Warning: setValue: Database node not owned (combattracker.list.id-00004.initresult)
Jimhand
December 5th, 2019, 16:23
First, thanks for all the work in creating the TOR ruleset, it's a great rpg.
I am having an issue with modules that perhaps you could help me with. After exporting a module, when I lioad it up in a different campaign the image folder is still blank. Everything else in the module is visible normally. Images are being exported, I see them when I unzip the module and any image links within story pages also pull up the images. It is just not listing them within the image fokder within the ruleset. Any thoughts would be appreciated, thanks.
Valarian
December 5th, 2019, 19:03
The export would be base CoreRPG functionality. It's not an area that I've changed.
Hector Trelane
December 7th, 2019, 21:19
First, thanks for all the work in creating the TOR ruleset, it's a great rpg.
I am having an issue with modules that perhaps you could help me with. After exporting a module, when I lioad it up in a different campaign the image folder is still blank. Everything else in the module is visible normally. Images are being exported, I see them when I unzip the module and any image links within story pages also pull up the images. It is just not listing them within the image fokder within the ruleset. Any thoughts would be appreciated, thanks.
Welcome to the forums, Jimhand!
Is there a tab at the bottom of your images window? Often when will be created two separate out images for various modules. Same usually goes for NPCs etc.
Hector Trelane
January 30th, 2020, 17:43
Just now getting a chance to test-drive this rule set from the GM side, and I say, bravo and thank you, Valarian! All very sound, and bringing in the CoreRPG functionality is a big help on image management, searching for records, etc.
The character sheet is currently still based on the 1st edition of The One Ring. This may change with the release of 2nd edition later this year, and the current character sheet moved to an extension.
... Main: A few small changes. The Advancement points have been moved to the main tab and given current/total values. The Poisoned condition has moved to the general conditions box.
Combat: .... I've also added a Combat Stance marker, with the intention that this will set your stance in the combat tracker.
[/LIST]
On this in particular, it's a big help to the GM since in the previous edition, changing stance in the combat tracker resorted instantly which meant the PC jumped around and it could sometimes be tricky to find/efficiently select the proper stance. This change allows the players to address it or the GM to cleanly do so if needed.
Valarian
January 30th, 2020, 19:50
I think the 0.6 version ruleset can be counted as stable. I've been using it for a few weeks now in an actual game without issues.
There's one reported error still to reproduce and track down:
Error: Script Error: [string "ct/scripts/ct_labelcycler.lua"]:134: attempt to index upvalue 'srcnode' (a nil value)
I'll up the ruleset version to 1.0 at some point.
Hector Trelane
January 31st, 2020, 21:40
Would you like some of us to throw in a little cosmetic love into the rule set? ie the graphically inclined to send you some desktop elements, decals, and the like?
Valarian
February 1st, 2020, 07:08
Would you like some of us to throw in a little cosmetic love into the rule set? ie the graphically inclined to send you some desktop elements, decals, and the like?
Graphics extensions would be nice. I have almost no artistic talent other than a sense of aesthetics.
Torment
February 10th, 2020, 12:42
I made this theme as soon as I tested your new ruleset. If you fancy and with your permission, I would be thrilled to share it as a contribution to your job.
31541
Hector Trelane
February 10th, 2020, 13:29
Nice work, Torment. Looks like a great start to me!
Valarian
March 1st, 2020, 12:11
I made this theme as soon as I tested your new ruleset. If you fancy and with your permission, I would be thrilled to share it as a contribution to your job.
31541
Nice work indeed. Would you be able to put the graphics into an extension?
Valarian
March 1st, 2020, 13:52
Error when dragging dice from armour on the NPC sheet:
Script Error: [string "armourscore"]:1: attempt to index a nil value
Torment
March 3rd, 2020, 07:30
Nice work indeed. Would you be able to put the graphics into an extension?
Sure! Here it is...
https://drive.google.com/file/d/1a2HMvTMd0s2C8zEo116BH5jTEp4mIasE/view?usp=drivesdk
Valarian
March 8th, 2020, 12:48
Release 1.0 added to the Drive folder today (see first post (https://www.fantasygrounds.com/forums/showthread.php?51510-The-One-Ring-Core-RPG-Conversion&p=458117&viewfull=1#post458117) for link). Known issue bugs have been fixed for the 0.6 version.
Fixed bug in combat tracker. Script error thrown on the client side when the GM added an NPC to the combat tracker, if the client had the combat tracker open.
Fixed issue with modifiers not being added for double-click dice rolling on rollable items.
Fixed issue with NPC drag-drop armour roll.
Hector Trelane
March 15th, 2020, 13:38
Feature wish list request:
Could the party sheet display current levels of Hope, Total Hope, and Shadow? This would make distributing Fellowship Points and restoring Hope easier.
Could it do the same for Endurance and Fatigue? Alternatively, could the Player view of the Combat tracker have an option to display this?
guttert
March 19th, 2020, 01:25
I'm coming back to FG and with the recent events, our TOR game has been put on hold. Then I saw this ruleset. Nicely done! Thanks for all the work you've put into this.
In the earlier version of the ruleset, there was a stubbed version of the TOR rules. But I notice in this new ruleset, I can't activate that module. I was thinking of customizing the XML to add info just for our group, including common abilities, traits, etc. I still have the older TOR player mod file, but I can't load in this new ruleset.
Any suggestions? Thanks.
Hector Trelane
March 19th, 2020, 01:32
I'm coming back to FG and with the recent events, our TOR game has been put on hold. Then I saw this ruleset. Nicely done! Thanks for all the work you've put into this.
In the earlier version of the ruleset, there was a stubbed version of the TOR rules. But I notice in this new ruleset, I can't activate that module. I was thinking of customizing the XML to add info just for our group, including common abilities, traits, etc. I still have the older TOR player mod file, but I can't load in this new ruleset.
Any suggestions? Thanks.
Yes you can do this for personal use (not to share) if you own the rules personally.
To get this done technically is a question for Valarian.
There is a Library mod maker to make this process more user friendly that could be helpful, if compatible.
guttert
March 19th, 2020, 02:15
Yes you can do this for personal use (not to share) if you own the rules personally.
To get this done technically is a question for Valarian.
There is a Library mod maker to make this process more user friendly that could be helpful, if compatible.
Thanks. I do own the rules, and I'd only use it for our game, not to share.
I see the 2011 threads for the Library Mod Maker, but the download links are broken. I'll see if I can find it elsewhere.
guttert
March 19th, 2020, 02:18
Also, it looks like attacks & defense is not automatically calculated when rolling the dice, correct? That'd be a nice feature, but manually doing isn't a problem since that's what we do in person. :)
damned
March 19th, 2020, 02:20
create one piece of new info for each category in FG.
/export
in the chat and export everything to a module
crack open the module and look at the xml
that is the format your data library requires
guttert
March 19th, 2020, 03:57
Thanks, Damned.
I figured it out. I opened the definition.xml from the older TOR player mod and changed the <ruleset> to TheOneRing, and the module was then available for me to load. I can modify the common.xml to add my info.
Hector Trelane
March 19th, 2020, 17:15
I made this theme as soon as I tested your new ruleset. If you fancy and with your permission, I would be thrilled to share it as a contribution to your job.
31541
I've got this loaded up. Really nice buttons and links, everything. Thanks for this!
MadBeardMan
March 22nd, 2020, 19:20
Hi @Valarian,
This is awesome. I'm going to start a game soon, so will use this. Are you ok for me to take a butchers inside the code and if I find something missing, I can add it and share it back?
Cheers,
MBM
Valarian
March 22nd, 2020, 20:18
Hi @Valarian,
This is awesome. I'm going to start a game soon, so will use this. Are you ok for me to take a butchers inside the code and if I find something missing, I can add it and share it back?
Cheers,
MBM
Sure.
guttert
March 22nd, 2020, 23:24
Two more questions:
I can drop a die onto the modifier stack (e.g., when rolling a Success die), but it's not applied. I thought it might roll the added die. Is that expected? Or am I misunderstanding how to add Success dice to rolls?
For tracking Fellowship Points & Success Dice for an encounter, what do folks find works best? I can see tracking them as a Public Note or possibly in the Party Sheet.
Thanks!
BTW, Torment, I really like your theme. Nice job.
Valarian
March 23rd, 2020, 17:33
For additional success dice, just roll the extra d6 from the dice below the chat window and add it to the total of your skill roll. You should have declared how many additional success dice you are using to the GM before rolling. Alternatively, you could temporarily up the skill score by the number of additional dice being used.
Same for virtues or blessings that ask you to roll an extra feat die and select the higher roll. Just roll the d12 from below the chat window.
Valarian
March 23rd, 2020, 17:35
For tracking Fellowship Points & Success Dice for an encounter, what do folks find works best? I can see tracking them as a Public Note or possibly in the Party Sheet.
I use a public note, but would like to add this to the party sheet at some point now the ruleset base is CoreRPG.
guttert
March 23rd, 2020, 19:44
For additional success dice, just roll the extra d6 from the dice below the chat window and add it to the total of your skill roll. You should have declared how many additional success dice you are using to the GM before rolling. Alternatively, you could temporarily up the skill score by the number of additional dice being used.
Same for virtues or blessings that ask you to roll an extra feat die and select the higher roll. Just roll the d12 from below the chat window.
Thanks. I figured that might be the case, but I wanted to confirm that i wasn't misusing the Modifier feature for this ruleset.
Eberronknight
March 25th, 2020, 18:30
Wow, I haven't been checking out the forum in a long while but so happy to see all the progress on The One Ring Core Conversion!
I'm going to check out and play around to it! Thank you to everyone that has worked on this and added to it!
Eberronknight
March 26th, 2020, 01:54
I'm in the Unity Beta, will this work for it? I uploaded "TheOneRing" Pak and grabbed my old TOR PLAYER MOD that I had added all the rules to (I own the book) and it just won't show up in Unity (yes, I placed it in the MOD folder). I did changed the ruleset name in the definition.xml to "TheOneRing", saved it, re-zipped and changed to .mod. Won't appear.
Valarian
March 26th, 2020, 08:43
Here's the definition for mine:
<?xml version="1.0" encoding="ISO-8859-1"?>
<root>
<name>Adventurer</name>
<author>Cubicle 7 Entertainment Ltd.</author>
<ruleset>foundations_core</ruleset>
<ruleset>fcore-TOR</ruleset>
<ruleset>TheOneRing</ruleset>
</root>
Check the zipped version. You need to zip from within the folder, not the folder itself.
Eberronknight
March 26th, 2020, 23:45
Thank you Valarian.
I feel like an idiot as I didn't zip it within the folder, which you told me years ago to do! Works like a charm!
Hector Trelane
March 26th, 2020, 23:51
Thank you Valarian.
I feel like an idiot as I didn't zip it within the folder, which you told me years ago to do! Works like a charm!
I've done that myself. All very confusing stuff that punishes any skipped beat on the details....
Naroe
March 30th, 2020, 10:31
so is there a unity download?, only error I get when run in unity is following dice and missing fonts.
[3/30/2020 7:54:41 PM] [<color="red">ERROR</color>] die: Name (d12.1) must be alphanumeric value. [TheOneRing] [gameelements.xml]
[3/30/2020 7:54:41 PM] [<color="red">ERROR</color>] die: Name (d12.2) must be alphanumeric value. [TheOneRing] [gameelements.xml]
[3/30/2020 7:54:41 PM] [<color="red">ERROR</color>] die: Name (d12.3) must be alphanumeric value. [TheOneRing] [gameelements.xml]
[3/30/2020 7:54:41 PM] [<color="red">ERROR</color>] die: Name (d12.4) must be alphanumeric value. [TheOneRing] [gameelements.xml]
[3/30/2020 7:54:41 PM] [<color="red">ERROR</color>] die: Name (d12.5) must be alphanumeric value. [TheOneRing] [gameelements.xml]
[3/30/2020 7:54:41 PM] [<color="red">ERROR</color>] die: Name (d12.6) must be alphanumeric value. [TheOneRing] [gameelements.xml]
[3/30/2020 7:54:41 PM] [<color="red">ERROR</color>] die: Name (d12.7) must be alphanumeric value. [TheOneRing] [gameelements.xml]
[3/30/2020 7:54:41 PM] [<color="red">ERROR</color>] die: Name (d12.8) must be alphanumeric value. [TheOneRing] [gameelements.xml]
[3/30/2020 7:54:41 PM] [<color="red">ERROR</color>] die: Name (d12.9) must be alphanumeric value. [TheOneRing] [gameelements.xml]
[3/30/2020 7:54:41 PM] [<color="red">ERROR</color>] die: Name (d12.10) must be alphanumeric value. [TheOneRing] [gameelements.xml]
[3/30/2020 7:54:41 PM] [<color="red">ERROR</color>] die: Name (d12.11) must be alphanumeric value. [TheOneRing] [gameelements.xml]
[3/30/2020 7:54:41 PM] [<color="red">ERROR</color>] die: Name (d12.12) must be alphanumeric value. [TheOneRing] [gameelements.xml]
[3/30/2020 7:54:41 PM] [<color="red">ERROR</color>] die: Name (d6.1) must be alphanumeric value. [TheOneRing] [gameelements.xml]
[3/30/2020 7:54:41 PM] [<color="red">ERROR</color>] die: Name (d6.2) must be alphanumeric value. [TheOneRing] [gameelements.xml]
[3/30/2020 7:54:41 PM] [<color="red">ERROR</color>] die: Name (d6.3) must be alphanumeric value. [TheOneRing] [gameelements.xml]
[3/30/2020 7:54:41 PM] [<color="red">ERROR</color>] die: Name (d6.4) must be alphanumeric value. [TheOneRing] [gameelements.xml]
[3/30/2020 7:54:41 PM] [<color="red">ERROR</color>] die: Name (d6.5) must be alphanumeric value. [TheOneRing] [gameelements.xml]
[3/30/2020 7:54:41 PM] [<color="red">ERROR</color>] die: Name (d6.6) must be alphanumeric value. [TheOneRing] [gameelements.xml]
[3/30/2020 7:54:44 PM] [<color="red">ERROR</color>] font: Missing TTF tag for font (Westron). [TolkienLanguages] [extension.xml]
[3/30/2020 7:54:44 PM] [<color="red">ERROR</color>] font: Missing TTF tag for font (Quenya). [TolkienLanguages] [extension.xml]
[3/30/2020 7:54:44 PM] [<color="red">ERROR</color>] font: Missing TTF tag for font (Sindarin). [TolkienLanguages] [extension.xml]
[3/30/2020 7:54:44 PM] [<color="red">ERROR</color>] font: Missing TTF tag for font (Khuzdul). [TolkienLanguages] [extension.xml]
[3/30/2020 7:54:44 PM] [<color="red">ERROR</color>] font: Missing TTF tag for font (Rohirric). [TolkienLanguages] [extension.xml]
[3/30/2020 7:54:44 PM] [<color="red">ERROR</color>] font: Missing TTF tag for font (noneoftheabove). [TolkienLanguages] [extension.xml]
All seems to work ok bar the nice TOR dice graphics and fonts, still shows standard nos, seems to be a common issue with other extentions I have FGC to FGU (fonts are an issue)
Valarian
March 30th, 2020, 14:48
I did have it working in Unity at one point, without the dice graphics, though I've not had the time to check recently. It looks as though updates have broken it again.
damned
March 30th, 2020, 15:10
I did have it working in Unity at one point, without the dice graphics, though I've not had the time to check recently. It looks as though updates have broken it again.
You might have to rename the dice like d604, d605 etc from memory...
Naroe
March 30th, 2020, 15:47
ok, Its actually working ok , just the dice fonts plain Arial or whatever the font is. Planning to use the ruleset this friday due to the lockdown here. Will be teaching the DM on the fly how Fantasy grounds works.
Valarian
March 30th, 2020, 18:15
It's a known FGU issue. Custom dice graphics are not showing up in FGU.
[FGU-614] - Custom die asset icons not being displayed in chat window results (One Ring ruleset)
Also known as an issue in FGU:
[FGU-598] - onDoubleClick not working in One Ring ruleset
Valarian
March 30th, 2020, 18:24
I did have it working in Unity at one point, without the dice graphics, though I've not had the time to check recently. It looks as though updates have broken it again.
You might have to rename the dice like d604, d605 etc from memory...
I'll have to give that a go.
Trenloe
March 30th, 2020, 19:46
These are the two issues I noticed with custom dice in FGU:
https://www.fantasygrounds.com/forums/showthread.php?52853-lt-die-gt-name-no-longer-accepts-period
https://www.fantasygrounds.com/forums/showthread.php?52897-lt-customdie-gt-name-that-begins-with-F-is-matches-to-the-fudge-die-dF
Naroe
March 31st, 2020, 02:57
Well replacing "." with a "0" and an "r" both got rid of error messages and the base dice image is using the Required JPG but the results are just basic font over top not the required JPG.
<die name="d6r1"><icon>d6icon.1</icon></die>
<die name="d6r2"><icon>d6icon.2</icon></die>
<die name="d6r3"><icon>d6icon.3</icon></die>
<die name="d6r4"><icon>d6icon.4</icon></die>
<die name="d6r5"><icon>d6icon.5</icon></die>
<die name="d6r6"><icon>d6icon.6</icon></die>
32826
Valarian
March 31st, 2020, 05:34
Well replacing "." with a "0" and an "r" both got rid of error messages and the base dice image is using the Required JPG but the results are just basic font over top not the required JPG.
<die name="d6r1"><icon>d6icon.1</icon></die>
<die name="d6r2"><icon>d6icon.2</icon></die>
<die name="d6r3"><icon>d6icon.3</icon></die>
<die name="d6r4"><icon>d6icon.4</icon></die>
<die name="d6r5"><icon>d6icon.5</icon></die>
<die name="d6r6"><icon>d6icon.6</icon></die>
32826
There's currently a bypass in the dice handlers for Unity that shows a numeric result rather than the custom die.
Naroe
March 31st, 2020, 09:28
Hi Valerian,
Thanks for that info on dice, thats a bummer. Wonder when that will be fixed?
Also trying to get Tolkien languages working in FGU.
Ive swapped out the fgf ronts for similar ttf fonts and added these into my copy of the extention along with following change
<font name="Westron">
<ttf file="fonts/Aniron.ttf" name="Aniron" size="14" />
<color value="000000" />
</font>
<font name="Quenya">
<ttf file="fonts/Quenya.ttf" name="Tengwar Quenya" size="18" />
<color value="#000000" />
</font>
<font name="Sindarin">
<ttf file="fonts/Sindar.ttf" name="Tengwar Sindarin" size="18" />
<color value="#000000" />
</font>
<font name="Khuzdul">
<ttf file="fonts/Erebor.ttf" name="Cirth Erebor" size="18" />
<color value="#000000" />
</font>
<font name="Rohirric">
<ttf file="fonts/Runes.ttf" name="Standard Celtic Runes" size="14" />
<color value="#000000" />
</font>
<font name="noneoftheabove">/
<ttf file="fonts/Visitor.ttf" name="Wizard Of The Moon" size="14" />
<color value="#000000" />
</font>
Strangely getting some different effects with the chat box, some fonts work fine others overlap the chat box. Hopefully someone can shed some light on this.
I tried changing font sizes but made no difference.
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Ithildin of the West
April 2nd, 2020, 00:30
Hi all! I posted this elsewhere and have been directed to here as the best place to post the question.
Original post (https://www.fantasygrounds.com/forums/showthread.php?21730-The-One-Ring-Extension-Update&p=489401&viewfull=1#post489401)
In short, how are you getting Characters, NPC's and Enemies into your campaign? Aknowledging Hector Trelane's point regarding copyright when answering my original post, does each of you maually add Enemies one by one as needed, referencing your books?
Thanks for any advice, link to tools or whatever you suggest to use.
Cheers!
Ithildin of the West
April 2nd, 2020, 00:34
Oh, I'll add that I'm content to add Characters, NPC's and Enemies manaully as needed, if thats the best way to do it...just looking for confirmation that this is the way forward before I begin.
:)
So glad to have found this ruleset and hopeful I can share it with friends soon! :)
Valarian
April 2nd, 2020, 06:31
Create a campaign purely for entering NPCs and use the export function to export them as a module. You can then use the module as a reference for your actual campaign.
Same with stories. Create a campaign to prepare your adventure and then export it for use in the campaign you use for actual game sessions.
LordEntrails
April 2nd, 2020, 16:38
Following up on Valarian's comments, see the Adventure Module Creation link in my sig. You can then create your own modules of data and update them as desired.
Ithildin of the West
April 2nd, 2020, 20:01
Thanks Valarian, thanks LordEntrails, I appreciate the time you took to point me in the right direction.
Happy gaming and stay safe!
Ithildin of the West
April 6th, 2020, 05:49
Following up to again say thanks for an amazing ruleset for TOR; I'm busy adding content to my campaign and am really enjoying it. LordEntrails doc for best practices on Adventure Module Creation has also been very helpful, so again, thanks.
I've run into an issue where I cannot access the Character Fatigue cell to change its value, and wonder if I'm missing something? Is this derived from some other cells not yet found?
33173
Ithildin of the West
April 6th, 2020, 06:01
Annnd in keeping with the rule that you can't make something work until you ask someone to look over your shoulder, I've solved this.
For anyone stumbling on this in the future, once the Inventory tab is filled out and the Item listed is set to 'Equipped' the Total weight carried cell updates and becomes your Fatigue. In this case Weight is the same as Encumbrance.
I suppose to handle Fatigue from Travel you can add an 'Item' called 'Fatigue from Travel' and update it as this increases?
33176
Hector Trelane
April 6th, 2020, 14:43
Annnd in keeping with the rule that you can't make something work until you ask someone to look over your shoulder, I've solved this.
For anyone stumbling on this in the future, once the Inventory tab is filled out and the Item listed is set to 'Equipped' the Total weight carried cell updates and becomes your Fatigue. In this case Weight is the same as Encumbrance.
I suppose to handle Fatigue from Travel you can add an 'Item' called 'Fatigue from Travel' and update it as this increases?
33176
You got it. Equip Summer or Winter Travel Gear as needed but initially mark it 0 or uncarried. When a Character fails his/her first Fatigue test, mark it as 1 instance of Travel Gear carried. When failing the second time, mark it as two items of Travel Gear carried, and so forth. Note that if ponies or boats are used, travel gear is one encumbrance lighter, and you'll need to type in the correct value manually.
Valarian
April 7th, 2020, 07:08
For anyone stumbling on this in the future, once the Inventory tab is filled out and the Item listed is set to 'Equipped' the Total weight carried cell updates and becomes your Fatigue. In this case Weight is the same as Encumbrance.
I suppose to handle Fatigue from Travel you can add an 'Item' called 'Fatigue from Travel' and update it as this increases?
33176
Yes, as Hector explained above, you add inventory items for the fatigue penalties. When the first travel roll incurs a penalty, equip the relevant inventory item. For subsequent travel penalties, increase the number in the # column.
I create an item and then drag and drop to the character inventory marking it as (Travel Penalty) in the location. You can also use an inventory item for the Dwarf Redoubtable cultural blessing. You need to edit the weight on the item created when you generate the inventory line though as the weight value on the CoreRPG inventory tab doesn't seem to like negative values.
33213
33214
Hector Trelane
April 7th, 2020, 16:29
I create an item and then drag and drop to the character inventory
That is smart. Never thought of that.
Valarian
April 9th, 2020, 10:26
so is there a unity download?, only error I get when run in unity is following dice and missing fonts.
All seems to work ok bar the nice TOR dice graphics and fonts, still shows standard nos, seems to be a common issue with other extentions I have FGC to FGU (fonts are an issue)
The dice errors have been fixed and the custom dice results have been implemented for the FG Unity version in release 1.1.
Thanks to damned and Trenloe for the pointers in getting the custom dice results to work.
Ithildin of the West
April 18th, 2020, 22:00
Quick word of thanks to Valarian for this effort, and to the community here for helping me get started into FG and specifically this ruleset. I was able to play my first game last night,navigate through the learning curve and enjoy the time with friends and family (knocking Orcs about).
Thanks so much!
Hector Trelane
April 18th, 2020, 22:39
I was able to play my first game last night,navigate through the learning curve and enjoy the time with friends and family (knocking Orcs about).
Congrats!
Eberronknight
April 20th, 2020, 19:20
The dice errors have been fixed and the custom dice results have been implemented for the FG Unity version in release 1.1.
Thanks to damned and Trenloe for the pointers in getting the custom dice results to work.
Awesome going to download it now and thanks to everyone as well! Also congrats to SOS Jon!
Ithildin of the West
April 22nd, 2020, 00:55
Thanks guys! Quick note to indicate that I've had my username changed from SOS John (SOS meaning Silver Oak Studios, which I'm still part of, but not posting here on behalf of) to Ithildin of the West (all respect to the original Ithildin on these forums). :)
Unrelated, is it just me or are the revised ToR books going for CRAZY prices online? I'm seeing the Core book upwards of $300 CAD.
Eberronknight
April 22nd, 2020, 00:59
Name change fits Middle Earth! The reason they have sky-rocketed is due to Cubicle 7 not having the license anymore. At the time that was announced a year a go or so, people were buying up the books. Now that Fria Ligan is taking over for TOR Second edition, I would not worry too much on getting all of the previous books. I'm super excited they took TOR over and they can't start talking or announcing specifics until June of this year. How awesome if they could get TOR 2e on FG offically?
Valarian
April 22nd, 2020, 06:54
It's unlikely that an official version, with library module, would be able to be done. The license sits with Sophisticated Games and, reading between the lines of previous conversations, the license doesn't extend to electronic only products. The publisher, which will be Fria Ligan instead of Cubicle 7, can offer a PDF with a physical product (or of a physical product) but can't offer a PDF product on its own. Releasing an official "game product to enable roleplaying in Middle-earth" might be encroaching too much on other licensees, LOTRO for example.
I'll be doing a conversion of the existing ruleset to second edition once it's available, but I don't think I'll be able to do an official version.
Eberronknight
April 22nd, 2020, 19:41
It's unlikely that an official version, with library module, would be able to be done. The license sits with Sophisticated Games and, reading between the lines of previous conversations, the license doesn't extend to electronic only products. The publisher, which will be Fria Ligan instead of Cubicle 7, can offer a PDF with a physical product (or of a physical product) but can't offer a PDF product on its own. Releasing an official "game product to enable roleplaying in Middle-earth" might be encroaching too much on other licensees, LOTRO for example.
I'll be doing a conversion of the existing ruleset to second edition once it's available, but I don't think I'll be able to do an official version.
Just wishful thinking on my part. :) Can't wait to see 2nd edition and your conversion to the existing ruleset once that happens!
Ithildin of the West
April 25th, 2020, 23:19
Ebberronknight, thanks, I agree it'd be great to have an official version, even though it doesn't look likely. I'll likely keep looking for 'Revised' hardcovers, as I'm not going to an early adopter of an 2e stuff. Maybe later, but for now I've so much awesome 'Revised' to work through. :)
Ithildin of the West
April 25th, 2020, 23:29
New puzzler for anyone willing to bend their mind to it.
Goal: to pre-place NPC tokens on a map, and have them appear when added through the Combat Tracker. Easy right?
You can see some odd stuff in the attached image:
1) From the Encounter window, Orc Soldier(s) and Warg(s) have been added to the map. You can see that there are check-marks indicating placement.
2) After adding the Encounter to the Combat Tracker (using the little down-arrow at bottom of Encounter window) the NPCs populate, but are not visible on map even though visibility is set to 'visible' in the Combat Tracker
3) The Chat Window gives an error indicating 'Unable to create NPC record(nameofNPC)'.
I have Loremastered one game, and at the end of that game I exported content as a Module, replacing the original (Development Campaign) module to continue working on the next adventure. <---this is the only recent change, and may not be relevant, but I thought to mention it.
Any suggestions towards my goal are welcome. :)
34382
Valarian
April 26th, 2020, 18:50
I've not touched the maps and token processing. It's base CoreRPG functionality. I've found that you need to add tokens to the desktop before you can add to a map, or add directly from the combat tracker. The token behaviour is on the "to be looked at" list.
Ithildin of the West
April 27th, 2020, 00:43
Thanks Valarian, I think I need to re-read Lord Entrails Adventure Module Creation pdf.
I've probably exported more than I should have from my Campaign (into a Module I've not imported into my Development Campaign.
This has possibly had the unintended affect of duplicating content in my Development Campaign and messing up links between existing and 'new' NPC elements, the Combat Tracker and the Map.
Once I've re-read the Adventure Module Creation document I'll probably roll back to a saved backup (prior to my first played game) and see if I can bring in only the latest post-game PC characters (rather than the entire Module).
Ithildin of the West
April 29th, 2020, 05:18
I've not touched the maps and token processing. It's base CoreRPG functionality. I've found that you need to add tokens to the desktop before you can add to a map, or add directly from the combat tracker. The token behaviour is on the "to be looked at" list.
Hi Valarian,
I see this and thought I'd ask if you meant "Your error is normal, I've not touched maps and tokens processing (and its always thrown errors like that)" or "Your error is weird, you probably broke something, cause I've not touched maps and tokens processing (and it works flawlessly for me).
I'm still struggling with this, though I've reverted to a previous module and generally (I think) cleaned things up.
Thanks!
Valarian
May 2nd, 2020, 07:45
Hi Valarian,
I see this and thought I'd ask if you meant "Your error is normal, I've not touched maps and tokens processing (and its always thrown errors like that)" or "Your error is weird, you probably broke something, cause I've not touched maps and tokens processing (and it works flawlessly for me).
I'm still struggling with this, though I've reverted to a previous module and generally (I think) cleaned things up.
Thanks!
I've noticed that you can't drag a token directly from the character sheet or portrait to a map/image. I've not seen the issue you've reported directly, but I don't really use battle maps.
The issue is somewhere in the CoreRPG functionality.
Ithildin of the West
May 2nd, 2020, 21:28
Thanks Valarian, I'll eventually sort it out and report the fix.
Ithildin of the West
May 2nd, 2020, 21:37
Inspired by another player who used costume jewelry 'Silmarils' for Fellowship Pool tokens in their IRL table top game I created my own from painted stones.
Now that we're all playing from distance I've made VTT tokens of these for use in Fantasy Grounds.
34788
These represent the Fellowship Pool (in our case four plus one additional as we have a Hobbit in our Fellowship). As Players use points from the pool I'm able to remove that token from the board, giving us a quick visual representation of remaining Fellowship Pool.
If you'd like to use these tokens you may grab 'em here: https://drive.google.com/open?id=1p-HkrZL40OwVjAtDXBka9mpmXuuFF8Rr
Cheers!
Hector Trelane
May 4th, 2020, 15:57
Inspired by another player who used costume jewelry 'Silmarils' for Fellowship Pool tokens in their IRL table top game I created my own from painted stones.
Now that we're all playing from distance I've made VTT tokens of these for use in Fantasy Grounds.
34788
These represent the Fellowship Pool (in our case four plus one additional as we have a Hobbit in our Fellowship). As Players use points from the pool I'm able to remove that token from the board, giving us a quick visual representation of remaining Fellowship Pool.
If you'd like to use these tokens you may grab 'em here: https://drive.google.com/open?id=1p-HkrZL40OwVjAtDXBka9mpmXuuFF8Rr
Cheers!
Nice! And thanks for sharing. All these innovations add up.
Perhaps these could be used on the Party Sheet, which I think has a tab showing marching order and a small map that can accept tokens.
Ithildin of the West
May 5th, 2020, 04:43
Good idea, thanks Hector Trelane!
Hector Trelane
May 5th, 2020, 15:52
Here you go with your tokens, Ithildin of the West, with a sample set up on the Party Sheet. Whenever Fellowship Points are to be distributed, this can be used to track how much is left in the pool (in the center) as well as any points distributed to each character:
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=34919
I made this setup with this Marching Formation Extension (https://www.fantasygrounds.com/forums/showthread.php?28564-Marching-Formation-Extension&p=256146&viewfull=1#post256146) by damned, which, as he explains in this post (https://www.fantasygrounds.com/forums/showthread.php?28564-Marching-Formation-Extension&p=333536&viewfull=1#post333536):
You can unzip the extension and replace the image with your own but there is no current feature to enable you to choose from several images.
Note: my image is a little big at 600 x 60 px; the original included in the extension was 520 x 520 px.
de4bru
May 14th, 2020, 22:27
Hi all!
During Loremastering One Ring game i also see this. Did You solve or make any progress with NoPlacementNoRecord?
I check CoreRules as Valarian mentioned, I make encounter then move them to CT and it works fine. Doing the same in One Ring Ruleset make this NoPlacementNoRecord issue?
Maybe it is connected with FG version? You use FGC or FGU?
I have FGU
Hector Trelane
May 14th, 2020, 22:55
Hi all!
During Loremastering One Ring game i also see this. Did You solve or make any progress with NoPlacementNoRecord?
I check CoreRules as Valarian mentioned, I make encounter then move them to CT and it works fine. Doing the same in One Ring Ruleset make this NoPlacementNoRecord issue?
Maybe it is connected with FG version? You use FGC or FGU?
I have FGU
Welcome to the forums, de4bru.
Yes this is an FGC ruleset. Valarian may be able to shed light on FGU behavior.
Valarian
May 15th, 2020, 07:25
Hi all!
During Loremastering One Ring game i also see this. Did You solve or make any progress with NoPlacementNoRecord?
I check CoreRules as Valarian mentioned, I make encounter then move them to CT and it works fine. Doing the same in One Ring Ruleset make this NoPlacementNoRecord issue?
Maybe it is connected with FG version? You use FGC or FGU?
I have FGU
It's mainly been tested, and used, in the Classic version. I've tested the ruleset in Unity and the basic functionality does work, but it's not had much in the way of actual usage. There may be Unity bugs that are yet to be found.
I've not made any progress on bugs in the last couple of weeks, and unlikely to have time to devote to investigation until the last week of May.
de4bru
May 15th, 2020, 08:15
It's mainly been tested, and used, in the Classic version. I've tested the ruleset in Unity and the basic functionality does work, but it's not had much in the way of actual usage. There may be Unity bugs that are yet to be found.
I've not made any progress on bugs in the last couple of weeks, and unlikely to have time to devote to investigation until the last week of May.
Thanks for answers Hector Trelane and Valarian. I will try to investigate it on my own, I would inform you if i succeed.
By the way it is very good ruleset i enjoy using it!
Ithildin of the West
May 19th, 2020, 07:24
Nice, that's really great, glad you are getting some use from these Hector Trelane!
Perikitu
May 19th, 2020, 10:46
Hello everyone!
I just wanted to say THANKS to everyone who made that possible. I just bought most of the TOR books a year ago to play with my friends abroad. After I bought them, I discovered FG and Roll20. At the end I decided to go for Roll20, but yesterday I saw this thread was alive again, installed FG again, subscribed and added everything (challenging for someone that is not very good with tech and new to FG)... and I had a blast!!! :) This is so great, I think our playing experience will improve so much so again: A BIG THANKS!
I am wondering three things:
Is there a way to add (maybe in the Party sheet) the Eye of Sauron mechanic introduced in Rivendell book? I find it very good for supporting the meta-story of ME. Otherwise, I will add some background image there as suggested in this forum with the "Fellowship" and "Sauron's Eye" updated information and use tokens. Not a big deal, just wondering. Also the Character Sheets have no "Mount" space. Is this somewhere else or just not added cause it's not in the core rules?
Is there a chance to share/exchange already made campaigns taking into consideration that I own most of the books and that I want them only for use with my group? I am fine with preparing, but having a base would save some work!
And extra: is it complicated to translate the whole thing? I am a native Spanish speaker and I would love to have it in Spanish. If so, I can do the main text translation, I have some time in the next month(s)! I just can't help with the technical part, but if it comes in text formats I would be happy to do that (for my group and then we can share it too if interesting!).
Hugs and thanks, HUGE thanks!
Valarian
May 19th, 2020, 16:02
I am wondering three things:
Is there a way to add (maybe in the Party sheet) the Eye of Sauron mechanic introduced in Rivendell book? I find it very good for supporting the meta-story of ME. Otherwise, I will add some background image there as suggested in this forum with the "Fellowship" and "Sauron's Eye" updated information and use tokens. Not a big deal, just wondering. Also the Character Sheets have no "Mount" space. Is this somewhere else or just not added cause it's not in the core rules?
Is there a chance to share/exchange already made campaigns taking into consideration that I own most of the books and that I want them only for use with my group? I am fine with preparing, but having a base would save some work!
And extra: is it complicated to translate the whole thing? I am a native Spanish speaker and I would love to have it in Spanish. If so, I can do the main text translation, I have some time in the next month(s)! I just can't help with the technical part, but if it comes in text formats I would be happy to do that (for my group and then we can share it too if interesting!).
1) I have used an image in the past for the Eye tracker, highlighting the target number with a rectangle and using an eye token to track the interest.
35728
35729
The character sheet doesn't have a specific section for recording a Mount. The mount can go under Other Items in the Inventory and notes about the mount put into the link. You can drag/drop an item or a note to the Other Items section.
2) As mentioned elsewhere, modules of published works would breach copyright. There's no reason home brew adventures couldn't be shared though.
3) I've been fairly careful with the CoreRPG conversion and all the text should be in the strings files for translations. I can send you the file(s) and help you get the translations into an extension.
[EDIT] I've added a zip file of the strings for the CoreRPG and The One Ring rulesets. These will need translating and then an extension created to override the English values. When you start a campaign with the extension active, the translated values should show instead.
Perikitu
May 21st, 2020, 19:56
Hey Valarian!
Thanks a lot for sending me the strings! You are amazing! :) I mostly wanted to translate the main game elements (Character Sheet mostly).
I found the file "strings_campaing_tor.xml" and translated it from there.
Some things are not translated but it's not a big deal:
Main Tab: NAME
Inventory Tab: Everything is in English, couldn't find it.
Note Tab: Everything is in English, couldn't find it.
About the CT and PS, I translated the strings you sent me, tried to find them in the .ext to substitute them but couldn't find them.
About the reference manual, I decided to start from scratch with the Author extension (if anyone knows something better, please let me know!). The adventurer document is not what I need. I am trying to include all the information from all the expansions centralized. The idea is to include ALL the published variants of:
- Basic and advanced general rules
- Detailed explanation of the combat tasks and called shots
- Detailed explanation of the undertakings
- Anything else that may come in handy during games/to really enjoy all the materials
A MOD including:
- All creatures and Foes as NPCs (incl. all special habilities)
My players have been playing for almost a year but they still have problems to remember all the combat tasks, (myself as well), or the special habilities of certain creatures, etc... So I really think this will help more than translating the common.xml strings you sent!
Thanks!
Valarian
May 21st, 2020, 21:39
Some things are not translated but it's not a big deal:
Main Tab: NAME
Inventory Tab: Everything is in English, couldn't find it.
Note Tab: Everything is in English, couldn't find it.
These will be in the strings_campaign.xml file. The strings from the CoreRPG ruleset itself.
About the reference manual, I decided to start from scratch with the Author extension (if anyone knows something better, please let me know!). The adventurer document is not what I need. I am trying to include all the information from all the expansions centralized. The idea is to include ALL the published variants of:
- Basic and advanced general rules
- Detailed explanation of the combat tasks and called shots
- Detailed explanation of the undertakings
- Anything else that may come in handy during games/to really enjoy all the materials
There's a blank library module available in my rulesets folder: TOR-Player.mod (https://drive.google.com/open?id=0B75Lr5C1Hpx3YjVEay1yTmk5S00)
A MOD including:
- All creatures and Foes as NPCs (incl. all special habilities)
For NPCs, create a campaign just for entering the NPCs. Then export to a module for use in other campaigns.
For reference, there's a number of stance mats available for The One Ring to help with Combat, Journeys, and Encounters.
e.g.
Combat / Journey mat (https://imgur.com/t/rpg/Bzoo8iC)
Combat stance mat (https://i.pinimg.com/originals/e3/0d/55/e30d55ec2f22317c47a1ebe1b3784541.jpg)
Combat stance mat - nice graphics (https://cdn.discordapp.com/attachments/349984381223305226/613404123794243584/400042f.png)
Encounter Mat (https://cdn.discordapp.com/attachments/349984381223305226/613407141348376576/Encounter_Mat_small.png)
Valarian
May 21st, 2020, 22:04
Here's an extension for the translated strings so far. Place in the extensions folder. You should see it as an open when starting the campaign (El Anello Unico - Espanol).
When adding more translations, edit the _es files.
Re-zip the folder from inside the folder with the extension.xml file in it, rename the .zip archive to TOR-Translations-ES.ext and put into the extensions folder.
deff
May 24th, 2020, 18:53
Hello,
Thanks for your job :)
I encounter a bug when deleting a player from the combat tracker : Script execution error: [string "ct/scripts/ct_entry.lua"]:97: attempt to index global 'windowlist' (a nil value)
Do you see that also ?
Valarian
May 25th, 2020, 06:58
I encounter a bug when deleting a player from the combat tracker : Script execution error: [string "ct/scripts/ct_entry.lua"]:97: attempt to index global 'windowlist' (a nil value)
Do you see that also ?
I've not seen the bug in the FG Classic. Just tried removing a character from the combat tracker outside a game and nothing.
Is this in Unity? Are players connected?
deff
May 25th, 2020, 07:01
It is on Unity and no player connected.
Juegorrinos
May 31st, 2020, 18:08
I've not seen the bug in the FG Classic. Just tried removing a character from the combat tracker outside a game and nothing.
Is this in Unity? Are players connected?
Hello!!
Congratulations on the great job. I am new to the Unity Ultimate license and was looking for NPCs, Tokens and Portraits from The One Ring.
Where could I download them from?
Thanks in advance Valarian
Valarian
May 31st, 2020, 20:43
Congratulations on the great job. I am new to the Unity Ultimate license and was looking for NPCs, Tokens and Portraits from The One Ring.
Where could I download them from?
The One Ring is a community ruleset, so no library material is available beyond the template. You will have to populate the template yourself from the PDFs, cutting and pasting the material into the template provided. NPCs and other material have to be entered. I would recommend creating a separate campaign for adding NPC data, then export to a module for use in your game.
Devin Night does some great tokens on his website.
For portraits, you can use images from internet searches or even Lord of the Rings Online character avatars.
Valarian
August 5th, 2020, 16:55
Character Sheet available (https://drive.google.com/drive/folders/1uTU91PBqmUbhZZH3GOLXwofh_ydw2dp4?usp=sharing) for the Fantasy Grounds Character Sheet Printer (https://www.fantasygrounds.com/forums/showthread.php?27390-Universal-Character-Sheet-Printer-for-FG) utility.
deff
August 8th, 2020, 10:13
Hello,
maybe it could be interesting for someones, here are 2 extensions for french translations, one for FGC, others one for FGU.
https://www.jdrvirtuel.com/viewtopic.php?f=984&t=31985
Thanks again for your ruleset :)
Valarian
August 8th, 2020, 13:31
maybe it could be interesting for someones, here are 2 extensions for french translations, one for FGC, others one for FGU.
Looks good. You should be able to use the same extension for both FGC and FGU though.
de4bru
August 21st, 2020, 07:20
I find in FGU that "Weary" state dont change anything in rolls sumarise.
Result of d6 = {1,2,3} is add normaly to result, d12 = {11, 12} represent respectivly Eye of Sauron and Gandalf, is add as 11 and 12 to result.
Could someone confirm that?
Valarian
August 21st, 2020, 07:42
I find in FGU that "Weary" state dont change anything in rolls sumarise.
Result of d6 = {1,2,3} is add normaly to result, d12 = {11, 12} represent respectivly Eye of Sauron and Gandalf, is add as 11 and 12 to result.
Could someone confirm that?
Looks okay. First three rolls without weary ticked. The last two with.
38692
Also tried from a client connection, and the rolls apply correctly
38693
Valarian
August 21st, 2020, 08:14
Great ... just updated FG Unity and it's broken the weary dice rolls. This is a Unity issue as something from the last few updates has broken the functionality. Could you please report it in the Unity beta forum.
de4bru
August 21st, 2020, 23:23
Great ... just updated FG Unity and it's broken the weary dice rolls. This is a Unity issue as something from the last few updates has broken the functionality. Could you please report it in the Unity beta forum.
Could You help me where i should report it?
Link or somthing?
Valarian
October 11th, 2020, 10:04
I encounter a bug when deleting a player from the combat tracker : Script execution error: [string "ct/scripts/ct_entry.lua"]:97: attempt to index global 'windowlist' (a nil value)
This should be fixed in Release 1.2
Valarian
October 11th, 2020, 10:05
I find in FGU that "Weary" state dont change anything in rolls sumarise.
Result of d6 = {1,2,3} is add normaly to result, d12 = {11, 12} represent respectivly Eye of Sauron and Gandalf, is add as 11 and 12 to result.
This should be fixed in Release 1.2
de4bru
October 13th, 2020, 09:28
This should be fixed in Release 1.2
Good news Valarian! Do you know when this Release is planed?
I see You already make 1.2 release, thx. I will check it today!
de4bru
October 14th, 2020, 11:14
Good news Valarian! Do you know when this Release is planed?
I see You already make 1.2 release, thx. I will check it today!
I download from GDrive new file yesterday. In game nothing change for me I still have same errors as previously.
Do I make something wrong?
Valarian
October 14th, 2020, 12:37
I download from GDrive new file yesterday. In game nothing change for me I still have same errors as previously.
Do I make something wrong?
Have you marked the weary condition in the character sheet?
The rolls are now working in FG Unity.
de4bru
October 14th, 2020, 23:51
Have you marked the weary condition in the character sheet?
The rolls are now working in FG Unity.
Everything is ok, i put eye of sauron mark on character sheet not weary status, my fault.
Could You show how Other sheet should look like after Your modification?
Thanks a lot for Your job done!
Valarian
October 15th, 2020, 12:58
Could You show how Other sheet should look like after Your modification?
The Other tab is purely notes. There's no update to the character sheet itself in this release.
Valarian
October 15th, 2020, 13:11
i put eye of sauron mark on character sheet
The Eye of Sauron mark next to the skills is purely for recording shadow reduction for High elf characters.
de4bru
October 15th, 2020, 13:28
NPC Sheet changes to bring into line with CoreRPG sheet. Added Non-ID Name, Space & Reach to Other tab.
You wrote that something change in other tab section and i was curios if miss something or i cant find it.
Thanks again.
Valarian
October 15th, 2020, 15:48
You wrote that something change in other tab section and i was curios if miss something or i cant find it.
Ah. The change is on the NPC sheet.
NPC Sheet changes to bring into line with CoreRPG sheet. Added Non-ID Name, Space & Reach to Other tab.
de4bru
October 15th, 2020, 22:58
Ah. The change is on the NPC sheet.
NPC Sheet changes to bring into line with CoreRPG sheet. Added Non-ID Name, Space & Reach to Other tab.
Thank again for your patience! Now all is clear. Regards!
Ithildin of the West
March 15th, 2021, 01:22
I've been seeing these over the weeks when using FC Classic. I'm currently using v2021-03-11
Seems the sweet 'Character', 'Images' etc icons have defaulted to grey boxes.
This isn't affecting functionality, but I wondered if it was something I could correct somehow?
44873
Thanks!
Morik
July 6th, 2021, 15:42
OK, I'm sure I'm missing something simple, but here are the issues I'm having:
1. Tolkien Languages not working in FGU (they work fine in Classic)
2. Enemy Special Abilities Links - I currently have to put these in Notes. Unfortunately, Notes does not copy over when Exporting. Where should I be putting these for an NPCs module?
48078
Since Notes doesn't export, these links don't work when I open them in my campaign (they open blank Notes instead).
Also, I really don't want Notes all cluttered up with Special Abilities and such. Can we make a place for these?
3. Edge (on NPC sheets) - I've just been putting 11 for Eye and 12 for G-Rune. Is this right?
I hope #2 made sense... I haven't slept in 24 hours. lol
It made sense in my head...
LordEntrails
July 6th, 2021, 22:01
OK, I'm sure I'm missing something simple, but here are the issues I'm having:
1. Tolkien Languages not working in FGU (they work fine in Classic)
2. Enemy Special Abilities Links - I currently have to put these in Notes. Unfortunately, Notes does not copy over when Exporting. Where should I be putting these for an NPCs module?
48078
Since Notes doesn't export, these links don't work when I open them in my campaign (they open blank Notes instead).
Also, I really don't want Notes all cluttered up with Special Abilities and such. Can we make a place for these?
3. Edge (on NPC sheets) - I've just been putting 11 for Eye and 12 for G-Rune. Is this right?
I hope #2 made sense... I haven't slept in 24 hours. lol
It made sense in my head...
FGC and FGU handle fonts differently. Never heard of th Tolkien extension, but if it is not working you or the developer of it will need to update it.
As you noticed, note objects do not export, the are intended for player notes, not GM or NPC notes. The NPC record should have a Notes tab you can use, otherwise you will need to make story entries, probablyin a group called NPC Notes that you create.
Morik
July 6th, 2021, 23:11
I don't seem to be able to link anything from Story onto the npc sheets.
Morik
July 6th, 2021, 23:33
I'm creating a library of NPCs. On the NPC sheet, there is an area for Special Abilities 48092
I'm trying to create a master list of these Special Abilities so that I can just drag them onto each NPC sheet. The only thing I can link to this area is Notes, unless I'm doing something wrong.
Since Notes don't export, I can't figure out how to do this.
Does that make sense?
Valarian
July 7th, 2021, 15:30
I'm creating a library of NPCs. On the NPC sheet, there is an area for Special Abilities
I'm trying to create a master list of these Special Abilities so that I can just drag them onto each NPC sheet. The only thing I can link to this area is Notes, unless I'm doing something wrong.
Since Notes don't export, I can't figure out how to do this.
Does that make sense?
It allows drops from Notes or Reference Library entries (referencetext / referencetextwide). A library module has to be created. I can probably empty my Loremaster module out and attach as a template.
For the 2nd edition ruleset, I'll see if I can separate items out as reference types and add a sidebar option.
Valarian
July 7th, 2021, 16:04
Here's a blank template for a Loremaster module, including the adversary abilities. You'll need to rename the template as db.xml and repopulate the text from the PDF.
You'll need to include a definition.xml file as follows:
<?xml version="1.0" encoding="iso-8859-1"?>
<root>
<name>Loremaster</name>
<author>Cubicle 7 Entertainment Ltd.</author>
<ruleset>foundations_core</ruleset>
<ruleset>fcore-TOR</ruleset>
<ruleset>TheOneRing</ruleset>
</root>
Include a thumbnail.png (68x88 pixels) file containing the image you want to display for your library.
Zip these three files up and rename the archive file to TOR-Loremaster.mod, then place in the modules folder. Make sure that the files are in the top level of the zip archive (i.e. zip the files not the folder they're in).
Valarian
July 7th, 2021, 16:09
I've been seeing these over the weeks when using FC Classic. I'm currently using v2021-03-11
Seems the sweet 'Character', 'Images' etc icons have defaulted to grey boxes.
This isn't affecting functionality, but I wondered if it was something I could correct somehow?
44873
Thanks!
It was a CoreRPG change, as is the (+) icons on lists always being visible.
Ruleset Updates 2021-02
[CoreRPG+] Sidebar buttons migrated to smaller text-based buttons.
[CoreRPG+] List add buttons made to be always visible.
Valarian
July 7th, 2021, 16:12
OK, I'm sure I'm missing something simple, but here are the issues I'm having:
3. Edge (on NPC sheets) - I've just been putting 11 for Eye and 12 for G-Rune. Is this right?
I use S (Eye of Sauron) and G (Gandalf/G-rune), but 11 and 12 is as good - as long as you and your players understand what the notation means.
Morik
July 8th, 2021, 03:04
thank you
Valarian
July 8th, 2021, 06:37
You can also cut and paste the NPC section from your campaign, or export, file into the module db.xml to get the NPCs when you open the library module.
https://www.fantasygrounds.com/wiki/index.php/Campaign_and_Module_Data_File_Overview#CoreRPG_Dat a_Guides_for_Specific_Cases
wurgy
July 20th, 2021, 00:31
Just stumbled on this as I was looking at the Alpha rules for 2nd Edition and was wondering if anyone had put a ruleset out there...BOOM! here we are. Thank you to everyone who've worked on this over the years and you've got another happy customer. :)
Valarian
July 20th, 2021, 07:43
Just stumbled on this as I was looking at the Alpha rules for 2nd Edition and was wondering if anyone had put a ruleset out there...BOOM! here we are. Thank you to everyone who've worked on this over the years and you've got another happy customer. :)
This is the 1st edition ruleset. For 2nd edition, you'll want to look here: https://www.fantasygrounds.com/forums/showthread.php?69700-CoreRPG-The-One-Ring-2e
wframe
November 28th, 2021, 07:40
Maybe I'm just an idiot, but I downloaded the system from your Google Drive, Created a character and one NPC Orc with stats matching the book and tried a combat and I'm not seeing any automation at all. For example, when the PC attacks the Orc with a bow, it doesn't resolve against a TN or say if it hits. It just gives a result with dice. There is also no damage calculated.
Is it all manual, or am I missing something? I am using FGU on the latest build (no test). I tried both OneRing and 2e and 2e actually seems to at least check the Parry of the target and give a result, but that's it.
Valarian
November 28th, 2021, 20:01
There's no automation in the 1st edition dice rolling for combat. It's as rolling at the table.
Naroe
April 8th, 2022, 13:33
Encumberance and fatigue dont work for me. no extentions only your ruleset
Valarian
April 9th, 2022, 07:03
Encumberance and fatigue dont work for me. no extentions only your ruleset
The last update broke it. I'll have to fix it.
Valarian
April 10th, 2022, 21:21
The last update broke it. I'll have to fix it.
Fix for the inventory encumbrance calculation available
Callum
March 6th, 2023, 12:03
I'm just trying to start a new campaign using this ruleset in FG Classic. However, when clicking on the 'Inventory' tab on the character sheet, the Console pops up with the following error message:
"Script Error: [string "inventorylist"]:1: attempt to index global 'CharEncumbranceManager' (a nil value)"
Furthermore, adding items with weight to the inventory doesn't increase the 'Total weight carried' value.
Thanks in advance for any help with this!
Valarian
March 20th, 2023, 08:59
I'm just trying to start a new campaign using this ruleset in FG Classic. However, when clicking on the 'Inventory' tab on the character sheet, the Console pops up with the following error message: "Script Error: [string "inventorylist"]:1: attempt to index global 'CharEncumbranceManager' (a nil value)"
The inventory manager (CharEncumbranceManager) is in the Unity version of the CoreRPG. The fix isn't compatible with FG Classic. I've attached the previous version for FG Classic compatibility.
coffeeartful
July 21st, 2023, 04:39
Hi! is this Ruleset still on development?
With the 4.4.3 update of the FGU app, when I open the ruleset, the console sends an error message that says:
[ERROR] Script execution error: [string "TheOneRing:scripts/manager_combat2.lua"]:9: attempt to call field 'setCustomAddNPC' (a nil value)
Is there a way to fix that error? thanks in advance!
Valarian
July 21st, 2023, 16:01
Not actively at the moment due to other pressures. Keeping up with all the updates is difficult.
I'll see what I can find.
coffeeartful
July 23rd, 2023, 22:32
Thank for your response. I have found more errors:
[7/22/2023 10:18:14 AM] [WARNING] font: Could not find TTF font file. (TheOneRing) (graphics/graphics_fonts.xml) (graphics/fonts/Candara.ttf)
[7/22/2023 10:18:14 AM] [WARNING] font: Could not find TTF font file. (TheOneRing) (graphics/graphics_fonts.xml) (graphics/fonts/Tahoma.ttf)
[7/22/2023 10:18:14 AM] [WARNING] font: Could not find TTF font file. (TheOneRing) (graphics/graphics_fonts.xml) (graphics/fonts/Candara Bold.ttf)
[7/22/2023 10:18:14 AM] [WARNING] font: Could not find TTF font file. (TheOneRing) (graphics/graphics_fonts.xml) (graphics/fonts/Candara.ttf)
[7/22/2023 10:18:14 AM] [WARNING] font: Could not find TTF font file. (TheOneRing) (graphics/graphics_fonts.xml) (graphics/fonts/Tahoma Bold.ttf)
[7/22/2023 10:18:14 AM] [WARNING] font: Could not find TTF font file. (TheOneRing) (graphics/graphics_fonts.xml) (graphics/fonts/Candara.ttf)
[7/22/2023 10:18:14 AM] [WARNING] font: Could not find TTF font file. (TheOneRing) (graphics/graphics_fonts.xml) (graphics/fonts/Candara.ttf)
To correct those errores, I just added the missing fonts into the graphics/fonts/ directory.
I also updated the Torment Theme for The One Ring to be more compatible with the current FGU version.
Also added a logo of the game to be used as a background decoy and a Screenshot of my game.
Callum
August 12th, 2023, 17:30
Not actively at the moment due to other pressures. Keeping up with all the updates is difficult.
I'll see what I can find.
If you can find the time, that would be great, Valarian! I'm getting the same error when starting up, and others when using NPCs and the Combat Tracker:
[8/11/2023 6:02:12 PM] [WARNING] window: Anchored static height ignored for control (wearylabel) in windowclass (npc_adversary)
[8/11/2023 6:02:12 PM] [WARNING] window: Anchored static height ignored for control (parryshieldleft) in windowclass (npc_adversary)
[8/11/2023 6:02:12 PM] [WARNING] window: Anchored static height ignored for control (headgearleft) in windowclass (npc_adversary)
[8/11/2023 6:02:12 PM] [WARNING] window: Anchored static height ignored for control (armourlabel) in windowclass (npc_adversary)
[8/11/2023 6:02:12 PM] [WARNING] window: Anchored static height ignored for control (personalitylabel) in windowclass (npc_adversary)
[8/11/2023 6:02:12 PM] [WARNING] window: Anchored static height ignored for control (survivallabel) in windowclass (npc_adversary)
[8/11/2023 6:02:12 PM] [WARNING] window: Anchored static height ignored for control (movementlabel) in windowclass (npc_adversary)
[8/11/2023 6:02:12 PM] [WARNING] window: Anchored static height ignored for control (customlabel) in windowclass (npc_adversary)
[8/11/2023 6:02:12 PM] [WARNING] window: Anchored static height ignored for control (perceptionlabel) in windowclass (npc_adversary)
[8/11/2023 6:02:12 PM] [WARNING] window: Anchored static height ignored for control (vocationlabel) in windowclass (npc_adversary)
[8/11/2023 6:02:12 PM] [WARNING] window: Anchored static height ignored for control (wpn1favour) in windowclass (npc_adversary)
[8/11/2023 6:02:12 PM] [WARNING] window: Anchored static height ignored for control (wpn1name) in windowclass (npc_adversary)
[8/11/2023 6:02:12 PM] [WARNING] window: Anchored static height ignored for control (wpn2favour) in windowclass (npc_adversary)
[8/11/2023 6:02:12 PM] [WARNING] window: Anchored static height ignored for control (wpn2name) in windowclass (npc_adversary)
[8/11/2023 6:02:12 PM] [WARNING] window: Anchored static height ignored for control (wpn3favour) in windowclass (npc_adversary)
[8/11/2023 6:02:12 PM] [WARNING] window: Anchored static height ignored for control (wpn3name) in windowclass (npc_adversary)
[8/11/2023 6:02:12 PM] [WARNING] window: Anchored static width ignored for control () in windowclass (npc_adversary)
[8/11/2023 6:02:12 PM] [WARNING] window: Anchored static width ignored for control () in windowclass (npc_adversary)
[8/11/2023 6:02:12 PM] [WARNING] window: Anchored static width ignored for control () in windowclass (npc_adversary)
[8/11/2023 6:02:12 PM] [WARNING] window: Anchored static width ignored for control () in windowclass (npc_adversary)
[8/11/2023 6:02:12 PM] [WARNING] window: Anchored static width ignored for control () in windowclass (npc_adversary)
[8/11/2023 6:02:12 PM] [WARNING] window: Anchored static height ignored for control (ability1link) in windowclass (npc_adversary)
[8/11/2023 6:02:12 PM] [WARNING] window: Anchored static height ignored for control (ability2name) in windowclass (npc_adversary)
[8/11/2023 6:02:12 PM] [WARNING] window: Anchored static height ignored for control (ability2link) in windowclass (npc_adversary)
[8/11/2023 6:02:12 PM] [WARNING] window: Anchored static height ignored for control (ability3link) in windowclass (npc_adversary)
[8/11/2023 6:02:12 PM] [WARNING] window: Anchored static height ignored for control (ability4name) in windowclass (npc_adversary)
[8/11/2023 6:02:12 PM] [WARNING] window: Anchored static height ignored for control (ability4link) in windowclass (npc_adversary)
[8/11/2023 6:02:12 PM] [WARNING] window: Anchored static height ignored for control (ability5link) in windowclass (npc_adversary)
[8/11/2023 6:02:12 PM] [WARNING] window: Anchored static height ignored for control (ability6name) in windowclass (npc_adversary)
[8/11/2023 6:02:12 PM] [WARNING] window: Anchored static height ignored for control (ability6link) in windowclass (npc_adversary)
[8/11/2023 6:02:20 PM] [WARNING] template: Could not find template (frame_ctbox_host_header_toggles) in class (combattracker_host)
[8/11/2023 6:02:21 PM] [WARNING] windowcontrol: Could not find frame (sheetfocus) in control (stance) in class (ct_entry)
[8/11/2023 6:02:21 PM] s'button_ctentry_tokenvis - DEPRECATED - 2022-08-16 - Use new CT format and templates'
[8/11/2023 6:02:21 PM] s'button_ctentry_isidentified - DEPRECATED - 2022-08-16 - Use new CT format and templates'
[8/11/2023 6:02:21 PM] s'anchor_ctentry_right - DEPRECATED - 2022-08-16 - Use new CT format and templates'
[8/11/2023 6:02:21 PM] s'button_ctentry_idelete - DEPRECATED - 2022-08-16 - Use new CT format and templates'
[8/11/2023 6:02:21 PM] s'link_ctentry - DEPRECATED - 2022-08-16 - Use new CT format and templates'
[8/11/2023 6:02:21 PM] s'button_ctentry_activateeffects - DEPRECATED - 2022-08-16 - Use new CT format and templates'
[8/11/2023 6:02:21 PM] s'button_ctentry_activatespacing - DEPRECATED - 2022-08-16 - Use new CT format and templates'
[8/11/2023 6:02:21 PM] s'button_ctentry_activatetargeting - DEPRECATED - 2022-08-16 - Use new CT format and templates'
[8/11/2023 6:02:21 PM] s'string_ctname_nonid - DEPRECATED - 2022-08-16 - Use new CT format and templates'
[8/11/2023 6:02:21 PM] s'icon_ctsection_targeting - DEPRECATED - 2022-08-16 - Use new CT format and templates'
[8/11/2023 6:02:21 PM] s'sub_ctsection_targeting - DEPRECATED - 2022-08-16 - Use new CT format and templates'
[8/11/2023 6:02:21 PM] s'frame_ctsection_targeting - DEPRECATED - 2022-08-16 - Use new CT format and templates'
[8/11/2023 6:02:21 PM] s'icon_ctsection_spacing - DEPRECATED - 2022-08-16 - Use new CT format and templates'
[8/11/2023 6:02:21 PM] s'number_ctentry_space - DEPRECATED - 2022-08-16 - Use new CT format and templates'
[8/11/2023 6:02:21 PM] s'label_ctentry_space - DEPRECATED - 2022-08-16 - Use new CT format and templates'
[8/11/2023 6:02:21 PM] s'number_ctentry_reach - DEPRECATED - 2022-08-16 - Use new CT format and templates'
[8/11/2023 6:02:21 PM] s'label_ctentry_reach - DEPRECATED - 2022-08-16 - Use new CT format and templates'
[8/11/2023 6:02:21 PM] s'frame_ctsection_spacing - DEPRECATED - 2022-08-16 - Use new CT format and templates'
[8/11/2023 6:02:21 PM] s'icon_ctsection_effect - DEPRECATED - 2022-08-16 - Use new CT format and templates'
[8/11/2023 6:02:21 PM] s'button_ctsection_effect_iadd - DEPRECATED - 2022-08-16 - Use new CT format and templates'
[8/11/2023 6:02:21 PM] s'frame_ctsection_effect - DEPRECATED - 2022-08-16 - Use new CT format and templates'
[8/11/2023 6:02:21 PM] [ERROR] window: Control (button_global_targeting) anchoring to an undefined control (header_toggles) in windowclass (combattracker_host)
[8/11/2023 6:02:21 PM] [ERROR] window: Control (button_global_targeting) anchoring to an undefined control (header_toggles) in windowclass (combattracker_host)
[8/11/2023 6:02:21 PM] [ERROR] window: Control (button_global_spacing) anchoring to an undefined control (header_toggles) in windowclass (combattracker_host)
[8/11/2023 6:02:21 PM] [ERROR] window: Control (button_global_spacing) anchoring to an undefined control (header_toggles) in windowclass (combattracker_host)
[8/11/2023 6:02:21 PM] [ERROR] window: Control (button_global_effects) anchoring to an undefined control (header_toggles) in windowclass (combattracker_host)
[8/11/2023 6:02:21 PM] [ERROR] window: Control (button_global_effects) anchoring to an undefined control (header_toggles) in windowclass (combattracker_host)
Hispano
August 28th, 2024, 17:57
Hello, first of all, thank you for the hard work on the ruleset for Tor. I wanted to know if there is any progress on bug fixes, as I am organizing a game and the console keeps opening with errors. Thank you very much.
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