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johniba
June 26th, 2022, 21:26
Just updated! Glad to see the talent trees added. How are things looking in terms of having certain talents/attachments/etc automatically add to certain rolls (where appropriate)?

This will come with the first part in automation.

Before I work on that, I need to do a few things:

- Improve the Specialization Tree window so text does not spill over the boxes
- Create a Force Power window (similar to specialization)

After that I will start giving automation some focus, and at the same time work on other smaller things in the TO-DO list

johniba
June 26th, 2022, 21:27
This would be good to have posted on the 1st page. It will help avoid people wondering if your going to do x. They go there and see 1st before posting.



Yeah I will do that

sevrick
June 27th, 2022, 00:43
I noticed that Rivals and Minions show Strain when looking at the actions tab.

johniba
June 27th, 2022, 03:59
I noticed that Rivals and Minions show Strain when looking at the actions tab.

I just checked. Looks like when I added that part of the statblock to Actions tab, I did not add the code to handle different npc type.
I will fix that

Xarax
June 27th, 2022, 07:20
I already have plans for item qualities. The way we implemented (as a comma separated list) was an idea I had when looking at how some actions/powers and other fields were implemented in DND5

53318

If you look at the actions field, each particular piece of it (the action, damage result etca) is parsed separatelly, even though it is a simple text field.

I will be implementing this for SW/Genesys, so the specials field will be interpreted when we get to have automations

But before automations, soon I will be adding a specials database, and I will be adding at least this parsing functionality so that when you hover your mouse over and click, a window will popup with a record in the specials database, for that entry

This sounds awesome. Can't wait.

Idward
June 27th, 2022, 15:39
In addition to Force Powers are you looking to add Signature Abilities? The trees look like force powers in layout but are tied to Specializations.

johniba
June 27th, 2022, 16:07
In addition to Force Powers are you looking to add Signature Abilities? The trees look like force powers in layout but are tied to Specializations.

Yes, the target goal is to have a feature complete ruleset, one that will cover all aspects of the books

Idward
June 28th, 2022, 03:13
Sevrick, I noticed missed one of the specializations in Age of Rebellion, Universal > Recruit pg. 100

sevrick
June 28th, 2022, 13:52
Sevrick, I noticed missed one of the specializations in Age of Rebellion, Universal > Recruit pg. 100

I prety sure it is there but I well check when I get a chance.

Idward
June 28th, 2022, 14:28
Ah you did put it in I just wasn't on the latest set for Age of Rebellion. Though now that I got everything updated and I've been putting tables in to the careers. You are missing the "Random Explorer Motivations" in Edge of the Empire

sevrick
June 28th, 2022, 15:50
Ah you did put it in I just wasn't on the latest set for Age of Rebellion. Though now that I got everything updated and I've been putting tables in to the careers. You are missing the "Random Explorer Motivations" in Edge of the Empire

Thx I will fix that.

Idward
June 28th, 2022, 16:29
I also found that the table for Seeker's Moralities is missing.

Xarax
July 1st, 2022, 19:22
Trying to Start a campaign with the Modules that I have edited, and The are empty of the descriptions I added. Tried restore all in description backup, but still empty. I am probably missing something really obvious but can't figure out what. Thanks in advance for the help.

Idward
July 1st, 2022, 19:41
Are you also loading the modules from Sevrick?

Xarax
July 1st, 2022, 21:10
Are you also loading the modules from Sevrick?

Yes

johniba
July 2nd, 2022, 06:40
Trying to Start a campaign with the Modules that I have edited, and The are empty of the descriptions I added. Tried restore all in description backup, but still empty. I am probably missing something really obvious but can't figure out what. Thanks in advance for the help.

Check if you followed these steps:

- Open the campaign you used to edit the descriptions;
- Use the "backup all" button in the backup descriptions database
- Check if the backup descriptions database has records for those descriptions. You dont need to check them all, just check a few.
- Use /export... and create a module export only with backup descriptions database (and nothing else)

- Open the campaign you are going to use
- make sure to open sevrick's modules
- also open your module, the one you exported with descriptions
- go to backup descriptions database, check if you can see those descriptions you backed up
- click "restore all"... and check some records in other databases to see if restored

If that does not work, let me know, we can check together to see what happened

Xarax
July 2nd, 2022, 13:44
/export just the descriptions, is my problem. Thanks Johniba.

Hypothetically, supposing that I wanted to set up a module with no redundancies between the three game systems is there an easy way to that or should I create another campaign, load Sevrick's mods and my own, and then drag and drop the items with descriptions and then delete the originals all one by one? Probably more of an Author question, but perhaps someone on this thread knows.

sevrick
July 2nd, 2022, 15:37
/export just the descriptions, is my problem. Thanks Johniba.

Hypothetically, supposing that I wanted to set up a module with no redundancies between the three game systems is there an easy way to that or should I create another campaign, load Sevrick's mods and my own, and then drag and drop the items with descriptions and then delete the originals all one by one? Probably more of an Author question, but perhaps someone on this thread knows.

I know it doesnt help right now but I have thought about how I could make another module that combines everything thing. It seems like a lot of unnecessary work.

As far as how you could do it? They way you are talking about going about it could work but would be impractical. Because we each new update I make you would have to mimic those changes to your own module.

I can play around with the code a bit and maybe copy all the data from the modules and past them into a a new campaign. But I if I did this it would only be after I have finished entering all the books to avoid doing everything twice with each time I update.

For the most part the only duplicates you will see is this will be from multiple core rule books being opened from the libraries. The only other place you will see them will be with the compendium books.

johniba
July 2nd, 2022, 15:38
/export just the descriptions, is my problem. Thanks Johniba.

Hypothetically, supposing that I wanted to set up a module with no redundancies between the three game systems is there an easy way to that or should I create another campaign, load Sevrick's mods and my own, and then drag and drop the items with descriptions and then delete the originals all one by one? Probably more of an Author question, but perhaps someone on this thread knows.

You could do that:
- open both sevrick and your module
- use restore all
- copy all items you want to keep (drag the item, drop in the same database, it will create a local copy
- after that, if you close sevrick+your module, only the copied items would remain, and you could use the campaign, or even /export all records to a module to reuse

It is quite a lot of work, but that would work. Everytime sevrick updates the libraries, if you wanted to, you would have to recreate these steps....

I think I could try to create a button in the backup descriptions database to do that. I am only not sure if people would get confused using it, but we could try.


I need to test a few things before doing this. I have to check if copying an item like that will not cause issues anywhere in the campaign.
Every record has an internal ID (a number) that identifies it.

For example, if you are not careful and create a copy of a record, edit the description and backup that record's description, the ruleset will know that description belongs to that particular local record, and not the original one from the library.
In this case in the future, if you repeat this method, you would see that the description is no longer restored (because the backup/restore could not find that record.

I will try to think of a better way to hide duplicate records....

sevrick
July 2nd, 2022, 15:47
Also I wanted to ask if any of you are familiar with the Order 66 podcast. A while back they did a show where they combine Genesys vehicle rules with Star Wars. To give star wars vehicle combat a much needed face lift. Anyway they mention how you could do this but you would have to alter the base stats a bit of each star wars vehicle along with a pdf that has somthings to keep in mind. I am going to make a module for my self that has all the vehicles with the stat changes suggested. I was wondering if there would be an interest in that. I could also add the pdf to the module since it is not under copyright. Having it here would just make it easier to have it all in one place.

Xarax
July 2nd, 2022, 16:38
You could do that:
- open both sevrick and your module
- use restore all
- copy all items you want to keep (drag the item, drop in the same database, it will create a local copy
- after that, if you close sevrick+your module, only the copied items would remain, and you could use the campaign, or even /export all records to a module to reuse

It is quite a lot of work, but that would work. Everytime sevrick updates the libraries, if you wanted to, you would have to recreate these steps....

I think I could try to create a button in the backup descriptions database to do that. I am only not sure if people would get confused using it, but we could try.


I need to test a few things before doing this. I have to check if copying an item like that will not cause issues anywhere in the campaign.
Every record has an internal ID (a number) that identifies it.

For example, if you are not careful and create a copy of a record, edit the description and backup that record's description, the ruleset will know that description belongs to that particular local record, and not the original one from the library.
In this case in the future, if you repeat this method, you would see that the description is no longer restored (because the backup/restore could not find that record.

I will try to think of a better way to hide duplicate records....

No need to derail the to do list on my account. Just wanted to make sure that I had the best current way of doing what I was thinking of doing. Much thanks again to all!

Idward
July 2nd, 2022, 18:35
That actually does sound like fun. Our group got a bit bored of ship to ship combat, the best we came up with was everyone jumping into a starfighter and dog fighting.

Xarax
July 2nd, 2022, 18:43
I too would be interested in taking a look at that.

SmartAlec
July 2nd, 2022, 18:58
Also I wanted to ask if any of you are familiar with the Order 66 podcast. A while back they did a show where they combine Genesys vehicle rules with Star Wars. To give star wars vehicle combat a much needed face lift.

This one? (https://podbay.fm/p/order-66-podcast/e/1618857535) Yeah, it was pretty neat! That sounds cool.

sevrick
July 2nd, 2022, 19:58
This one? (https://podbay.fm/p/order-66-podcast/e/1618857535) Yeah, it was pretty neat! That sounds cool.

Yeah that's the one. If anyone hasn't listened to it I would highly recommend it.

johniba
July 3rd, 2022, 01:55
Also I wanted to ask if any of you are familiar with the Order 66 podcast. A while back they did a show where they combine Genesys vehicle rules with Star Wars. To give star wars vehicle combat a much needed face lift. Anyway they mention how you could do this but you would have to alter the base stats a bit of each star wars vehicle along with a pdf that has somthings to keep in mind. I am going to make a module for my self that has all the vehicles with the stat changes suggested. I was wondering if there would be an interest in that. I could also add the pdf to the module since it is not under copyright. Having it here would just make it easier to have it all in one place.

EDIT:

I just checked that pdf, I had downloaded a while ago.

I am thinking I could easly create a house rule option to turn on/off in the ruleset.
Turning it on, all those stat conversions in the vehicles, I can do them automatically

Then I think you would only need a module with the new talent/skills etca

sevrick
July 3rd, 2022, 02:15
EDIT:

I just checked that pdf, I had downloaded a while ago.

I am thinking I could easly create a house rule option to turn on/off in the ruleset.
Turning it on, all those stat conversions in the vehicles, I can do them automatically

Then I think you would only need a module with the new talent/skills etca

That would be super awesome.

I did make a small change for my group. I have to play test it more but Instead of getting rid of shield facing completely I made it a manuver to switch between face and no facing. It seemed that not having shield facing removed some of the awesome from Gain the Advatage action. I figured in some cases you would just want the default facing and others you would want it.

Idward
July 5th, 2022, 18:54
Sevrick, is there supposed to be anything in the special ability's section? I see it as entirely empty for all three files.

sevrick
July 5th, 2022, 23:19
Sevrick, is there supposed to be anything in the special ability's section? I see it as entirely empty for all three files.

No. I never found much use for this in the star wars libraries. Very few special abelites show up enough times to justify having it. For example Droid or Amphibious. I suppose this is there for Genesys. You make almost all your NPCs and some books like Secrets of the Crucible have specific special abilities that you can mix and match.

The only use I could see for it in star wars is have 1 of each special ability in the game for people wanting to browse them for creating their own NPCs. I never bothered with this because I mostly reskin npcs and make up my own abilities. If this something everyone wants I supposed I could do that.

sevrick
July 8th, 2022, 03:28
Edge of the Empire

Added Lords of Nal Hutta Source Book to the Libraries.
Added CZ-88 Heavy Loader Arm, Reinforced Gauntlets, and Vibro-bayonet Attachments weapon profiles to items.
Correct Lieutenant-constable Kreeg and Security Officers page number.
Renamed Spooked Ronto to Spooked/Enraged Ronto to reflect there are 2 stat blocks with the same exact stats.
Gustip has the same stat blocks as Gustip, Drall Major-Domo. So used the more descriptive name.
Added Random Explorer Motivations table.

Force and Destiny Libraries

Added Seeker Moralities Tables
Added Pistol Hilt and Stun Blaster Attachment Weapon Stats to Items.
Added Entrenching tool, Thermal Cutter, and Individual Field Disruptor weapon stats to items.
Fixed some page refrences.
Fixed typos

sevrick
July 8th, 2022, 03:43
As the NPC list grows ever bigger it becomes more difficult to sift through them to find what you want. Would it be possible to add a subtype category to NPCs. This would allow me to seperate creatures, Imperials, etc using the filter.

johniba
July 8th, 2022, 13:40
As the NPC list grows ever bigger it becomes more difficult to sift through them to find what you want. Would it be possible to add a subtype category to NPCs. This would allow me to seperate creatures, Imperials, etc using the filter.

Yes. I will see what I can do

johniba
July 8th, 2022, 13:46
For Genesys fans out there, I am not sure if you saw these news.

https://www.fantasyflightgames.com/en/news/2022/6/28/future-of-keyforge/

Keyforge as an IP is changing hands from Asmodee to a new company named Ghost Galaxy, owned by the previous FFG founder.

This means the future of the "Legends of the Crucible" Genesys book is still uncertain.

From other posts it seems both companies are not rulling out a sort of a legal agreement, but I would say that if you want to be on the safe side, if you are interested in acquiring the book/pdf, I would do it soon.

If they do not have an agreement/contract, it would mean the book will go out of print.

sevrick
July 9th, 2022, 00:32
Also while I am thinking about it. You could add a Subtype category for vehicles. It does have space for Vehicle Type/Model but that changes wildly.

What I would suggest is add a Subtype category above Vehicle Type/Model on vehicle sheet. Then replace the filter "Type" to "Subtype". That way I can tag them such as speeders, fighters, walkers, and Capital Ships.

srbongo
July 9th, 2022, 03:44
Love the new stuff. Having a bit of an issue with vehicles. On a new campaign, no extensions ect, FGU is going into a long (potentially endless) nonresponse cycle up after exiting, editing, then re-entering a vehicle. Happens in a few situations but I see it mostly it when:

1) Character enters vehicle
2) Exit vehicle
3) Delete vehicle from char inventory
4) edit vehicle in Library (from sidebar)
5) re-add to inventory and attempt to re-enter vehicle.

At that point, FGU goes non-responsive. Longest I've waited was 15 minutes - but obviously something isn't working right.

I redownloaded the ruleset to make sure it wasn't that and I've seen this happen even if the vehicle isn't removed from the inventory as well, but with less clear steps to reproduce.

Thanks!

johniba
July 9th, 2022, 17:57
Love the new stuff. Having a bit of an issue with vehicles. On a new campaign, no extensions ect, FGU is going into a long (potentially endless) nonresponse cycle up after exiting, editing, then re-entering a vehicle. Happens in a few situations but I see it mostly it when:

1) Character enters vehicle
2) Exit vehicle
3) Delete vehicle from char inventory
4) edit vehicle in Library (from sidebar)
5) re-add to inventory and attempt to re-enter vehicle.

At that point, FGU goes non-responsive. Longest I've waited was 15 minutes - but obviously something isn't working right.

I redownloaded the ruleset to make sure it wasn't that and I've seen this happen even if the vehicle isn't removed from the inventory as well, but with less clear steps to reproduce.

Thanks!

Thanks for the detailed steps in the issue. I will test here and fix this!

johniba
July 9th, 2022, 18:05
Also while I am thinking about it. You could add a Subtype category for vehicles. It does have space for Vehicle Type/Model but that changes wildly.

What I would suggest is add a Subtype category above Vehicle Type/Model on vehicle sheet. Then replace the filter "Type" to "Subtype". That way I can tag them such as speeders, fighters, walkers, and Capital Ships.

Looking at the vehicles records in the star wars library, I think one issue is that currently we have one field "Vehicle Type/Model", and looking back, it should actually be two separate fields, one for Type, another for Model


I think we would be better having that, what do you think?

Instead of Type/Model, we have
- Type
- Model
And then we can have both in the filters separatelly

Now I am left with a task of updating the libraries.

A while back I created a database upgrade routine, I can make it so on the next ruleset release, when you open your campaign for the first time, all data is automatically moved to the two new fields, splitting them from the current database

I will try this out... it would definitelly be better than asking you to edit each record!


For the NPC database I simply added a "Type" field
When you look at the npc sheet, you see this now:

"Name" --> "Category" --> "Type"
(three columns at the top)

Also in the npc database window, there is a filter for type

johniba
July 9th, 2022, 18:31
Also some good news
I finally managed to improve the "source" filter
Currently if you go to any database and try to filter by source, you will see multiple results, each with the souce+page, and that is not useful at all

Now, it looks like this (screenshot included)

53491

In my next release I am focusing on closing a lot of small items in my TODO list, and this is one of them :)

johniba
July 9th, 2022, 19:14
Also Sevrick, just a reminder:

I am currently testing Splitting Type/Model, into two fields: Type, and Model
As this will be done automatically when you next update the ruleset, just as a precaution, please make a full backup of your campaigns that you use to create the modules, ok?
The code that will update all vehicles is very simple, but I prefer to be in the cautious side, and if something happens, you will be able to restore...

johniba
July 9th, 2022, 21:57
NEW RELEASE!
Version 2022-07-09

Unless mentioned, the fix or improvement is for both Genesys and Star Wars.

Fixes:
- NPC: fixed an issue where the Actions tab would not display the proper stat block for minions/rival/nemesis
- PC/NPC Current Vehicle: fixed an issue where sometimes entering a vehicle would cause Fantasy Grounds to freeze
P.S.: If anyone still experiences a freezing issue, please try to make a note on the steps to reproduce the error, and reply in this forum thread letting me know, and I will work on it.



Improvements:
- Sidebar: changed some database icons that were previously only using a default icon.
- Specialization Tree: Increased the size for each talent box. I will continue trying to improve this until text size and position is good enough.
- NPC: added "Type" field. You can also filter by Type in the npc database window. This field can be used to classify npcs (for example: dragons, demons... imperial, droid...)
- All databases: Improved filter for "Source" field. Now it should work properly, and you can filter records by Source (field usually to help locate info on a book)

- Vehicles: Type field was being used to keep Type/Model (in star wars libraries). This field was split into Type and Model fields.
When you open your campaign, all vehicle records (including pc and npc vehicles) will be automatically updated.
Previous values in type field like for Example Type="Starfighter/T-65B X-wing", will now be seen as:
Type: "Starfighter"
Model: "T-65B X-wing"
This will also help when filtering and looking for vehicles in the vehicles database, as now we have a Type and a Model filter, which both can be used.

Known Issue:
If a PC enters a shared player vehicle, and later this vehicle is deleted, the combat tracker entry for that PC will not update the current vehicle.
Workaround: Either remove/readd PC to combat tracker or reloading the campaign will fix this.
This will be fixed in the next release



How to download the new version:

FG Unity:
You can subscribe to both rulesets in FG Forge. This will ensure that they are automatically downloaded whenever I upload a new version.
(P.S.: everytime I upload a new version here in the forums, it may take a few hours for it to show up in Forge, as it requires Moderators to approve)
(P.S.: If you have already done this before, you only need to click "Check for Updates" in FG Unity, and the download will start)

To subscribe and download the rulesets, follow the links:
Genesys: https://forge.fantasygrounds.com/shop/items/143/view
Star Wars: https://forge.fantasygrounds.com/shop/items/159/view
(Remember, if you want to use the Star Wars ruleset, make sure to subscribe/download BOTH)

FG Classic
You can download both rulesets in the link below
Make sure to save them in your "rulesets" directory

https://drive.google.com/drive/folders/1UNyE7f7qbI5It8cCHmoEoWSoSeVhWxR-?usp=sharing
Modules and other extensions need to be downloaded from the above link also (even FG Unity, they are not in the Forge)

Updated files:
- Genesys.pak
- StarWarsFFG.pak
Important note for Fantasy Grounds Classic users
Although this version is also compatible with FGC, there are no noticeable changes, only internal code.
For now the rulesets are totally compatible with FGC, but I strongly advise people still using FGC to consider upgrading to FGUnity.
Smiteworks is no longer updating the Classic application, and it may come a time when I cannot maintain the code compatible.
For now, it is still compatible and I will do my best to continue this, until it comes a time it would hurt the development... If that time comes, I will let everyone know


Download Genesys ruleset even if you are playing Star Wars
Always remember to download BOTH rulesets if you intend to use Star Wars

johniba
July 9th, 2022, 21:59
Love the new stuff. Having a bit of an issue with vehicles. On a new campaign, no extensions ect, FGU is going into a long (potentially endless) nonresponse cycle up after exiting, editing, then re-entering a vehicle. Happens in a few situations but I see it mostly it when:

1) Character enters vehicle
2) Exit vehicle
3) Delete vehicle from char inventory
4) edit vehicle in Library (from sidebar)
5) re-add to inventory and attempt to re-enter vehicle.

At that point, FGU goes non-responsive. Longest I've waited was 15 minutes - but obviously something isn't working right.

I redownloaded the ruleset to make sure it wasn't that and I've seen this happen even if the vehicle isn't removed from the inventory as well, but with less clear steps to reproduce.

Thanks!

I think I figured out the issue, at least I think so.
After updating with today's release, if you still have the same issue, let me know.

We still have a bug related to deleting vehicles (details in my previous post about the release) and I will fix that in the next release.

johniba
July 9th, 2022, 22:04
Also while I am thinking about it. You could add a Subtype category for vehicles. It does have space for Vehicle Type/Model but that changes wildly.

What I would suggest is add a Subtype category above Vehicle Type/Model on vehicle sheet. Then replace the filter "Type" to "Subtype". That way I can tag them such as speeders, fighters, walkers, and Capital Ships.

Hey Sevrick:

- In today's release I have added npc type and also updated vehicle's to have type and model.
I will repeate my previous note about this: make sure to backup your campaigns, the ones you use to create libraries, before opening them with this release. This is just a precaution
If later you check that vehicles type and model fields have been updated correctly automatically by this update, you can delete that backup if you dont need anymore.

You can export and share your libraries as they will have been updated with Type and Model....

Check the release notes for more details on what I did

johniba
July 9th, 2022, 22:20
I need some feedback and opinion from you guys on two items I am currently working for the next release

- PC Items: adding a way to keep track of damage to the item.
In both Genesys and star wars core books they mention rules that the GM can apply damage to an item, but they neve mention what those notes should be

I am unsure if I should add a numeric field, or a free text. I am inclined to just add a text field that the players and gm could just write down what damage happened to their item, and later decide on the roll and costs to repair.

- Tracking Mod Attachment successes and failures:
This is my idea, but please feel free to improve on it:

So my idea is to add to the Item's Attachment record a way to add lines to a list where they will have the following columns:

- Attempt Result: will either show "success" or "failure" (maybe a simple green/red icon)
- Effect: In case of success, this will be where the effect will be listed (for example: damage +1.

Items in the inventory list will later have under them a simple list of all effects that have been succesfuly applied, so the players do not need to keep opening the attachment and checking all the time
(this will also later be used when we work on automations)

Let me know what you think... I am specially not sure about the first one: item damage.

sevrick
July 9th, 2022, 22:42
Looking at the vehicles records in the star wars library, I think one issue is that currently we have one field "Vehicle Type/Model", and looking back, it should actually be two separate fields, one for Type, another for Model


I think we would be better having that, what do you think?

Instead of Type/Model, we have
- Type
- Model
And then we can have both in the filters separatelly

Now I am left with a task of updating the libraries.

A while back I created a database upgrade routine, I can make it so on the next ruleset release, when you open your campaign for the first time, all data is automatically moved to the two new fields, splitting them from the current database

I will try this out... it would definitelly be better than asking you to edit each record!


For the NPC database I simply added a "Type" field
When you look at the npc sheet, you see this now:

"Name" --> "Category" --> "Type"
(three columns at the top)

Also in the npc database window, there is a filter for type

Yes in both cases that sounds good. Also I wanted to remind you the Source, where you enter page numbers, needs fixing. When you enter a source and Page number only the Source should show and not the page number when filtering. The page number should only appear on the record it self.

For example when I look at source filter for items I see:
Edge of the Empire Core Rulebook (161)
Edge of the Empire Core Rulebook (162)
Edge of the Empire Core Rulebook (163)
Edge of the Empire Core Rulebook (164)

When I should see:
Edge of the Empire Core Rulebook
Enter the Unknown
Far Horizons
Fly Casual

johniba
July 9th, 2022, 23:00
Yes in both cases that sounds good. Also I wanted to remind you the Source, where you enter page numbers, needs fixing. When you enter a source and Page number only the Source should show and not the page number when filtering. The page number should only appear on the record it self.

For example when I look at source filter for items I see:
Edge of the Empire Core Rulebook (161)
Edge of the Empire Core Rulebook (162)
Edge of the Empire Core Rulebook (163)
Edge of the Empire Core Rulebook (164)

When I should see:
Edge of the Empire Core Rulebook
Enter the Unknown
Far Horizons
Fly Casual

That is exactly what I fixed in this releaase :P

sevrick
July 9th, 2022, 23:04
That is exactly what I fixed in this releaase :P

lol just noticed haha awesome.

sevrick
July 10th, 2022, 02:01
I need some feedback and opinion from you guys on two items I am currently working for the next release

- PC Items: adding a way to keep track of damage to the item.
In both Genesys and star wars core books they mention rules that the GM can apply damage to an item, but they neve mention what those notes should be

I am unsure if I should add a numeric field, or a free text. I am inclined to just add a text field that the players and gm could just write down what damage happened to their item, and later decide on the roll and costs to repair.

Edge of the Empire Core Rulebook pg. 159 says "Weapon repairs are generally classified as Minor, Moderate, or Major." It shows a table that shows you the effect on your rolls and what is needed to repair.

If you added a drop down list for the item that lets you switch from Undamaged to Minor, Moderate, or Major. Maybe depending on what is selected it shows the effect of the currently on damaged item to the side and possibly required check to repair.

sevrick
July 10th, 2022, 02:16
- Tracking Mod Attachment successes and failures:
This is my idea, but please feel free to improve on it:

So my idea is to add to the Item's Attachment record a way to add lines to a list where they will have the following columns:

- Attempt Result: will either show "success" or "failure" (maybe a simple green/red icon)
- Effect: In case of success, this will be where the effect will be listed (for example: damage +1.

Items in the inventory list will later have under them a simple list of all effects that have been succesfuly applied, so the players do not need to keep opening the attachment and checking all the time
(this will also later be used when we work on automations)

Let me know what you think... I am specially not sure about the first one: item damage.

I am not sure I am under standing what you had in mind maybe I would have to see some images 1st.

The idea I had would be for each attachment you would have a list you can add mods much like inventory how you have an edit button then a "+" appears and lets you add items. You could do the same for attachments and allow for you to add mods.
When you add a mod each one would have to have the following

[Numeric box] (This is how you would be able to tell how many times a mod can be installed or attempted)
[Check Boxes] (This would be populated equal to the amount the number entered in the Numeric Box. Ideally you would be able to toggle between 3 different states, Not Attempted, Success, or Failure for each slot generated. This could be displayed with color or maybe use symbols like "O", "*", "X". I am not sure what FG would allow for.)
[Descriptive Text Box] (This is where you would add descriptive text on what the mod does.

Lay Out
-------------------
[Numeric box][Check Boxes][Descriptive Text Box]
[Numeric box][Check Boxes][Descriptive Text Box]

Granit this is sudo programing but you get the idea.

Also minion sheet display of number of minions is in a weird place after update. Also the separation of Vehicle types and Models worked nicely.

johniba
July 10th, 2022, 02:46
Edge of the Empire Core Rulebook pg. 159 says "Weapon repairs are generally classified as Minor, Moderate, or Major." It shows a table that shows you the effect on your rolls and what is needed to repair.

If you added a drop down list for the item that lets you switch from Undamaged to Minor, Moderate, or Major. Maybe depending on what is selected it shows the effect of the currently on damaged item to the side and possibly required check to repair.

Yes buy on page 158, the book mentions descriptions to the damage, for example: "malfunctioned, misfired, jammed, broken down, or otherwise been rendered inoperable or impaired until it can be repaired"

I wonder if a weapon can sustain multiple damages?
Also, depending on the damage it sustains, wouldnt it be important to know, so that it can be ruled if the weapon can still be used in its current state, or not?

I wonder if this has been clarified in a FAQ

johniba
July 10th, 2022, 03:09
Also minion sheet display of number of minions is in a weird place after update. Also the separation of Vehicle types and Models worked nicely.

Take a look at the attached screenshot
I am thinking of moving the number of minions in this place, what do you think?

53496

sevrick
July 10th, 2022, 06:07
Yes buy on page 158, the book mentions descriptions to the damage, for example: "malfunctioned, misfired, jammed, broken down, or otherwise been rendered inoperable or impaired until it can be repaired"

I wonder if a weapon can sustain multiple damages?
Also, depending on the damage it sustains, wouldnt it be important to know, so that it can be ruled if the weapon can still be used in its current state, or not?

I wonder if this has been clarified in a FAQ

Double post oops. See below

sevrick
July 10th, 2022, 06:07
Take a look at the attached screenshot
I am thinking of moving the number of minions in this place, what do you think?

53496

Looks good.

sevrick
July 10th, 2022, 06:13
Yes buy on page 158, the book mentions descriptions to the damage, for example: "malfunctioned, misfired, jammed, broken down, or otherwise been rendered inoperable or impaired until it can be repaired"

I wonder if a weapon can sustain multiple damages?
Also, depending on the damage it sustains, wouldnt it be important to know, so that it can be ruled if the weapon can still be used in its current state, or not?

I wonder if this has been clarified in a FAQ

Yes weapons can sustain multiple damages through the sunder weapon quality which can be activated multiple times.

One last thing we had this come up in our game a few weeks back. A PC ran out of ammo on his blaster after the despair I spent. There was no real way to track it was out of ammo. This could be somthing added to weapon stat block. Maybe somthing minimalistic.

johniba
July 10th, 2022, 16:13
Yes weapons can sustain multiple damages through the sunder weapon quality which can be activated multiple times.

One last thing we had this come up in our game a few weeks back. A PC ran out of ammo on his blaster after the despair I spent. There was no real way to track it was out of ammo. This could be somthing added to weapon stat block. Maybe somthing minimalistic.

In DND5 you can individually count each "arrow", but in the case of Gen/SW i think it fits better just a simple checkbox "out of ammo", right?
Maybe we can have a field in the item record for when it is a weapon, so a checkbox shows up in the character's inventory, showing it it is out of ammo

I am thinking that in order to keep it simple visually, it could be that if the weapon is damages and/or out of ammo, icons would show up near or below the weapon name, in the actions tab

sevrick
July 10th, 2022, 20:27
In DND5 you can individually count each "arrow", but in the case of Gen/SW i think it fits better just a simple checkbox "out of ammo", right?
Maybe we can have a field in the item record for when it is a weapon, so a checkbox shows up in the character's inventory, showing it it is out of ammo

I am thinking that in order to keep it simple visually, it could be that if the weapon is damages and/or out of ammo, icons would show up near or below the weapon name, in the actions tab

Sounds good. It's awesome to see how far this ruleset has come from its beginning.

Xarax
July 11th, 2022, 06:37
Awesome Stuff here.
Vehicles did not parse correctly for me and did not drop the second description down into the model field. Is there something else I needed to do here?
Sources however did work correctly.
Regarding attachments I am excited by the fact that it's next on your list of things to do. You've already got a field for the upgrades, and I like the idea Sevrick had about having a check box with 3 states: succeeded, failed, and unattempted.
A text box is likely sufficient to track item breakage, at least for now.
The new minion box looks good too!
Specialization trees look great with bigger boxes but the window as a whole is still very wide.
Definitely awesome to see how far this has come. Thanks again for all your hard work!

johniba
July 11th, 2022, 13:10
Vehicles did not parse correctly for me and did not drop the second description down into the model field. Is there something else I needed to do here?


Sorry, I shoulve explained:
Only "local" records get updated. Records inside modules are not changed by the automatic update.

We need to wait for sevrick to upload new versions of the modules, to get the updated records in them. When he opens his campaigns he uses to create the modules, those records will be updated, and then he can just export the modules

sevrick
July 11th, 2022, 13:58
Sorry, I shoulve explained:
Only "local" records get updated. Records inside modules are not changed by the automatic update.

We need to wait for sevrick to upload new versions of the modules, to get the updated records in them. When he opens his campaigns he uses to create the modules, those records will be updated, and then he can just export the modules

I can do that today

Xarax
July 11th, 2022, 22:22
Sorry, I shoulve explained:
Only "local" records get updated. Records inside modules are not changed by the automatic update.

Got it

johniba
July 11th, 2022, 23:13
Hi all,

A couple of ideas I need feedback:


1) Specialization Trees being too large:

I am trying to think of a solution for the Specialization Trees window being too big.

What do you all think of this:


The Tree would have each talent, but without the Summary text below them. This way, each box would be a lot smaller.
BUT... when you move your mouse over a box, you would see the full description of the talent pop-up, in the up-right corner of the window....

You can also still click the talent description to open the talent window.

2) Weapons: adding "No Ammo", and "Damage"

In the actions tab in the pc/npc sheet, under each weapon We will have two small icons:

"No Ammo" will show up if the weapon is out of ammo
"Damaged: Minor/Moderate/Major" will show if the equipment is damaged.
Later when I focus on automation, damaged weapons will automatically add a setback or difficulty die (for minor and moderate damaged weapons respectivelly)
The player will also be warned if the weapon roll was done with a weapon with no ammo or with major damage (by the rules they should not be able to do so)

3) Today we already have under each weapon in actions tab the list of Specials (item qualities). I will also improve this to show specials added by Mods successfuly installed in that weapon....

Xarax
July 11th, 2022, 23:32
1. Could be a good way to make it work, but I'd like to see the tree as is with thinner boxes to compare the current, planned hover update, and an as is but less wide version.
2. All of this sounds cool
3. Not sure what you need feed back for.

sevrick
July 11th, 2022, 23:36
Hi all,

A couple of ideas I need feedback:


1) Specialization Trees being too large:

I am trying to think of a solution for the Specialization Trees window being too big.

What do you all think of this:


The Tree would have each talent, but without the Summary text below them. This way, each box would be a lot smaller.
BUT... when you move your mouse over a box, you would see the full description of the talent pop-up, in the up-right corner of the window....

You can also still click the talent description to open the talent window.

2) Weapons: adding "No Ammo", and "Damage"

In the actions tab in the pc/npc sheet, under each weapon We will have two small icons:

"No Ammo" will show up if the weapon is out of ammo
"Damaged: Minor/Moderate/Major" will show if the equipment is damaged.
Later when I focus on automation, damaged weapons will automatically add a setback or difficulty die (for minor and moderate damaged weapons respectivelly)
The player will also be warned if the weapon roll was done with a weapon with no ammo or with major damage (by the rules they should not be able to do so)

3) Today we already have under each weapon in actions tab the list of Specials (item qualities). I will also improve this to show specials added by Mods successfuly installed in that weapon....

1) Personally I am not a fan of hovering over them to see them. As long as it fits the descriptions in the boxes I don't have a problem. Is the scroll wheel not do able? If people think the overall box is too big It might be an issue with screen real-estate. They should be able to use the scale ui command or minimize it when not needed.

2 and 3) Sounds good to me.

sevrick
July 11th, 2022, 23:37
I reuploaded the Libraries to reflect the changes made by Johniba.

Also I noticed I haven't looked at the Genesys Libraries lately and there are a few things I need to do to bring them up to date with the changes that have been made to the ruleset since then.

SmartAlec
July 12th, 2022, 00:49
1) Specialization Trees being too large:

I am trying to think of a solution for the Specialization Trees window being too big.

Heck, I still think they're a bit too small! The boxes are still a bit too small when using larger fonts. The standard text on FGU is uncomfortably small.

Just having the name of the talent and its xp cost in the box would be fine, though, if you could click on the box to bring up a description. Likely no need for a mouseover popup.

johniba
July 12th, 2022, 00:56
Heck, I still think they're a bit too small! The boxes are still a bit too small when using larger fonts. The standard text on FGU is uncomfortably small.

Just having the name of the talent and its xp cost in the box would be fine, though, if you could click on the box to bring up a description. Likely no need for a mouseover popup.

The talents are already clickable. Clicking the title will bring up the talent window.

I may try some ideas, including removing the summary text. Maybe even making it so players can choose if they want the full big window, or a smaller one without summary

johniba
July 12th, 2022, 00:58
1. Could be a good way to make it work, but I'd like to see the tree as is with thinner boxes to compare the current, planned hover update, and an as is but less wide version.


I will try making the boxes thinner and longer... It will have to be a big longer to accomodate the summary text after I make it thinner....

Xarax
July 12th, 2022, 15:23
A thought on organization: moving Descriptions backup into the Library Tab instead of the Campaign Tab, as campaign is already pretty full.

After Sevrick's update, everything looks great on the Vehicles front. So much nicer to be able to search by type now!

An idea for consolidation: perhaps have 3 tabs at the top of the notes section on NPCs, and skill descriptions, Age of Rebellion, Edge of the Empire, and Force and Destiny. That way the player and or DM could have the descriptions of all three in once place. I think the Talents are all identical so nothing is necessary in that vein for that area.

Thanks again Johniba and Sevrick for all you do on this project!

johniba
July 12th, 2022, 16:59
An idea for consolidation: perhaps have 3 tabs at the top of the notes section on NPCs, and skill descriptions, Age of Rebellion, Edge of the Empire, and Force and Destiny. That way the player and or DM could have the descriptions of all three in once place. I think the Talents are all identical so nothing is necessary in that vein for that area.

Thanks again Johniba and Sevrick for all you do on this project!


There is one big issue with that
From the beginning, Sevrick has been working on each of the three pillars of the Star Wars RPG as a separate module.
So if a record exist in each, like for example a skill or an npc... they each ARE a individual record

FG does not have advanced database relationships, there is no way to consolidate the record apart form actually having only one module, and rework each record, deleting duplicates, maybe reworking the Source field to allow more than one source, etca

I know there are going to be a few exceptions: I dont remember now, but I have seen a few records for either npc, vehicle or something that in one book has a small stat difference from another book.

It all depends on what you all think, and in the end, what sevrick wants to do with his libraries.

Xarax
July 12th, 2022, 19:26
There is one big issue with that
From the beginning, Sevrick has been working on each of the three pillars of the Star Wars RPG as a separate module.
So if a record exist in each, like for example a skill or an npc... they each ARE a individual record

FG does not have advanced database relationships, there is no way to consolidate the record apart form actually having only one module, and rework each record, deleting duplicates, maybe reworking the Source field to allow more than one source, etca
The number of entries that would require all three or even more than just one is pretty small. If the box was there, it wouldn't be difficult to cut out some of the repeats with a simple copy from one and paste onto the other. As always i speak from complete ignorance of what it would take to code that but stylistically regarding consolidation, it would be very nice. Bottom of the pile though, and I'd like to see a planetary tab long before it makes sense to work on what we're talking about here.

sevrick
July 12th, 2022, 19:55
I knew there would always be some duplicates just like the official Rules. Multiple Core Rulebooks does that. Even the compendiums will have the most duplicates undoubtably.

There are some things that are weird by creating additional libraries too. I noticed while working on the Clone wars Era Library that I will have to re add the skills. The thing is which descriptions do I use for it? Since there are no descriptions for the skills in those books.

When I finally complete the libraries, I thought about adding 1 library with everything. The thing is this would entail me making a new Campaign and opening up all my libraries a dragging them one by one into the new library. Dont get me wrong I up to the task but is low on the priority list right now.

Not to mention that I would have to maintain another instant of everything. I would start to wonder if I made changes in one library that I didnt in the other.

One last thing load times might be a factor. I am not sure how it will effect performance having every record in one library. Having every record would create massive lists you have to sift through. I suppose as we get better filters this wont be too much of an issue.

sevrick
July 13th, 2022, 00:49
Oh one thing my OCD is kicking in every time I create a new NPC the view starts on the skills tab and not the main tab. Not huge deal just something I noticed. :) It sounds silly even mentioning it.

Also I had a cool idea. What if there was button you could toggle for NPC sheets skills that made it to where you only see the skills they have ranks in? I think it would make for a much cleaner look and easier to spot quickly relevant skills. That way people who don't have the skills attached characteristic memorized can reference it if they need. If you did do this it might be better if it was in the options. That way you could flick a switch and it would effect all NPC sheets.

johniba
July 13th, 2022, 00:59
I noticed while working on the Clone wars Era Library that I will have to re add the skills. The thing is which descriptions do I use for it? Since there are no descriptions for the skills in those books.


I think you may want to rethink the idea of replicating book by book all information.
Take as an example Genesys.
The Core rulebook has a set of skills, and then for example, Realms of Terrinoth, although it has in a page a list of skills, it shows which skills are from the core book, and only present a more detailed explanation only of the new skills
So for the purpose of being able to use them in a ruleset, having a separate module for Terrinoth, you DONT need to create a duplicate of each skill from the core book

Of course the three parts of Star Wars are even more interconnected, in a way that I believe eventually most people will use content from more than one.



When I finally complete the libraries, I thought about adding 1 library with everything. The thing is this would entail me making a new Campaign and opening up all my libraries a dragging them one by one into the new library. Dont get me wrong I up to the task but is low on the priority list right now.

There is a risk here that it would break the Backup Descriptions database.
So here is how that feature works: When you click backup/restore, the ruleset has to find a way to identify a record, so if you (someone using the modules) add descriptions to a record -- for example an item -- the ruleset will later be able to restore that description to the correct record.
The way that is done is through the ID.
The ID of an object is an automatically assigned number at the time you create that record.

So it means that when you created an item, it received a number. This number is exported to the module. It is the same number that will be used for backup/restore

As soon as you drag/drop that record, creating a copy, it will have a different number

That will make it so anyone working on populating their descriptions will have to start from zero again, if you recreate the libraries the way you said.

For now my suggestion is keep as it is: 3 different libraries... 4 at most (if you would like to have a separate one for the "black" books that are for all of the 3 pillars).




One last thing load times might be a factor. I am not sure how it will effect performance having every record in one library. Having every record would create massive lists you have to sift through. I suppose as we get better filters this wont be too much of an issue.


We can test this.
I can write a code that would copy every record in all 3 modules, and we export a test module, and ask everyone to test using it.

If that works and does not cause performance impact, it could help you decide if you want to have all of them in one place.

I am thinking now, that if performance is not an issue, it could be a good thing.

johniba
July 13th, 2022, 01:05
Oh one thing my OCD is kicking in every time I create a new NPC the view starts on the skills tab and not the main tab. Not huge deal just something I noticed. :) It sounds silly even mentioning it.

Also I had a cool idea. What if there was button you could toggle for NPC sheets skills that made it to where you only see the skills they have ranks in? I think it would make for a much cleaner look and easier to spot quickly relevant skills. That way people who don't have the skills attached characteristic memorized can reference it if they need. If you did do this it might be better if it was in the options. That way you could flick a switch and it would effect all NPC sheets.

It would be very easy to move skills to the main tab, and move stuff from the current main to another.

I could do that for npcs only, or even pcs and npcs

It is up to you all

EDIT: When I created the skills list there was something I always wanted to do but could not at the time (I was not experienced with coding in FG) and that I think I could pull off now:
Separating skills by category.

What do you all think?

sevrick
July 13th, 2022, 01:12
It would be very easy to move skills to the main tab, and move stuff from the current main to another.

I could do that for npcs only, or even pcs and npcs

It is up to you all

EDIT: When I created the skills list there was something I always wanted to do but could not at the time (I was not experienced with coding in FG) and that I think I could pull off now:
Separating skills by category.

What do you all think?

Do you mean have like a header in between the skill types?
Could work but maybe too cluttered. I would have to see it to give an informed opinion.

About the skills
I didn't mean moving the skills to the main page. I just meant the default view after creating a new NPC is on the skills tab instead of the default view being the main page. It really doesn't matter to me I noticed it few updates back and was such a small thing I didn't say anything.

About keeping it to 3 modules I assume you are talking about holding off on merging the libraries right?
because I plan on separating the compendiums, Adventures, and Area Books (Except Clone Wars I will lump the 2 of them together).

johniba
July 13th, 2022, 01:22
Do you mean have like a header in between the skill types?
Could work but maybe too cluttered. I would have to see it to give an informed opinion.

Yes, but i guess you are right.



About keeping it to 3 modules I assume you are talking about holding off on merging the libraries right?
because I plan on separating the compendiums, Adventures, and Area Books (Except Clone Wars I will lump the 2 of them together).

Yes I am talking about merging the libraries.

I am more concerned with the impact on the backup/restore feature than on performance, on libraries.
We could test merging them, but before that, I want to improve the backup/restore feature, to make the code smarter so it could handle better identification of records, instead of relying only on the internal ID

For merging, I would also have to find a way for the Source field either to handle multiple sources, or something, so for example, instead of duplicating a record because it exists in multiple sources, we have all sources listed in the same field.
The issue here is that i dont know if the filter will work.. i need to do some testing

And then, after these tests, if you want to merge all 3 modules into one, it would work.

You could still have separate modules for adventures or anything else, like the Era books too

sevrick
July 13th, 2022, 01:33
Yes, but i guess you are right.



Yes I am talking about merging the libraries.

I am more concerned with the impact on the backup/restore feature than on performance, on libraries.
We could test merging them, but before that, I want to improve the backup/restore feature, to make the code smarter so it could handle better identification of records, instead of relying only on the internal ID

For merging, I would also have to find a way for the Source field either to handle multiple sources, or something, so for example, instead of duplicating a record because it exists in multiple sources, we have all sources listed in the same field.
The issue here is that i dont know if the filter will work.. i need to do some testing

And then, after these tests, if you want to merge all 3 modules into one, it would work.

You could still have separate modules for adventures or anything else, like the Era books too

Hmm filter option could be the way to go. Imagine if you could tick a box near the rest of the filters that said "Hide Duplicates" You would then have to have some sort of priority list the user could alter to display the library they want to use if there are duplicates. For Example you could set an order like this:

Force and Destiny Library
Age of Rebellion Library
Edge of the Empire Library

That would mean that any duplicates would prioritize Force and Destiny 1st and hide any duplicates lower on the list. Like Wise if any Age of Rebellion Duplicates appeared any conflicts between it and Edge of the empire it would show just Age of Rebellion. That is of course if that same item isn't in Force and Destiny otherwise it would win the conflict. Very much like the way Load Order works for games like Skyrim.

It sounds like a nightmare to code, But if you pulled it off it could mean not making another combine library and just use filters. What ever you choose to do I am good with.

About separating the skills I could be wrong and it could look great.

johniba
July 13th, 2022, 01:56
Hmm filter option could be the way to go. Imagine if you could tick a box near the rest of the filters that said "Hide Duplicates" You would then have to have some sort of priority list the user could alter to display the library they want to use if there are duplicates. For Example you could set an order like this:

Force and Destiny Library
Age of Rebellion Library
Edge of the Empire Library

That would mean that any duplicates would prioritize Force and Destiny 1st and hide any duplicates lower on the list. Like Wise if any Age of Rebellion Duplicates appeared any conflicts between it and Edge of the empire it would show just Age of Rebellion. That is of course that same item isn't in Force and Destiny otherwise it would win the conflict.

It sounds like a nightmare to code, But if you pulled it off it could mean not making another combine library and just use filters. What ever you choose to do I am good with.

About separating the skills I could be wrong and it could look great.

I will see if this is possible, I can try. It could be in short term the easiest thing to do.
So the above is Option A




Option B would be If we go the route of merging the libraries

So from my point of view, here are the challenges on merging the libraries:

1 - Backup/Restore: I will find a way for the code to identidy the records better, so this is not a big thing to stop us

2 - Performance: I dont really think it will be a big deal. I already by default open all modules at the same time, and also DND5 for example has hundreds of records and i have no issues opening a lot of them

3 - Source field great newsI just found out a way for us to use the Source field to add multiple sources!
So here is the idea
Imagine we merge all 3 current libraries. You would be able to just do this
Lets say for example, you see 3 records for the skill Brawn
They are exactly the same except each is from a core book, and each has a different "Source"

Age of Rebellion Core Rulebook (131)
Edge of the Empire Core Rulebook (120)
Force and Destiny Core Rulebook (129)

You could edit one of them, and have source be like:

Age of Rebellion Core Rulebook (131), Edge of the Empire Core Rulebook (120), Force and Destiny Core Rulebook (129)

And then remove the other 2

I will update the filter for Source, in a way that it will work


EDIT: I just thought that in option A, if we add a way to filter duplicates, it can mean filters may not work 100%
For example, if we filter out a record from force and destiny as duplicate, if i use the filter to hide duplicates, this record will not show.

Duplications is indeed a challenge... we see this happening a lot between dnd modules.

johniba
July 13th, 2022, 14:01
Since I built a new PC a few months back I have not reinstalled FG Classic.
Yesterday I did, ran a few test and noticed a lot of errors.

I will try to fix those things later, but they are not a high priority, unless it is affecting someone, so let me know.
At this point I am really thinking if it is worth it trying to keep up with the code changes just to make it compatible with FGC

I just noticed there are some weird things like Specialization Tree is completely broken

Xarax
July 13th, 2022, 16:27
In the month or so since the specialization trees have been available, you've gotten no complaints about any of the new features not working on classic. That seems evidence enough to me that we can safely put classic to rest. RIP.

srbongo
July 13th, 2022, 23:26
In the month or so since the specialization trees have been available, you've gotten no complaints about any of the new features not working on classic. That seems evidence enough to me that we can safely put classic to rest. RIP.

Not only this, but the previous ruleset (which is still findable on the forums) from way-back-when works well on FGC, I would suggest pointing people to that ruleset instead, and continuing the development on this one.

Just one GM's opinion

sevrick
July 14th, 2022, 00:21
Not only this, but the previous ruleset (which is still findable on the forums) from way-back-when works well on FGC, I would suggest pointing people to that ruleset instead, and continuing the development on this one.

Just one GM's opinion

I agree Fantasy Ground Classic is officially unsupported by Smite Works anyway. At least they said that awhile back they were going to stop supporting it.

johniba
July 14th, 2022, 00:30
Not only this, but the previous ruleset (which is still findable on the forums) from way-back-when works well on FGC, I would suggest pointing people to that ruleset instead, and continuing the development on this one.

Just one GM's opinion

I would never suggest using that old ruleset.
It is very, very outdated, but I guess each person will have an opinion on it.

johniba
July 14th, 2022, 18:40
NEW RELEASE!
Version 2022-07-14

Unless mentioned, the fix or improvement is for both Genesys and Star Wars.

Fixes:
- Combat Tracker: Updating Wound Current in a minion would not update the remaining number of minions in combat tracker. Fixed
- Combat Tracker: Mion and Rival npcs should no longer display Strain fields (as expected)


Improvements:
Genesys: Added filter for Settings in several database windows
Genesys/SW: Improved filter for Source, in several database windows


Known Issue:
If a PC enters a shared player vehicle, and later this vehicle is deleted, the combat tracker entry for that PC will not update the current vehicle.
Workaround: Either remove/readd PC to combat tracker or reloading the campaign will fix this.
This will be fixed in the next release




How to download the new version:

FG Unity:
You can subscribe to both rulesets in FG Forge. This will ensure that they are automatically downloaded whenever I upload a new version.
(P.S.: everytime I upload a new version here in the forums, it may take a few hours for it to show up in Forge, as it requires Moderators to approve)
(P.S.: If you have already done this before, you only need to click "Check for Updates" in FG Unity, and the download will start)

To subscribe and download the rulesets, follow the links:
Genesys: https://forge.fantasygrounds.com/shop/items/143/view
Star Wars: https://forge.fantasygrounds.com/shop/items/159/view
(Remember, if you want to use the Star Wars ruleset, make sure to subscribe/download BOTH)

FG Classic
Recent updates in FantasyGrounds is making it hard to keep updating the Rulesets to make them work with FGClassic
For now I do not suggest using the updates in Classic. I will later provide a link with the most recent ruleset versions that still work in classic, in case anyone need.


Modules and other extensions need to be downloaded from the above link below
https://drive.google.com/drive/folders/1UNyE7f7qbI5It8cCHmoEoWSoSeVhWxR-?usp=sharing

Download Genesys ruleset even if you are playing Star Wars
Always remember to download BOTH rulesets if you intend to use Star Wars

Xarax
July 15th, 2022, 19:49
Sweet release. I like the changes to the pictures on the icons and the movement of descriptions tab to a different category. Thanks so much Johniba.

Out of rapt excitement, what is next priority on the to-do list?
Personally hoping for planets tab.

Regarding planets two ideas:
1. A tab or location for a picture of the planet
2. Much lower priority but I have hopes of populating the planet tab, and the getting a map to drag and drop the planetary descriptions onto the Galactic map. That said, how difficult would it be to alter the default push pins to another more galactic map appropriate icon?

johniba
July 15th, 2022, 21:48
Sweet release. I like the changes to the pictures on the icons and the movement of descriptions tab to a different category. Thanks so much Johniba.

Out of rapt excitement, what is next priority on the to-do list?
Personally hoping for planets tab.

Regarding planets two ideas:
1. A tab or location for a picture of the planet
2. Much lower priority but I have hopes of populating the planet tab, and the getting a map to drag and drop the planetary descriptions onto the Galactic map. That said, how difficult would it be to alter the default push pins to another more galactic map appropriate icon?

Currently I am designing the new Attachment Mods feature. I need to be careful with this one, as if I do not do it right, it will need rework when I start developing automation.
I am almost done designing this "on paper". I did the same approach with the specializations tree...One thing about development is that there are multiple ways to do something, but making it future proof is important i think...

So, now that i see your explanation on planets, I think I will do it first, mainly because creating a planets database is super mega quick
I will also make sure to add a spot for the picture. There is one thing though:
Due to the nature of this database I highly suggest sevrick leave this one out of his libraries (because the database will be pure descriptions)

About the pins, I dont know if they are available for customizations and even if they are, if it is possible for example, to choose when to use the new images (makes sense to use them in space maps, maybe not in ground maps where a traditional pin is best)

EDIT: in paralel, I am redesigning the Actions tab, in specific where the weapons are listed.
The new one will use a similar code to the one we have in DND5.
At this point I will add a way for players to add extra dice (semi automation: so the ruleset will not add dice automatically when a player has a particular talent, but the player can add the dice automatically to the weapon, editing it)


This new Actions tab will have extra info under each weapon:
- Not only the current Quality list, but also extra effects from attachments and its mods.
- We will also have the current weapon repair status: undamaged,/minor/moderate/major

My biggest challenge now is that one feature needs the other:
- working on the attachments mod requires that i think ahead on automation (otherwise it will need rework and editing all attachments again later)
- working on adding repair status also requires that i make it so it will work with automation (damage = minor should automatically add a setback, moderate adds a difficulty die, and major should not allow the weapon to be used)
- all of the above need that i work on improving actions tab
- improving actions requires that i rewrite the draging of dicepools to the shortcuts bar :P

So that is where i am at :)

Xarax
July 15th, 2022, 22:21
This all sounds so cool! Thanks for planning on adding the Planet Tab soon. Will give me something to work on while waiting for the awesome automations your talking about!

sevrick
July 16th, 2022, 05:05
I was wondering if it was possible to add a bar at the top of the skills columns that would let you toggle what you sort by.

For Example
---------Skills--------
[Skill] [Type] [Char][Rank]
Brawl Combat BR

So if If I click Skill it will sort the list alphabetically Ascending if I click it again it's sorted descending. This would go the same for the other columns. This would also remove the need to add the previous suggestion about hiding skills with no ranks. If you could sort by ranks you could bring all the relevant skills up to the top.

It is a common functionality for lists in other programs, but I don't know if it is something you can add to FG.

johniba
July 16th, 2022, 09:41
I was wondering if it was possible to add a bar at the top of the skills columns that would let you toggle what you sort by.

For Example
---------Skills--------
[Skill] [Type] [Char][Rank]
Brawl Combat BR

So if If I click Skill it will sort the list alphabetically Ascending if I click it again it's sorted descending. This would go the same for the other columns. This would also remove the need to add the previous suggestion about hiding skills with no ranks. If you could sort by ranks you could bring all the relevant skills up to the top.

It is a common functionality for lists in other programs, but I don't know if it is something you can add to FG.

I think it is possible, I will check

kessler25
July 16th, 2022, 14:06
Automation is cool, but having the ability to put in the extra dice on the character sheet is a very nice "until then" Good stuff! Also, those specialization trees and the backup/ restore system are working like charms. Appreciated.

Xarax
July 16th, 2022, 16:22
Automation is cool, but having the ability to put in the extra dice on the character sheet is a very nice "until then" Good stuff! Also, those specialization trees and the backup/ restore system are working like charms. Appreciated.

This is also a great top of the pile request. No idea if it is possible, but many talents also remove setback dice automatically. Being able to add negative setback as well as boost dice would also be a nice feature.

johniba
July 16th, 2022, 17:09
This is also a great top of the pile request. No idea if it is possible, but many talents also remove setback dice automatically. Being able to add negative setback as well as boost dice would also be a nice feature.

This is what I like the most about discussing my next moves here. The feedback you all provide give me a good idea on what to focus.

So here is my updated plan the next update:

0) Planetary database (this is super easy to do)
1) Update drag and drop to hotkey bar (needed for a lot of stuff, including item 2 below)
2) Updating Actions tab
- look and feel like the one in DND5
- add maintenance status (undamaged, minor, etca): this will add dice automatically to the roll
- customizable "extra" dice: including negative (-1 setback will remove setback right before rolling, for example)
3) Attachment mods
- Optional mods will list as rows inside the attachment, each one containing an icon to represent status: not installed/installed sucessfuly/failed to install
- initially this will not add dice automatically (but players will be able to use item 2 in the list to update their weapons with extra dice)

After that is all done:

- Continue my research on a customizable "tree" window, that will be used both in Force Power trees, and Signature Abilities.
- Improve Combat Tracker for players

Xarax
July 16th, 2022, 17:11
This is what I like the most about discussing my next moves here. The feedback you all provide give me a good idea on what to focus.

So here is my updated plan the next update:

0) Planetary database (this is super easy to do)
1) Update drag and drop to hotkey bar (needed for a lot of stuff, including item 2 below)
2) Updating Actions tab
- look and feel like the one in DND5
- add maintenance status (undamaged, minor, etca): this will add dice automatically to the roll
- customizable "extra" dice: including negative (-1 setback will remove setback right before rolling, for example)
3) Attachment mods
- Optional mods will list as rows inside the attachment, each one containing an icon to represent status: not installed/installed sucessfuly/failed to install
- initially this will not add dice automatically (but players will be able to use item 2 in the list to update their weapons with extra dice)

After that is all done:

- Continue my research on a customizable "tree" window, that will be used both in Force Power trees, and Signature Abilities.
- Improve Combat Tracker for players

I am super excited about everything on this list. Thanks so much Johniba!

johniba
July 17th, 2022, 17:51
About the Planetary Database

I wonder if I should make it just a planet's database, or one for locations in general
I see in the books they have planets, so it makes sense, but i wonder if someone would like to record other places: star systems, space sectors, or even regions in planets

Xarax
July 17th, 2022, 18:38
Planets have a very specific loadout with common information shared by all. Other locations, or systems can be populated by the story tab. I think just a planet tab should be good, and maybe a field at the bottom that can include notes, hyperlinks, and connections to the story tab, encounter tables for planet specific encounters. Maybe hyperlinkable field, with lots of space in astrogation, major cities, areas of interest, special conditions and background.

EDIT:
I would also break up Orbital Metrics into two entries, Days per year and Hours per Day
Trade route should also have hyperlinks.

sevrick
July 18th, 2022, 00:15
About the Planetary Database

I wonder if I should make it just a planet's database, or one for locations in general
I see in the books they have planets, so it makes sense, but i wonder if someone would like to record other places: star systems, space sectors, or even regions in planets

I think that people would link things like Regions and sectors to a story entry for that. I don't think it would be worth it adding additional databases for those.

Elvedui
July 19th, 2022, 16:42
I think having a planet database would be awesome. I think you could put a place on the planet sheet for sector, region, etc. Or you just do star systems that allow you to have the planets as sub elements since that is the most relevant location.

Xarax
July 19th, 2022, 17:43
@sevrick perhaps you could include some story tabs for the sectors (inner core, core, mid rim, etc), so that we can populate those as well and they will carry over as part of your frameworks.

Claybor
July 19th, 2022, 19:15
First off I want to say this is a heck of an effort for free rule set. Well done.

Secondly if anybody is looking for a 1st gen rpg'er into any genre, I'd love to get into a Genesis game to check it out.

Available Mondays, Wednesdays, Thursdays, and Fridays. I'm on the east coast (U.S.), but I can be pretty flexible with the hours of play.

sevrick
July 19th, 2022, 19:19
@sevrick perhaps you could include some story tabs for the sectors (inner core, core, mid rim, etc), so that we can populate those as well and they will carry over as part of your frameworks.
I suppose but I wouldn't be adding much because there is still the issue of Copy Right issues. I would latterly just create the story entry and the title. Even if I did that there might be people who do not want it cluttering up their story entries. Planet Databases seems like a good idea, but anything more that that I think would be a waste. Now that it is much easier to add your own reference manuals, I figure people would just add it there and link the information from the reference manuals.

Xarax
July 19th, 2022, 20:57
I suppose but I wouldn't be adding much because there is still the issue of Copy Right issues. I would latterly just create the story entry and the title. Even if I did that there might be people who do not want it cluttering up their story entries. Planet Databases seems like a good idea, but anything more that that I think would be a waste. Now that it is much easier to add your own reference manuals, I figure people would just add it there and link the information from the reference manuals.

my thought is that it would be able to be included in your framework so that in the astrogation data where it tells you what section of the galaxy it is in there could be a pre-available story link that we could drag and drop (or have pre-dragged and dropped) which would connect to the region of space. Ie. Coruscant says its in the core worlds, so story link to Core worlds dropped into Astrogation Data. From there all we would have to do is populate the descriptions on the galaxy sections and we'd be that much further along.

johniba
July 19th, 2022, 22:05
my thought is that it would be able to be included in your framework so that in the astrogation data where it tells you what section of the galaxy it is in there could be a pre-available story link that we could drag and drop (or have pre-dragged and dropped) which would connect to the region of space. Ie. Coruscant says its in the core worlds, so story link to Core worlds dropped into Astrogation Data. From there all we would have to do is populate the descriptions on the galaxy sections and we'd be that much further along.

I dont think that would be needed.
If there is any need to filter out data from the planet database, it would be a good moment to decide on fields for that.
Usually I just create fields to populate data based on those we see in books, but it would be a good idea to think ahead, on things we would like to filter.

I dont think story stubbs are needed really, i think this is a bit too much. I think each person can create their own story database, but i can create filters that will help in checking and finding records in the planet db

johniba
July 19th, 2022, 22:06
First off I want to say this is a heck of an effort for free rule set. Well done.

Secondly if anybody is looking for a 1st gen rpg'er into any genre, I'd love to get into a Genesis game to check it out.

Available Mondays, Wednesdays, Thursdays, and Fridays. I'm on the east coast (U.S.), but I can be pretty flexible with the hours of play.

Welcome to the thread!
In my case unfortunatelly I have very little time to play, at least in the next months...

Xarax
July 19th, 2022, 22:12
I dont think that would be needed.
If there is any need to filter out data from the planet database, it would be a good moment to decide on fields for that.
Usually I just create fields to populate data based on those we see in books, but it would be a good idea to think ahead, on things we would like to filter.

I dont think story stubbs are needed really, i think this is a bit too much. I think each person can create their own story database, but i can create filters that will help in checking and finding records in the planet db

Fair enough. Your statement about how we want to filter might just be enough to help. My suggestion then is this: Just like i recommended splitting the data for Orbital Metrics, Split astronavagation data as well. Give us 3 boxes, one for System, Sector and Region. Region (Outer rim, Core Worlds, etc.) should be the one gets set up to filter the planets.

sevrick
July 20th, 2022, 23:42
While updating Genesys Expanded Players Guide, I noticed that in addition to settings have skills they also list the talents used on pg. 39. I wonder if there was a way to populate Setting entries with talents based on what has been established in the talent entry?

johniba
July 21st, 2022, 12:21
While updating Genesys Expanded Players Guide, I noticed that in addition to settings have skills they also list the talents used on pg. 39. I wonder if there was a way to populate Setting entries with talents based on what has been established in the talent entry?

I can add that with little effort. I will put on my list here

johniba
July 22nd, 2022, 20:55
NEW RELEASE!
Version 2022-07-22

Unless mentioned, the fix or improvement is for both Genesys and Star Wars.


Improvements:

- Improvements to the combat manager code. This will not be obvious to players and GMs, but the code update will help in future updates and improvements.

- Added new filters to databases:
Item Database: added filter by Special
NPC: added filter by Species


Known Issue:
If a PC enters a shared player vehicle, and later this vehicle is deleted, the combat tracker entry for that PC will not update the current vehicle.
Workaround: Either remove/readd PC to combat tracker or reloading the campaign will fix this.
This will be fixed in the next release

NEW Features:

- Star Wars: Planetary Database.


How to download the new version:

FG Unity:
You can subscribe to both rulesets in FG Forge. This will ensure that they are automatically downloaded whenever I upload a new version.
(P.S.: everytime I upload a new version here in the forums, it may take a few hours for it to show up in Forge, as it requires Moderators to approve)
(P.S.: If you have already done this before, you only need to click "Check for Updates" in FG Unity, and the download will start)

To subscribe and download the rulesets, follow the links:
Genesys: https://forge.fantasygrounds.com/shop/items/143/view
Star Wars: https://forge.fantasygrounds.com/shop/items/159/view
(Remember, if you want to use the Star Wars ruleset, make sure to subscribe/download BOTH)

FG Classic
Recent updates in FantasyGrounds is making it hard to keep updating the Rulesets to make them work with FGClassic
For now I do not suggest using the updates in Classic. I will later provide a link with the most recent ruleset versions that still work in classic, in case anyone need.


Modules and other extensions need to be downloaded from the above link below
https://drive.google.com/drive/folders/1UNyE7f7qbI5It8cCHmoEoWSoSeVhWxR-?usp=sharing

Download Genesys ruleset even if you are playing Star Wars
Always remember to download BOTH rulesets if you intend to use Star Wars

johniba
July 22nd, 2022, 20:59
Hey everyone,

I decided to release this new version. It does not have a lot of new things, but I know some of you would like to see the planet database, so there it is.

Next, here is what i am working on. I will be focusing on items 1, and 2 and probably release again, before the attachments improvements, as those two items will help with the other one.
I have also researched on the Signature Abilities, but I will focus on the other items first :)

1) Update drag and drop to hotkey bar (needed for a lot of stuff, including item 2 below)
2) Updating Actions tab
- look and feel like the one in DND5
- add maintenance status (undamaged, minor, etca): this will add dice automatically to the roll
- customizable "extra" dice: including negative (-1 setback will remove setback right before rolling, for example)
3) Attachment mods
- Optional mods will list as rows inside the attachment, each one containing an icon to represent status: not installed/installed sucessfuly/failed to install
- initially this will not add dice automatically (but players will be able to use item 2 in the list to update their weapons with extra dice)

After that is all done:

- Continue my research on a customizable "tree" window, that will be used both in Force Power trees, and Signature Abilities.
- Improve Combat Tracker for players

Xarax
July 22nd, 2022, 22:00
@johniba love the update been chomping at the bit to get started on entering these planets.

@Sevrick if you want to collaborate, I don't know what info we should or can include in the files that you publish but i am happy to help.

@Joniba, there are WAY too many ways to search these planets. Source, Region and MAYBE sector would be more than enough. Thanks for all the work you do!

sevrick
July 22nd, 2022, 23:34
Looks good. I noticed some things

1. The notes section in planets it isn't setup to backup the descriptions.

2. I don't think Areas of interest and Major Cities is needed as a filters. Since they will more than likely be unique to each planet. The others I think are fine.

3. Not sure if it is possible but what would be cool is if you could ancor a place to the top right corner where you could add an image. This is where you could add an image of the planet. This of course would have to be omitted from exporting due to copy right.

4. Also if you wanted to touch it up a bit I would organize the filters to match the way they appear in the records.

An application of this I didn't realize is that you could identify planets that likely to do trade base on imports and exports. If you wanted to have a game that dealt more with trading with other planets such as buying low and selling high. It's pretty cool.

Xarax
July 23rd, 2022, 22:23
Trying to input the data for the planets but it is resisting hyperlinks. If System, Sector, Region, major cities, areas of interest, trade routes, and special conditions could all have their text boxes improved to be able to hold hyperlinks that would be great... however i am guessing that in order to be able to sort planets by these things they cannot be set to have the hyperlinks can they?

Edit: there is a galactic map that is provided in all the FFG books and this map is kind enough to provide us with grid coordinates. Perhaps we should add a field for grid coordinates in Astronavigation data?

johniba
July 24th, 2022, 02:44
Trying to input the data for the planets but it is resisting hyperlinks. If System, Sector, Region, major cities, areas of interest, trade routes, and special conditions could all have their text boxes improved to be able to hold hyperlinks that would be great... however i am guessing that in order to be able to sort planets by these things they cannot be set to have the hyperlinks can they?

Edit: there is a galactic map that is provided in all the FFG books and this map is kind enough to provide us with grid coordinates. Perhaps we should add a field for grid coordinates in Astronavigation data?

I will do some tests, like changing the field from string (current) to formatted (the one that allows formatting and links..
I also may have an idea: maybe there is a way to add a link on the right side of each text box, but i am not sure...

Xarax
July 24th, 2022, 02:50
I also may have an idea: maybe there is a way to add a link on the right side of each text box, but i am not sure...

This would be really cool

johniba
July 24th, 2022, 02:52
Looks good. I noticed some things

1. The notes section in planets it isn't setup to backup the descriptions.

That is correct, I did not do it because I thought we would not be sharing planet records in modules.
If you really want to share planets, I could add that to the backup/restore system.
Maybe I could do it not only in the description field (the one in the other tab) but maybe also in all of the other fields.




2. I don't think Areas of interest and Major Cities is needed as a filters. Since they will more than likely be unique to each planet. The others I think are fine.

I can remove those filters if you all want.




3. Not sure if it is possible but what would be cool is if you could ancor a place to the top right corner where you could add an image. This is where you could add an image of the planet. This of course would have to be omitted from exporting due to copy right.

I thought about that, and went to check how it is done in DND5. I noticed records dont have an image object, in dnd and other rulesets, Smiteworks just adds the image in the description field as a link.
I will do some tests and see if it is possible to add an image (like how npc/pc portraits and combat icons are done)



4. Also if you wanted to touch it up a bit I would organize the filters to match the way they appear in the records.

I tried to find a way, but it seems FG just orders them alphabetically.

mossfoot
July 24th, 2022, 06:28
I was encountering a strange problem with vehicles added to players inventory in which the ship hull damage number would fluctuate (keep flickering between 1 and nothing).

I really don't have much to go on here or provide (if it happens next session I'll try to be more detailed), but people playing using the vehcile tab to track ships, keep an eye on the damage numbers and see if anything goes screwy during combat.


Unrelated note: using the combat tracker, we can have the vehcile a player is in show up, but I can't drag damage to that area (damage goes to player instead). Do I have to bring up the vehicle sheet (or tab on player sheet) to make it work?

johniba
July 24th, 2022, 16:27
I was encountering a strange problem with vehicles added to players inventory in which the ship hull damage number would fluctuate (keep flickering between 1 and nothing).

I really don't have much to go on here or provide (if it happens next session I'll try to be more detailed), but people playing using the vehcile tab to track ships, keep an eye on the damage numbers and see if anything goes screwy during combat.


Unrelated note: using the combat tracker, we can have the vehcile a player is in show up, but I can't drag damage to that area (damage goes to player instead). Do I have to bring up the vehicle sheet (or tab on player sheet) to make it work?

On the dragging damage, I will probably need to update the code.
I will look into that, and also see if i can review the other part of the code and try to spot something that could cause that flickering

sevrick
July 24th, 2022, 19:48
That is correct, I did not do it because I thought we would not be sharing planet records in modules.
If you really want to share planets, I could add that to the backup/restore system.
Maybe I could do it not only in the description field (the one in the other tab) but maybe also in all of the other fields

We don't have to. I just assumed. If people would rather do it themselves I am ok with that too. I don't think the planetary stats are under copyright. I do know however the background descriptions would be.

Xarax
July 24th, 2022, 20:34
@sevrick is it me or are there a lot less planets with full description than you expected. I thought all the sourcebooks had a planet or two, turns out they don't. what are your plans for the planets mentioned that don't have the full description page?

sevrick
July 24th, 2022, 21:35
@sevrick is it me or are there a lot less planets with full description than you expected. I thought all the sourcebooks had a planet or two, turns out they don't. what are your plans for the planets mentioned that don't have the full description page?

Planets appear in the core rulebooks, setting books, Era books, and sometimes adventures. There are actually quite a bit. My plan was just to add the ones that are officially recognized with the picture and the stats mentioned. The ones that are mentioned in passing I wasn't planning on doing anything special with them.

sevrick
July 25th, 2022, 01:53
I can remove those filters if you all want.

That is remove the filter not the actual entry box. Just wanted to make sure we on the same page.

johniba
July 25th, 2022, 05:00
We don't have to. I just assumed. If people would rather do it themselves I am ok with that too. I don't think the planetary stats are under copyright. I do know however the background descriptions would be.
Sounds good. I will add the planet description to the backup system


That is remove the filter not the actual entry box. Just wanted to make sure we on the same page.

Yes that is what I understood...

Valravn30
July 26th, 2022, 02:29
Thank you for the planet records! I've been making my own with Story records, but it was getting a little messy, the new record type is much better. I have a galaxy map in my campaign with the planets visited pinned on it, this is absolutely perfect for that =D

johniba
July 26th, 2022, 17:18
So for the idea of having links on some fields like sector, region.
I did some test and there are limitations.
It is possible to have a link that will open an image, but i cannot find a way to open the image and "zoom" or center the image to a position
Do you all think it is enough?

This limitation will make it so the link will only be useful for example if it opens an image you need. Like in the example of a sector, the link opening an image of the sector.

It will not work well if you have a galaxy map, and want to open that and center at the sector the record was linked to....

sevrick
July 26th, 2022, 21:03
Some times we get caught up in possibilities that could be added to a new feature that just came out but forget that there bigger things to worry about. I would vote that it is fine as of right now. But once attachments and force trees are done then we could explore the ideas of expanding upon it.

I guess our excitement can sometimes get in the way of progress. If it something you truly want to do right that's cool I just don't want to pressure you into doing somthing now that could wait till later. :)

Xarax
July 26th, 2022, 21:03
So for the idea of having links on some fields like sector, region.
I did some test and there are limitations.
It is possible to have a link that will open an image, but i cannot find a way to open the image and "zoom" or center the image to a position
Do you all think it is enough?

This limitation will make it so the link will only be useful for example if it opens an image you need. Like in the example of a sector, the link opening an image of the sector.

It will not work well if you have a galaxy map, and want to open that and center at the sector the record was linked to....
I don't think anyone was asking or even hoping for that.

The links, I was looking for in such things were links to story pages where I will have information about the region. Got a planet in the outer Rim, outer Rim Story Link with Outer rim Description. Got a Hutt Space Region? Story Link to Hutt Space page.

As far as a map is concerned I would suggest an addition line under astronavigation Data for coordinates, and anyone who is using a map with Coordinates or a grid can punch in the Coordinates on the map they are using and call it a day.

Xarax
July 26th, 2022, 21:19
Some times we get caught up in possibilities that could be added to a new feature that just came out but forget that there bigger things to worry about. I would vote that it is fine as of right now. But once attachments and force trees are done then we could explore the ideas of expanding upon it.

I guess our excitement can sometimes get in the way of progress. If it something you truly want to do right that's cool I just don't want to pressure you into doing somthing now that could wait till later. :)

This is also an excellent point. The planets section is certainly useable and very functional as it is. If i had to give a wish list which i dont need anything on, but would be nice to have I would say:

1. remove the search bars previously mentioned as unnecessary
2. Add the ability to add hyperlinks to the fields
3. Add a Coordinates line to Astronavigation

And close the book on the planets, and move on to attachments or force trees. As always there would be none of this without you Joniba, so honestly pick the next thing your excited about and go nuts.

johniba
July 26th, 2022, 21:44
I don't think anyone was asking or even hoping for that.

The links, I was looking for in such things were links to story pages where I will have information about the region. Got a planet in the outer Rim, outer Rim Story Link with Outer rim Description. Got a Hutt Space Region? Story Link to Hutt Space page.

As far as a map is concerned I would suggest an addition line under astronavigation Data for coordinates, and anyone who is using a map with Coordinates or a grid can punch in the Coordinates on the map they are using and call it a day.

Well in that case, we wont have an issue.

johniba
July 26th, 2022, 21:45
This is also an excellent point. The planets section is certainly useable and very functional as it is. If i had to give a wish list which i dont need anything on, but would be nice to have I would say:

1. remove the search bars previously mentioned as unnecessary
2. Add the ability to add hyperlinks to the fields
3. Add a Coordinates line to Astronavigation

And close the book on the planets, and move on to attachments or force trees. As always there would be none of this without you Joniba, so honestly pick the next thing your excited about and go nuts.

Sounds good

Xarax
July 26th, 2022, 22:08
Sounds good

Now that we've settled that 2 planet bugs i just came across. (I AM SO SORRY!)

1. While populating a new Planet You name it, everything is fine, however hovering over the Rebels symbol makes the entry read <<New Item>>. Lock it and unlock and it still says it's a new Item. If you drag and drop that planet onto say a map, there will be no name appearing when you scroll over. Now if you close the item and open it again from the Planet List the marker name appear just fine and there are no issue.
2. This also appears to affect whether or not the planet can be opened from the quickbar. If you drag and drop the planet from the open tab it cannot be opened and nothing happens. If you drag and drop the planet from the planets list it works as normal.

I REALLY hope this is a quick fix and not a headache. Thanks again Johniba!

Xarax
July 27th, 2022, 06:29
For most of the planets I have looked up on wookiepedia they offer something called the Grid Square for the where on the map direction. Hope this helps, and helps anyone looking for where these planets go on the galaxy map.

johniba
July 27th, 2022, 14:24
For most of the planets I have looked up on wookiepedia they offer something called the Grid Square for the where on the map direction. Hope this helps, and helps anyone looking for where these planets go on the galaxy map.

Yes it sounds good, easy to add that field.

BTW guys, I am moving to a new house in the next days, so it is a bit slow to work on the code and even reply in the forums. I will be probably all set by monday, but wanted to let you all know.

Xarax
July 27th, 2022, 15:10
Thanks so much Johniba. Have a good move.

mossfoot
July 29th, 2022, 02:06
Critical glitch I'm encoutering - twofold

First off, when I add new criticals to a character sheet, the dice roll automatically, but the +10 addition for each existing crit does not add on. In other words, I add a crit to someone with 2 existing crits... I roll a 39 and I get a 39 instead of a 59 (+20 for two crits)

Secondly, if I add to the modifier box in the bottom left, it DOUBLES the amount entered for some reason. In other words, I add +20 to the crit roll and roll the crit... I roll a 39 and get a 79 instead of a 59.

Anyone else having these kind of problems?

srbongo
July 29th, 2022, 14:04
Critical glitch I'm encoutering - twofold

First off, when I add new criticals to a character sheet, the dice roll automatically, but the +10 addition for each existing crit does not add on. In other words, I add a crit to someone with 2 existing crits... I roll a 39 and I get a 39 instead of a 59 (+20 for two crits)

Secondly, if I add to the modifier box in the bottom left, it DOUBLES the amount entered for some reason. In other words, I add +20 to the crit roll and roll the crit... I roll a 39 and get a 79 instead of a 59.

Anyone else having these kind of problems?

These are both known issues to me, but not consistently.

I tested 1 and didn't see this - we were having some DB issues with the ruleset and CT entries that occasionally needed everyone to be removed / re-entered onto the CT. I'd try this and see.

2 - The modifier is being applied to each die. We've been halving it to ensure correctness. This one's been happening for a long, long while but since I can half the value I never looked at fixing it for my local campaign.

johniba
July 29th, 2022, 17:22
Critical glitch I'm encoutering - twofold

First off, when I add new criticals to a character sheet, the dice roll automatically, but the +10 addition for each existing crit does not add on. In other words, I add a crit to someone with 2 existing crits... I roll a 39 and I get a 39 instead of a 59 (+20 for two crits)

Secondly, if I add to the modifier box in the bottom left, it DOUBLES the amount entered for some reason. In other words, I add +20 to the crit roll and roll the crit... I roll a 39 and get a 79 instead of a 59.

Anyone else having these kind of problems?

This is very odd.

The code DOES add +10 for each existing crit, when rolling for a new crit and you should NOT add using modifiers

The only case where you would want to add with modifiers is if you want to roll for crit, but instead of dropping on a character, you drop on chat, if you need that for any reason.

Please pay attention to each step you are executing, and let me know
I will have to replicate exactly all your steps, so i can verify what could be happening and fix

Urqy
July 29th, 2022, 17:46
Ran this as a test on my system. I just updated to the latest available version through the Forge subscription. This is using Genesys rules only (not SW).

I dragged the Personal Critical token from the bottom left of FG onto a character in the CT, it rolled a 35 and applied the "Stunned" crit to the character. I then dragged the Personal Critical token back to the same character in the CT and it rolled a 49 and auto added 10 for a 59 then applied the Agonizing Wound Critical.

Using just Genesys, it is working for me.

I didn't try the modifiers as Srbongo seems to have explained them.

johniba
July 30th, 2022, 12:20
Ran this as a test on my system. I just updated to the latest available version through the Forge subscription. This is using Genesys rules only (not SW).

I dragged the Personal Critical token from the bottom left of FG onto a character in the CT, it rolled a 35 and applied the "Stunned" crit to the character. I then dragged the Personal Critical token back to the same character in the CT and it rolled a 49 and auto added 10 for a 59 then applied the Agonizing Wound Critical.

Using just Genesys, it is working for me.

I didn't try the modifiers as Srbongo seems to have explained them.

Thanks for the test Urqy. I will check the code in SW and see if it interferes in any way. Usually it should not, as the way it works to code that ruleset is that I only code differences, but i will double check

If anyone else has test results, I will appreciate if you share here.

I will be working on this soon, thanks

JoakimEdman
July 30th, 2022, 19:18
Hi there nice work.
I suppose you have to input all the StarWarsFFG rulesett manually, only checking so i don't do any extra work,
have all the rulebooks but adding it all will be tedious.
Thx again.
Best wishes Joakim

:)

Xarax
July 30th, 2022, 21:22
This (//https://drive.google.com/drive/folders/1UNyE7f7qbI5It8cCHmoEoWSoSeVhWxR-?usp=sharing) will take you to the folder where the modules have been compiled by Sevrick to share as much as can be without copyright infringement.

johniba
July 31st, 2022, 01:27
Hi there nice work.
I suppose you have to input all the StarWarsFFG rulesett manually, only checking so i don't do any extra work,
have all the rulebooks but adding it all will be tedious.
Thx again.
Best wishes Joakim
:)

Xarax already explained in his reply that you can download sevrick's modules
I would also suggest you check the original post in the beginning of this thread for more info.

Sevrick's modules do not contain all descriptions and rules, those you can add, but i made a video explaining how you can edit the module records in a way that later you can save a backup, and reuse when you download new versions of the modules

JoakimEdman
July 31st, 2022, 11:31
Got a Cant find error but is it the same as.
https://drive.google.com/drive/folders/1UNyE7f7qbI5It8cCHmoEoWSoSeVhWxR-
Sorry for bothering all.
Best wishes Joakim
:)

JoakimEdman
July 31st, 2022, 13:11
My bad, misunderstood and thought using FGU you only needed to download the 4 files from the store.
Hope you don't mind another question, is there a way to automagically update The Libraries/Extension?
Downloaded all 4 add-ons from the store, so they should work fine.
Best Wishes Joakim

sevrick
July 31st, 2022, 20:05
My bad, misunderstood and thought using FGU you only needed to download the 4 files from the store.
Hope you don't mind another question, is there a way to automagically update The Libraries/Extension?
Downloaded all 4 add-ons from the store, so they should work fine.
Best Wishes Joakim
I tried but there was some legal problem with it. Like special permissions they need or somthing. Long story short the Libries weren't able to be upload to the Forge. You can still however use the Forge to download the Rules Sets Johniba had made. You will just have to download the Libraries manualy from the cloud link on the 1st page.

JoakimEdman
August 1st, 2022, 11:37
Thnx have downloaded the libraries from the cloud, only curious if they will update automatically or if i will ned to download the future updated Libraries?
Best Wishes Joakim

sevrick
August 1st, 2022, 13:22
You will need to download the future updated libraries. I will post when I update them and which ones I updated.

JoakimEdman
August 3rd, 2022, 08:25
Thnx friend for a good job.
:)

Elvedui
August 5th, 2022, 21:09
Yes it is a shame. I am in the same situation. Trying to add the details is super tedious and I haven't had time.

johniba
August 8th, 2022, 14:52
Hi everyone
Just to let you all know, I have finished moving to the new house, so I am resuming my work on the rulesets.

viresanimi
August 8th, 2022, 19:21
I hope it's a nice place. Moving is such a pain.

Xarax
August 8th, 2022, 19:56
Yeah, hope the move was good!

johniba
August 9th, 2022, 14:55
Yeah it is a nice home, I still have to unpack dozens of boxes with board games though :P

Elvedui
August 12th, 2022, 17:46
Yeah it is a nice home, I still have to unpack dozens of boxes with board games though :P

Congratulations. I sold my house and am working on buying a new one myself.

DraaGulFireclaw
August 22nd, 2022, 18:57
It would be cool if formatting in descriptions were active again so I can write text in bold or italics.

binsonofbin
August 29th, 2022, 01:25
I am loving your ruleset so far. I'm adding in the Talents manually. It is tedious and long. Oy. But the ruleset is amazing. Will there be Force Power trees in the future?

Xarax
August 29th, 2022, 01:30
I am loving your ruleset so far. I'm adding in the Talents manually. It is tedious and long. Oy. But the ruleset is amazing. Will there be Force Power trees in the future?

Force powers is on the list of things currently being worked on by Johniba. Welcome to the community!

binsonofbin
August 29th, 2022, 03:24
Force powers is on the list of things currently being worked on by Johniba. Welcome to the community!

This is fantastic. His work on this FFG Ruleset is just amazing. It looks so good. :)

johniba
August 29th, 2022, 05:19
This is fantastic. His work on this FFG Ruleset is just amazing. It looks so good. :)

Thanks!
By the way, check Sevrick's modules (link on the first post), for a full database on talents and other records. It does not contain rules/descriptions, but you can add those and it still cuts short a lot of work.

johniba
August 29th, 2022, 05:20
Hey everyone, I have not provided updates in recent weeks and I apologize.
I did move to the new house, but renovations and work really took most of my time, but soon I will have some cool new updates on the rulesets!

binsonofbin
August 30th, 2022, 18:50
Thank you for that info. :) I do already have the basic libraries. All of this work is so good. :) I'm now trying to convince my players to let me run this.

Now, I do have a question. So the libraries get updated from time to time. I have been adding in the text for the talents but if a new library comes out, will I have to do something to keep that data?

binsonofbin
August 30th, 2022, 18:51
Hey everyone, I have not provided updates in recent weeks and I apologize.
I did move to the new house, but renovations and work really took most of my time, but soon I will have some cool new updates on the rulesets!

I am excited by this. :) This is my new (to me) favourite ruleset. :)

kessler25
August 31st, 2022, 18:57
See if this post (https://www.fantasygrounds.com/forums/showthread.php?53302-Genesys-(FFG-RPG)-work-in-progress&p=653379#post653379) helps you. The relevant post is from Johniba and starts with a quote from me asking pretty much your question

binsonofbin
September 1st, 2022, 05:35
See if this post (https://www.fantasygrounds.com/forums/showthread.php?53302-Genesys-(FFG-RPG)-work-in-progress&p=653379#post653379) helps you. The relevant post is from Johniba and starts with a quote from me asking pretty much your question

This was a great link, thank you. This answered my question perfectly. :)

binsonofbin
September 8th, 2022, 02:52
New question: Is there a way to set the Destiny Pool points instead of double clicking? Ie: I want to set the Light Side dp's to 4, so is there a way to click on it and set it to 4?

Thanks!

Jason

Urqy
September 11th, 2022, 21:09
I don't think so. I think double clicking is the only way to adjust them.

sevrick
September 14th, 2022, 19:33
I figured I would pop in to say I haven't for gotten about you all just been busy. I have been working updating the genesys libries to be more in line with past updates. I will then continue on the star wars libraries.

srbongo
September 14th, 2022, 23:42
New question: Is there a way to set the Destiny Pool points instead of double clicking? Ie: I want to set the Light Side dp's to 4, so is there a way to click on it and set it to 4?

Thanks!

Jason

@Johniba - maybe a right-click menu such as the strain / wounds counters?

johniba
September 17th, 2022, 10:21
@Johniba - maybe a right-click menu such as the strain / wounds counters?

Yeah I am working on something like this. Should have an update soon :)

binsonofbin
September 20th, 2022, 03:10
This is awesome. My house rule for Destiny Points is that once they are used, they do not flip but they are expended. I find the whole flipping them thing makes the destiny points more dominant than I would like. ps: This ruleset build is amazing. Absolutely love it. :)

johniba
September 20th, 2022, 14:46
This is awesome. My house rule for Destiny Points is that once they are used, they do not flip but they are expended. I find the whole flipping them thing makes the destiny points more dominant than I would like. ps: This ruleset build is amazing. Absolutely love it. :)

Thanks a lot for your words. They are the kind of thing that make all the work worthwhile... to know people are enjoying and having fun with it.

I know there's been no updates recently. With my moving to the new house and work, I havent had the time to wrap up some of the updates I am working on, but I will upload something soon, and will try to go back to updating regularly so you all have fun with new stuff :)

johniba
September 20th, 2022, 14:47
@Johniba - maybe a right-click menu such as the strain / wounds counters?

I am testing to see if I can do it in a few different ways, that one is one of them:

- right click menu
- hovering mouse showing icons you can click to increment/decrement
- CTRL + mouse wheel to increment/decrement

If any of them look good, I will do it :)

Xarax
September 22nd, 2022, 23:27
As always looking forward to it. Thanks again for all the work you put into this project!

binsonofbin
September 23rd, 2022, 20:28
Thanks a lot for your words. They are the kind of thing that make all the work worthwhile... to know people are enjoying and having fun with it.

I know there's been no updates recently. With my moving to the new house and work, I havent had the time to wrap up some of the updates I am working on, but I will upload something soon, and will try to go back to updating regularly so you all have fun with new stuff :)

I have a friend that I'm playing WEG Starwars with on FGU, and he's a stubborn goat when it comes to trying new things. So I showed him your FFG Ruleset and how the game works and I managed to get him to make a character and watch him as his mind started to turn around. That was, in no small part, because your ruleset works so nicely and it helped me show it off. :)

johniba
September 29th, 2022, 15:54
I have a friend that I'm playing WEG Starwars with on FGU, and he's a stubborn goat when it comes to trying new things. So I showed him your FFG Ruleset and how the game works and I managed to get him to make a character and watch him as his mind started to turn around. That was, in no small part, because your ruleset works so nicely and it helped me show it off. :)

wow that is awsome. I am really happy it had such a positive impact!

johniba
September 29th, 2022, 15:55
As always looking forward to it. Thanks again for all the work you put into this project!

Thanks Xarax. I know things are slow right now, but soon my life will be calm enough again so i can start releasing non stop

jasonthelamb
October 2nd, 2022, 00:30
Hey! I was wondering if there was any consideration for an out-of-FG "character builder" sort of thing, like the ability to import OggDude's or other data in XML format? I find myself rarely using the NPCs in FG right now, but would love it if I could get everything gathered into a single place.

johniba
October 13th, 2022, 01:45
Hey! I was wondering if there was any consideration for an out-of-FG "character builder" sort of thing, like the ability to import OggDude's or other data in XML format? I find myself rarely using the NPCs in FG right now, but would love it if I could get everything gathered into a single place.

It is not out of my wishlist. When I am done with some missing features and the most sought after updates, I can look into this.

Can you maybe provide some links to examples and sites you think would be nice to be able to import data from?

I know OggDude's, but it's been a long time since i used that site.

Elvedui
October 13th, 2022, 14:52
It is not out of my wishlist. When I am done with some missing features and the most sought after updates, I can look into this.

Can you maybe provide some links to examples and sites you think would be nice to be able to import data from?

I know OggDude's, but it's been a long time since i used that site.

The OggDude character creator is excellent and it would be nice to be able to import something from that tool if it wasn't too difficult to implement. Of course, you need to finalize the FG ruleset and libraries to have compatibility.

mossfoot
October 16th, 2022, 19:03
Was there an update recently? Had a big update download and it seemed like there was a lot of SW related files there?

johniba
October 17th, 2022, 15:31
Was there an update recently? Had a big update download and it seemed like there was a lot of SW related files there?

Hi Mossfoot, I havent made public any updates, no.
I will have an update maybe this weekend though.

wndrngdru
October 17th, 2022, 16:07
Was there an update recently? Had a big update download and it seemed like there was a lot of SW related files there?

I'm guessing the "SW" in those filenames means SmiteWorks.

jasonthelamb
October 20th, 2022, 05:45
My main uses:
- Oggdude / XML datasets.
- json datasets (example: https://github.com/stoogoff/sw-adversaries/tree/main/src/media/data/adversaries)

If there is an example of an XML for NPCs, Items, etc., I could try my hand and writing something in python.

srbongo
October 23rd, 2022, 13:46
My main uses:
- Oggdude / XML datasets.
- json datasets (example: https://github.com/stoogoff/sw-adversaries/tree/main/src/media/data/adversaries)

If there is an example of an XML for NPCs, Items, etc., I could try my hand and writing something in python.

I would export an entry from FGU and then open up the module it creates (you can open .mod with winrar or w/e) If you look into that, you'll see how FGU uses xml.

Alternatively, you could look inside a campaign's db.xml, which will show all of the entries (story, npc, ect) and use that.

If I remember right, Oggdude's uses .xml as well, so there's definitely a possibility there. I ran some regex at some point in JS that more or less made everything from oggdudes work in FGU.

Morfedel
October 24th, 2022, 01:37
So, curious, I havent visited Genesys in awhile. How well is how well is the FGU rules set for it working currently? Also, has Edge studios killed Genesys? That last question is obviously not related to the rules set, but I was looking at their website and amazon, and it appears to have no real products out and easily available anymore.

JGLinx2
October 26th, 2022, 06:14
Greetings all. I have been following this thread with interest for some time and have been using ruleset since the beginning of the year. My table has been having a lot of fun, and we wanted to send our appreciation for all the hard work Johniba and Sevrick have put into it. We have encountered some errors since FGU released their big update last week. I am including a screenshot of the error box that comes up when I load my campaign. If you would like the full logs just let me know. Additional errors pop up whenever I click on any of the buttons or characters. My thanks.

54865

Talen
October 26th, 2022, 19:38
Question for those playing star wars on ffg and also using the oggdude character generator - have the pregenerated characters in the starter sets and on the publisher website ever been made available in oggdude format? I'd love to see as an example if possible .

As point of clarification. This is more a question of whether the generator has been recognized and used by the publisher....not looking for a shadow site.

sevrick
October 28th, 2022, 15:08
So, curious, I havent visited Genesys in awhile. How well is how well is the FGU rules set for it working currently? Also, has Edge studios killed Genesys? That last question is obviously not related to the rules set, but I was looking at their website and amazon, and it appears to have no real products out and easily available anymore.

1. It is definitely playable, it is still missing some features like force powers and signature abilities, but other that it I can't think of anything other than automation but that is just bells and whistles at that point.
2. From my understanding no. But they are certainly taking their sweet time releasing somthing.
3. By products I assume you mean books. Edge studios was supposed to be working on reprints so last I herd it was going to happen. I guess untill then well will all have to be content with drivethroughrpg.com.

kessler25
October 29th, 2022, 23:53
Info on Edge Studio's reprints of some of the FFG Star Wars material. No word on new books. https://icv2.com/articles/news/view/52513/asmodee-edge-studios-mobilizes-further-star-wars-rpg

Idward
November 4th, 2022, 17:10
With the update to how the core engine handles dice it now likes to throw an error every time you load it up.
[11/4/2022 12:05:34 PM] [ERROR] Script execution error: [string "CoreRPG:scripts/manager_diceskin.lua"]:438: attempt to call field 'getColorsFromCurrentID' (a nil value)

I am not noticing any other impact, but the D100 dice are now in the way of the critical rollers.

Moon Wizard
November 4th, 2022, 18:46
@Idward,

Make sure that you don't have any unpacked versions of CoreRPG in your FG data folder under the rulesets subfolder.
Otherwise, it will need to be something that the developer who made the ruleset will need to look at.

Regards,
JPG

Valravn30
November 5th, 2022, 01:04
Definitely seems to be a ruleset issue after the recent FG update

mossfoot
November 5th, 2022, 01:24
Bit of a shameless plug here, but I've started a webcomic about roleplayers that some people here might like for a chuckle. :)

https://tapas.io/series/FuzzyKnights/

Urqy
November 5th, 2022, 02:51
With the update to how the core engine handles dice it now likes to throw an error every time you load it up.
[11/4/2022 12:05:34 PM] [ERROR] Script execution error: [string "CoreRPG:scripts/manager_diceskin.lua"]:438: attempt to call field 'getColorsFromCurrentID' (a nil value)

I am not noticing any other impact, but the D100 dice are now in the way of the critical rollers.

BLUF: I'm getting the same errors, but after 15 seconds of work, there is no impact. My assessment is this is a low priority fix.

I'm getting the same error code and the d100 dice placement on top of the crit rollers. The error code doesn't seem to impact anything in gameplay, including rolling dice. For the d100 pair of dice, I just unlocked them and moved them off to the right.

bcoker
November 5th, 2022, 12:06
BLUF: I'm getting the same errors, but after 15 seconds of work, there is no impact. My assessment is this is a low priority fix.

I'm getting the same error code and the d100 dice placement on top of the crit rollers. The error code doesn't seem to impact anything in gameplay, including rolling dice. For the d100 pair of dice, I just unlocked them and moved them off to the right.

I am not seeing the Dark Side and Light Side Tokens... They seem to have stopped working along with the dice error. I recently rebuilt my computer and moved all my old files over and no other game seems to be having issues, just FFG.

Artrem
November 5th, 2022, 12:25
We also noted a few items in the Genesys/Star Wars ruleset not working after the recent FG update. Our group plays FFG Star Wars and noticed following issues last week and this week. We also created new campaigns in both Genesys as well as Star Wars with no extensions and had following results:

Same Dice error message as previously stated:
--[ERROR] Script execution error: [string "CoreRPG:scripts/manager_diceskin.lua"]:438: attempt to call field 'getColorsFromCurrentID' (a nil value)

Destiny Chits (Works in Genesys campaign/Not working in Star Wars campaign):
-- Does not allow GM to add destiny Tokens when left click on images
-- Reports dark side destiny chit used in chat window, but no change to the Destiny Token.
-- No report of light side destiny chit used in chat window, no change to Destiny Token.
-- Dragging light or dark side chit to dicepoolwindow does still upgrade the dice pool correctly but did not change the destiny token images.

Initiative Rolls (Both Genesys & Star Wars campaigns not working as previously):
(Using player sheet & combat tracker menu radial)
-- Dice are rolled, correct output is shown on the chat window of symbols from dice, but initiative value is not updated into the combat tracker.

Dicepool Tracker Window (Both Genesys & Star Wars campaigns not working as previously):
It states "(This list will be empty until at least one player connects)" despite players being connected and controlling character sheets.
-- Console Warning - setValue: Database note not owned (combattracker.initskill)
-- Console Warning - windowcontrol: Could not find frame (indexboxtitledicebox) in control () in class (dieboxgenview)
-- Attempted Fixes with no success: Players relogged, players released character sheets and reselected character sheet, players attempted to create new characters


As stated numerous times, thank you so much for creating this work of love to both of johniba and Sevrick. Our gaming group truly appreciates all the hard work and this is still the best option in our opinion for playing FFG Star Wars. This post was to see if others have seen the same issues since the FG update and if so, to help with any troubleshooting when you have the time.

bcoker
November 5th, 2022, 14:50
because I have been rebuilding my system. We never got as far as testing other features. I do believe my group did come across the Combat tracker issue. I remembered it when I read your post. Very Concisely laid out, Artrem. We have truly enjoyed having this system to play. As Artrem said, Thank you! for getting things started, Johniba and Sevrick. This is the Rule set of Star Wars I have enjoyed the most.

Urqy
November 5th, 2022, 15:20
We also noted a few items in the Genesys/Star Wars ruleset not working after the recent FG update...

Nice catch Artrem! I'm using Genesys only and haven't had the destiny point issue. I just re-tested the Initiative and Dicepool issues you mentioned and they're not working for me either. We haven't had a live session in that game since FG update.

Artrem said it best, thanks johniba and Sevrick!

Artrem
November 5th, 2022, 18:17
Nice catch Artrem! I'm using Genesys only and haven't had the destiny point issue. I just re-tested the Initiative and Dicepool issues you mentioned and they're not working for me either. We haven't had a live session in that game since FG update.

Artrem said it best, thanks johniba and Sevrick!

Thanks Urqy.

Update:
I have no idea on how to create modules/extension/coding/scripting in general, but interesting observation with this issue as I was troubleshooting this morning. I found that if I start up FGU and log into my campaign the issues above are occurs. (image below of gm/localhost player side by side look at where they destiny chits are for reference)

55007

But, if I exit that campaign and immediately host again without exiting FGU, it works as intended?!?! Then every time I exit and rehost, it cycles as working/not working/working/not working. (see image below)

55008

I can immediately tell if it's working as the destiny chits will look like the second image. The only thing I did was exit and rehost. So... if it consistently works of others, maybe a work around until smarter people figure it out.

JGLinx2
November 6th, 2022, 16:23
We also noted a few items in the Genesys/Star Wars ruleset not working after the recent FG update. Our group plays FFG Star Wars and noticed following issues last week and this week. We also created new campaigns in both Genesys as well as Star Wars with no extensions and had following results:

Same Dice error message as previously stated:
--[ERROR] Script execution error: [string "CoreRPG:scripts/manager_diceskin.lua"]:438: attempt to call field 'getColorsFromCurrentID' (a nil value)

Destiny Chits (Works in Genesys campaign/Not working in Star Wars campaign):
-- Does not allow GM to add destiny Tokens when left click on images
-- Reports dark side destiny chit used in chat window, but no change to the Destiny Token.
-- No report of light side destiny chit used in chat window, no change to Destiny Token.
-- Dragging light or dark side chit to dicepoolwindow does still upgrade the dice pool correctly but did not change the destiny token images.

Initiative Rolls (Both Genesys & Star Wars campaigns not working as previously):
(Using player sheet & combat tracker menu radial)
-- Dice are rolled, correct output is shown on the chat window of symbols from dice, but initiative value is not updated into the combat tracker.

Dicepool Tracker Window (Both Genesys & Star Wars campaigns not working as previously):
It states "(This list will be empty until at least one player connects)" despite players being connected and controlling character sheets.
-- Console Warning - setValue: Database note not owned (combattracker.initskill)
-- Console Warning - windowcontrol: Could not find frame (indexboxtitledicebox) in control () in class (dieboxgenview)
-- Attempted Fixes with no success: Players relogged, players released character sheets and reselected character sheet, players attempted to create new characters


As stated numerous times, thank you so much for creating this work of love to both of johniba and Sevrick. Our gaming group truly appreciates all the hard work and this is still the best option in our opinion for playing FFG Star Wars. This post was to see if others have seen the same issues since the FG update and if so, to help with any troubleshooting when you have the time.

We did play continue our Star Wars game last night and received the dice error whenever a player joined/left the game or clicked a portrait to change characters. The Destiny chits are also a problem for us, we did try the workaround, and it did work for me as the host, it did not for the players. The automation for initiative rolls is working correctly, but the players are unable to select which character is to act from turn to turn. The dice pool tracker in the party sheet is completely nonfunctional, but using the work around, it did work for me, but not any of the players. Our thanks for all the hard work on this so far, and we look forward to using this a great deal going forward.

sevrick
November 6th, 2022, 19:36
So I am not sure where Johniba is last I herd he was in the middle of a move. I havent extensively play tested the ruleset but aside from annoying console popups after opening my character sheet it seems to play the same for me. There was a time the host couldn't change the Destiny Tokens but after a restart of FG it worked.

As for what I have been working on is updating the genesys libraries and going to upload the update when I am finished with Relms of Terrinoth. It is slow going since I am doing data entry at the same time.

I would try addressing the bugs but that is more Johnibas territory.

Artrem
November 8th, 2022, 21:50
We did play continue our Star Wars game last night and received the dice error whenever a player joined/left the game or clicked a portrait to change characters. The Destiny chits are also a problem for us, we did try the workaround, and it did work for me as the host, it did not for the players. The automation for initiative rolls is working correctly, but the players are unable to select which character is to act from turn to turn. The dice pool tracker in the party sheet is completely nonfunctional, but using the work around, it did work for me, but not any of the players. Our thanks for all the hard work on this so far, and we look forward to using this a great deal going forward.

@JGLinx2 Ah, I tested it with two clients on the same computer hence why it was working all the time. You're right though, when I tested it with two separate computers initially the player computer wouldn't work (could move the destiny chits, just wouldn't show them). The host computer did receive the errors with connect/disconnect as well as clicking on another character sheet.

I had to do the same as the host (exit and rejoin) with player computer then I could see the destiny chits, initiative rolls worked, and dice tracker worked (right clicking on the dice box to open it radially). The player computer could not advance their turn or click on marker to indicate they were taking the turn regardless of what I tried to do. All in all, the work arounds will work for our group until a true fix is completed.

@sevrick Thanks for the update, again appreciate all hard work on the libraries, that's hard work as well.

johniba
November 10th, 2022, 14:15
So, curious, I havent visited Genesys in awhile. How well is how well is the FGU rules set for it working currently? Also, has Edge studios killed Genesys? That last question is obviously not related to the rules set, but I was looking at their website and amazon, and it appears to have no real products out and easily available anymore.

So I develop Genesys and Star Wars rulesets together. Basically the approach is similar to what you see Smiteworks doing with Core->PathFinder/DND as in most of the code (the part that is similar in both genesys and star wars rulesets) is actually developed in Genesys.
Anything specific for Star Wars is done in the star wars ruleset.
When you load FantasyGrounds with star wars, it will actually load genesys and then star wars, and handle "merging" these two in real time.
It is very subtle and you wont notice this except for the chat box showing both have been loaded up.

This development approach allows us to have both rulesets feature rich and up to date.

Having said all that, this is why it is also very important that if you are using the star wars ruleset that you actually subscribe to both genesys and star wars, in the forge

P.S.: Edge studios did not kill Genesys. It certainly is on the slow side, but they have the Twilight Imperium setting book for genesys that will be stores soon, for example.
I also read they are restocking on star wars/genesys

johniba
November 10th, 2022, 14:16
Greetings all. I have been following this thread with interest for some time and have been using ruleset since the beginning of the year. My table has been having a lot of fun, and we wanted to send our appreciation for all the hard work Johniba and Sevrick have put into it. We have encountered some errors since FGU released their big update last week. I am including a screenshot of the error box that comes up when I load my campaign. If you would like the full logs just let me know. Additional errors pop up whenever I click on any of the buttons or characters. My thanks.

54865

I have been away for a few months due to moving to a new home/city and also work, but I will now make sure to release at least a fix/compatibility.
I am also going to release improvements on a few things, more on this soon

johniba
November 10th, 2022, 14:18
With the update to how the core engine handles dice it now likes to throw an error every time you load it up.
[11/4/2022 12:05:34 PM] [ERROR] Script execution error: [string "CoreRPG:scripts/manager_diceskin.lua"]:438: attempt to call field 'getColorsFromCurrentID' (a nil value)

I am not noticing any other impact, but the D100 dice are now in the way of the critical rollers.

Noted, will fix this and release an update before the end of the week

johniba
November 10th, 2022, 14:26
I am not seeing the Dark Side and Light Side Tokens... They seem to have stopped working along with the dice error. I recently rebuilt my computer and moved all my old files over and no other game seems to be having issues, just FFG.




We also noted a few items in the Genesys/Star Wars ruleset not working after the recent FG update. Our group plays FFG Star Wars and noticed following issues last week and this week. We also created new campaigns in both Genesys as well as Star Wars with no extensions and had following results:

Same Dice error message as previously stated:
--[ERROR] Script execution error: [string "CoreRPG:scripts/manager_diceskin.lua"]:438: attempt to call field 'getColorsFromCurrentID' (a nil value)

Destiny Chits (Works in Genesys campaign/Not working in Star Wars campaign):
-- Does not allow GM to add destiny Tokens when left click on images
-- Reports dark side destiny chit used in chat window, but no change to the Destiny Token.
-- No report of light side destiny chit used in chat window, no change to Destiny Token.
-- Dragging light or dark side chit to dicepoolwindow does still upgrade the dice pool correctly but did not change the destiny token images.

Initiative Rolls (Both Genesys & Star Wars campaigns not working as previously):
(Using player sheet & combat tracker menu radial)
-- Dice are rolled, correct output is shown on the chat window of symbols from dice, but initiative value is not updated into the combat tracker.

Dicepool Tracker Window (Both Genesys & Star Wars campaigns not working as previously):
It states "(This list will be empty until at least one player connects)" despite players being connected and controlling character sheets.
-- Console Warning - setValue: Database note not owned (combattracker.initskill)
-- Console Warning - windowcontrol: Could not find frame (indexboxtitledicebox) in control () in class (dieboxgenview)
-- Attempted Fixes with no success: Players relogged, players released character sheets and reselected character sheet, players attempted to create new characters


As stated numerous times, thank you so much for creating this work of love to both of johniba and Sevrick. Our gaming group truly appreciates all the hard work and this is still the best option in our opinion for playing FFG Star Wars. This post was to see if others have seen the same issues since the FG update and if so, to help with any troubleshooting when you have the time.




because I have been rebuilding my system. We never got as far as testing other features. I do believe my group did come across the Combat tracker issue. I remembered it when I read your post. Very Concisely laid out, Artrem. We have truly enjoyed having this system to play. As Artrem said, Thank you! for getting things started, Johniba and Sevrick. This is the Rule set of Star Wars I have enjoyed the most.




Nice catch Artrem! I'm using Genesys only and haven't had the destiny point issue. I just re-tested the Initiative and Dicepool issues you mentioned and they're not working for me either. We haven't had a live session in that game since FG update.

Artrem said it best, thanks johniba and Sevrick!




Thanks Urqy.

Update:
I have no idea on how to create modules/extension/coding/scripting in general, but interesting observation with this issue as I was troubleshooting this morning. I found that if I start up FGU and log into my campaign the issues above are occurs. (image below of gm/localhost player side by side look at where they destiny chits are for reference)

55007

But, if I exit that campaign and immediately host again without exiting FGU, it works as intended?!?! Then every time I exit and rehost, it cycles as working/not working/working/not working. (see image below)

55008

I can immediately tell if it's working as the destiny chits will look like the second image. The only thing I did was exit and rehost. So... if it consistently works of others, maybe a work around until smarter people figure it out.




So I am not sure where Johniba is last I herd he was in the middle of a move. I havent extensively play tested the ruleset but aside from annoying console popups after opening my character sheet it seems to play the same for me. There was a time the host couldn't change the Destiny Tokens but after a restart of FG it worked.

As for what I have been working on is updating the genesys libraries and going to upload the update when I am finished with Relms of Terrinoth. It is slow going since I am doing data entry at the same time.

I would try addressing the bugs but that is more Johnibas territory.



Hi everyone

Just to let you all know. I have finally finished moving to the new house, and finished the most important renovations so now I can finally focus on working with FG coding!

Work is also giving me some break, so all is well :)

Sorry for being out of contact for so long, I did not want anyone to get anxious and think this was abandoned

I will focus this week on the most pressing issues:

- fixing any issues caused by FG updates.
- improve the destiny/story chits

I am still developing the force powers window and elite specializations, but i will make sure to release compatibilty updates as mentioned above, this weekend!

Thanks for the patience, for all kind words and for being here. This ruleset would be nothing if not for all of you!

Idward
November 10th, 2022, 18:27
Glad the move went well!

johniba
November 10th, 2022, 20:08
The issue with the error message was easy to fix...

I am now working on fixing the strange behaviour with Story/Force chits not working unless you refresh the client.
I believe I know what is causing it. The way the chit update communication is handled is using an old FG method, and I have to admit I was delaying updating this code for some time now, but since I have to find a fix, it is better i make it clean and new :)

This should not be hard, and I will have it working in a few days :)

johniba
November 10th, 2022, 20:09
Glad the move went well!

Thanks!
Yes I am very happy. I will have enough space to organize my board games now :P

JGLinx2
November 10th, 2022, 21:11
Excellent news! Glad to hear things are stabilized for you. Thanks for all your hard work.

Idward
November 11th, 2022, 16:45
Organized board games? How does that work? You mean to tell me you are trying something other then craming them all into a bookshelf any which way until they all fit?

johniba
November 11th, 2022, 21:00
Organized board games? How does that work? You mean to tell me you are trying something other then craming them all into a bookshelf any which way until they all fit?

LOL yeah I mean... you got me.
Just trying to cram them all in one place

johniba
November 11th, 2022, 21:11
NEW RELEASE!
Version 2022-11-11

Unless mentioned, the fix or improvement is for both Genesys and Star Wars.

Fixes:
- Story/Destiny tokens: fixed compatibility issues with recent FGU updates where tokens would not update after loading a campaign.
- Moved Tokens window a little to the right so as not to overlap with the two d10's from FGU
- Fixed error message about Dice colors, when loading the campaign
- Combat Tracker/Initiative rolls: fixed issue where initiative rolls did not update in combat tracker

Improvements:
- Updated ruleset code across the board: old methods for sending/receiving internal messages were incompatible with recent FGU updates.
The updates are only in background, nothing changes in ruleset behaviour or appearance.

Known Issues:
1)
If you close your campaign and go back to the initial FGU screen and then reopen a campaign, features that use internal communication (Story tokens, Party vehicle sharing...) stop working.
I am investigating if there is a fix for this.
For now the work around is either
- Close FGU entirelly and reopen
- Reload your campaign again: if you see the Story/Destiny tokens displaying correctly, all is fine.
This issue does not cause any problems with your campaign, so no worries.

2) Dicepool tracker is not working. I will fix soon
How to download the new version:

FG Unity:
You can subscribe to both rulesets in FG Forge. This will ensure that they are automatically downloaded whenever I upload a new version.
(P.S.: everytime I upload a new version here in the forums, it may take a few hours for it to show up in Forge, as it requires Moderators to approve)
(P.S.: If you have already done this before, you only need to click "Check for Updates" in FG Unity, and the download will start)

To subscribe and download the rulesets, follow the links:
Genesys: https://forge.fantasygrounds.com/shop/items/143/view
Star Wars: https://forge.fantasygrounds.com/shop/items/159/view
(Remember, if you want to use the Star Wars ruleset, make sure to subscribe/download BOTH)

FG Classic
This update is NOT compatible with FG Classic
I can no longer maintain the code in a way that it works with the old client, I am sorry
You can use an older version of the rulesets, downloading from the google drive link below

Modules and other extensions need to be downloaded from the above link below
https://drive.google.com/drive/folders/1UNyE7f7qbI5It8cCHmoEoWSoSeVhWxR-?usp=sharing

Download Genesys ruleset even if you are playing Star Wars
Always remember to download BOTH rulesets if you intend to use Star Wars

johniba
November 11th, 2022, 21:13
As I said in my post above, I have fixed the issues with Story/Destiny tokens
There is still some weird behaviour if you reload the campaign (read the previous post), but that only happens when reloading a second time.
I am checking why this is happening and if there is a permanent fix, or even if it is an issue in FGU. I will keep you all updated!

Please also notice, the party dicepool in the party window is not working yet, I will fix and update later this week

I have collected all reported issues and will focus my attention on them until I fix them all :)

johniba
November 11th, 2022, 22:29
Hey guys, I just updated with this fix:

- Combat Tracker/Initiative rolls: fixed issue where initiative rolls did not update in combat tracker

As usual, just hit update in FGU and it will download the fix :)

johniba
November 12th, 2022, 17:34
Another update:
- Fixed the dicepool tracker:
Dicepool tracker will always display dicepools, even if the GM has no one connected (in this case it will show the GM's dicepool - IF the gm rolls are not hidden)

Update is already available in the forge, just open FGU, and hit check for updates

I think I have fixed all the reported issues.
Please let me know if you find any new issues, or anyone I missed :)

Artrem
November 12th, 2022, 18:26
Thanks for the quick work on these issues Johniba. As always, amazing work!!

Valravn30
November 13th, 2022, 15:40
Thank you for these updates, Johniba! I've got an ongoing game and you've just made my week =D

binsonofbin
November 15th, 2022, 00:19
Such awesome work! :) I finally had my first few games with my friend using your ruleset. Worked out great and he's mostly sold on the game but he can't seem to wrap his head around how the dice work quite yet.

Just as a very gentle reminder, is it possible to have a variant mechanic for the destiny pool where you can either right-click and reduce the quantity by 1 and/or when you drag a destiny point it reduces the quantity by 1. It's a variant that I use but it doesn't work with the rules as written.

If you can't do it, that is 100% fine. You'd only be doing that for me. :)

But yes, like so many say, it's an awesome rule set and thank you for working on it.

johniba
November 15th, 2022, 03:23
Such awesome work! :) I finally had my first few games with my friend using your ruleset. Worked out great and he's mostly sold on the game but he can't seem to wrap his head around how the dice work quite yet.

Just as a very gentle reminder, is it possible to have a variant mechanic for the destiny pool where you can either right-click and reduce the quantity by 1 and/or when you drag a destiny point it reduces the quantity by 1. It's a variant that I use but it doesn't work with the rules as written.

If you can't do it, that is 100% fine. You'd only be doing that for me. :)

But yes, like so many say, it's an awesome rule set and thank you for working on it.


Hi,
Reading messages like these always feel me with energy to work on the ruleset, thanks!

Oh in regards to that feature with destiny points, i am working on it right now and should soon make it available in an update!

binsonofbin
November 18th, 2022, 17:11
That's awesome. This is a really great product. Have you considered trying to get FFG/Smiteworks to by it from you to make it an official product?

sevrick
November 19th, 2022, 12:05
Would you be able to add a lock all button? Because I am not sure when it happens but it seems after some updates it unlocks all my entries and I have to go through them one by one and lock them.

johniba
November 20th, 2022, 01:21
Would you be able to add a lock all button? Because I am not sure when it happens but it seems after some updates it unlocks all my entries and I have to go through them one by one and lock them.

Good idea, I will see what I can do.

johniba
November 20th, 2022, 01:23
That's awesome. This is a really great product. Have you considered trying to get FFG/Smiteworks to by it from you to make it an official product?

I would love to, but I would need to have a contact probably in FFG/Edge

If I could choose, I would like that the ruleset remain free for all users in FG, and then if we could have official modules sold in Smiteworks/FG side

sevrick
November 28th, 2022, 12:43
Genesys Core Rulebook

Added Skills to Careers.
Removed Starting Skill Ranks special abilites from spieces to prepare for new system.
Added Natural Weapon and The Beast Within as an Items.
Added Street Tough, Gang Leader, and Local Offical.
Fixed type source for all the items. I missed spelled Genesys on every single item. oops :)

Genesys Expanded Players Guide

Added Subtypes and Settings to NPCs
Added Kowledge (Supernatural) and Kowledge (Science) to skill list.
Added Settings.
Fixed some page refrences.
Fixed Setting inconsistancies.

Realms of Terrinoth

Added missing Makhim and Naga Priestess NPCs.
Added source and setting information to NPCs abilites.
Added Claws attack stats to weapons.
Removed Starting Skill Ranks special abilites from species.
Added sources to Adversaries abilites.
Added the missing rank of Durable to Dimora NPC.
Removed Orc Spiritspeaker duplpicate.
Added Gurak Tol Mount Stats.(Used Stay on Target Convertion Rules)
Used own judgment to add silhouette 2 to Gurak Tol. This isn't in the book or errata. It seems to be an oversight since Orc Outrider rides them and on top of that shows a picture of it and it clearly isn't silhouette 1. More likely it's a silhouette 3 but made it atleast a 2.
Added Silhouette 0 to Gnome Minsrel.
Fixed typo in Ice Wyrm ability Camouflaged Scales.

Edge of the Empire

Added Jet Pack and Rocket Boots type to personal Vehicles.

Force and Destiny

Add missing Wound Threshold for the Gand Findsman.
Fixed Aurateran Boomerang Limited Ammo Typo.

Idward
November 28th, 2022, 13:45
It is too bad that FFG didn't get the digitial license back when Star Wars was owned by Lucas Films, it would have made things much easier but since FFG couldn't publish PDFs/digial content you wouldn't go through FFG/Edge you'd have to go through Disney. I have a friend who has delt with Disney before. It is sadly unlikey. Smiteworks is too small of a company for them to care about.

lmaofyou
December 2nd, 2022, 14:57
Hello so I recently just downloaded this ruleset and I find that whenever I dragged and dropped a weapon, I get this error. Is there anyway to fix this? 55320

sevrick
December 2nd, 2022, 22:03
Hello so I recently just downloaded this ruleset and I find that whenever I dragged and dropped a weapon, I get this error. Is there anyway to fix this? 55320

What weapon was it?

lmaofyou
December 3rd, 2022, 04:01
Any of the weapons from what I could tell. I should be more clear. It's when I drop the weapon in the actions tab where this error happens. If I drop it in the Inventory tab it's okay.

sevrick
December 3rd, 2022, 16:42
Any of the weapons from what I could tell. I should be more clear. It's when I drop the weapon in the actions tab where this error happens. If I drop it in the Inventory tab it's okay.

If you want it in the actions tab all you have do I think is mark the weapon as equipped in the inventory tab and it should be added to the actions tab automatically.

johniba
December 4th, 2022, 04:02
Hello so I recently just downloaded this ruleset and I find that whenever I dragged and dropped a weapon, I get this error. Is there anyway to fix this? 55320

I will try to replicate the issue and fix it.

johniba
December 4th, 2022, 04:04
If you want it in the actions tab all you have do I think is mark the weapon as equipped in the inventory tab and it should be added to the actions tab automatically.

yeah follow sevrick's suggestion, drag from the actions tab. Meanwhile i will try to fix that issue when dragging from the inventory, but if you want to create a shortcut to roll the weapon, the best way is to:

- go to action tab, click the dice icon to add the roll to the dicepool under the chat window.
- add any more dice (maybe bonuses, difficulty...)
- drag those dice from the dicepool to the shortcut bar

johniba
December 4th, 2022, 04:05
Genesys Core Rulebook

Added Skills to Careers.
Removed Starting Skill Ranks special abilites from spieces to prepare for new system.
Added Natural Weapon and The Beast Within as an Items.
Added Street Tough, Gang Leader, and Local Offical.
Fixed type source for all the items. I missed spelled Genesys on every single item. oops :)

Genesys Expanded Players Guide

Added Subtypes and Settings to NPCs
Added Kowledge (Supernatural) and Kowledge (Science) to skill list.
Added Settings.
Fixed some page refrences.
Fixed Setting inconsistancies.

Realms of Terrinoth

Added missing Makhim and Naga Priestess NPCs.
Added source and setting information to NPCs abilites.
Added Claws attack stats to weapons.
Removed Starting Skill Ranks special abilites from species.
Added sources to Adversaries abilites.
Added the missing rank of Durable to Dimora NPC.
Removed Orc Spiritspeaker duplpicate.
Added Gurak Tol Mount Stats.(Used Stay on Target Convertion Rules)
Used own judgment to add silhouette 2 to Gurak Tol. This isn't in the book or errata. It seems to be an oversight since Orc Outrider rides them and on top of that shows a picture of it and it clearly isn't silhouette 1. More likely it's a silhouette 3 but made it atleast a 2.
Added Silhouette 0 to Gnome Minsrel.
Fixed typo in Ice Wyrm ability Camouflaged Scales.

Edge of the Empire

Added Jet Pack and Rocket Boots type to personal Vehicles.

Force and Destiny

Add missing Wound Threshold for the Gand Findsman.
Fixed Aurateran Boomerang Limited Ammo Typo.


wow, this is a lot of updates, thanks Sevrick

sevrick
December 4th, 2022, 04:49
wow, this is a lot of updates, thanks Sevrick

Yeah to be fair though it took me also along time to release it. :)

seansps
December 5th, 2022, 13:57
Hi! I'm just poking around in the SW FFG implementation, which looks really well done! I am interested in the system so I might be learning it soon myself. I was just curious, were the .mod files excluded from the Forge build for copyright reasons?

sevrick
December 5th, 2022, 15:57
Hi! I'm just poking around in the SW FFG implementation, which looks really well done! I am interested in the system so I might be learning it soon myself. I was just curious, were the .mod files excluded from the Forge build for copyright reasons?

I tried to post them but they wouldn't let me because of some legal mumbo jumbo. Long story short they said I would have to get permission from Fantasy Flight Games. It seemed like a big headache so I just kept them to the google cloud. Turns out when you do things in a official capacity there are a lot of hoops to jump through.

Maybe we could come up with a way to notify people of updates to the libraries on the main page so they don't have to rely on the latest post.

seansps
December 5th, 2022, 16:33
I tried to post them but they wouldn't let me because of some legal mumbo jumbo. Long story short they said I would have to get permission from Fantasy Flight Games. It seemed like a big headache so I just kept them to the google cloud. Turns out when you do things in a official capacity there are a lot of hoops to jump through.

Maybe we could come up with a way to notify people of updates to the libraries on the main page so they don't have to rely on the latest post.

Got it thanks for the explanation!

You could also do this within the ruleset. One way to do that would be to use the Interface.openURL function which supports a callback as the second parameter allowing for simple GET requests.

You’d then need an API that can get what the latest version is, and compare to some value in the module, and tell the User if there’s an update available. The Interface.openURL method also prompts for permission, so it would need to be a “Check for Updates” button.

It’s definitely doable though. Not sure if Google’s API could be used as that may require a token.

johniba
December 7th, 2022, 13:48
Got it thanks for the explanation!

You could also do this within the ruleset. One way to do that would be to use the Interface.openURL function which supports a callback as the second parameter allowing for simple GET requests.

You’d then need an API that can get what the latest version is, and compare to some value in the module, and tell the User if there’s an update available. The Interface.openURL method also prompts for permission, so it would need to be a “Check for Updates” button.

It’s definitely doable though. Not sure if Google’s API could be used as that may require a token.

That is a good idea and I can check if that is possible.

johniba
December 11th, 2022, 14:49
NEW RELEASE!
Version 2022-12-11

Unless mentioned, the fix or improvement is for both Genesys and Star Wars.

Fixes:
Small code updates and bug fixes.

NEW Features:
- StoryPoints (Genesys) / Destiny Points (Star Wars):
GMs can now manually add/subtract tokens directly to each pile, by using Control+Mouse Wheel


How to download the new version:

FG Unity:
You can subscribe to both rulesets in FG Forge. This will ensure that they are automatically downloaded whenever I upload a new version.
(P.S.: everytime I upload a new version here in the forums, it may take a few hours for it to show up in Forge, as it requires Moderators to approve)
(P.S.: If you have already done this before, you only need to click "Check for Updates" in FG Unity, and the download will start)

To subscribe and download the rulesets, follow the links:
Genesys: https://forge.fantasygrounds.com/shop/items/143/view
Star Wars: https://forge.fantasygrounds.com/shop/items/159/view
(Remember, if you want to use the Star Wars ruleset, make sure to subscribe/download BOTH)

FG Classic
This update is NOT compatible with FG Classic
I can no longer maintain the code in a way that it works with the old client, I am sorry
You can use an older version of the rulesets, downloading from the google drive link below


Modules and other extensions need to be downloaded from the above link below
https://drive.google.com/drive/folders/1UNyE7f7qbI5It8cCHmoEoWSoSeVhWxR-?usp=sharing

Subscribe/Download the Genesys ruleset even if you are playing Star Wars

seansps
December 12th, 2022, 15:40
Hi johniba!

I'd like to propose a quick change in the Genesys ruleset to allow for Drag-n-Drop of the Dice. (Basically, click and drag on the dice pool roll button to pick up the dice, and then roll them in the chatbox.) This change will also keep the functionality of just clicking the button once as well!

You can get to this to work by editing two files:

In "classes/desktop/dieboxgen.xml" change the script for "dieboxgenroll" to:


function action(draginfo)
window.dieboxgencontrol.onDieboxButtonPress(dragin fo);
end

function onDragStart(button, x, y, draginfo)
action(draginfo);
return true;
end

function onButtonPress()
action();
end

function onDrop(x, y, draginfo)
window.dieboxgencontrol.onDrop(x, y, draginfo);
return true;
end


Then in "classes/desktop/dieboxgencontrol.lua" change line 450 to take "draginfo":

function onDieboxButtonPress(draginfo)

And remove this line (line 501) entirely:

local draginfo = nil;

Not sure if there was a reason before for not allowing the drag and drop, but I think this is a nice addition to get the "feel" of rolling the dice!

johniba
December 12th, 2022, 17:48
Hi johniba!

I'd like to propose a quick change in the Genesys ruleset to allow for Drag-n-Drop of the Dice. (Basically, click and drag on the dice pool roll button to pick up the dice, and then roll them in the chatbox.) This change will also keep the functionality of just clicking the button once as well!

You can get to this to work by editing two files:

In "classes/desktop/dieboxgen.xml" change the script for "dieboxgenroll" to:


function action(draginfo)
window.dieboxgencontrol.onDieboxButtonPress(dragin fo);
end

function onDragStart(button, x, y, draginfo)
action(draginfo);
return true;
end

function onButtonPress()
action();
end

function onDrop(x, y, draginfo)
window.dieboxgencontrol.onDrop(x, y, draginfo);
return true;
end


Then in "classes/desktop/dieboxgencontrol.lua" change line 450 to take "draginfo":

function onDieboxButtonPress(draginfo)

And remove this line (line 501) entirely:

local draginfo = nil;

Not sure if there was a reason before for not allowing the drag and drop, but I think this is a nice addition to get the "feel" of rolling the dice!

Hi seansps

I removed dragging as a temporary fix. It was done a long time ago when beginning to work on the ruleset, since the die code came from the old Star Wars ruleset (and also in turn, it came from the Warhammer FRP3 ruleset)
I havent touched it yet because I still intend to rewrite the dieroll code, and also the drag to shortcut code.

Having said that, your code suggestion is very nice, so I am testing it right now, and will include in the next update if possible!


EDIT: Testing it here now, I now remember why I didnt turn if back on yet:

Depending on where you drag the dice from, the die rolling code will not identify who rolled the dice.
I will see if I can already update that as there will be a few places this can be an issue.

I may need to rewrite the dieroll code, but I have been postponing this for too long.

seansps
December 12th, 2022, 17:52
Hi seansps

I removed dragging as a temporary fix. It was done a long time ago when beginning to work on the ruleset, since the die code came from the old Star Wars ruleset (and also in turn, it came from the Warhammer FRP3 ruleset)
I havent touched it yet because I still intend to rewrite the dieroll code, and also the drag to shortcut code.

Having said that, your code suggestion is very elegant and simple and wont affect any other code, so I am testing it right now, and will include in the next update if possible!


There might be a couple of places this could cause an issue, but if we have any problems, it can be fixed.

Thanks a lot for this!

No problem! And thanks for the context! If there's anything else you're having trouble nailing down, I can definitely help take a look :)
I'm learning more about FFG's system so I've been poking around in the ruleset here so I can try to get a handle on how it's run in FG currently!

lmaofyou
December 13th, 2022, 07:25
Hello I am experiencing a problem with dragging characters, specifically PCs, in the combat tracker. Whenever I do, this message pops up.55445

Edit: I updated my Versions of the Rulesets and now it works!

johniba
December 13th, 2022, 13:13
Hello I am experiencing a problem with dragging characters, specifically PCs, in the combat tracker. Whenever I do, this message pops up.55445

Edit: I updated my Versions of the Rulesets and now it works!

Ah good to know! If you still have issues let me know.

lmaofyou
December 13th, 2022, 16:30
Ah good to know! If you still have issues let me know.

It's not really an issue but I just wanted to know, is damage not automatically calculated? I tested attacking and damaging earlier and the chatbox simply stated that I dealt X amount of damage but the wounds on the enemy remains unchanged.

johniba
December 14th, 2022, 18:48
It's not really an issue but I just wanted to know, is damage not automatically calculated? I tested attacking and damaging earlier and the chatbox simply stated that I dealt X amount of damage but the wounds on the enemy remains unchanged.

That is correct, currently the system will not apply damage to your target.

You can however, drag that [Damage] text on the enemy in the combat tracker, and damage will be applied
Also you can drag critical tokens directly in the target. This will roll for the critical table, taking into consideration existing critical, and apply the correct one.

I will eventually create automation on that, but there are still quite a few important things to finish, so automation is the last one.

lmaofyou
December 16th, 2022, 16:46
That is correct, currently the system will not apply damage to your target.

You can however, drag that [Damage] text on the enemy in the combat tracker, and damage will be applied
Also you can drag critical tokens directly in the target. This will roll for the critical table, taking into consideration existing critical, and apply the correct one.

I will eventually create automation on that, but there are still quite a few important things to finish, so automation is the last one.

Oh I see thanks! Those are useful tips and definitely a faster way for me instead of just typing the damage.

lmaofyou
December 20th, 2022, 05:31
That is correct, currently the system will not apply damage to your target.

You can however, drag that [Damage] text on the enemy in the combat tracker, and damage will be applied
Also you can drag critical tokens directly in the target. This will roll for the critical table, taking into consideration existing critical, and apply the correct one.

I will eventually create automation on that, but there are still quite a few important things to finish, so automation is the last one.

Hello so I did try doing this and the WC just increases. Is that supposed to happen? I kinda assumed it would go down

jasonthelamb
December 20th, 2022, 05:33
In SW FFG Current Wounds/Strain increases. It starts at 0 and goes up, because you can go over your thresholds, and have to go over your threshold to go down.

lmaofyou
December 20th, 2022, 05:41
Ah I see, thanks for clearing that up.

binsonofbin
December 20th, 2022, 21:41
I just checked out the new incrementing/decrementing of the Story points/ destiny points. Works like a charm. Awesome work!

johniba
December 27th, 2022, 00:04
I am now working again in the Spec Trees, specifically Signature Powers.

As soon as I have something ready to create them in the database I will be releasing, so Sevrick can add them.

DraaGulFireclaw
January 6th, 2023, 10:09
I am now working again in the Spec Trees, specifically Signature Powers.

As soon as I have something ready to create them in the database I will be releasing, so Sevrick can add them.

Speaking of the powers, every time I click into the field for "skill" on a custom power, I get this error:

[ERROR] Script execution error: [string "Genesys:..cripts/string_power_skillname.lua"]:150: attempt to index local 'rActor' (a nil value)