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sterling2063
January 8th, 2023, 14:26
Hi, I'm a returning user of the ruleset (love it to death, so thanks!). With Fantasy Ground's implementation of new custom dice, I've noticed that as the dice are rolled, they no longer have the Genesys dice "skins" for lack of a better word. It's been long enough since I last used the ruleset that I no longer recall if this was always the case, or if it's new to the recent dice update.
While the dice show up correctly in the pool, and after the fact in chat, it does feel more immersive if you can see the dice as they're being rolled. If anyone has either some insight on this, or a way to fix it client-side, I'd appreciate it.
viresanimi
January 8th, 2023, 18:26
Community creators has no access to reskin dice. And they will NOT get it. Smiteworks has made that very clear, when asked on stream.
We can hope that one day they will recognize how good this ruleset is and make a dice pack for it. We can only hope.
johniba
January 9th, 2023, 17:24
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)
Thanks, I will see what is happening with that
DraaGulFireclaw
January 16th, 2023, 20:07
Also, could it be an option to display the remaining minions in a group to the palyers, not just to the GM?
johniba
January 17th, 2023, 18:59
Also, could it be an option to display the remaining minions in a group to the palyers, not just to the GM?
Yes, I will work on improving the combat window for players, i will make a note of this in my todo notes!
Elvedui
January 18th, 2023, 14:17
Is there a place where we can see the current status of what is in the library module (ie what books are in or not in)? I thought there was a place where this was listed before, but don't remember where that is now.
sevrick
January 20th, 2023, 20:29
Is there a place where we can see the current status of what is in the library module (ie what books are in or not in)? I thought there was a place where this was listed before, but don't remember where that is now.
So as it stands all of the Star Wars books except the Era books and the Item, NPC, Vehicle Compendiums. All the official Genesys books are done.
Right now I am going through the Genesys books to make sure it is up to date. Then I am working on the clone war era books.
Elvedui
January 22nd, 2023, 20:25
Great thanks. By the way, i realize i need to have the basic Genesys books to use the SW ruleset, but do they need to be loaded or just on my system?
sevrick
January 23rd, 2023, 01:37
Great thanks. By the way, i realize i need to have the basic Genesys books to use the SW ruleset, but do they need to be loaded or just on my system?
As far as the libraries go you don't need to have the Genesys libraries to use the star wars libraries. However if you are playing something like Realms of Terrionth it is best to load up the Genesys libraries as well since it is likely to reference the Genesys Core Libraries.
JGLinx2
January 27th, 2023, 02:59
Greetings all. I have been adding descriptions to the Star Wars libraries and messed something up. There are a number of ships that when added to a character sheet and entered, do not have the "dice" prompt for piloting the ship. Does anyone have any idea what I messed up so I can go back and correct it? Thanks for the assistance.
jimmifett
February 3rd, 2023, 18:56
Hi All, is there a video or explanation of using vehicles? Specifically SW, but also applies for genesys. How is the Vehicle tab used with players/characters/NPCs?
srbongo
February 4th, 2023, 14:17
Hi All, is there a video or explanation of using vehicles? Specifically SW, but also applies for genesys. How is the Vehicle tab used with players/characters/NPCs?
Vehicles are similar to items, if you drag a vehicle record into a PC / NPC sheet, on the inventory tab, they'll appear in the Vehicles section. There is a button for that PC / NPC to then enter the vehicle and once clicked, this button will make the vehicles notes and details appear on the Vehicle tab.
Once the vehicle tab is populated, you have access to its weapons and piloting rolls (using the character's stats) and can change its current hull / strain.
There's also the option to toggle it for all party members, which will show the vehicle in the party sheet and the vehicle tab for folks to interact with.
Hope this helps
sedgetone
February 7th, 2023, 22:12
God I wish we had vehicles supported like this in Call of Cthulhu.
johniba
February 12th, 2023, 00:18
Greetings all. I have been adding descriptions to the Star Wars libraries and messed something up. There are a number of ships that when added to a character sheet and entered, do not have the "dice" prompt for piloting the ship. Does anyone have any idea what I messed up so I can go back and correct it? Thanks for the assistance.
Hi JGLinx2
I know it's been quite some time since you posted, but did you find a fix? If not, I would love to help.
Maybe we could meet up in discord one day and I can help you
johniba
February 12th, 2023, 00:20
God I wish we had vehicles supported like this in Call of Cthulhu.
Thanks
I am quite happy with how I managed to develop vehicles. There are still a few parts of the code I want to improve (for example, critical damage in the current vehicle is a bit tricky for the player to remove)
By the way, I would be super glad if other rulesets used part or in total my idea/code for vehicles.
johniba
February 12th, 2023, 00:23
Hey everyone.
I know it's been quite a it of time I have not posted anything here, but I just wanted to let you all know current status and when we will have updates.
Right now I am developing code that will allow us to have a very nice way to create Specialization and Jedi Power Trees. The way I see as always is that I want to create them in a way that it is intuitive to create new records in the system, and flexible enough to not only be able to create records from the books, but for players to come up with their own ideas.
I am of course working on reported errors and a few improvements.
I am also researching if there is a way to improve the combat map, by adding maybe range circles and have the ruleset know what distance actor and target are from each other, but that will come later.
binsonofbin
February 14th, 2023, 22:49
Hey everyone.
I know it's been quite a it of time I have not posted anything here, but I just wanted to let you all know current status and when we will have updates.
Right now I am developing code that will allow us to have a very nice way to create Specialization and Jedi Power Trees. The way I see as always is that I want to create them in a way that it is intuitive to create new records in the system, and flexible enough to not only be able to create records from the books, but for players to come up with their own ideas.
I am of course working on reported errors and a few improvements.
I am also researching if there is a way to improve the combat map, by adding maybe range circles and have the ruleset know what distance actor and target are from each other, but that will come later.
Absolutely awesome! I'm excited to see what you do next.
DraaGulFireclaw
February 24th, 2023, 08:41
Damn it. The new FGU update breaks the inventory by removing the "shield button" to open an item's profile. Is there a way to revert to the previous version? Using the "PREV" channel does nothing.
johniba
February 24th, 2023, 13:51
Damn it. The new FGU update breaks the inventory by removing the "shield button" to open an item's profile. Is there a way to revert to the previous version? Using the "PREV" channel does nothing.
Dont worry, i am on it!
Will fix it today.
johniba
February 24th, 2023, 14:35
Damn it. The new FGU update breaks the inventory by removing the "shield button" to open an item's profile. Is there a way to revert to the previous version? Using the "PREV" channel does nothing.
I have just fixed this issue and uploaded to the Forge.
Open your FGU and click "Check for Updates" and the fix will be downloaded :)
DraaGulFireclaw
February 24th, 2023, 16:34
Thank you kindly! Great module, great support. :D
Xarax
February 24th, 2023, 16:39
Thank you kindly! Great module, great support. :D
The best support!
DraaGulFireclaw
February 24th, 2023, 17:20
Oh, another bug:
Clicking the "lock/unlock" button on item profiles does not seem to put the item into lock/unlock mode until you re-open it. I figure this might be FGU itself and not the module?
Also, I never realized you can just edit values without putting the profile into unlock mode... hm.
johniba
February 24th, 2023, 22:33
Oh, another bug:
Clicking the "lock/unlock" button on item profiles does not seem to put the item into lock/unlock mode until you re-open it. I figure this might be FGU itself and not the module?
Also, I never realized you can just edit values without putting the profile into unlock mode... hm.
FIXED!
I have just fixed the code in the items window. The lock button is working again.
Also I found a bug in that double clicking a text field would still allow you to edit the text even when the lock is on.
Double clicking is something i added to the text fields, so that if you wanted, it would revert the special dice code ([A] for example) from the icons back to the "[A]" and other codes, for editing that way
I also fixed that
I will probably do a complete check on all modified files in the CORE RPG ruleset, to see if there is anything else that could affect the Genesys and Star Wars rulesets
These two recent issues happened because of the way the code is loaded:
When I develop the rulesets I follow the guidelines by SmiteWorks: you dont actually have to write all the code in the rulesets. You only improve it with new features or modify the ones you need.
In my rulesets I have instructions for example, telling Genesys to "load" CoreRPG before anything else.
After that, my files may override any core files (for example the whole character sheet)
The same is done with Star Wars. When the SW ruleset loads, it has instructions to load Genesys (and consequently Core)
This is done "real time", meaning when SmiteWorks updates CORERPG with nice features, most of the time those features will replicate to Genesys and Star Wars without any need for me to update the code.
But... sometimes it may cause an error.
In the case now of the inventory, it seems they changed the scripts that are executed in the inventory list, and item window, so since my character inventory list and the item window are customized, they could not find the code.
By the way:
In the character sheet, items in the inventory still have editable name, encumbrance.
I was thinking if I should make them read only there, and having players to open the item window to edit instead. Let me know what you all think
In order to fix the issue on your side, simply click "Check for updates" in the main FGU screen and the updates will be downloaded.
Xarax
February 25th, 2023, 14:31
Thanks for all the work on getting this all running correctly @Joniba.
As far as the encumbrance field on the inventory I can't think of a single time that my players have ever needed to be able to edit that field. If it helps clean up the code I am all for the modification to read only from the item description, especially if it's an easy thing to code. If it's more involved, I'd say definitely throw it in the queue of things to do. You are the best @Johniba! I hope Asmodee gets their act together and hires you!
johniba
February 25th, 2023, 15:43
Thanks for all the work on getting this all running correctly @Joniba.
As far as the encumbrance field on the inventory I can't think of a single time that my players have ever needed to be able to edit that field. If it helps clean up the code I am all for the modification to read only from the item description, especially if it's an easy thing to code. If it's more involved, I'd say definitely throw it in the queue of things to do. You are the best @Johniba! I hope Asmodee gets their act together and hires you!
I will probably update the code so that only the location field is editable in that screen. I feel like people could easly edit names and such by mistake.
I might check this later, I still want to improve that inventory list, it looks a bit ugly to me.
Thanks for the kind words, they mean a lot, and keep me going :)
DraaGulFireclaw
February 26th, 2023, 09:16
FIXED!
By the way:
In the character sheet, items in the inventory still have editable name, encumbrance.
I was thinking if I should make them read only there, and having players to open the item window to edit instead. Let me know what you all think
I like that it can be edited in the inventory window. It allows me and the players to quickly alter encumbrance if an item becomes easier to carry because of an attachment or because it was stored differently. It also lets me change the name of an item to reflect its condition (minor/major damage, etc.).
Btw, found another bug:
56424
I get this error when I add PCs to the party sheet.
johniba
February 26th, 2023, 14:34
I like that it can be edited in the inventory window. It allows me and the players to quickly alter encumbrance if an item becomes easier to carry because of an attachment or because it was stored differently. It also lets me change the name of an item to reflect its condition (minor/major damage, etc.).
Btw, found another bug:
56424
I get this error when I add PCs to the party sheet.
I cannot replicate the issue.
Are you using any extensions? If yes, try disabling them and testing again.
JGLinx2
March 5th, 2023, 04:24
During our game session we have found a bug, none of the players or the game master's NPCs can bring the info for anything in their inventory. We can still access and modify the vehicles though. We have no extensions running.
56578
As can be seen in the screenshot, the small phoenix symbol is not visible. Thank you for all the effort for this.
JGLinx2
March 5th, 2023, 04:34
I like that it can be edited in the inventory window. It allows me and the players to quickly alter encumbrance if an item becomes easier to carry because of an attachment or because it was stored differently. It also lets me change the name of an item to reflect its condition (minor/major damage, etc.).
Btw, found another bug:
56424
I get this error when I add PCs to the party sheet.
Our group also got this error when opening the party sheet.
johniba
March 6th, 2023, 23:09
During our game session we have found a bug, none of the players or the game master's NPCs can bring the info for anything in their inventory. We can still access and modify the vehicles though. We have no extensions running.
56578
As can be seen in the screenshot, the small phoenix symbol is not visible. Thank you for all the effort for this.
I think I fixed it this time. It was still happening if the Star Wars theme was activated.
Although I fixed, the party sheet background color is not right at the moment, if you keep the extension active.
I will update the star wars theme later and let you all know when you can redownload, but the error message is gone
Our group also got this error when opening the party sheet.
I have just fixed this issue, please make sure to re-download both rulesets, by clicking "Check for updates"
For now please disable it before opening the campaign, I will see if I can update it to make it work with recent FG updates
viresanimi
March 9th, 2023, 02:30
Been away from this for a while, due to other games, but getting back to working on things.
I have been experimenting with specialization trees (nothing is quite finished), but I noticed that the specialization tree is sort of greyed out when dropped on a character. Am I missing something?
And how do you track which talents in the tree has been bought by a player?
johniba
March 9th, 2023, 02:37
Been away from this for a while, due to other games, but getting back to working on things.
I have been experimenting with specialization trees (nothing is quite finished), but I noticed that the specialization tree is sort of greyed out when dropped on a character. Am I missing something?
And how do you track which talents in the tree has been bought by a player?
Hi Viresanimi,
Here is a quick step by step
1 - first in the specialization database, either create spec trees or download the module libraries Sevrick created
2 - In the character sheet, when you add spec trees from the database and click/open the spec tree from the character, the spec tree will have all nodes greyed out meaning they are not active (character does not have talents there)
3 - click the small empty box in the corner of a spec node/box and it will activate
The ruleset is smart enough to also show the activated nodes as talents in the character talent list.
I have created a video explaining how it works, the link is in the original post in this thread
viresanimi
March 9th, 2023, 13:31
3 - click the small empty box in the corner of a spec node/box and it will activate
That detail I missed. That's what happens when you're up in the middle ofr the night because you knee's are klling you and try to figure things out.
That is a very neat way of doing things!
Thank you
Meldon
March 18th, 2023, 04:14
Hi, johniba!
Found some bug when attempt to use /rolldicepool macros. It happening either from chat command or from hotkeyd macros.
56755
Thank you for wonderful your work!
jasonthelamb
March 18th, 2023, 17:36
Hey - long time user, love the ruleset!
I noticed if I change the size of the window, it will move the dice & combat tray, but if I expand, the dice don't re-set again.
This causes the dice to randomly sit in the middle of the screen until I unlock them & move them. Just wondering if there's a way to redraw/redefine dice location on window size change.
johniba
March 19th, 2023, 03:53
Hi, johniba!
Found some bug when attempt to use /rolldicepool macros. It happening either from chat command or from hotkeyd macros.
56755
Thank you for wonderful your work!
I will work on this, thanks for the report!
johniba
March 19th, 2023, 03:54
Hey - long time user, love the ruleset!
I noticed if I change the size of the window, it will move the dice & combat tray, but if I expand, the dice don't re-set again.
This causes the dice to randomly sit in the middle of the screen until I unlock them & move them. Just wondering if there's a way to redraw/redefine dice location on window size change.
Can you give me the steps you are doing to resize? I will reproduce here and fix the issue.
seansps
March 22nd, 2023, 19:01
Does anyone have any good Star Wars/Space theme extensions for FG? Been looking around but can’t find one!
johniba
March 23rd, 2023, 04:43
Does anyone have any good Star Wars/Space theme extensions for FG? Been looking around but can’t find one!
Hmm The only one we currently have specific for Star Wars is in the google drive (link in the original post in the first page or this thread)
You could probably use other themes, most of them work with these two rulesets, but I cannot help much, as I havent tried many themes, sorry.
seansps
March 23rd, 2023, 13:49
Hmm The only one we currently have specific for Star Wars is in the google drive (link in the original post in the first page or this thread)
You could probably use other themes, most of them work with these two rulesets, but I cannot help much, as I havent tried many themes, sorry.
Oh awesome I totally missed those there, this is great, thank you!
seansps
March 23rd, 2023, 16:23
Okay so I grabbed that theme and found a few things that needed replacing to give it that Star Wars feel. I took the liberty of doing so!
Check out the screenshots below. I replaced a bunch of frames and icons that needed replacing, making some new ones. I also made a new Star Wars decal with some transparency... both are available from this Google Drive link:
https://drive.google.com/drive/folders/1Ph5beGWLcH2gDO50eX6EEYIUkrRw5EP6?usp=share_link
Screenshots:
56814
56815
johniba
March 24th, 2023, 00:53
Okay so I grabbed that theme and found a few things that needed replacing to give it that Star Wars feel. I took the liberty of doing so!
Check out the screenshots below. I replaced a bunch of frames and icons that needed replacing, making some new ones. I also made a new Star Wars decal with some transparency... both are available from this Google Drive link:
https://drive.google.com/drive/folders/1Ph5beGWLcH2gDO50eX6EEYIUkrRw5EP6?usp=share_link
Screenshots:
56814
56815
Wow it looks fantastic!
Would you mind if I put that link in the original post for others to download?
seansps
March 24th, 2023, 00:54
Wow it looks fantastic!
Would you mind if I put that link in the original post for others to download?
Thank you! That would be great! Feel free to update the one on the original drive link too, if that’s easier!
viresanimi
March 24th, 2023, 08:12
It looks pretty good!
johniba
March 24th, 2023, 19:53
Thank you! That would be great! Feel free to update the one on the original drive link too, if that’s easier!
I will do that, thank you.
In my opinion it looks so much better
jasonthelamb
March 31st, 2023, 14:30
Sure! I open FG in windowed mode, and start the game:
https://i.imgur.com/whnkTEr.png
Then I expand to full-screen:
https://i.imgur.com/J3giEF4.png
If I resize the window back to windowed, the trays will snap back to screenshot one, but if I expand, they don't go back to where they were at fullscreen.
To add to this, resolution of my screen is 2460x1440
seansps
March 31st, 2023, 14:33
Sure! I open FG in windowed mode, and start the game:
https://i.imgur.com/whnkTEr.png
Then I expand to full-screen:
https://i.imgur.com/J3giEF4.png
If I resize the window back to windowed, the trays will snap back to screenshot one, but if I expand, they don't go back to where they were at fullscreen.
To add to this, resolution of my screen is 2460x1440
I have this same problem within FG when I go from windowed, and change to full screen. But it only happens if you change the location of windows like chat box and such. I don’t have the issue with new campaigns where I don’t change anything.
It happens for me in all rulesets so I’m pretty sure it’s just a Fantasy Grounds quirk and nothing to do with the ruleset here. FG moves boxes around to a relative location to make sure they don’t disappear when changing window sizes.
jasonthelamb
March 31st, 2023, 14:43
So is it normal that it doesn't move them back to their original position when it expands? Just want to make sure
seansps
March 31st, 2023, 14:54
So is it normal that it doesn't move them back to their original position when it expands? Just want to make sure
Yeah — that’s a FG quirk. I have that issue in every ruleset. But try a new campaign. If you make a new campaign and don’t touch any window it will move based on the actual position. Once you move one of them and then resize it gets out of whack.
johniba
April 10th, 2023, 21:37
NEW RELEASE!
Version 2023-04-10
Unless mentioned, the fix or improvement is for both Genesys and Star Wars.
Fixes:
- Fixed /rolldicepool code
- Fixed diceroll involving shortcuts.
Improvements:
- Added a super cool feature (Thanks Sean)
Each dice rolling on the screen will now have their real color from the physical Genesys/Star Wars dice!
It is not a full reskin of the dice (yet!) but it is a very cool quality of life imo!
- Star Wars Theme improved graphics (by seansps)
(Theme can be downloaded from the google drive link below)
Known Issue:
NEW Features:
How to download the new version:
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)
Attention FG Classic users
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
Thanks seansps for the contributions on this update!
seansps
April 10th, 2023, 22:25
No problem @johniba, thanks for merging that in!
Xarax
April 11th, 2023, 19:21
Very cool updates! thank you to everyone who is helping Johniba and collaborating to make this project awesome! The Dice Re-skin beta looks really great. Very coo @Sean!
DraaGulFireclaw
April 13th, 2023, 19:50
I discovered an interesting bug. If you use the combat tracker to apply wounds to minion groups and minions die that way, the sheet does not automatically update the skills of the minions. They remain as good as if they had never lost a member.
However, the bug only applies if the minion sheet (the one generated by adding the minions to the combat tracker) is closed and only the combat tracker's own fields are used to edit the values on the sheet. Weird.
Steps to reproduce / an example:
1. Add a minion group with more than one member to the combat tracker.
Let us assume you add 4 minions with 3 Agility and Ranged Heavy as a group skill.
2. Look at their group skills and note what ability dice pool they get.
The example group receives 3 yellow dice (3 ability dice upgraded three times from the three minions beyond the first).
3. Add enough wounds to the group, while in sheet view, to knock the amount of minions down to 3. Check the skill tab.
The example group now gets 2 yellow and 1 green dice, as they should!
4. Add enough wounds from the combat tracker to knock the amount of minions down to 2. Now use the combat tracker "Offense" tab to make an attack using one of their weapons.
The example group still gets 2 yellow and 1 green dice, as if they never lost a member!
seansps
April 13th, 2023, 22:17
I discovered an interesting bug. If you use the combat tracker to apply wounds to minion groups and minions die that way, the sheet does not automatically update the skills of the minions. They remain as good as if they had never lost a member.
However, the bug only applies if the minion sheet (the one generated by adding the minions to the combat tracker) is closed and only the combat tracker's own fields are used to edit the values on the sheet. Weird.
Steps to reproduce / an example:
1. Add a minion group with more than one member to the combat tracker.
Let us assume you add 4 minions with 3 Agility and Ranged Heavy as a group skill.
2. Look at their group skills and note what ability dice pool they get.
The example group receives 3 yellow dice (3 ability dice upgraded three times from the three minions beyond the first).
3. Add enough wounds to the group, while in sheet view, to knock the amount of minions down to 3. Check the skill tab.
The example group now gets 2 yellow and 1 green dice, as they should!
4. Add enough wounds from the combat tracker to knock the amount of minions down to 2. Now use the combat tracker "Offense" tab to make an attack using one of their weapons.
The example group still gets 2 yellow and 1 green dice, as if they never lost a member!
I was able to recreate this and have submitted a fix for @johniba to include in the next build!
johniba
April 13th, 2023, 22:19
I discovered an interesting bug. If you use the combat tracker to apply wounds to minion groups and minions die that way, the sheet does not automatically update the skills of the minions. They remain as good as if they had never lost a member.
However, the bug only applies if the minion sheet (the one generated by adding the minions to the combat tracker) is closed and only the combat tracker's own fields are used to edit the values on the sheet. Weird.
Steps to reproduce / an example:
1. Add a minion group with more than one member to the combat tracker.
Let us assume you add 4 minions with 3 Agility and Ranged Heavy as a group skill.
2. Look at their group skills and note what ability dice pool they get.
The example group receives 3 yellow dice (3 ability dice upgraded three times from the three minions beyond the first).
3. Add enough wounds to the group, while in sheet view, to knock the amount of minions down to 3. Check the skill tab.
The example group now gets 2 yellow and 1 green dice, as they should!
4. Add enough wounds from the combat tracker to knock the amount of minions down to 2. Now use the combat tracker "Offense" tab to make an attack using one of their weapons.
The example group still gets 2 yellow and 1 green dice, as if they never lost a member!
Thanks for reporting this issue and the steps to reproduce!
Sean already implemented a fix and i updated the Forge, just "check for updates" to download the fix in FGUnity, as it is available now!
jasonthelamb
April 14th, 2023, 19:04
Just wondering if there's a way to do more with the chatlog.html file that gets generated? My current issue is that I forgot what some players rolled at the end of last session - I can parse success or failure, but it would be nice if there was a way that the success/failure, adv/threat, and triumph/despair could get logged.
Currently it looks like this:
Slick: Athletics (BR)
Result: [dProficiency = 22]
Failure: [dSummary = 0]
Slick: Discipline (WI)
Result: [dProficiency = 38]
Success: [2dSummary = 0]
Advantage: [dSummary = 0]
Just wondering if there's any ideas/thoughts on how it could (or even IF) be improved?
Stormblessed221
April 14th, 2023, 21:37
Are there plans to add experience point automation?
seansps
April 14th, 2023, 21:55
Hey guys! As you may have noticed I've started contributing and helping @johniba out with things as I'm able to. I'll try to answer your questions, but defer to him for more details.
Just wondering if there's a way to do more with the chatlog.html file that gets generated? My current issue is that I forgot what some players rolled at the end of last session - I can parse success or failure, but it would be nice if there was a way that the success/failure, adv/threat, and triumph/despair could get logged.
So, the chat log output is entirely handled by Fantasy Grounds. I believe the only way we could enhance this is by adding literal text to the output instead of just the icons. (Such as, "Successes: 1, Advantages: 2"). I'll defer to johniba there on if that's something he actually wants to add to the output as it would clutter the chatbox more. But that would solve what you're suggesting.
Are there plans to add experience point automation?
I've thought about this a bit as well... definitely something we could look into, but again, I'll defer johniba to see what he thinks is the next priority. I was thinking it might be good for us to add a tab to the Party Sheet to disseminate XP awards to the party, as well as a way to track what the player spent their XP on (at some point.)
By the way, I've just put in some code changes to add Death Markers (to Star Wars) and Token Health Indicators (to both Star Wars and Genesys) to the ruleset. So hopefully soon we can merge that in to the live build, and then I plan to start looking at other features.
johniba
April 16th, 2023, 18:12
Are there plans to add experience point automation?
I do have that in my plans for the ruleset. Before doing it I want to finish Elite Specializations.
I will discuss with seansps these ideas, and we will see when we can do them.
johniba
April 16th, 2023, 18:21
NEW RELEASE!
Version 2023-04-16
Unless mentioned, the fix or improvement is for both Genesys and Star Wars.
Fixes:
- Fix bug with minion count on Combat Tracker not changing skills.
Improvements:
Known Issue:
NEW Features:
- Genesys and Star Wars:
Health indicators on PCs and NPCs in Map tokens
- Star Wars:
Death indicator in Maps
How to download the new version:
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)
Attention FG Classic users
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
Thanks seansps for the contributions on this update!
viresanimi
April 17th, 2023, 11:15
I ran into an interesting couple of issues.
Everything here pertains to Star Wars
If you have en NPC on the combat tracket with a space ship. If that space ship has taken damage and you then press the link to the npc, to open the NPC sheet, the damage and strain on the ship is reset to zero.
I also had the damage counter on a PC ship go completely apeshit a couple of times and just kept switching between numbers i put in, in a weird flicking kind of way. I have never seen anything like it in FG, but have not been able to reproduce, so will keep an eye on that. Just know that there might be an issue there. I tried to save a log, but I can't seem to do it / find where it went.
If you roll dice, by pressing the button on the dicebox or use the /rolldice command, the dice show the dice colours as intended. If you drag the dice pool with the mouse instead, the dice just defaults to standard colours.
I have recently started another campaign in this after an absence, and I just love all the work put into this.
seansps
April 17th, 2023, 14:35
I ran into an interesting couple of issues.
Everything here pertains to Star Wars
If you have en NPC on the combat tracket with a space ship. If that space ship has taken damage and you then press the link to the npc, to open the NPC sheet, the damage and strain on the ship is reset to zero.
I was able to recreate this bug and have put in a change request for johniba to review to fix the issue!
I also had the damage counter on a PC ship go completely apeshit a couple of times and just kept switching between numbers i put in, in a weird flicking kind of way. I have never seen anything like it in FG, but have not been able to reproduce, so will keep an eye on that. Just know that there might be an issue there. I tried to save a log, but I can't seem to do it / find where it went.
I suspect my fix above will also fix this. Hard to say though, but let us know if you figure it out!
If you roll dice, by pressing the button on the dicebox or use the /rolldice command, the dice show the dice colours as intended. If you drag the dice pool with the mouse instead, the dice just defaults to standard colours.
I was not able to recreate this one. When I first put in the changes to add the dice color swapping, I did see this bug, it should be fixed with johniba's latest changes. The bug was due to old CoreRPG scripts which were still being used, but that was removed. Do you have an old folder of a ruleset extracted in your rulesets folder? Like for CoreRPG?
Thanks for reporting!
viresanimi
April 17th, 2023, 20:10
I suspect my fix above will also fix this. Hard to say though, but let us know if you figure it out!
Will do!
Do you have an old folder of a ruleset extracted in your rulesets folder? Like for CoreRPG?
No. But to be on the safe side, I even downloaded the newest versions of Genesys / Star Wars, just to be sure. I do have a copy of the theme lying about, that I plan on modifying. When I get around to it, but... that shouldn't affect the campaign. I guess.
viresanimi
April 18th, 2023, 19:01
One more thing I noticed.
Attachments lacks the link icon on their sheet. Items have them. Would be nice to have them on attachments too.
seansps
April 18th, 2023, 21:22
One more thing I noticed.
Attachments lacks the link icon on their sheet. Items have them. Would be nice to have them on attachments too.
Good catch! I found a fix for this, as well as missing links on NPCs and Skills (which I also noticed were missing.) We'll get a build pushed out soon with all these fixes.
johniba
April 19th, 2023, 01:20
NEW RELEASE!
Version 2023-04-18
Unless mentioned, the fix or improvement is for both Genesys and Star Wars.
Fixes:
- Fixed missing links to Attachments
- Fixed Added missing links to NPC, skills and Attachments
How to download the new version:
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)
Attention FG Classic users
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
Thanks seansps for the contributions on this update!
johniba
April 19th, 2023, 21:48
NEW RELEASE!
Version 2023-04-19
Unless mentioned, the fix or improvement is for both Genesys and Star Wars.
Fixes:
- Players were unable to apply damage or strain, but now can do so by dragging damage or strain to a token (on a map) or entry on the Combat Tracker
Improvements:
- Scrollbars added onto specialization tree's talent summaries for long summaries
- New option to hide/show the damage and strain tokens to players.
How to download the new version:
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)
Attention FG Classic users
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
Thanks seansps for the contributions on this update!
viresanimi
April 20th, 2023, 06:24
Suggestion for the Star Wars combat tracker:
It would be nice if we could find a space to track vehicle speed (perhaps between System Strain and AR). I would do it like Hull trauma. Have the max speed from the sheet in a box, with another box for current speed. This is relevant to track, since some maneuvers require a certain speed.
I don't really need a "current speed" box on the vehicle sheet. Just a box on the combat tracker where I can put a number, so I know at a glance what speed the vehicle is at... bonus if that number syncs to all characters.
seansps
April 21st, 2023, 12:32
Suggestion for the Star Wars combat tracker:
It would be nice if we could find a space to track vehicle speed (perhaps between System Strain and AR). I would do it like Hull trauma. Have the max speed from the sheet in a box, with another box for current speed. This is relevant to track, since some maneuvers require a certain speed.
I don't really need a "current speed" box on the vehicle sheet. Just a box on the combat tracker where I can put a number, so I know at a glance what speed the vehicle is at... bonus if that number syncs to all characters.
Great suggestion. I'd like take take a deeper look into optimizations/features/enhancements around vehicles once we add some other important features.
I'm currently working on adding the Force to the Star Wars system. It will have full support for Force Power Trees as well as adding the power to the actions tab, rolling the power force die (based on Force Rating), and selecting upgrades for it. Here's a preview! I hope to have this ready by next week :)
57109
viresanimi
April 22nd, 2023, 12:04
I cannot express how excited I am for those Force tree's!
viresanimi
April 23rd, 2023, 09:04
So... I managed to make the damage counter on player ships go ballistic again.
Here is what I think is happening: I adjusted the damaged taken by using CTRL+Mousewheel. And it seems to me that the incremental changes were shared, but since there were multiple rapid changes, the sharing of the numbers just... broke. I dunno if that makes sense.
It just seemd to me that it kept sharing different numbers, because several different numbers were input in a short time. I hope this makes sense.
A player noted, that if he exited the vehicle. Entered a different vehicle, and switched back, it fixed the issue for him. I didn't test this myself, because FG became extremely laggy at this point and I simply restarted the programme. I think it kept sharing data, and just bogged the system down.
I will keep en eye out, if anything happens if I just type damage in - which I plan to do from now on. I am just so used to using CTRL + Mousewheel that I'll probably break it again - just out of habit. hee hee.
Anyways. I hope this helps. Very excited for what comes next.
Vires Animi
seansps
April 23rd, 2023, 20:02
Thanks for the info, I should be able to recreate it with those steps! I’ll take a look at fixing that once we get the Force Trees released :)
Idward
April 24th, 2023, 17:00
Yeah I cannot wait to see the force trees. You have done such great work on this.
viresanimi
April 24th, 2023, 18:27
I forgot to mention, that in the bug I described above, the ship in question is on a character owned by the GM. Some of my players have issues with reading, so I often manage inventory and stuff. So it is easiest for me to make a character that I own as a GM, keep the party inventory there - including all the vehicles they may have at their disposal.
I don't know if that affects the issue.
Also... I discovered that if you want to put a pin on an image which is a planetary record one of two things happen. If you drag the link from the list, it works fine. If you open a planetary sheet, and drag the link from there to the image, the link does NOT work.
As far as I can see, this behavior only happens for Planetary records.
Vires Animi
johniba
April 25th, 2023, 04:06
I forgot to mention, that in the bug I described above, the ship in question is on a character owned by the GM. Some of my players have issues with reading, so I often manage inventory and stuff. So it is easiest for me to make a character that I own as a GM, keep the party inventory there - including all the vehicles they may have at their disposal.
I don't know if that affects the issue.
Also... I discovered that if you want to put a pin on an image which is a planetary record one of two things happen. If you drag the link from the list, it works fine. If you open a planetary sheet, and drag the link from there to the image, the link does NOT work.
As far as I can see, this behavior only happens for Planetary records.
Vires Animi
Thanks, I will check if I can fix those bugs
johniba
April 25th, 2023, 04:10
NEW RELEASE!
Version 2023-04-25
Unless mentioned, the fix or improvement is for both Genesys and Star Wars.
NEW Features:
Star Wars: Force Powers!
Seansps completed Force Powers and in my opinion it looks fantastic!
- GMs can create Force Powers in the database
- Players can drag and drop Force Powers in their character sheet, and under "Actions" tab, open the full view of the Force Power Tree, and purchase upgrades
Upgrades will show up under the force power listed in the Actions tab.
For more details you can watch this short tutorial:
(Video right now is still rendering 1080p, so if you watch in the next minutes you will only see in 720p)
https://www.youtube.com/watch?v=qq3zKHNfXfE
How to download the new version:
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)
Attention FG Classic users
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
Thanks seansps for the contributions on this update!
kessler25
April 25th, 2023, 23:19
Just played around with the new Force trees. There's a space to add the enhanced Skill, so you get the automated dice with the Force dice? Whaaaaat? Bravo, folks.
seansps
April 25th, 2023, 23:23
Just played around with the new Force trees. There's a space to add the enhanced Skill, so you get the automated dice with the Force dice? Whaaaaat? Bravo, folks.
Yep!
Glad you’re liking it so far! We’ll be trying to get the modules updated with the trees (minus descriptions) but for now if you’re building them manually, just make sure to set each upgrade that doesn’t technically stack with a unique name. (Ex: “Control: Skills”)
viresanimi
April 26th, 2023, 10:43
Love the Force tree's, absolutely love them. Now I am busy writing it all in. I am a madman! hee hee
One small thing though: The text inside the tree's can overlap with the scrollbar in a text block (perhaps this is an issue for talent trees too. I dunno). This can make the text a bit hard to read. Would it be possible to make sure that the text box doens't overlap with the scroller?
SUGGESTION: There are ways in the game (Star Wars), that Characteristics and Skills, can get temporary bonuses. Especially with use of the Force. Currently the only way to do that right now (as far as I know) is to change the values of those Characteristics and Skils - and hope you remember to put them back later.
I would have a look at the Savage Worlds ruleset and copy what they have done there. You simply right click an Ability or Skill, press the +- symbol and a small pop-up window allows you to add a modifier to the thing you're changing.
There are two major advantages to this I feel: First of all, the number modified stays the same, but a smaller number next to it shows that it has been modifed and by how much. Simple. Secondly: if this is a characteris / skill you often modify, you only have to go into the pop-up box and activate / deactivate the modier. It will be there waiting for you, the next time you want to do it.
Just my two Imperial Credits worth of thought.
Keep up the amazing work!
viresanimi
April 26th, 2023, 12:34
Quick thing regarding the star wars ruleset:
Have you looked at the combat tracker recently? The icons are in a skewed line or something. Definately not where they are suppposed to be!
seansps
April 26th, 2023, 12:49
We can revisit the CT and fix it for sure.
And yes- the scrollbar overlap should be an easy fix, for spec trees also!
Bonuses are a great idea— it’s something we could also handle by adding CT effects for those.
johniba
April 26th, 2023, 14:18
Love the Force tree's, absolutely love them. Now I am busy writing it all in. I am a madman! hee hee
One small thing though: The text inside the tree's can overlap with the scrollbar in a text block (perhaps this is an issue for talent trees too. I dunno). This can make the text a bit hard to read. Would it be possible to make sure that the text box doens't overlap with the scroller?
SUGGESTION: There are ways in the game (Star Wars), that Characteristics and Skills, can get temporary bonuses. Especially with use of the Force. Currently the only way to do that right now (as far as I know) is to change the values of those Characteristics and Skils - and hope you remember to put them back later.
I would have a look at the Savage Worlds ruleset and copy what they have done there. You simply right click an Ability or Skill, press the +- symbol and a small pop-up window allows you to add a modifier to the thing you're changing.
There are two major advantages to this I feel: First of all, the number modified stays the same, but a smaller number next to it shows that it has been modifed and by how much. Simple. Secondly: if this is a characteris / skill you often modify, you only have to go into the pop-up box and activate / deactivate the modier. It will be there waiting for you, the next time you want to do it.
Just my two Imperial Credits worth of thought.
Keep up the amazing work!
In Star Wars, in the Party sheet there is a way for the GM to add bonuses and penalties to characteristics. This is for the start of session rolls. The bonus/penalty shows up in the pc sheet as a separate number near the characteristic.
This is very bare bones, it does not modify any rolls for now.
In this particular case, we will need to add code to use this modification when adding dice to rolls, but other parts of the code (shortcuts) need to be updated.
Your suggestion to add bonuses and penalties however is a good one, but I need to test, and also talk to sean before we commit to a code change, I want to make something that will work later with future updates.
EDIT: Checked Savage Worlds, I REALLY like how it is implemented there.
We need to do this at the Genesys level, so both rulesets can make use of it, but like i said, we will need to update code in a few places like the drag and drop of dice pools to shortcuts, but that should be easy
johniba
April 27th, 2023, 21:15
Just a quick update on Force Powers:
I am updating the libraries -- adding Force Powers -- until Sevrick is back. I will probably upload a new version of the libraries this weekend.
johniba
April 27th, 2023, 23:13
QUICK UPDATE:
I have fixed the issue with Icons in Combat Tracker not aligning.
Just hit "Check for Updates" in FG Unity and it should download.
johniba
April 28th, 2023, 22:03
I have updated all three Star Wars Libraries with Force Power records:
https://drive.google.com/drive/folders/1UNyE7f7qbI5It8cCHmoEoWSoSeVhWxR-?usp=sharing
P.S.: For now, the Backup Description feature is not backing up and restoring Force Powers, I will be releasing an update soon
seansps
April 29th, 2023, 00:37
Hi guys,
I got a fix for the scroll bar issue on trees, we'll push that to the next build.
But I also wanted to update everyone on a new tool we have to add descriptive text to your modules. This requires a pre-filled database of XML files from the OggDude Character Creator. For obvious reasons, we can't provide that here, but if you have one already, you can use this python script I wrote to add all the descriptive text (or as much as it can) to your .mod files.
To get the script and more instructions go to the Google Drive link on the main page, then "Tools", then "OGG to FG", or click here: https://drive.google.com/drive/folders/13tuhcUBIVzvyDZgbaA0G6tiZ5JZGhJdt?usp=sharing
Take a look at the text file "HOW TO USE.txt" first for directions.
Some caveats:
- It may not get everything right due to some names being very similar (though it tries to look for exact matches first)
- It might not get all the items/item attachments set if it can't find a match
- You may want to spot check some records
It DOES attempt to:
- Fill in all descriptive text for items, item attachments, careers, species (except species abilities), specializations and talents, force powers and upgrades
- It will also attempt to fill in text for NPCs if you have the right JSON files (see the readme)
johniba
May 1st, 2023, 05:07
NEW RELEASE!
Version 2023-05-01
Unless mentioned, the fix or improvement is for both Genesys and Star Wars.
Fixes:
- Fixes to scrollbars in Specialization Trees and Force Power Trees. (thanks sean!!!!)
Improvements:
- Descriptions Backup: Backup and Restore features can now handle the Force Powers database.
Also, if you have existing PCs/NPCs with Force Powers added, Running the "Backup ALL" followed by "Restore ALL" will restore descriptions to those PCs/NPCs aswel.
Known Issue:
NEW Features:
How to download the new version:
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)
Attention FG Classic users
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
johniba
May 1st, 2023, 17:26
So, As you may have seen from my previous post, I have updated the Descriptions Backup feature.
Looking and reviewing the code, I think I can improve it, but before doing the change, I wanted to share this and get your feedback
Currently this is how the Backup and Restore of descriptions work:
When restoring descriptions from your backup, the ruleset matches the records in databases by checking the database name (1), record name (2), and Source field (3)
For example, if you have an item (1) with name (2) "Blaster", with Source (3) "Edge of the Empire Core rulebook...." it will search for this combination to restore the description
But we all know that some records exist in multiple libraries: the same blaster can be in the other libraries.
I am thinking of doing some changes to the code so that it works like this:
1) First the restore process will try to match perfectly the database(1), record name(2), and source field(3), and if it finds that record, it will restore it.
2) Second, if restoring a record it does not find that exact match, it will try to match only database(1) and record name(2)
What it means, using the same example above, is that if you added description to a blaster in one of the libraries (so you have it in your backup descriptions now), when restoring if you have more than one library active, it will also restore the same description in records in the others.
The only negative on this that I can think of is that if the two records exist in different sources but their descriptions vary in both and you dont explicitly created the description for them, they will be identical later. You could fix that by editing the description in that record later though.
What do you think?
sevrick
May 2nd, 2023, 21:20
Sorry I haven't been keeping in contact. Been working crazy hours. I will try to get back to updating the libraries, and let you know then I have an update.
Xarax
May 3rd, 2023, 10:32
Had some time working with the new force powers. absolutely amazing work to the whole team working on this. So cool. Love the drag and drop capabilities of the powers and the entry windows are great. Making larger bubbles is simple and elegant. Top shelf.
@sevrick I'm done with the core rule book powers. If you need I can send you the work I've done so far too give you a heads start for the libraries. Let me know.
A few suggestions:
1. The screen is huge. Don't know if it's reasonable to be able to shrink it down but it definitely feels very big.
2. Is it convenient/possible to have the full description appear during a scroll over of the power?
3. It doesn't come up often (at least not in the core books), but I believe for heal / harm the trees don't go four levels deep only 3. If course you can leave off connecting the final level route to anything but it would look less cluttered is when there was no connection to a power section it could be hidden when the screen was locked.
No idea how easy or hard any of this is to code just adding suggestions. To notch work Johniba and Team!
Are Specialization trees next? If I'm not mistaken it's the last feature that has yet to be implemented.
Xarax
May 3rd, 2023, 10:43
On topic related to the work being done here (and I've no idea if it's appropriate to discuss here or if it needs a new threat it a discord server) but how does everyone handle the Exp crunch force sensitives have in your games. While the trees are a neet way of handling the Force, it adds an even greater burden on already characters already exp poor. In all of my attempts to make great force users I've never been able to do it for any less than 700 points and the Jedi masters of the films could easily be built to have over 1500 Exp.
I've thought of doubling exp awards for the force users where half can be spent on character advancement and the other half force powers but this seems simultaneously unfair to the other players and still not quite enough growth for the force users..
Would like to hear everyone thoughts on this wherever the moderators suggest would be an appropriate place to hold that conversation.
johniba
May 3rd, 2023, 14:34
Hey Xarax, I actually updated all 3 libraries with all powers from (SW except for two from adventure books)
Had some time working with the new force powers. absolutely amazing work to the whole team working on this. So cool. Love the drag and drop capabilities of the powers and the entry windows are great. Making larger bubbles is simple and elegant. Top shelf.
@sevrick I'm done with the core rule book powers. If you need I can send you the work I've done so far too give you a heads start for the libraries. Let me know.
A few suggestions:
1. The screen is huge. Don't know if it's reasonable to be able to shrink it down but it definitely feels very big.
2. Is it convenient/possible to have the full description appear during a scroll over of the power?
3. It doesn't come up often (at least not in the core books), but I believe for heal / harm the trees don't go four levels deep only 3. If course you can leave off connecting the final level route to anything but it would look less cluttered is when there was no connection to a power section it could be hidden when the screen was locked.
No idea how easy or hard any of this is to code just adding suggestions. To notch work Johniba and Team!
Are Specialization trees next? If I'm not mistaken it's the last feature that has yet to be implemented.
1 - Recently seansps added scrolling to each box, so I will do some testing with making the boxes smaller
2 - I dont know if I understand. It will depend on how much text. Even with a scroll, if it is too much text it could become cumbersome. Maybe test this by adding the full description to your summary field and see how it looks, maybe wait until I make the boxes smaller and see.
3 - I added a way to hide boxes... please download the latest libraries, you will see I already added all force power trees including that one, you will see the extra empty boxes do not show up.
While editing a force power record, notice that boxes have a very faint "eye" icon to the left side of the delete button. Clicking that hides/shows the box.
When you turn edit off, the box gets hidden, so the tip is to hide any boxes the tree does not need, and hide connectors, when you have the record in read only mode, the boxes and connectors will be gone.
Like I said I have already added all force power records to all 3 libraries, you can check what I did there.
I would also say try to use that library instead of creating your own power records, since the backup/restore descriptions will work better to match with those, in future library upgrades.
And yes now working on elite specializations! The idea is focusing on having full scope of data in the rulesets, and then move into improvements
sevrick
May 3rd, 2023, 14:45
On topic related to the work being done here (and I've no idea if it's appropriate to discuss here or if it needs a new threat it a discord server) but how does everyone handle the Exp crunch force sensitives have in your games. While the trees are a neet way of handling the Force, it adds an even greater burden on already characters already exp poor. In all of my attempts to make great force users I've never been able to do it for any less than 700 points and the Jedi masters of the films could easily be built to have over 1500 Exp.
I've thought of doubling exp awards for the force users where half can be spent on character advancement and the other half force powers but this seems simultaneously unfair to the other players and still not quite enough growth for the force users..
Would like to hear everyone thoughts on this wherever the moderators suggest would be an appropriate place to hold that conversation.
To be honest I wouldn't change it at all. The force power extra exp cost for force sensitive is part of the balance. This actually quite brilliant game design. Older editions of star wars had constant issues with the Jedi being to overpowered. Have the force sensitives go through xp tax, so to speak, helps keep them on the same power level as non force using PCs.
Think about the force abilities they can pop off a force ability anytime they want. Most of the time it is without a strain cost. And if they decide to not care about using dark side points it works 100% of the time provided they have the Destiny Points to do it.
At higher levels the force user still manages to be slightly more powerful than non force users. At starting levels it can be frustrating to be sure, but that in of it self simulates the character who is just learning about his powers. Think how long it took Luke to pull his lightsaber from the snow while hanging upside down. I am sure if it was even a padawan from the clone wars ear he wouldn't break a sweat. Personally I love the way it feels, but to each his own. Just be careful. The exp cost for force powers are there for balance, and is there for a reason.
Xarax
May 3rd, 2023, 17:04
@johniba 2. Sorry I meant like the full description appears when you mouse over the box. Not sure if it's a good idea or if it would get annoying. Just spitfiring.
johniba
May 3rd, 2023, 20:41
@johniba 2. Sorry I meant like the full description appears when you mouse over the box. Not sure if it's a good idea or if it would get annoying. Just spitfiring.
Yes, I think that could get annoying. The idea with the full description and the summary is that a player would only need to see the full description a few times, maybe when learning their powers. Over time, they only read the summary in the boxes to remember what they are.
We can always try later to improve on this for sure. We can revisit this or other ideas later when we are done with a few more features.
I will try to make the boxes smaller though, so avoid needing to open a very large window
Xarax
May 3rd, 2023, 22:08
I will try to make the boxes smaller though, so avoid needing to open a very large window
Low Priority Johniba! thanks for all you are doing with this!
Xarax
May 4th, 2023, 07:22
3 - I added a way to hide boxes... please download the latest libraries, you will see I already added all force power trees including that one, you will see the extra empty boxes do not show up.
While editing a force power record, notice that boxes have a very faint "eye" icon to the left side of the delete button. Clicking that hides/shows the box.
When you turn edit off, the box gets hidden, so the tip is to hide any boxes the tree does not need, and hide connectors, when you have the record in read only mode, the boxes and connectors will be gone.
Like I said I have already added all force power records to all 3 libraries, you can check what I did there.
Must be doing something wrong. I've activated the added module, and made sure to download the most up to date versions. I see no faint eyes and there are no listings of force powers other than the ones that I have created myself. Is there a separate subscription?
johniba
May 4th, 2023, 13:59
Must be doing something wrong. I've activated the added module, and made sure to download the most up to date versions. I see no faint eyes and there are no listings of force powers other than the ones that I have created myself. Is there a separate subscription?
The eye icon is in the ruleset, so first make sure you hit the "check updates" in FGU so it can download the latest rulesets.
To see that eye icon:
- open a force power record in the database
- click the padlock icon to unlock the record
This will make it so boxes will show the +/- button, and also the eye icon (which is in a very faint color, you can almost miss it) to the left of those buttons
The issue with the libraries:
Make sure you have the latest versions, I have uploaded them on april 28:
https://drive.google.com/drive/folders/1odl5WSCZ3TAJe263C65G8NLWK7j9ZY7t?usp=sharing
Try to open your campaign after you download, go to modules:
- Try first unloading all libraries, and checking if you see any force powers.
If you do, those are records you added locally
- Now, try re-activating the lilbraries, see if you can see more records, that belong to the libraries.
There might be a chance that you have two sets of files for the libraries in your modules folder in FGU directory, you can see if that is true using windows explorer
If you still have issues, let me know when you have like some 30 mins of free time, we can get together on discord and I will help you!
kessler25
May 5th, 2023, 00:01
I had the same problem as Xarax. Seemed the libraries didn't download from the Forge via standard FGU update. But when I did a manual download from Google to my Modules folder, everything was right as rain. Maybe it's just a May the Fourth success?
johniba
May 5th, 2023, 21:05
I had the same problem as Xarax. Seemed the libraries didn't download from the Forge via standard FGU update. But when I did a manual download from Google to my Modules folder, everything was right as rain. Maybe it's just a May the Fourth success?
The libraries ARE NOT in the forge
You always have to download them from the google drive.
I will make sure to make this clearer in the instructions.
Xarax
May 5th, 2023, 21:17
Good with the Libraries, thanks for the help with that.
The update version has been done multiple times. this is my Heal/Harm. I see no eyes. 57271
Thanks in advance for your help with this trouble shooting.
johniba
May 6th, 2023, 01:05
Good with the Libraries, thanks for the help with that.
The update version has been done multiple times. this is my Heal/Harm. I see no eyes. 57271
Thanks in advance for your help with this trouble shooting.
I have to apologize to you and everyone.
For some reason I dont know how I may have either not uploaded the correct version or something like this.
I have just double checked by moving the development directory out of my ruleset dir, and checking and like you said the EYE was NOT there.
I fixed now by reuploading both latest Genesys and Star Wars rulesets to the forge.
I did a local test and it seems Forge now has the correct version
Please hit "check for updates" so FGU downloads the rulesets again, and check if it works now.
You should see the eye icon when the force power record is unlocked, and the hidden boxes should be invisible when the lock is on.
Again I apologize for the confusion and making you waste time looking for the eye...
kessler25
May 6th, 2023, 05:10
Ah. My bad. Thanks!
Xarax
May 6th, 2023, 20:37
@johniba no worries. What an awesome feature!
johniba
May 7th, 2023, 02:30
I have uploaded a new version of the Force and Destiny library.
It contains both last missing Force Powers:
- Jerserra's Influence (from the Ghosts of Dathomir adventure book)
- Warde's Foresight (from the Chronicles of the Gatekeeper adventure book)
These are located as usual in the google drive link, and they have to be downloaded manually
viresanimi
May 7th, 2023, 12:09
Here's something I noticed for Star Wars.
As for Force Rating, it is listed as Total / Spent / Remaining. If you add a skill to a Force Power (on the action tab), it adds the "Total" number of Force Points you have, to those skill rolls - but it shouldn't. It should use the "Remaining" number. If you commit Force Points, it counts as if your current Force rating is "Total minus Committed Force Points". Which means, that if you have committed any Force Points you can't use those dice for rolls.
Also, instead of Total / Spent / Remaining, wouldn't it be more correct to call it Total / Committed / Current?
Just my 2 Imperial credits worth of thought!
johniba
May 7th, 2023, 15:00
Here's something I noticed for Star Wars.
As for Force Rating, it is listed as Total / Spent / Remaining. If you add a skill to a Force Power (on the action tab), it adds the "Total" number of Force Points you have, to those skill rolls - but it shouldn't. It should use the "Remaining" number. If you commit Force Points, it counts as if your current Force rating is "Total minus Committed Force Points". Which means, that if you have committed any Force Points you can't use those dice for rolls.
Also, instead of Total / Spent / Remaining, wouldn't it be more correct to call it Total / Committed / Current?
Just my 2 Imperial credits worth of thought!
Those are good points
I will look into it
seansps
May 7th, 2023, 16:21
Here's something I noticed for Star Wars.
As for Force Rating, it is listed as Total / Spent / Remaining. If you add a skill to a Force Power (on the action tab), it adds the "Total" number of Force Points you have, to those skill rolls - but it shouldn't. It should use the "Remaining" number. If you commit Force Points, it counts as if your current Force rating is "Total minus Committed Force Points". Which means, that if you have committed any Force Points you can't use those dice for rolls.
Also, instead of Total / Spent / Remaining, wouldn't it be more correct to call it Total / Committed / Current?
Just my 2 Imperial credits worth of thought!
Agreed, yeah… I think we should change it to those labels and use Current for the pool.
Xerophilex
May 7th, 2023, 19:38
First of all, thanks for developing and maintaining this project. I adore FFG Star Wars and I'm glad it's getting some love here in FG.
I haven't played around with this ruleset that much yet but when I noticed that many NPCs from the sw-adversaries JSON files are not being exported to the FG modules (getting lots of Not in FG DB info messages from the converter). Am I missing something or is that the current expected behavior? I also noticed a minor typo in the Characteristic field for skills (it's misspelled Charactetistic).
I will muck around with the ruleset and libraries some more and we will playtest the entire thing next week during our session. I'll be sure to post any suggestions and bugs reports here. Again, thanks for all your hard work!
seansps
May 7th, 2023, 19:42
First of all, thanks for developing and maintaining this project. I adore FFG Star Wars and I'm glad it's getting some love here in FG.
I haven't played around with this ruleset that much yet but when I noticed that many NPCs from the sw-adversaries JSON files are not being exported to the FG modules (getting lots of Not in FG DB info messages from the converter). Am I missing something or is that the current expected behavior? I also noticed a minor typo in the Characteristic field for skills (it's misspelled Charactetistic).
I will muck around with the ruleset and libraries some more and we will playtest the entire thing next week during our session. I'll be sure to post any suggestions and bugs reports here. Again, thanks for all your hard work!
Whoops, good catch on the typo — that’ll be an easy fix.
Regarding the “Not in FG DB” — you’re referring to my python script, right? It’s possible that the NPCs are in fact in the FG modules but named too differently for my script to figure it out. I might be able to tweak it so it finds them, if so. If the Adversaries JSON files have extra or more that aren’t there then that’s expected.
johniba
May 7th, 2023, 19:55
First of all, thanks for developing and maintaining this project. I adore FFG Star Wars and I'm glad it's getting some love here in FG.
I haven't played around with this ruleset that much yet but when I noticed that many NPCs from the sw-adversaries JSON files are not being exported to the FG modules (getting lots of Not in FG DB info messages from the converter). Am I missing something or is that the current expected behavior? I also noticed a minor typo in the Characteristic field for skills (it's misspelled Charactetistic).
I will muck around with the ruleset and libraries some more and we will playtest the entire thing next week during our session. I'll be sure to post any suggestions and bugs reports here. Again, thanks for all your hard work!
Sevrick is the one who created the libraries we have in google drive, and I know he adds content by book, meaning I am not sure which books he added npcs, items, vehicles from already
You can have an idea from which books, by activating all libraries, and then checking a database
For example, activate all libraries, open the npc database
Under filters, try to check the "Source" filter, it will show the name of sources (books)
I am not sure if Sevrick added npcs from the Adversaries book yet
Xerophilex
May 7th, 2023, 20:16
Sevrick is the one who created the libraries we have in google drive, and I know he adds content by book, meaning I am not sure which books he added npcs, items, vehicles from already
You can have an idea from which books, by activating all libraries, and then checking a database
For example, activate all libraries, open the npc database
Under filters, try to check the "Source" filter, it will show the name of sources (books)
I am not sure if Sevrick added npcs from the Adversaries book yet
Thanks, will do! Libraries are modules, right?
johniba
May 7th, 2023, 23:15
Thanks, will do! Libraries are modules, right?
Ah yes, libraries = modules.
By the way I checked those sources, and it does not seem like the book is in the modules yet.
That reminded me, I think that Sevrick mentioned at some point about the "black" books, the ones that dont really belong to one of the three pillars of Star Wars, and that it would probably become a new module.
I will see if I can talk to him about this, see if he is starting one, and update you all here.
johniba
May 7th, 2023, 23:17
Here's something I noticed for Star Wars.
As for Force Rating, it is listed as Total / Spent / Remaining. If you add a skill to a Force Power (on the action tab), it adds the "Total" number of Force Points you have, to those skill rolls - but it shouldn't. It should use the "Remaining" number. If you commit Force Points, it counts as if your current Force rating is "Total minus Committed Force Points". Which means, that if you have committed any Force Points you can't use those dice for rolls.
Also, instead of Total / Spent / Remaining, wouldn't it be more correct to call it Total / Committed / Current?
Just my 2 Imperial credits worth of thought!
I have just updated the two rulesets with some fixes Sean did for this.
Just hit "check for updates" and the changes will be downloaded.
Xerophilex
May 8th, 2023, 11:21
Thank you!
Xerophilex
May 11th, 2023, 10:36
Whoops, good catch on the typo — that’ll be an easy fix.
Regarding the “Not in FG DB” — you’re referring to my python script, right? It’s possible that the NPCs are in fact in the FG modules but named too differently for my script to figure it out. I might be able to tweak it so it finds them, if so. If the Adversaries JSON files have extra or more that aren’t there then that’s expected.
Hi! Does your script capture the talent detailed descriptions and species abilities from Oggdude XML files? The talent description fields seem to be blank and there's nothing under the Special Abilities window. Just making sure it's the current behavior and not a mistake on my part.
seansps
May 11th, 2023, 13:16
Hi! Does your script capture the talent detailed descriptions and species abilities from Oggdude XML files? The talent description fields seem to be blank and there's nothing under the Special Abilities window. Just making sure it's the current behavior and not a mistake on my part.
It should be for all the Talents and Spec Trees. When I run it, it does grab the talents updates all of them , as well as spec trees. You need to make sure all those XML files are copied to the same directory.
I haven’t added code for it to do Species Abilities because I didn’t see those in the Ogg data, but I could look again. And we don’t use the Special Abilities in the FG modules.
sevrick
May 11th, 2023, 13:39
Ah yes, libraries = modules.
By the way I checked those sources, and it does not seem like the book is in the modules yet.
That reminded me, I think that Sevrick mentioned at some point about the "black" books, the ones that dont really belong to one of the three pillars of Star Wars, and that it would probably become a new module.
I will see if I can talk to him about this, see if he is starting one, and update you all here.
Yes I am started working on the Clone Wars books right now. I had stopped for awhile but now I am back at it.
Rise of the Separatist and Collapse of the Republic will be one module. I am going to upload Rise of the Separatist 1st then Collapse of the Republic in a separate update.
As for the Compendiums I think it might be better if they were separated so each one has it's own library. So that if you are preping some enemies for an adventure you need not load all the starship and all the gear along with it.
I remember I asked in the past what you would prefer and I think the general consensus was that the compendiums being separate was preferred.
binsonofbin
May 19th, 2023, 03:45
Hi All.
Is there a dice pack for the Star Wars FFG dice symbols to show when the dice are rolled instead of the numbers?
seansps
May 19th, 2023, 03:48
Hi All.
Is there a dice pack for the Star Wars FFG dice symbols to show when the dice are rolled instead of the numbers?
Sadly no, not yet :(
It requires a change in FG to allow us to make custom skins for dice in order to actually implement something like this in the ruleset. I experimented with modding the graphics locally myself, but can’t share that with the community at large because it modifies the FGU assets.
viresanimi
May 19th, 2023, 23:08
Smiteworks need to get on that. Normally I wouldn't waste money on virtual dice, but for Star Wars I would definately make a purchase!
mervhd
May 19th, 2023, 23:47
Smiteworks need to get on that. Normally I wouldn't waste money on virtual dice, but for Star Wars I would definately make a purchase!
I agree. I would make that purchase as well. With that said, I am sure it is a licensing issue. FFG Star Wars won’t produce a pdf because the Star Wars license they hold won’t allow them to produce digital content because that falls under “video games” but they do have a dice app on their website if that helps.
viresanimi
May 20th, 2023, 19:18
I agree. I would make that purchase as well. With that said, I am sure it is a licensing issue. FFG Star Wars won’t produce a pdf because the Star Wars license they hold won’t allow them to produce digital content because that falls under “video games” but they do have a dice app on their website if that helps.
Yeah... I know about the licence issue. This is what happens when dinosaurs make deals. *rolls eyes*
seansps
May 20th, 2023, 19:21
I agree. I would make that purchase as well. With that said, I am sure it is a licensing issue. FFG Star Wars won’t produce a pdf because the Star Wars license they hold won’t allow them to produce digital content because that falls under “video games” but they do have a dice app on their website if that helps.
I could make (and provide) royalty free skins to use for the dice that don’t include any licensed symbols by Edge Studios, so that would be a non issue. It would just look ever so slightly different from the official dice.
Edit: Assuming we get official feature support :)
mervhd
May 21st, 2023, 00:50
I could make (and provide) royalty free skins to use for the dice that don’t include any licensed symbols by Edge Studios, so that would be a non issue. It would just look ever so slightly different from the official dice.
Edit: Assuming we get official feature support :)
That is something you would could contact FG about directly and see what they say.
SmartAlec
May 21st, 2023, 00:51
I'm having an issue I can't account for. Since last week, I can no longer drag and drop descriptions of items, talents etc into the chat box - locked or unlocked - in the Genesys and Star Wars FFG rulesets.
I don't have this issue in my other campaigns - I can drag and drop things into the chatbox in D&D, Pathfinder, etc just fine - but I am at a loss as to what might be causing it in the Star Wars ruleset. I've changed nothing. Even brand new test campaigns using the Star Wars FFG or Genesys rulesets have this problem. I've got an up to date version of the rulesets from the Forge, I'm using no extensions...
Any idea what might be up, there? Thank you for any help.
seansps
May 21st, 2023, 00:59
That is something you would could contact FG about directly and see what they say.
I have ;) lol! But the features we need are not planned for yet.
I'm having an issue I can't account for. Since last week, I can no longer drag and drop descriptions of items, talents etc into the chat box - locked or unlocked - in the Genesys and Star Wars FFG rulesets.
I don't have this issue in my other campaigns - I can drag and drop things into the chatbox in D&D, Pathfinder, etc just fine - but I am at a loss as to what might be causing it in the Star Wars ruleset. I've changed nothing. Even brand new test campaigns using the Star Wars FFG or Genesys rulesets have this problem. I've got an up to date version of the rulesets from the Forge, I'm using no extensions...
Any idea what might be up, there? Thank you for any help.
This sounds like it might be a bug! I or johniba can investigate this and try to get a fix for it.
viresanimi
May 21st, 2023, 03:05
So I have this weird campaign going, where players sometimes take control over npc's and thought to migrate it to Genesys.
Seems to work fine. I can share an npc fine and rolls work nicely. However, the first time a player presses the Inventory tab, after opening an npc (like every time they open the npc), I get the following error:
[ERROR] Script execution error: [string "Genesys:scripts/manager_char_genesys.lua"]:55: setValue: Unable to create node
I dunno if this is something you're willing to look at, since it a niche thing, but It would be nice.
Thanks
johniba
May 24th, 2023, 02:18
I'm having an issue I can't account for. Since last week, I can no longer drag and drop descriptions of items, talents etc into the chat box - locked or unlocked - in the Genesys and Star Wars FFG rulesets.
I don't have this issue in my other campaigns - I can drag and drop things into the chatbox in D&D, Pathfinder, etc just fine - but I am at a loss as to what might be causing it in the Star Wars ruleset. I've changed nothing. Even brand new test campaigns using the Star Wars FFG or Genesys rulesets have this problem. I've got an up to date version of the rulesets from the Forge, I'm using no extensions...
Any idea what might be up, there? Thank you for any help.
We have special code in text boxes to handle the genesys and star wars dice symbols. I will check if there is any problems with that code affecting dragging text, and fix it
SmartAlec
May 24th, 2023, 08:13
We have special code in text boxes to handle the genesys and star wars dice symbols. I will check if there is any problems with that code affecting dragging text, and fix it
Cool! To be exact, it's not the descriptions - but the links to descriptions. Usually, I would click on the little rebel starbird symbol in an item's text box, or a talent's, or a note's, and drag and drop it over into the chatbox, and it would post a link to that text box. That's not happening any more.
Xerophilex
May 24th, 2023, 15:29
Would you be able to add a Current Speed field for vehicles in the CT? Current defense for zones would also be nice (with the stat block defense values being left read only).
johniba
May 29th, 2023, 04:20
Cool! To be exact, it's not the descriptions - but the links to descriptions. Usually, I would click on the little rebel starbird symbol in an item's text box, or a talent's, or a note's, and drag and drop it over into the chatbox, and it would post a link to that text box. That's not happening any more.
Thanks for the clarification! This will make it easier for me to check what happened.
I will see if I can fix that
johniba
May 29th, 2023, 04:21
Would you be able to add a Current Speed field for vehicles in the CT? Current defense for zones would also be nice (with the stat block defense values being left read only).
Good idea. Let me check on that. I can definitelly code that.
Xerophilex
May 29th, 2023, 18:07
Good idea. Let me check on that. I can definitelly code that.
Thanks, looking forward to it!
johniba
May 29th, 2023, 18:46
Cool! To be exact, it's not the descriptions - but the links to descriptions. Usually, I would click on the little rebel starbird symbol in an item's text box, or a talent's, or a note's, and drag and drop it over into the chatbox, and it would post a link to that text box. That's not happening any more.
I have fixed this issue. Go to Fantasy Grounds Unity and hit "Check for Updates", and the fix should be downloaded
Thanks AmartAlec for the report on the issue.
SmartAlec
May 29th, 2023, 23:17
I have fixed this issue. Go to Fantasy Grounds Unity and hit "Check for Updates", and the fix should be downloaded
Thanks AmartAlec for the report on the issue.
Confirmed, it works. Thank you very much.
pentay
June 6th, 2023, 04:40
Hello everyone! I so love the work that's been done on this system. I am one of those old fools who's eyesight is fading. So I've created an extension that modifies the formatted text a little larger (22 vs 16) which really helps when seeing those pretty SW dice icons.
You can find it here on my google drive: https://drive.google.com/drive/folders/1IO2VhEyK6UDqFRMfBBIPi7lN0SBm5da_?usp=sharing
Enjoy!
viresanimi
June 6th, 2023, 06:24
Oh my goodness... this is great. I too am getting old and need a little larger fonds.
Thank you!
DraaGulFireclaw
June 6th, 2023, 17:05
The players still cannot see how many minions are left in a group, correct? My players reported that they still cannot see this on the combat tracker or token.
I prefer to only use one token per minion group represent every minion within it, but I would like if there were a number on the token or at least in the combat tracker to show the players how many minions are left in a given group.
johniba
June 14th, 2023, 00:00
The players still cannot see how many minions are left in a group, correct? My players reported that they still cannot see this on the combat tracker or token.
I prefer to only use one token per minion group represent every minion within it, but I would like if there were a number on the token or at least in the combat tracker to show the players how many minions are left in a given group.
You are correct. Currrently the player side of the combat tracker is very limited.
I will see what I can do in this regard
johniba
June 14th, 2023, 00:02
Hello everyone! I so love the work that's been done on this system. I am one of those old fools who's eyesight is fading. So I've created an extension that modifies the formatted text a little larger (22 vs 16) which really helps when seeing those pretty SW dice icons.
You can find it here on my google drive: https://drive.google.com/drive/folders/1IO2VhEyK6UDqFRMfBBIPi7lN0SBm5da_?usp=sharing
Enjoy!
Great idea! If you would permit, I could download this extension and add to the same folder we have other extensions in google drive
Or you could also add it to the Forge store yourself
P.S.: I also like to use the command:
/scaleui 125
So the whole ui is scaled up to 125% size
Of course the extension for font size makes it even better.
Idward
June 18th, 2023, 17:13
Dumb question but is there a change log anywhere? I remember force powers not being part of the description backup, but I see that isn't the case. And I know there is a TO-DO. I just don't know if you have anything where you mentioned when/where you added things.
M0d1usPy
June 19th, 2023, 22:31
Hello i have a few questions regarding the ruleset, It's proberly me but i can't seem to find the rules (Combat, character creation ect) any where maybe i've not loaded something correctly (i have all the books ect but none of my players so and knowing where they are will help me), Also the specializations don't seem to display any text in the boxes. thank you for all the effort you have put into this ruleset its my fav after weg sw d6.
JGLinx2
June 20th, 2023, 03:29
Hello i have a few questions regarding the ruleset, It's proberly me but i can't seem to find the rules (Combat, character creation ect) any where maybe i've not loaded something correctly (i have all the books ect but none of my players so and knowing where they are will help me), Also the specializations don't seem to display any text in the boxes. thank you for all the effort you have put into this ruleset its my fav after weg sw d6.
Greetings and welcome. This is a fan made ruleset, and actual info from the books is not allowed to be in anything publicly distributed. So, for descriptions, rules, etc. you will have to add yourself.
Xarax
June 20th, 2023, 03:33
Hello i have a few questions regarding the ruleset, It's proberly me but i can't seem to find the rules (Combat, character creation ect) any where maybe i've not loaded something correctly (i have all the books ect but none of my players so and knowing where they are will help me), Also the specializations don't seem to display any text in the boxes. thank you for all the effort you have put into this ruleset its my fav after weg sw d6.
There is no character creation program persay... I think there was an extension in the works to be able to import character sheets from Oggdude's charactermancer but I cannot remember if that feature has been completed. Due to copyright laws only that which has already been provided by Sevrick and other contriubters is sharable. The rest (like descriptions) has to be entered by each individual DM. Specializations, item and vehicle descriptions, skills, powers and the like cannot be included.
Hope this helps and welcome to the community!
M0d1usPy
June 20th, 2023, 15:23
There is no character creation program persay... I think there was an extension in the works to be able to import character sheets from Oggdude's charactermancer but I cannot remember if that feature has been completed. Due to copyright laws only that which has already been provided by Sevrick and other contriubters is sharable. The rest (like descriptions) has to be entered by each individual DM. Specializations, item and vehicle descriptions, skills, powers and the like cannot be included.
Hope this helps and welcome to the community!
Thank you for the reply, the poster above replied and says i have to enter that stuff myself, might be time to make people buy their own books for a change haha.
Thank you i shall enjoy my stay here!
M0d1usPy
June 20th, 2023, 15:48
Greetings and welcome. This is a fan made ruleset, and actual info from the books is not allowed to be in anything publicly distributed. So, for descriptions, rules, etc. you will have to add yourself.
Ah ok thank you for the reply! that makes sense. might be time to make my players buy a book or two for a change!
Idward
June 20th, 2023, 19:21
I have had this map for a while now, but I never modified it to work with a VTT. I don't really recall where I found it. I sized down it to 100x100 grid so that each group square has 4 when set to 50px. For the most part there isn't a great way to show where people are in relationship to each other. But I find this map really helps out.
Xarax
June 20th, 2023, 19:58
I have had this map for a while now, but I never modified it to work with a VTT. I don't really recall where I found it. I sized down it to 100x100 grid so that each group square has 4 when set to 50px. For the most part there isn't a great way to show where people are in relationship to each other. But I find this map really helps out.
Looks like a good tool to have on the side, printed out behind the GM screen.
Integration with this tool (found here (https://forge.fantasygrounds.com/shop/items/32/view)) on the FG Forge may work. Aura Effect is primarily for use with paladins in other game systems but might be able to be integrated into your game.
On the other hand, every game I have ever run with this frame work has used the grid, medium range was always 30 feet of movement, Long range was always 60 feet of movement, and Extreme was always 120 feet of movement. Rarely (if ever) did I need to "house rule" anything that ever came up. Not exactly rules as written, but neither is using a battle map.
Xarax
June 20th, 2023, 20:04
Dumb question but is there a change log anywhere? I remember force powers not being part of the description backup, but I see that isn't the case. And I know there is a TO-DO. I just don't know if you have anything where you mentioned when/where you added things.
Also a change log would be very helpful. If there was one, I could have much easier answered a question that was just brought up about the character generator by @M0d1usPy (welcome again!).Don't know if this is easy or convenient for our developer(s) but it would help us answer questions like this on the forum end.
On the other hand given the choice between the two I'd be much happier with @johniba working on what he enjoys and building framework for the system rather than having @johniba stop doing that in order to write a report on the work that he enjoys.
Idward
June 20th, 2023, 22:03
Looks like a good tool to have on the side, printed out behind the GM screen.
Actually, it was in front of the players. I went to staples and had it printed out as an 18x24 print then put it in a cheap frame. We used D&D minis for the most part.
On the other hand, every game I have ever run with this frame work has used the grid, medium range was always 30 feet of movement, Long range was always 60 feet of movement, and Extreme was always 120 feet of movement. Rarely (if ever) did I need to "house rule" anything that ever came up. Not exactly rules as written, but neither is using a battle map.
Ah I see. I haven't run a game yet with the framework, so I wasn't sure how everyone else did it. But that would mean you'd need some large maps or small grids.
Idward
June 20th, 2023, 22:16
On the other hand given the choice between the two I'd be much happier with @johniba working on what he enjoys and building framework for the system rather than having @johniba stop doing that in order to write a report on the work that he enjoys.
Very true...Ah documentation. The bane of programmers everywhere.
johniba
June 21st, 2023, 02:25
Dumb question but is there a change log anywhere? I remember force powers not being part of the description backup, but I see that isn't the case. And I know there is a TO-DO. I just don't know if you have anything where you mentioned when/where you added things.
Hello i have a few questions regarding the ruleset, It's proberly me but i can't seem to find the rules (Combat, character creation ect) any where maybe i've not loaded something correctly (i have all the books ect but none of my players so and knowing where they are will help me), Also the specializations don't seem to display any text in the boxes. thank you for all the effort you have put into this ruleset its my fav after weg sw d6.
Also a change log would be very helpful. If there was one, I could have much easier answered a question that was just brought up about the character generator by @M0d1usPy (welcome again!).Don't know if this is easy or convenient for our developer(s) but it would help us answer questions like this on the forum end.
On the other hand given the choice between the two I'd be much happier with @johniba working on what he enjoys and building framework for the system rather than having @johniba stop doing that in order to write a report on the work that he enjoys.
So answering the questions above:
Change Log:
I dont have a document listing historically all changes. I try always to post a change log for the new release, but I will see that I compile them into a document, and make it available online
I know it is hard to keep track of new features, and it is easy to skip using some cool feature in the rulesets because you missed a log buried under several pages of this topic
Another thing I will do is record videos that will serve both to showcase all features in the ruleset and also as a tutorial
I will do those soo
Character Creation:
This is under my TO-DO list. I will work on a character creation soon. It will start simple: showing costs for experience for everything you add to your character and so on, and later a full chargen wizard, hopefuly
As others have pointed out, the rulesets do not have any information on how to play Genesys or Star Wars. This is by design: we want to avoid any legal issues.
It is expected that the GM and Players have read the books and know how to play.
I DO want to have the ruleset have some automations like calculating combat based on talents etca, but players will still need to have their books/know how to play, it will not replace that.
So TL/DR:
I will work on a changelog soon and publish here.
I am currently working on having Signature Abilities in the Star Wars Ruleset.
I think this will make it so the ruleset have all data you would expect from playing SW (complete character sheet)
After that I will work on several small things to improve the rulesets as always
The next big features on my wish list to develop:
- Character Generation Wizard
- Automations
- Combat map improvements (researching of ways to have range bands work on maps)
Xerophilex
June 26th, 2023, 08:41
Looking forward to the updates!
GrizzledNoob
July 9th, 2023, 03:00
Hi John. I am hoping you can help me with an error. I attempted to get everything as clean as possible to eliminate any issues by things I may have modified in the system. I started by deleting all of the pak and mod files. I created a new Campaign without any extensions added. I only loaded the Genesys core rulebook module and made a basic character selecting items out of the core rulebook - Species, Career, 1 talent, and 3 items. I added the character to a party, to the combat tracker, and to a map.
Then I opened another session of Fantasy Grounds to log in as a client. I load the same core rulebook module and choose the character. Everything is fine until I open the Combat Tracker. The error only occurs on the client application.
Here is a portion of the error:
[7/8/2023 8:58:43 PM] s'button_ctentry_tokenvis - DEPRECATED - 2022-08-16 - Use new CT format and templates'
[7/8/2023 8:58:43 PM] s'button_ctentry_isidentified - DEPRECATED - 2022-08-16 - Use new CT format and templates'
[7/8/2023 8:58:43 PM] s'anchor_ctentry_right - DEPRECATED - 2022-08-16 - Use new CT format and templates'
[7/8/2023 8:58:43 PM] s'button_ctentry_idelete - DEPRECATED - 2022-08-16 - Use new CT format and templates'
[7/8/2023 8:58:43 PM] s'link_ctentry - DEPRECATED - 2022-08-16 - Use new CT format and templates'
[7/8/2023 8:58:43 PM] s'button_ctentry_activateeffects - DEPRECATED - 2022-08-16 - Use new CT format and templates'
[7/8/2023 8:58:43 PM] s'button_ctentry_activatespacing - DEPRECATED - 2022-08-16 - Use new CT format and templates'
[7/8/2023 8:58:43 PM] s'button_ctentry_activateactive - DEPRECATED - 2022-08-16 - Use new CT format and templates'
[7/8/2023 8:58:43 PM] s'button_ctentry_activatetargeting - DEPRECATED - 2022-08-16 - Use new CT format and templates'
[7/8/2023 8:58:43 PM] s'string_ctname_nonid - DEPRECATED - 2022-08-16 - Use new CT format and templates'
[7/8/2023 8:58:43 PM] s'icon_ctsection_targeting - DEPRECATED - 2022-08-16 - Use new CT format and templates'
[7/8/2023 8:58:43 PM] s'sub_ctsection_targeting - DEPRECATED - 2022-08-16 - Use new CT format and templates'
[7/8/2023 8:58:43 PM] s'frame_ctsection_targeting - DEPRECATED - 2022-08-16 - Use new CT format and templates'
[7/8/2023 8:58:43 PM] s'icon_ctsection_spacing - DEPRECATED - 2022-08-16 - Use new CT format and templates'
[7/8/2023 8:58:43 PM] s'number_ctentry_space - DEPRECATED - 2022-08-16 - Use new CT format and templates'
[7/8/2023 8:58:43 PM] s'label_ctentry_space - DEPRECATED - 2022-08-16 - Use new CT format and templates'
[7/8/2023 8:58:43 PM] s'number_ctentry_reach - DEPRECATED - 2022-08-16 - Use new CT format and templates'
[7/8/2023 8:58:43 PM] s'label_ctentry_reach - DEPRECATED - 2022-08-16 - Use new CT format and templates'
[7/8/2023 8:58:43 PM] s'frame_ctsection_spacing - DEPRECATED - 2022-08-16 - Use new CT format and templates'
[7/8/2023 8:58:43 PM] s'icon_ctsection_effect - DEPRECATED - 2022-08-16 - Use new CT format and templates'
[7/8/2023 8:58:43 PM] s'button_ctsection_effect_iadd - DEPRECATED - 2022-08-16 - Use new CT format and templates'
[7/8/2023 8:58:43 PM] s'frame_ctsection_effect - DEPRECATED - 2022-08-16 - Use new CT format and templates'
I can send the whole error file if it helps. Thanks for your time.
Also, I loaded up a Pathfinder 2e campaign and launched it in the same scenario - host and client on my same machine - and did not run into an issue when opening the combat tracker. Just to try and eliminate the scenario or FG as the issue.
johniba
July 10th, 2023, 22:20
Hi John. I am hoping you can help me with an error. I attempted to get everything as clean as possible to eliminate any issues by things I may have modified in the system. I started by deleting all of the pak and mod files. I created a new Campaign without any extensions added. I only loaded the Genesys core rulebook module and made a basic character selecting items out of the core rulebook - Species, Career, 1 talent, and 3 items. I added the character to a party, to the combat tracker, and to a map.
Then I opened another session of Fantasy Grounds to log in as a client. I load the same core rulebook module and choose the character. Everything is fine until I open the Combat Tracker. The error only occurs on the client application.
Here is a portion of the error:
[7/8/2023 8:58:43 PM] s'button_ctentry_tokenvis - DEPRECATED - 2022-08-16 - Use new CT format and templates'
[7/8/2023 8:58:43 PM] s'button_ctentry_isidentified - DEPRECATED - 2022-08-16 - Use new CT format and templates'
[7/8/2023 8:58:43 PM] s'anchor_ctentry_right - DEPRECATED - 2022-08-16 - Use new CT format and templates'
[7/8/2023 8:58:43 PM] s'button_ctentry_idelete - DEPRECATED - 2022-08-16 - Use new CT format and templates'
[7/8/2023 8:58:43 PM] s'link_ctentry - DEPRECATED - 2022-08-16 - Use new CT format and templates'
[7/8/2023 8:58:43 PM] s'button_ctentry_activateeffects - DEPRECATED - 2022-08-16 - Use new CT format and templates'
[7/8/2023 8:58:43 PM] s'button_ctentry_activatespacing - DEPRECATED - 2022-08-16 - Use new CT format and templates'
[7/8/2023 8:58:43 PM] s'button_ctentry_activateactive - DEPRECATED - 2022-08-16 - Use new CT format and templates'
[7/8/2023 8:58:43 PM] s'button_ctentry_activatetargeting - DEPRECATED - 2022-08-16 - Use new CT format and templates'
[7/8/2023 8:58:43 PM] s'string_ctname_nonid - DEPRECATED - 2022-08-16 - Use new CT format and templates'
[7/8/2023 8:58:43 PM] s'icon_ctsection_targeting - DEPRECATED - 2022-08-16 - Use new CT format and templates'
[7/8/2023 8:58:43 PM] s'sub_ctsection_targeting - DEPRECATED - 2022-08-16 - Use new CT format and templates'
[7/8/2023 8:58:43 PM] s'frame_ctsection_targeting - DEPRECATED - 2022-08-16 - Use new CT format and templates'
[7/8/2023 8:58:43 PM] s'icon_ctsection_spacing - DEPRECATED - 2022-08-16 - Use new CT format and templates'
[7/8/2023 8:58:43 PM] s'number_ctentry_space - DEPRECATED - 2022-08-16 - Use new CT format and templates'
[7/8/2023 8:58:43 PM] s'label_ctentry_space - DEPRECATED - 2022-08-16 - Use new CT format and templates'
[7/8/2023 8:58:43 PM] s'number_ctentry_reach - DEPRECATED - 2022-08-16 - Use new CT format and templates'
[7/8/2023 8:58:43 PM] s'label_ctentry_reach - DEPRECATED - 2022-08-16 - Use new CT format and templates'
[7/8/2023 8:58:43 PM] s'frame_ctsection_spacing - DEPRECATED - 2022-08-16 - Use new CT format and templates'
[7/8/2023 8:58:43 PM] s'icon_ctsection_effect - DEPRECATED - 2022-08-16 - Use new CT format and templates'
[7/8/2023 8:58:43 PM] s'button_ctsection_effect_iadd - DEPRECATED - 2022-08-16 - Use new CT format and templates'
[7/8/2023 8:58:43 PM] s'frame_ctsection_effect - DEPRECATED - 2022-08-16 - Use new CT format and templates'
I can send the whole error file if it helps. Thanks for your time.
Also, I loaded up a Pathfinder 2e campaign and launched it in the same scenario - host and client on my same machine - and did not run into an issue when opening the combat tracker. Just to try and eliminate the scenario or FG as the issue.
Thanks for the detailed error report, I am checking this out.
Could be an error caused by updates on CORE ruleset.
I will provide an update soon
EDIT: I found the issue. There were extensive chances to the combat tracker code and template. I will have it fixed by tomorrow
GrizzledNoob
July 11th, 2023, 03:36
Thanks for the detailed error report, I am checking this out.
Could be an error caused by updates on CORE ruleset.
I will provide an update soon
EDIT: I found the issue. There were extensive chances to the combat tracker code and template. I will have it fixed by tomorrow
Great. That was fast! I appreciate the update. I have been away from the system for a while and recently came back to it since it is my turn again to run a games. Seems like I just had bad timing with this one. I really appreciate the support.
johniba
July 15th, 2023, 01:02
NEW RELEASE!
Version 2023-07-14
Hi everyone, this is just a quick fix to the error messages in the Client Combat Tracker (combat tracker when a player opens that window)
I will still add more functionalities to that window (in my to-do list, items that were requested) soon!
As always, just hit "check for updates" in FG Unity, and the update will be downloaded.
Idward
July 15th, 2023, 17:42
With the negligible items having 0.1 item weight it caused an interesting math error 58210
johniba
July 16th, 2023, 19:21
With the negligible items having 0.1 item weight it caused an interesting math error 58210
LOL wow.... I will check that one, looks like a weird rounding calculation error...
Can you maybe show me the complete inventory in that char? I am trying to replicate the issue, with no success.
magma76
July 16th, 2023, 21:02
Hey.
Just started running a pulp game from FG Classic in Unity using the Genesys engine. But we cant seem to add our weapons to the character sheets. How can we add them?
johniba
July 17th, 2023, 00:52
Hey.
Just started running a pulp game from FG Classic in Unity using the Genesys engine. But we cant seem to add our weapons to the character sheets. How can we add them?
Sorry are you using FG Classic or FG Unity?
FG Classic is the old client that Smiteworks no longer supports, and Unity is the current one.
In any case, to add your weapons, first make sure to drag weapons into the character from the items database
After that in the character inventory, click the icon to the right of the item listed until it shows it is "equiped". That will make it so the weapon is listed in the Actions tab
Idward
July 17th, 2023, 02:19
LOL wow.... I will check that one, looks like a weird rounding calculation error...
Can you maybe show me the complete inventory in that char? I am trying to replicate the issue, with no success.
I was going to say "ah let me give you the character" but when I went back and added the 0.1 to the item it just calculated normally. But what was in the screenshot is the entire inventory
magma76
July 17th, 2023, 02:58
Unity, And tried that, Didnt work.
Also get weird errors when I go to the other tabs for items, such as Nill errors. also get errors when I open the option menus.
I did install Genesys options per the guide, don't know what the issue is.
johniba
July 18th, 2023, 14:36
I was going to say "ah let me give you the character" but when I went back and added the 0.1 to the item it just calculated normally. But what was in the screenshot is the entire inventory
I will check the code anyway, and try to spot something to improve in it.
johniba
July 18th, 2023, 14:40
Unity, And tried that, Didnt work.
Also get weird errors when I go to the other tabs for items, such as Nill errors. also get errors when I open the option menus.
I did install Genesys options per the guide, don't know what the issue is.
ok here are a few things to check:
- If you downloaded the generys ruleset from our google drive link, I would suggest to delete it, and instead subscribe to the ruleset in the forge. The ruleset in the repository is very outdated.
If this was the case it is pretty much a high chance to be the culprit of you having issues.
- Make sure your Fantasy Grounds Unity is up-to-date.
- Are you using any extensions? If yes then try to disable all of them and see if it helps
- Have you downloaded any genesys libraries from our google drive link? If yes, was it recently? I can check if those files got any issues recently
If nothing helps and if you want, we could arrange a meeting on discord, and I can help you fix this.
Idward
July 22nd, 2023, 20:05
Is there a slash command to start the Destany pool? I can ctrl mouse wheel to fill it, but I wasn't sure if there was an automatic way.
johniba
July 23rd, 2023, 03:22
Is there a slash command to start the Destany pool? I can ctrl mouse wheel to fill it, but I wasn't sure if there was an automatic way.
No slash commands, but it is a good idea and easy to implement. I will put on my list
Idward
July 25th, 2023, 13:58
This is useful. https://forge.fantasygrounds.com/shop/items/1279/view I don't know how aware DaddieCat is aware of this project, but it is nice to have a galactic basic font.
Artrem
July 25th, 2023, 16:55
This is useful. https://forge.fantasygrounds.com/shop/items/1279/view I don't know how aware DaddieCat is aware of this project, but it is nice to have a galactic basic font.
Thanks for posting it here, appreciate it!
Thanks to @DaddieCat for uploading it to the forge.
johniba
July 25th, 2023, 22:41
This is useful. https://forge.fantasygrounds.com/shop/items/1279/view I don't know how aware DaddieCat is aware of this project, but it is nice to have a galactic basic font.
Super cool, did anyone test if they work with our ruleset for star wars?
I see no reason why not, since the Genesys and Star Wars rulesets are CORERPG based
Idward
July 26th, 2023, 14:02
Super cool, did anyone test if they work with our ruleset for star wars?
I see no reason why not, since the Genesys and Star Wars rulesets are CORERPG based
Sadly no, but I wonder if that is just because how the module is set up or becasue of the ruleset?
58328
DaddieCat
July 28th, 2023, 17:23
Let me see if I can't incorporate that. I don't have that ruleset so I'll need to grab it for testing. At the very least I can add a working version on the forge for y'all.
johniba
July 29th, 2023, 14:11
Let me see if I can't incorporate that. I don't have that ruleset so I'll need to grab it for testing. At the very least I can add a working version on the forge for y'all.
Thanks DaddieCat.
If you see any part of the code in Genesys/Star Wars that I need to change to make it compatible, let me know. I can modify the ruleset so it makes your life easier and you dont need to keep two versions of your extension...
DaddieCat
July 29th, 2023, 16:20
I believe @Artrem already got me sorted with some advice and code edits. I'm waiting for the new build to process in the forge and then I think it should be working for all of y'all. I'll make a post here and on the extension post once the update is processed and available.
DaddieCat
July 30th, 2023, 16:32
Updated build is finally up and on the live channel. I think that should get it for you. I'll make an update to the extension post as well. I'm also adding an atribution for Artrem on the page (thanks for the help), but it's pending page review and will appear eventually.
johniba
July 31st, 2023, 17:16
Updated build is finally up and on the live channel. I think that should get it for you. I'll make an update to the extension post as well. I'm also adding an atribution for Artrem on the page (thanks for the help), but it's pending page review and will appear eventually.
Awsome!
Idward
July 31st, 2023, 18:38
It is working, no problem. Thanks! I now have more star wars in my star wars.
Idward
August 5th, 2023, 19:00
I am getting this error:
CombatManager.onDrop - DEPRECATED - 2022-08-16 - Contact ruleset/extension/forge author
Here is what was suggested to use from the CoreRPG ct/scripts/ct.lua
function onDrop(x, y, draginfo)
local sCTNode = UtilityManager.getWindowDatabasePath(getWindowAt(x ,y));
return CombatDropManager.handleAnyDrop(draginfo, sCTNode);
end
sevrick
August 9th, 2023, 17:14
Thought I would pop in letting everyone know. Still working on clone wars libraries. I Got all talents and most of the specializations done. I have a little time each morning to work on it. Still working crazy hours and am getting ready to move.
JGLinx2
August 11th, 2023, 21:52
I am getting this error:
CombatManager.onDrop - DEPRECATED - 2022-08-16 - Contact ruleset/extension/forge author
I am also getting this error. In addition, when I or the players try to drop a modified critical onto any sheet it gets rolled but does not appear on the sheet. We have tried this on PC sheets, rival sheets, and nemesis sheets. Unmodified criticals are getting applied without issue.
GrizzledNoob
August 11th, 2023, 22:08
That's great sevrick. Appreciate the update. Good luck with your move!
Idward
August 12th, 2023, 21:31
I found some other deprecation warnings as I was looking at different issue (I got the 999999999-item weight again)
s'CombatManager.setCustomDrop - DEPRECATED - 2022-08-16 - Use CombatDropManager.setLinkDropCallback/setDragTypeDropCallback'
s'DesktopManager.setSidebarDockCategoryIconColor - DEPRECATED - 2023-05-30 - Use ColorManager.setSidebarCategoryIconColor'
s'DesktopManager.setSidebarDockCategoryTextColor - DEPRECATED - 2023-05-30 - Use ColorManager.setSidebarCategoryTextColor'
s'DesktopManager.setSidebarDockIconColor - DEPRECATED - 2023-05-30 - Use ColorManager.setSidebarRecordIconColor'
s'DesktopManager.setSidebarDockTextColor - DEPRECATED - 2023-05-30 - Use ColorManager.setSidebarRecordTextColor'
s'button_ctentry_tokenvis - DEPRECATED - 2022-08-16 - Use new CT format and templates'
s'button_ctentry_isidentified - DEPRECATED - 2022-08-16 - Use new CT format and templates'
s'anchor_ctentry_right - DEPRECATED - 2022-08-16 - Use new CT format and templates'
s'button_ctentry_idelete - DEPRECATED - 2022-08-16 - Use new CT format and templates'
s'link_ctentry - DEPRECATED - 2022-08-16 - Use new CT format and templates'
s'button_ctentry_activateeffects - DEPRECATED - 2022-08-16 - Use new CT format and templates'
s'button_ctentry_activatespacing - DEPRECATED - 2022-08-16 - Use new CT format and templates'
s'button_ctentry_activateactive - DEPRECATED - 2022-08-16 - Use new CT format and templates'
s'button_ctentry_activatetargeting - DEPRECATED - 2022-08-16 - Use new CT format and templates'
s'string_ctname_nonid - DEPRECATED - 2022-08-16 - Use new CT format and templates'
s'icon_ctsection_targeting - DEPRECATED - 2022-08-16 - Use new CT format and templates'
s'sub_ctsection_targeting - DEPRECATED - 2022-08-16 - Use new CT format and templates'
s'frame_ctsection_targeting - DEPRECATED - 2022-08-16 - Use new CT format and templates'
s'icon_ctsection_spacing - DEPRECATED - 2022-08-16 - Use new CT format and templates'
s'number_ctentry_space - DEPRECATED - 2022-08-16 - Use new CT format and templates'
s'label_ctentry_space - DEPRECATED - 2022-08-16 - Use new CT format and templates'
s'number_ctentry_reach - DEPRECATED - 2022-08-16 - Use new CT format and templates'
s'label_ctentry_reach - DEPRECATED - 2022-08-16 - Use new CT format and templates'
s'frame_ctsection_spacing - DEPRECATED - 2022-08-16 - Use new CT format and templates'
s'icon_ctsection_effect - DEPRECATED - 2022-08-16 - Use new CT format and templates'
s'button_ctsection_effect_iadd - DEPRECATED - 2022-08-16 - Use new CT format and templates'
s'frame_ctsection_effect - DEPRECATED - 2022-08-16 - Use new CT format and templates'
I can't find it causing any issues though.
johniba
August 19th, 2023, 04:30
I found some other deprecation warnings as I was looking at different issue (I got the 999999999-item weight again)
I can't find it causing any issues though.
Thanks, I am checking those.
Las time I fixed the combat tracker code but still needed more updates to remove those deprecated warnings
I will see if I can get it fixed in the next days
Do you think you can provide steps that I can follow to reproduce this error? That would help a lot.
Idward
August 22nd, 2023, 16:34
Let me do one better, here is a video with me generating the errors.
https://youtu.be/D6SuTeV3K6M
Here are the logs
https://www.dropbox.com/scl/fi/lefsvx3nhx6qgpw1apn7t/fgu_logs_20230822.zip?rlkey=gnp7lzomxdm3i0vgpzahge n9l&dl=0
johniba
August 22nd, 2023, 19:54
Let me do one better, here is a video with me generating the errors.
https://youtu.be/D6SuTeV3K6M
Here are the logs
https://www.dropbox.com/scl/fi/lefsvx3nhx6qgpw1apn7t/fgu_logs_20230822.zip?rlkey=gnp7lzomxdm3i0vgpzahge n9l&dl=0
Hi Idward
This is great, thank you.
I will work on these fixes quickly, I just saw that on August 29 we will have a big update that will affect the CORE_RPG ruleset, so I have to test Genesys and Star Wars to make sure we are not caught offguard
Idward
September 16th, 2023, 19:47
For the force powers, would it be possible to add an attack action? I don't know how difficult that would be, but one party member picked Protect/Unleash and I was wondering if instead of just a skill roll it could also note the +will damage option.
Xarax
October 5th, 2023, 03:58
So don't know if this is a problem for anyone else but all of the special symbols have been converted to something else. Hope the problem is a quick fix but all the text in my frameworks atm are not correct. Sorry to be a bother @joniba!
update: I've stripped out all the addons and still the same effect. I cannot even get the symbols to show correctly if I retype them.
seansps
October 6th, 2023, 19:38
So don't know if this is a problem for anyone else but all of the special symbols have been converted to something else. Hope the problem is a quick fix but all the text in my frameworks atm are not correct. Sorry to be a bother @joniba!
update: I've stripped out all the addons and still the same effect. I cannot even get the symbols to show correctly if I retype them.
Are you sure you aren't using any Themes that are overriding it? I just did some testing with the base Genesys ruleset and noticed it worked fine... until I loaded the FG Leather theme. That is overidding the font with the default FG font which does not have the symbol replacements. If I use the base Genesys theme (or the Star Wars theme from the Drive) it works nicely.
seansps
October 6th, 2023, 19:39
For the force powers, would it be possible to add an attack action? I don't know how difficult that would be, but one party member picked Protect/Unleash and I was wondering if instead of just a skill roll it could also note the +will damage option.
This shouldn't be too hard to add! I could try to take a crack at that later, unless @johniba is already on it.
Idward
October 7th, 2023, 17:10
Well then, I may as well ask for more and ask if you could also add a heal option as well?
Xarax
October 7th, 2023, 18:52
Are you sure you aren't using any Themes that are overriding it? I just did some testing with the base Genesys ruleset and noticed it worked fine... until I loaded the FG Leather theme. That is overidding the font with the default FG font which does not have the symbol replacements. If I use the base Genesys theme (or the Star Wars theme from the Drive) it works nicely.
The themes was it. Is there a way to make it so that the framework overrides the theme rather than the other way around?
seansps
October 7th, 2023, 19:01
The themes was it. Is there a way to make it so that the framework overrides the theme rather than the other way around?
Glad you figured it out!
The Star Wars theme and the default theme should work for now.
It is possible to do what you suggest, but it would be a lot of work, as all the font definitions for every aspect of the UI would need to have their own custom font names, and that would mean that themes would not replace the fonts at all, which have other implications like font color being illegible, etc.
Unfortunately, since SmiteWorks doesn’t officially support Genesys, this means that you need to make a custom extension (or Theme) for Genesys/Star Wars.
Basically, you could create your own custom theme that just overrides the fonts back to the Genesys/Star Wars font.
Edit; Submitted too soon. The extension mentioned above would need to be set with a later priority so it overrides the fonts used in the theme, and then sets the right colors depending on your theme.
johniba
October 10th, 2023, 23:23
Hi Everyone,
I am sorry I have been away for a long time, work is consuming me :(
Seansps was a hero, and provided some fixes for those annoying deprecated error messages.
I have just added them to the Forge
So please just click "check for updates" and your Fantasy Grounds Unity should download the fix!
I will come back soon, check on everyones messages and work on some other stuff we already have on the list.
I will talk to seansps aswel, see what he would like to work on, as he is a kick *** FG developer
GrizzledNoob
October 15th, 2023, 04:54
Big thumbs up to both of you. Glad to see you back and glad to see the updated ruleset.
Ecks
October 18th, 2023, 01:16
FYI, with today's Fantasy Grounds update (v4.4.4), I don't see any Skills for PCs/NPCs and can't add them anymore.
Star Wars RPG (version 2023-07-14)
Genesys RPG (version 2023-10-10)
Core RPG ruleset (2023-08-29)
seansps
October 18th, 2023, 01:48
FYI, with today's Fantasy Grounds update (v4.4.4), I don't see any Skills for PCs/NPCs and can't add them anymore.
Star Wars RPG (version 2023-07-14)
Genesys RPG (version 2023-10-10)
Core RPG ruleset (2023-08-29)
Strange, nothing from FG 4.4.4 should have impacted Skills, as that is part of CoreRPG which hasn’t changed since 8-29.
Have you tried without any extensions loaded? And also make sure your modules are loaded as those contain the Skills.
Xarax
October 18th, 2023, 01:55
This is affecting me too.
Edit: so it appears that the skills are still there (it is still rolling correctly from the actions tab) and is still able to populate the dice pool.
seansps
October 18th, 2023, 02:47
Interesting… yes, I’m hearing about a lot of issues now in other rulesets after this change too. I’ll have to look into this more tomorrow!
chikininabizkit
October 18th, 2023, 16:55
Nevermind. Literally within seconds of posting this, I found the link.
Ignore: Has anyone created a good Star Wars theme for FGU that doesn't break the ruleset? The default extension options (wood, leather, simple, etc.) all look awful. I read through a bunch of posts in my search, but mostly it was people getting error messages when they tried.
seansps
October 18th, 2023, 17:20
I did some more looking into the Skills bug just now, it seems like something changed across all FG rulesets that changed the way rendering of certain elements is done. It is impacting every ruleset to some degree, but very badly here with the skills. I am not sure what the fix is yet (if we have to change something or if it’s a FG bug.) But, I’ll make an update if we need to fix something.
chikininabizkit
October 18th, 2023, 18:04
I did some more looking into the Skills bug just now, it seems like something changed across all FG rulesets that changed the way rendering of certain elements is done. It is impacting every ruleset to some degree, but very badly here with the skills. I am not sure what the fix is yet (if we have to change something or if it’s a FG bug.) But, I’ll make an update if we need to fix something.
FWIW, it's happening with Force Powers, too. I don't know if it's the same issue or not. When you drag a Force Power to a character, it says they gained it in the chat, but it doesn't show up anywhere on their sheet.
Update: I restarted FG and Force Powers are showing up now. I don't know if it was on my end or part of the larger problem.
seansps
October 19th, 2023, 00:42
FWIW, it's happening with Force Powers, too. I don't know if it's the same issue or not. When you drag a Force Power to a character, it says they gained it in the chat, but it doesn't show up anywhere on their sheet.
Update: I restarted FG and Force Powers are showing up now. I don't know if it was on my end or part of the larger problem.
I believe I found a fix for the Skills issue. It appears the FG update changes the way things are rendered when anchoring to invisible elements. I've pushed a fix to the code for the Skills, and seems to be working. Wasn't able to reproduce the above Force Powers issue after the fix, so that should be fixed too!
Once @johniba pushes the new build to Live, you'll be able to get the updates.
GrizzledNoob
October 19th, 2023, 04:50
Thank you!
johniba
October 19th, 2023, 21:20
I believe I found a fix for the Skills issue. It appears the FG update changes the way things are rendered when anchoring to invisible elements. I've pushed a fix to the code for the Skills, and seems to be working. Wasn't able to reproduce the above Force Powers issue after the fix, so that should be fixed too!
Once @johniba pushes the new build to Live, you'll be able to get the updates.
Sorry everyone for the delay... Sean's fixes are live, please click "check for updates" in FGU and it should download for you
mossfoot
October 21st, 2023, 18:57
Hey! It's been a while since I've been here. Just finished a three year Star Wars EotE campaign and we were taking a break doing other things (like Sherlock Holmes Consulting Detective... not really an RPG but fun collaborative mystery solving ;) )
Anyway, we're probably going to get back into this but this time using the Genesys system rather than Star Wars... I might even be building a campaign world from scratch, based on my science fiction novel series (it'll help act as a series bible for me as the series continues, plus I might even make it available on Genesys Foundry if it's good enough :) )
So, coming back, looking at the front page, it seems like Genesys hasn't been updated in many months? Any idea if a new update is being worked on?
Also, since I'm coming in from Star Wars to Genesys and hoping to build up a world within it, are there any resources that might be useful for me? Other extensions or rulesets or mods or whatever floating around I should know about?
Lastly, are there any other themes out there besides the standard FG ones and the Star Wars one I was already using that might be a good fit? Something with a SF vibe that isn't Star Wars? Or something that uses the Genesys color scheme (which I rather like)?
seansps
October 21st, 2023, 19:12
Hey! It's been a while since I've been here. Just finished a three year Star Wars EotE campaign and we were taking a break doing other things (like Sherlock Holmes Consulting Detective... not really an RPG but fun collaborative mystery solving ;) )
Anyway, we're probably going to get back into this but this time using the Genesys system rather than Star Wars... I might even be building a campaign world from scratch, based on my science fiction novel series (it'll help act as a series bible for me as the series continues, plus I might even make it available on Genesys Foundry if it's good enough :) )
So, coming back, looking at the front page, it seems like Genesys hasn't been updated in many months? Any idea if a new update is being worked on?
Also, since I'm coming in from Star Wars to Genesys and hoping to build up a world within it, are there any resources that might be useful for me? Other extensions or rulesets or mods or whatever floating around I should know about?
Lastly, are there any other themes out there besides the standard FG ones and the Star Wars one I was already using that might be a good fit? Something with a SF vibe that isn't Star Wars? Or something that uses the Genesys color scheme (which I rather like)?
Hi there! That sounds awesome! While I don’t think much has been added to the base ruleset recently, johniba and I have been fixing bugs and such. The most recent change we made is having the dice by default swap to at least match the color of the official dice.
As for Themes, I am not aware of any Genesys themes myself (besides the Star Wars one on the GDrive which we updated recently). We have noticed a bug with official FG themes overriding the Genesys specific fonts for the symbols and such, so for now you’re better using the default one. The workaround for this would be to create an extension to override the fonts again with the Genesys font, I can try that later and see if it works with other themes.
mossfoot
October 22nd, 2023, 02:55
Hi there! That sounds awesome! While I don’t think much has been added to the base ruleset recently, johniba and I have been fixing bugs and such. The most recent change we made is having the dice by default swap to at least match the color of the official dice.
As for Themes, I am not aware of any Genesys themes myself (besides the Star Wars one on the GDrive which we updated recently). We have noticed a bug with official FG themes overriding the Genesys specific fonts for the symbols and such, so for now you’re better using the default one. The workaround for this would be to create an extension to override the fonts again with the Genesys font, I can try that later and see if it works with other themes.
The dice color thing? VERY nice touch! I mean, sure we'd like to get the symbols too, but honestly even that little touch is welcomed. Definitely adds to the immersion factor.
I'm not sure what you mean by the GDrive, though. I'm hoping there is at least an option to try other than the various default leather-bound looks and the Star Wars look.
seansps
October 22nd, 2023, 03:01
The dice color thing? VERY nice touch! I mean, sure we'd like to get the symbols too, but honestly even that little touch is welcomed. Definitely adds to the immersion factor.
I'm not sure what you mean by the GDrive, though. I'm hoping there is at least an option to try other than the various default leather-bound looks and the Star Wars look.
Thanks! Yes, I played around with altering the Skins too, but it’s not feasible with the current skin subsystem of FGU.
The GDrive (Google Drive) link on the first page of the thread has the Star Wars theme, but, yeah, there are no other Genesys compatible themes yet, I think.
However if you find a FG theme you like that you want to get working with Genesys, I *should* be able to make an extension to fix the fonts. I’ll have to give that a shot later.
mossfoot
October 22nd, 2023, 03:43
No worries. I think the Star Wars one will work fine - maybe you could make a version of that with non-Star Wars fonts?
I'm kind of excited about the prospect of all this. I started my SF adventure series in January, and the sequel is coming out in November. I've already got a large bible for the world, but making it into an RPG setting is like a way to organize and codify everything. Could make writing more books in the series easier (and definitely help make them consistent) as I go along.
chikininabizkit
October 22nd, 2023, 23:04
I apologize if this has already been asked. I couldn't find it.
Is there a way to have items/Talents/etc. automatically insert themselves into the corresponding Skill dice pools? There are a lot of things that add, remove, or otherwise change dice rolls; currently, my players each have a cheat sheet with a list of skills they adjust. It works, it's just kind of a pain. I don't see that functionality, but I could very well just not understand how to do it, so I figured I'd ask.
seansps
October 22nd, 2023, 23:12
I apologize if this has already been asked. I couldn't find it.
Is there a way to have items/Talents/etc. automatically insert themselves into the corresponding Skill dice pools? There are a lot of things that add, remove, or otherwise change dice rolls; currently, my players each have a cheat sheet with a list of skills they adjust. It works, it's just kind of a pain. I don't see that functionality, but I could very well just not understand how to do it, so I figured I'd ask.
Unfortunately, no, currently there is no automation for Talents to adjust the dice pools, or stats like WT and ST. Stats and such would probably be easily added to the system, but automating all the different ways a dice pool could be adjusted would be much more difficult - especially since a lot of it relies on the situation or encounter. Perhaps johniba had some ideas on what we can do there, but currently it is manual (gotta remember what your character has!)
For this system I’d take the same approach I take with my Pathfinder 2e games: I tell my players the onus is on them to remember their Feats (Talents here) and remind me if I forget.
chikininabizkit
October 22nd, 2023, 23:39
I tell my players the onus is on them to remember their Feats (Talents here) and remind me if I forget.
Yep, that's how we've played for a long time. This whole thing is such an amazing labor of love and I get why this particular cherry would be so hard to put on top. Thank you for all your hard work and quick responses.
mossfoot
October 24th, 2023, 07:05
Has anyone added things like Skill descriptions and the like to Genesys? Or do we have to add them all in manually? That's something my players often use.
Also, the Cepheus Blue theme might work with Genesys: https://forge.fantasygrounds.com/shop/items/1175/view
(though the character skill list is a bit off at the top where Brawl is, sadly). Not sure if there are any compatibility issues, though, was just testing it briefly.
seansps
October 24th, 2023, 15:19
Has anyone added things like Skill descriptions and the like to Genesys? Or do we have to add them all in manually? That's something my players often use.
Descriptive text was left out of the modules to prevent IP infringement. What I've been doing is creating my own modules with all the descriptive text there (that way when players create characters, add talents, etc, the descriptions are on their sheets.) It's quite a bit of busy work but makes looking things up later easier!
mossfoot
October 24th, 2023, 18:24
Descriptive text was left out of the modules to prevent IP infringement. What I've been doing is creating my own modules with all the descriptive text there (that way when players create characters, add talents, etc, the descriptions are on their sheets.) It's quite a bit of busy work but makes looking things up later easier!
Huh, I thought the IP issue had to do with Star Wars, not the Genesys system.
Okay, well it won't be hard for me to copy/paste what I need from a PDF, but that does bring up another issue: The skill list on a character sheet includes everything from all worlds, so fantasy skill are alongside SF skills. Is there any way to create a template for each genre, or do we just delete the skills manually?
For that matter, how hard is it to create my own module? If I am going to create my own setting for my SF universe, I might as well have a way to keep all that information organized for future use :)
Also, two of the skills on the defult character sheet (Runes and Verse) don't have pop up explanation boxes, an error shows up in the chat box that says, Unable to find skill record with the correct name. Just thought someone should know :)
seansps
October 24th, 2023, 18:54
Huh, I thought the IP issue had to do with Star Wars, not the Genesys system.
Okay, well it won't be hard for me to copy/paste what I need from a PDF, but that does bring up another issue: The skill list on a character sheet includes everything from all worlds, so fantasy skill are alongside SF skills. Is there any way to create a template for each genre, or do we just delete the skills manually?
For that matter, how hard is it to create my own module? If I am going to create my own setting for my SF universe, I might as well have a way to keep all that information organized for future use :)
Also, two of the skills on the defult character sheet (Runes and Verse) don't have pop up explanation boxes, an error shows up in the chat box that says, Unable to find skill record with the correct name. Just thought someone should know :)
What you describe is possible! I have done that for the fan-made Wheel of Time adaptation.
To do this you need to create a new module that contains the Setting with the list of skills. Here’s how I did it:
Create a new campaign for your setting development
In the new campaign copy all the skills you want, and set their descriptions, put them in a category named for your setting
Go to the Settings window and create a new setting
Enter the name of the setting and click and drag all the skills you copied and added descriptions for
The new setting should have all the skills that are included in your setting and none of those that are excluded
Optionally, copy and/or create all the items, talents, careers, archetypes you want here and set their descriptions (I did this in mine so that I only need to load my setting’s module and no other, which makes it easier to find the skills and items with the descriptions)
Now export your campaign as a module, set the name, and optionally a png for the thumbnail
In your actual campaign, load the module for your setting
Create a new character, your setting should appear as an option. Select it, and your character will only get the skills of your setting
NOTE: Clicking on a skill looks for a skill window and opens it - so if you have another module loaded with the same skills and no descriptions it is possible this will open instead of the one with the skills (which is why I only load my setting’s module)
NOTE: You need to export your setting module as NOT read only for it to appear as an option. This is a small bug we haven’t fixed yet
The issue you saw with Verse is due to the second to last point. You probably had Realms of Terrinoth loaded a time and now no longer do, so it can’t find the skill.
Edit: Clarity. Also— you may want to make a separate module for all the adversaries and mark it as NOT player load able. See below for a screenshot of how it looks after I load my exported module in another campaign. You may want to do something similar for ease of use.
59135
GrizzledNoob
October 25th, 2023, 01:56
What you describe is possible! I have done that for the fan-made Wheel of Time adaptation.
To do this you need to create a new module that contains the Setting with the list of skills. Here’s how I did it:
Create a new campaign for your setting development
In the new campaign copy all the skills you want, and set their descriptions, put them in a category named for your setting
Go to the Settings window and create a new setting
Enter the name of the setting and click and drag all the skills you copied and added descriptions for
The new setting should have all the skills that are included in your setting and none of those that are excluded
Optionally, copy and/or create all the items, talents, careers, archetypes you want here and set their descriptions (I did this in mine so that I only need to load my setting’s module and no other, which makes it easier to find the skills and items with the descriptions)
Now export your campaign as a module, set the name, and optionally a png for the thumbnail
In your actual campaign, load the module for your setting
Create a new character, your setting should appear as an option. Select it, and your character will only get the skills of your setting
NOTE: Clicking on a skill looks for a skill window and opens it - so if you have another module loaded with the same skills and no descriptions it is possible this will open instead of the one with the skills (which is why I only load my setting’s module)
NOTE: You need to export your setting module as NOT read only for it to appear as an option. This is a small bug we haven’t fixed yet
The issue you saw with Verse is due to the second to last point. You probably had Realms of Terrinoth loaded a time and now no longer do, so it can’t find the skill.
Edit: Clarity. Also— you may want to make a separate module for all the adversaries and mark it as NOT player load able. See below for a screenshot of how it looks after I load my exported module in another campaign. You may want to do something similar for ease of use.
59135
This is very helpful. It may be a good idea to pin this and any other very helpful instructions in the first post. Thank you!
Idward
October 25th, 2023, 14:07
If you are building campaign files, I find these really helpful.
Reference Manual Link - Opens reference manual with a link (Useful running a game too): https://forge.fantasygrounds.com/shop/items/933/view
CSV Table Importer - Quickly import tables: https://forge.fantasygrounds.com/shop/items/34/view
Author - Converts story entries (Where you can use the table import) to the reference manual: https://forge.fantasygrounds.com/shop/items/151/view
chikininabizkit
November 6th, 2023, 11:42
How/where do you add a character's Obligation, Duty, and/or Morality? I see a place for them on the character sheet, but I can't find where they're located in the toolbar.
Idward
November 6th, 2023, 13:40
You need to edit the main page (Circle with the slash through it at the bottom right). Then you can add or remove motivation, obligation, duty, or mortality.
Xarax
November 6th, 2023, 14:58
As of right now there is no tool bar. Personally I put them all into a table with all the information in the charts, follow the instructions @Idward provided and then just drag and drop from there.
chikininabizkit
November 7th, 2023, 07:11
As of right now there is no tool bar. Personally I put them all into a table with all the information in the charts, follow the instructions @Idward provided and then just drag and drop from there.
I found the Edit button that lets you add those fields.
The toolbar I'm referring to is the vertical stack of options along the right side with Characters, Items, Vehicles, Talents, etc. If that part of the UI has a specific name, I'd be glad to know it.
I eventually found Obligation, Duty, Morality, and Motivation in the Tables section.
Thank you for the advice.
Another question: How do you handle Credits? We've been using an older ruleset for FG Classic for several years and the Inventory tab just has a field at the bottom for a character's credits. In this one, I see that I could just name an item in the "Treasure" section as Credits, but if there's already a way to do this, I'd appreciate the knowledge.
chikininabizkit
November 10th, 2023, 09:42
I thought I understood the import/export process, but something has me super confused. I have a TEST campaign where I've entered descriptions for every Talent (both the summaries and the long descriptions). I've also entered all the Talents from the Clone Wars supplements that weren't in the Talents. I also entered skill descriptions, along with some of the additional symbol tables in the splat books. I did a backup/export to create a module with the descriptions, skills, talents, and specializations. It brought everything over except specifically the descriptions on the new Talents I manually entered. The name, activation, book/page number are all there - they're just missing the summary and long descriptions. I tried exporting separate modules for just the descriptions and with each category separately and I have the exact same problem. I've spent literal hours entering this stuff under the advice of doing it in a separate campaign and now it looks like I have to copy/paste all of the descriptions for those Talents again. I don't see how this was any easier than just doing all the work in my actual campaign. Am I doing something wrong?
seansps
November 10th, 2023, 12:55
I thought I understood the import/export process, but something has me super confused. I have a TEST campaign where I've entered descriptions for every Talent (both the summaries and the long descriptions). I've also entered all the Talents from the Clone Wars supplements that weren't in the Talents. I also entered skill descriptions, along with some of the additional symbol tables in the splat books. I did a backup/export to create a module with the descriptions, skills, talents, and specializations. It brought everything over except specifically the descriptions on the new Talents I manually entered. The name, activation, book/page number are all there - they're just missing the summary and long descriptions. I tried exporting separate modules for just the descriptions and with each category separately and I have the exact same problem. I've spent literal hours entering this stuff under the advice of doing it in a separate campaign and now it looks like I have to copy/paste all of the descriptions for those Talents again. I don't see how this was any easier than just doing all the work in my actual campaign. Am I doing something wrong?
The benefit of doing it in a separate campaign is that you can export all the data as a module and the load it in any other campaign, and you can create your own settings that way, and provide a player loadable module. That’s the FG way of doing it.
Keep in mind this ONLY works for new records, NOT for records in another module that you just edited. If you are editing records in another module; that’s what the built in description backup/restore feature is for. That works if you don’t need to create your own records and settings for use within other campaigns.
seansps
November 10th, 2023, 12:58
Oh and for Credits, type “Credits” in one of their Treasure sections and then use the number value to mark how much they have. Then you can use the Party Sheet to distribute more.
There’s currently a bug I have noticed here though that we need to fix… due to the character sheet using the old Treaure list and not the new one from CoreRPG. We’ll need to fix it up later.
chikininabizkit
November 10th, 2023, 13:29
Keep in mind this ONLY works for new records, NOT for records in another module that you just edited. If you are editing records in another module; that’s what the built in description backup/restore feature is for. That works if you don’t need to create your own records and settings for use within other campaigns.
That's the part I don't understand.
- I entered descriptions for all the Talents in an EDIT campaign.
- I added missing Talents, including their descriptions.
- I added book text for most of the skills.
- I exported a module with the Descriptions, Talents, and Skills.
- I loaded the module in the actual campaign.
- Everything came over except - specifically - the descriptions in the Talents I added. The manually-added Talents themselves came over, with their title, activation, tree, and book/page number. Only the descriptions are missing, and only for the Talents I added in the EDIT campaign.
- I don't know why.
seansps
November 10th, 2023, 13:42
That's the part I don't understand.
- I entered descriptions for all the Talents in an EDIT campaign.
- I added missing Talents, including their descriptions.
- I added book text for most of the skills.
- I exported a module with the Descriptions, Talents, and Skills.
- I loaded the module in the actual campaign.
- Everything came over except - specifically - the descriptions in the Talents I added. The manually-added Talents themselves came over, with their title, activation, tree, and book/page number. Only the descriptions are missing, and only for the Talents I added in the EDIT campaign.
- I don't know why.
Sorry, yes that is exactly what I meant. Only manually created records in the campaign you export are included in a module.
If you loaded another module and edited the descriptions, they will not export. You need to copy each Talent, Item, etc. and then re-export.
If you already edited them I believe you can just click and drag them in the list or to another category to copy it with the edits you made. Once you’ve done that, export all, and the copies should be there.
This is better to do anyway because if you just edit descriptions in a loaded module, players don’t see the edits unless you also share the updated record.
seansps
November 10th, 2023, 13:44
Wait - are you saying you’re creating Talents within the campaign and then exporting, and even those descriptions are omitted! If that’s the case that’s a bug, that really shouldn’t happen… it seems to work when I do it in a Genesys campaign.
chikininabizkit
November 10th, 2023, 14:03
Wait - are you saying you’re creating Talents within the campaign and then exporting, and even those descriptions are omitted! If that’s the case that’s a bug, that really shouldn’t happen… it seems to work when I do it in a Genesys campaign.
All editing was done in the EDIT campaign. I followed the directions I found in this thread, creating a campaign specifically and only for editing. In that campaign, I loaded the modules from the Google Drive folder linked in the first post of this thread. I then added descriptions to all of them (both the summary and long-form descriptions). I also added text to skills. I also added Talents (and their descriptions) from Rise of the Separatists and Collapse of the Republic. I then exported all of that using the export function. In what's meant to be my actual campaign, I then loaded that module along with the EotE, AoR, and FaD modules from Drive. The only thing missing is the descriptions in the Talents I added manually in the EDIT campaign - the Talents themselves came over with all of the information I entered except specifically the descriptions.
I haven't done any editing in the actual campaign. I haven't even created characters yet.
seansps
November 10th, 2023, 14:24
All editing was done in the EDIT campaign. I followed the directions I found in this thread, creating a campaign specifically and only for editing. In that campaign, I loaded the modules from the Google Drive folder linked in the first post of this thread. I then added descriptions to all of them (both the summary and long-form descriptions). I also added text to skills. I also added Talents (and their descriptions) from Rise of the Separatists and Collapse of the Republic. I then exported all of that using the export function. In what's meant to be my actual campaign, I then loaded that module along with the EotE, AoR, and FaD modules from Drive. The only thing missing is the descriptions in the Talents I added manually in the EDIT campaign - the Talents themselves came over with all of the information I entered except specifically the descriptions.
I haven't done any editing in the actual campaign. I haven't even created characters yet.
I think the problem is that you're editing existing records in the other modules. If you are going to do it this way you need to use the Description DB Backup Method, which for reasons I mentioned, isn't the most intuitive for Players.
Try this, to see what I mean (this is the proper way to do it):
- Create a new campaign (don't load any modules)
- Create a new Talent
- Enter all the data in all fields
- Export everything in the campaign to a new Module named something like TEST EXPORT
- In another campaign, load TEST EXPORT. You'll see the Talent you created with the data.
If you're going to just edit the records in another module, you must use the Description Backup feature. It will not export records you didn't create (or copy as new) in that campaign. I just tested the above and it works as expected.
If you want to edit the existing modules from the Google Drive with descriptions, you could also try a python script I wrote that will work if you have all the data in OggDude XML files already: https://drive.google.com/drive/folders/1qBG3DFLOqxa8oA3aMsvE-yzfV4OEtWB6?usp=sharing
Otherwise you need to create a Description Backup and export that within the module you used to edit them. Then in the campaign with your players you load the Description Backup and restore the descriptions, but I believe it only works for players if you also share the records after the edit. This is why I prefer to make my own modules with the data already there.
Another thing to try, this should also work:
- Create a new campaign
- Load one of the modules like for EoTE
- Click and Drag ONE Talent to Copy it
- Edit the copy with all the data
- Export the module with all data as something like MODULE TEST
- In a new campaign, load MODULE TEST -- you will see in that module there is only one record, the Talent you copied, with all the data
Hope that helps!
seansps
November 10th, 2023, 14:28
Note: When I am referring to Exporting a Module, I am referring to the Fantasy Grounds Export feature, NOT the custom Descriptions Export that johniba made specifically for this ruleset.
See screenshot.
chikininabizkit
November 10th, 2023, 16:07
I think the problem is that you're editing existing records in the other modules. If you are going to do it this way you need to use the Description DB Backup Method, which for reasons I mentioned, isn't the most intuitive for Players.
Try this, to see what I mean (this is the proper way to do it):
- Create a new campaign (don't load any modules)
- Create a new Talent
- Enter all the data in all fields
- Export everything in the campaign to a new Module named something like TEST EXPORT
- In another campaign, load TEST EXPORT. You'll see the Talent you created with the data.
If you're going to just edit the records in another module, you must use the Description Backup feature. It will not export records you didn't create (or copy as new) in that campaign. I just tested the above and it works as expected.
If you want to edit the existing modules from the Google Drive with descriptions, you could also try a python script I wrote that will work if you have all the data in OggDude XML files already: https://drive.google.com/drive/folders/1qBG3DFLOqxa8oA3aMsvE-yzfV4OEtWB6?usp=sharing
Otherwise you need to create a Description Backup and export that within the module you used to edit them. Then in the campaign with your players you load the Description Backup and restore the descriptions, but I believe it only works for players if you also share the records after the edit. This is why I prefer to make my own modules with the data already there.
Another thing to try, this should also work:
- Create a new campaign
- Load one of the modules like for EoTE
- Click and Drag ONE Talent to Copy it
- Edit the copy with all the data
- Export the module with all data as something like MODULE TEST
- In a new campaign, load MODULE TEST -- you will see in that module there is only one record, the Talent you copied, with all the data
Hope that helps!
Everything you said here is what I did. I didn't use the "/export" function in the chat bar - I used the Description Backup tool.
And I feel like I need to reiterate:
Everything else worked.
- The descriptions for everything that was already in the EDIT campaign (meaning the modules from the Google Drive link in this thread) all show up in the new campaign with full descriptions.
- The added descriptions for Skills all show up in the new campaign on both PC and NPC sheets.
- The Talents I added manually in the EDIT campaign all show up in the new campaign.
It all came through backup/restore process intact - except the two description fields for Talents I entered in the EDIT campaign. The Talents themselves came over and loaded properly, are listed in the Talent list and each has its title, activation, tree, and book/page number - all of which was entered manually. What's missing is only, solely, and specifically the description fields on those specific Talents.
I feel like this is just going in circles. I don't mean to sound ungrateful, but learning how to use Python just to deal with trying to import oggdude is so much more work than just copying/pasting the ~20 missing Talent descriptions into my actual campaign and being done with it.
seansps
November 10th, 2023, 16:15
I feel like this is just going in circles. I don't mean to sound ungrateful, but learning how to use Python just to deal with trying to import oggdude is so much more work than just copying/pasting the ~20 missing Talent descriptions into my actual campaign and being done with it.
No worries. The python method is more for power users. We wouldn’t have to resort to such silliness if it wasn’t for the iron grip the corpos have in the IP ;)
In any case the problem you describe can also occur when you load a module that you have locally edited. Have you tried loading the exported module in a fresh campaign? Or right click the module you created and click revert changes and then unload/reload? Sometimes that can cause what you’re describing. But exporting a module with your own records and data does seem to be working as expected for me.
Edit; Oh, I see. You’re saying the Description Backup isn’t working. That might be a bug for johniba to look into. That’s a complex part of the code. For now I suggest using only Fantasy Grounds module export feature and truly making your own module, NOT the Deacriptions Backup feature.
In my steps I meant using the FG export feature, see my screenshot before.
chikininabizkit
November 11th, 2023, 02:12
When I open the editing option and click on the name of the upgrade, it opens a box that has a field I assumed was for a description. However, after I enter text, the box is still blank on the Force power tree. Is there somewhere else you're supposed to enter those descriptions to get them to display?
The attached pic shows the text entered into the only available field, but the box on the tree is blank, even after closing/reopening.
seansps
November 11th, 2023, 02:46
When I open the editing option and click on the name of the upgrade, it opens a box that has a field I assumed was for a description. However, after I enter text, the box is still blank on the Force power tree. Is there somewhere else you're supposed to enter those descriptions to get them to display?
The attached pic shows the text entered into the only available field, but the box on the tree is blank, even after closing/reopening.
It’s a bit confusing but you need to use the “Summary” field. Then it’ll show up there.
chikininabizkit
November 11th, 2023, 02:53
It’s a bit confusing but you need to use the “Summary” field. Then it’ll show up there.
Yes! Thank you. Such a simple oversight.
chikininabizkit
November 11th, 2023, 07:02
Sorry, another question: Where are Signature Abilities? [EDIT: I added a couple as Special Abilities and that'll suffice, but if they're already in here, I'd rather use what that.]
No reply, yet, so I'm gonna add another.
- Is there a way to add permanent dice modifications to a roll? For example, weapons that have ranks of Accurate appear to still need the Boost dice added manually on each roll.
seansps
November 11th, 2023, 14:37
Sorry, another question: Where are Signature Abilities? [EDIT: I added a couple as Special Abilities and that'll suffice, but if they're already in here, I'd rather use what that.]
No reply, yet, so I'm gonna add another.
- Is there a way to add permanent dice modifications to a roll? For example, weapons that have ranks of Accurate appear to still need the Boost dice added manually on each roll.
Signature abilities have not been implemented yet. It’s on the list of things we want to do eventually.
No automation yet either for things like Accurate; etc. I plan to look into that and adding some eventually.
chikininabizkit
November 11th, 2023, 18:02
Signature abilities have not been implemented yet. It’s on the list of things we want to do eventually.
No automation yet either for things like Accurate; etc. I plan to look into that and adding some eventually.
OK, cool. I just wanted to make sure I wasn't overlooking something. I like everything so far and I think my players will be happy with the upgrade from FGC.
chikininabizkit
November 13th, 2023, 04:34
I'm getting this error message any time I click "Next Actor" in the Combat Tracker and the next slot is marked as anything other than "Friend." None, Neutral, and Hostile slots all produce the same error. It happens with both PCs and NPCs and regardless of the location from which I load them into the tracker.
seansps
November 13th, 2023, 13:25
I'm getting this error message any time I click "Next Actor" in the Combat Tracker and the next slot is marked as anything other than "Friend." None, Neutral, and Hostile slots all produce the same error. It happens with both PCs and NPCs and regardless of the location from which I load them into the tracker.
I am not able to reproduce this error. Please make sure you've got the latest updates from the Updater and make sure you don't have any old versions of rulesets extracted in your "rulesets" folder in Fantasy Grounds.
I am about to start looking into fixing the deprecated errors in the combat tracker by getting that up to the latest standards in CoreRPG, so it's possible I'll find issues when I do that.
seansps
November 14th, 2023, 01:02
Hi all,
I just did a big update to the Combat Tracker (CT), and John has pushed it to Live. If you click "Check for Updates" it will pull down the latest versions.
These changes were much needed fixes to get the CT up to the latest standards and templates used by CoreRPG. This includes the following fixes:
- All "Deprecation" errors should now be fixed.
- Visual changes to the CT to make the visibility/ID buttons easier to see.
- The global activation buttons were removed in the CT for performance reasons (same as in CoreRPG.)
- Fixed a bug on the Vehicle section on Character/NPC Sheets so it won't display that if they are not in a vehicle.
- Added the toggle to the CT to show the remove/delete button when enemies are defeated
- Fixed the Dying/Dead status on Tokens to only be when wounds exceed wound threshold.
Please let me know if you see any weird behavior in the Combat Tracker after this release and if there's any bugs I'll try to fix them quickly.
Thanks! And stay tuned for more updates. Next on my list:
- Enhancements to attacks list
- Better combat automation
- Effects that can be used on the CT for automation
- (Eventually) Signature Abilities on Spec Trees
seansps
November 15th, 2023, 15:53
We just pushed a new update for you all. This is a feature update that adds the ability to roll powers for NPCs in the Combat Tracker:
[Added] (Genesys / Star Wars) View and roll an NPC's powers in the attacks section (if they have any, see screenshot). The link next to the power opens the description of the power, or the Force Power window if using Star Wars.
[Added] (Star Wars) NPCs can now roll Force Powers using their Force Rating defined by their "Force Rating" talent ranks. Click and drag a Force Power to an adversary that has one, then click Roll. If they have any rank in a talent called "Force Rating" it will use that many ranks for their Force die.
chikininabizkit
November 15th, 2023, 23:17
Once you've clicked to have a character Enter a vehicle, how do you make them exit it? Am I just overlooking the button?
seansps
November 16th, 2023, 00:34
Once you've clicked to have a character Enter a vehicle, how do you make them exit it? Am I just overlooking the button?
There's a button in the top left :)
See attached screenshot!
59297
chikininabizkit
November 16th, 2023, 07:58
There's a button in the top left :)
See attached screenshot!
59297
Hey! Look at that!
Thanks for all your help. I've been trying not to machine gun posts, I'm just trying to get everything set up for my campaign to transition from Classic to Unity.
chikininabizkit
November 16th, 2023, 11:25
Speaking of more questions, lol.
Has anyone tried out the SmiteWorks animated dice packs? Do they work with this ruleset?
seansps
November 16th, 2023, 12:49
Speaking of more questions, lol.
Has anyone tried out the SmiteWorks animated dice packs? Do they work with this ruleset?
Yes, they will work just fine with the ruleset. By default the ruleset replaces each die with a colored die to match the color of the corresponding Genesys die but you can change that in the dice settings to replace it with an animated die of your choice.
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