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chikininabizkit
November 18th, 2023, 09:32
How do you turn off the dice-rolling sound? It doesn't make a sound on my end, but the player helping test the new campaign says it happens on every roll and that she can't find anything in the Options to turn it off. There's a "Sound: Enable" in Options, but only I can change it, it doesn't seem to affect it, and from what I can tell, that's specific to Syrinscape integration.

viresanimi
November 18th, 2023, 13:29
You can't in FG.

But you can turn off FG sound with the windows volume mixer. Easy!

Hope that helps

wndrngdru
November 18th, 2023, 20:47
You can't in FG.


You will be happy to know that you can use the chat command "/dicevolume" followed by a number between 0 and 100.
You can also use "off" or "on" as aliases for 0 and 100, respectively.

viresanimi
November 19th, 2023, 01:44
You will be happy to know that you can use the chat command "/dicevolume" followed by a number between 0 and 100.
You can also use "off" or "on" as aliases for 0 and 100, respectively.

I stand corrected!

chikininabizkit
November 20th, 2023, 14:56
You will be happy to know that you can use the chat command "/dicevolume" followed by a number between 0 and 100.
You can also use "off" or "on" as aliases for 0 and 100, respectively.

Fantastic. Thank you very much.

elija09
November 24th, 2023, 07:42
In the unfolding tapestry of Genesys (FFG RPG) development, a person's thoughts weave through the realms of creativity and anticipation. The work in progress sparks imaginative musings, (https://mpbhulekh.net/) contemplating the future narrative possibilities and game mechanics, fueling excitement for the evolving journey within this dynamic role-playing universe.

chikininabizkit
November 24th, 2023, 17:49
I'm still having problems with descriptions. I can't get players to see almost any of the stuff that I've entered. I entered all of my descriptions for: Attachments, Careers, Force Powers, Items, NPCs, Skills, Special Abilities, Specializations, Species, Talents, and Vehicles. Most of these things were in the EotE, AoR, and FaD modules in the Google Drive folder in the first post of this thread. Many were new items I entered manually. I entered full descriptions for both. The only descriptions they can see are Armor, Vehicles, and Weapons - both the preexisting ones from the provided modules and the new stuff I added.

Method 1:I entered everything in a data-entry campaign and used the Description Backup tool to export a module (named SW DESC BACKUP), which I then loaded into a primary campaign along with the EotE/AoR/FaD modules. This brought everything over and displays just fine for me, but not my players. I even tried exporting each category into its own module, both as a player module and not, and nothing I did made any descriptions appear to players. Not in the items that were already in those modules, nor in the items I created myself.

Method 2: I got fed up with trying to get the Description Backup tool to work, so I simply added characters to the “data-entry” campaign and had the players join to test it with me. I can see everything I’ve entered, of course. But players still can’t see a single description on anything but Armor, Vehicles, and Weapons. Since this is the very same campaign in which I’ve entered all the descriptions, I’m absolutely baffled as to why they can’t see it. I had them load the SW DESC BACKUP module into this campaign, as well, but that didn't fix it either.

I’ve spent literally two weeks entering all this information and trying to get it to display to players. I’m getting frustrated enough with this that I’m about ready to just ditch this and go back to Classic. I’d really appreciate some help.

seansps
November 24th, 2023, 23:58
I'm still having problems with descriptions.

I’ll try to help the best I can, but I suggest asking in the Support forum “House of Healing” because it sounds like what you are running into is a misunderstanding with how data/modules work in FGU.

Players will not see anything in your data unless you share the record with them. So if they joined the data entry campaign, or if you loaded descriptions into a module that didn’t have them, you have to share EVERY record with them, or they won’t get those updates.

If you export a module with data, using the FG export function (NOT the descriptions tool in this ruleset) then make sure you make it a Player module and select all record types you want them to be able to load. Keep in mind that this will NOT export items you edited from another module — you must first create a new record and then edit the copy for it to be exported.

Then in a NEW campaign load only your module and verify that the data appears for you. Try joining as a player. The Players MUST load the module from the module window and then they should see all the data you entered for the module.

I have tested this with Genesys and Star Wars and it works as expected. You may want to delete old .mod files you exported if they were done incorrectly.

seansps
November 26th, 2023, 17:29
Looking again at your Desc Backup issue, @chikininabizkit I believe the issue is we are conflating two features.

This is the feature I am speaking of, and it is *my* preferred method because I like having my own modules that players can load, without needing to share every single record with them. In the Fantasy Grounds export, you would select all records and export as a player module. Like I mentioned before, this does not export data you edited from another module. (See FGExport attachment.)

If you are using the Descriptions Backup feature, this is a custom feature to the Genesys Ruleset and not officially a FG feature. It may have issues, but as far as I know, it does work, but you first must create a Descriptions Backup. Then in another campaign, after players have connected, click "Restore ALL and share" to load all the descriptions and then Share all the records with the players that are connected. This only works if they are already connected when you do this. (See DescBack attachment.)

chikininabizkit
November 28th, 2023, 17:46
Looking again at your Desc Backup issue, @chikininabizkit I believe the issue is we are conflating two features.

Yep. I watched some more videos and did some brute-force testing of what comes over with which method and I found a solution that, while possibly not "correct," works for what I need. It involved multiple modules and copying items between multiple campaigns, but everything is condensed down to a single module and showing for everyone and that's good enough for me.

Thank you for taking the time to reflect on this.

seansps
November 28th, 2023, 17:49
Yep. I watched some more videos and did some brute-force testing of what comes over with which method and I found a solution that, while possibly not "correct," works for what I need. It involved multiple modules and copying items between multiple campaigns, but everything is condensed down to a single module and showing for everyone and that's good enough for me.

Thank you for taking the time to reflect on this.

Great! No problem, glad you got it working. Yes, condensing to a single module with all the data is how I do it. I find that a lot easier than messing with the Descriptions of other modules.

chikininabizkit
November 28th, 2023, 18:16
When I drag the "Personal Critical" icon onto a character sheet, it rolls, displays the Crit in the chat, and applies it correctly lto the character sheet. But if you change the modifier, it only displays in the chat - it doesn't place the Crit on the character sheet - and it's calculating incorrectly.

I attached a screenshot. As you can see, the first (unmodified) Crit dragged onto the character rolled correctly and applied it to the sheet. The second Crit dragged rolled correctly (+10 from the prior Crit) and appeared on the sheet. However, the third roll had "+10" entered into the Modifier field in the bottom left, which both rolled the incorrect number and it doesn't appear on the sheet (it seems to be adding +10 each from the prior crits, +10 from the Modifier field, and an erroneous +10).

This is important to my game because of the frequent presence of both the Vicious weapon property and characters with the Durable talent. Right now, it looks like I'd have to roll the Crit on the sheet, and then manually edit it to the correct number.

I replicated the same problems for every PC and NPC in both my primary campaign and in a new campaign with only the provided modules. FWIW, this doesn't appear to happen with the Vehicle Crit icon (Crits roll the correct number, adjusted by the Modifier field, and all of them apply correctly to the vehicle sheet).

I can provide more info if it's needed.

seansps
November 28th, 2023, 22:28
When I drag the "Personal Critical" icon onto a character sheet, it rolls, displays the Crit in the chat, and applies it correctly lto the character sheet. But if you change the modifier, it only displays in the chat - it doesn't place the Crit on the character sheet - and it's calculating incorrectly.

I attached a screenshot. As you can see, the first (unmodified) Crit dragged onto the character rolled correctly and applied it to the sheet. The second Crit dragged rolled correctly (+10 from the prior Crit) and appeared on the sheet. However, the third roll had "+10" entered into the Modifier field in the bottom left, which both rolled the incorrect number and it doesn't appear on the sheet (it seems to be adding +10 each from the prior crits, +10 from the Modifier field, and an erroneous +10).

This is important to my game because of the frequent presence of both the Vicious weapon property and characters with the Durable talent. Right now, it looks like I'd have to roll the Crit on the sheet, and then manually edit it to the correct number.

I replicated the same problems for every PC and NPC in both my primary campaign and in a new campaign with only the provided modules. FWIW, this doesn't appear to happen with the Vehicle Crit icon (Crits roll the correct number, adjusted by the Modifier field, and all of them apply correctly to the vehicle sheet).

I can provide more info if it's needed.

Thanks for reporting, I am working on a fix and should be done with that soon!

This is also a good area for me to look at automating in the future-- I'll add to my list.

seansps
November 29th, 2023, 16:28
We just pushed a new build of the Genesys RPG Ruleset to the Forge. Click on the Update button to download the latest. It has the following fixes:


[Fixed] (Genesys/Star Wars) Modifier box was not working for Personal Criticals. It will now function as expected.
[Fixed] (Genesys/Star Wars) Errors would popup using the upcoming version of CoreRPG in the TEST channel (set to release next Month.) This removes use of deprecated functions to prevent errors when the new version goes live.

chikininabizkit
November 29th, 2023, 18:14
Thanks for reporting, I am working on a fix and should be done with that soon!

Cool and thanks. My programming knowledge is virtually nonexistent, but I'm happy to help wherever I can.

chikininabizkit
November 30th, 2023, 17:51
Is there a way to export NPCs from my FG Classic campaign into my new FG Unity campaign? The only thing I could find on the forums was to make a module, but Unity doesn't appear to recognize Classic modules maybe? Or I'm doing it wrong? I mean, I used "/export" in Classic, dragged the intended NPCs to the list (I don't need all the NPCs, just the ones I made), and then exported it. It created a module ("Old NPCs") in the Classic modules folder, which I copied to the Unity modules folder, but it doesn't show up in the Modules window in the new campaign. I understand that it could be they just don't talk to each other like that, but I thought I'd ask.

I also saw in another thread that individual NPC records have an "export" option, but the old Star Wars ruleset doesn't appear to have that option.

I could just have both windows open next to each other and manually rebuild all these NPCs, but omg that's so much work, lol.


(For reference, the "old" ruleset to which I'm referring is this one: "Star Wars®: Edge of the Empire community ruleset V2.1.1d (FG 3.1.7+), Initial v2 release: Star Wars Day 2015. Update September 2018. Base ruleset by JamesManhattan, heavily based on the WFRP 3e ruleset by Neil G. Foster. Many, many additions by Trenloe. Graphical update by Lobosolo")

seansps
November 30th, 2023, 18:00
Is there a way to export NPCs from my FG Classic campaign into my new FG Unity campaign? The only thing I could find on the forums was to make a module, but Unity doesn't appear to recognize Classic modules maybe? Or I'm doing it wrong? I mean, I used "/export" in Classic, dragged the intended NPCs to the list (I don't need all the NPCs, just the ones I made), and then exported it. It created a module ("Old NPCs") in the Classic modules folder, which I copied to the Unity modules folder, but it doesn't show up in the Modules window in the new campaign. I understand that it could be they just don't talk to each other like that, but I thought I'd ask.

I am not familiar with that old ruleset as I never used FG Classic! (I started with Unity.)

You would have to export it as a generic module for any ruleset- but that likely won’t work here because my guess is that the NPC records have changed significantly since then- so the data probably won’t come over properly.

FGC is no longer supported either, so the current rulesets and not backwards compatible, and forwards compatibility is not likely feasible at this point.

chikininabizkit
November 30th, 2023, 19:41
I am not familiar with that old ruleset as I never used FG Classic! (I started with Unity.)

You would have to export it as a generic module for any ruleset- but that likely won’t work here because my guess is that the NPC records have changed significantly since then- so the data probably won’t come over properly.

FGC is no longer supported either, so the current rulesets and not backwards compatible, and forwards compatibility is not likely feasible at this point.

Well... balls. Thanks, though. I figured that was probably the case. It has the option of manually exporting PC characters as XML files and they come over intact when you import them in FGU, but that functionality doesn't seem to be a thing for NPCs.

I supposed I could create a PC sheet for them in FGC, drag everything over from their NPC sheet, export from FGC, import them as a PC in FGU, create an NPC sheet, and drag everything over, but that isn't really any less work than just recreating them manually, hahaha. If anyone can think of an easier method, I'm open to it, but I think I just need to get back to more data entry. :)

seansps
November 30th, 2023, 20:21
If anyone can think of an easier method, I'm open to it, but I think I just need to get back to more data entry. :)

Haha yep. Data entry can be slow for NPCs (in every system I’ve tried in FGU, not just Genesys.) I usually just throw on some low fi beats and grind through it haha.

Xarax
December 14th, 2023, 20:43
New update means new bugs. They added a feature where all the characters that have been put into the party list are automatically populating the top just as if they were all signed in. In the Genesys framework I was not able to add anyone new to the party sheet. The characters signed on helped populate the top character bar as normal whether they were on the party sheet or not. Thanks so much to everyone who will help resolve this in advance!

seansps
December 14th, 2023, 21:21
New update means new bugs. They added a feature where all the characters that have been put into the party list are automatically populating the top just as if they were all signed in. In the Genesys framework I was not able to add anyone new to the party sheet. The characters signed on helped populate the top character bar as normal whether they were on the party sheet or not. Thanks so much to everyone who will help resolve this in advance!


Currently, you have to click and drag the characters to the “Order” tab section to add them to the party sheet. They changed up the partysheet, so something broke on the custom tabs in the ruleset. We’ll have to look into fixing the others later, but at least there is a workaround.

Moon Wizard
December 14th, 2023, 22:46
I added the main tab as the first tab to all party sheets (as long as you use the default party sheet windows and new WindowTabManager script). You can drag and drop party members to this tab to add them to the party.

You can see examples in the 3.5E and 5E ruleset for usage examples in PartyManager2 scripts.

Regards,
JPG

seansps
December 15th, 2023, 22:34
Thanks Moon Wizard! We'll have a fix for this out soon, and I will be fixing the NPC tokens so we can use the new drag-to-map feature.

seansps
December 15th, 2023, 23:08
Thanks Moon Wizard! We'll have a fix for this out soon, and I will be fixing the NPC tokens so we can use the new drag-to-map feature.

And the fix is live! Run your updater again to get the latest.


Fixed. Party sheet main tab didn’t allow adding party members.
Added. NPC tokens can now be dragged to a map and it will add them to the Combat Tracker.

Xarax
December 16th, 2023, 19:20
Thanks so much @seansps and @Moon Wizard!

Dezray
January 2nd, 2024, 19:08
Getting a lot of console errors with the most recent update of FG. It says "window: Control (main, skills, abilities, actions, inventory, vehicle, notes) anchoring to an undefined control (overview) in windowclass (charsheet) whenever I or any clients change tab in a character sheet. Also the top of the sheet is overlapped. Thanks in advance

seansps
January 2nd, 2024, 19:14
Getting a lot of console errors with the most recent update of FG. It says "window: Control (main, skills, abilities, actions, inventory, vehicle, notes) anchoring to an undefined control (overview) in windowclass (charsheet) whenever I or any clients change tab in a character sheet. Also the top of the sheet is overlapped. Thanks in advance

Do you have extensions enabled? That is likely the cause of errors. I am not seeing any in the current version of FG with the latest Genesys/FFGStarWars rulesets. I do see Warnings in the log but those can be ignored.

Dezray
January 2nd, 2024, 19:20
Do you have extensions enabled? That is likely the cause of errors. I am not seeing any in the current version of FG with the latest Genesys/FFGStarWars rulesets. I do see Warnings in the log but those can be ignored.

YES! I had a theme for FG and disabling it has sorted it out. Thank you very much!

FraterWilliam
January 4th, 2024, 12:29
[QUOTE=johniba;474477]

OK I dug up an old Guide I created and found the exact Dice symbols and Result Symbols, PLUS the equivalent code for editing in the XML file of a FG module. Also, these codes work in most of the tabs for Star Wars Ruleset (ie: story, NPC, Items, etc etc).

DICE
Difficulty = [D], &#245
Ability = [A], &#246
Force = [F], &#247
Setback = [S], &#241
Boost = [B], &#242
Challenge = [C], &#243
Proficiency = [P], &#244


RESULTS & SYMBOLS
Force (Light) = (+), &#248
Force (Dark) = (-), &#249
Despair = (D), &#250
Advantage = (A), &#251
Threat = (T), &#252
Failure = (F), &#253
Triumph = (!), &#254
Success = (S), &#255

Attached is an IMAGE file I use when making Star Wars FG modules. Ignore the ALT and CNTRL, CNTRL SHFT codes. Those are quick keys I setup for editing in word docs. The FG codes above are on this image.

31441


I'm writing on a keyboard with nordic layout and in Swedish and I really need the letter "ö". Is there a way to fix this so that "ö" doesn't automatically turn into a dark diamond?

JGLinx2
January 11th, 2024, 21:12
Greetings everyone. I hope the new year has been good to you all. I have a question, when I roll initiative through the combat tracker, it does not show the rolls to the players. Is there an option I have missed so the players can at least see their own rolls? (mainly in case their character rolls a triumph) Thank you.

seansps
January 13th, 2024, 02:26
Greetings everyone. I hope the new year has been good to you all. I have a question, when I roll initiative through the combat tracker, it does not show the rolls to the players. Is there an option I have missed so the players can at least see their own rolls? (mainly in case their character rolls a triumph) Thank you.

Hmm, I’m not sure about from the Combat Tracker, but if a player rolls their own initiative from their character sheet, they should see it.

M0d1usPy
January 13th, 2024, 13:00
Hi all just a quick question as i seem to have missed it somewhere, For the star wars mod where do i enter weapon qualities, is there a specific tab i'm missing to create a record or do i need to add them individually to each weapon as i add them?
Thanks all.

seansps
January 13th, 2024, 15:10
Hi all just a quick question as i seem to have missed it somewhere, For the star wars mod where do i enter weapon qualities, is there a specific tab i'm missing to create a record or do i need to add them individually to each weapon as i add them?
Thanks all.

I suggest using the items in the library modules as examples, but once you give it the weapon type it should display a field for qualities.

We haven’t added any automation around them yet- I’ve been meaning to go back and do that at some point!

M0d1usPy
January 13th, 2024, 16:28
Ok thats will do perfectly thank you, thanks for all the work put in!

M0d1usPy
February 2nd, 2024, 13:32
And i'm back with another question regarding FFG star wars, again i've most likely missed it somewhere but is their support for class Signature abilities? (Sudden discovery, Enter the unknown for example), if not where would be the best place to enter them for ease of access for my players?

Thanks.

seansps
February 2nd, 2024, 13:36
And i'm back with another question regarding FFG star wars, again i've most likely missed it somewhere but is their support for class Signature abilities? (Sudden discovery, Enter the unknown for example), if not where would be the best place to enter them for ease of access for my players?

Thanks.

Currently not sadly. I’d suggest manually tracking them as talents.

I have ideas on how to add them but haven’t been same to dig into that yet!

M0d1usPy
February 2nd, 2024, 16:11
Currently not sadly. I’d suggest manually tracking them as talents.

I have ideas on how to add them but haven’t been same to dig into that yet!

cheers for the reply manual it is, Keep up the good work!

johniba
March 1st, 2024, 14:00
Hi everyone

Sorry for the lack of communication.
I have been away for a while and then got some health issues. I currently cannot see very well.
I should get well soon though (crossing fingers, this is almost 100% chance it is temporary)

Seansps told me about the future big update in FG that will probably break Star Wars and Genesys rulesets, I wlll do my best to work on those before the update happens, so it wont stop working

johniba
March 1st, 2024, 14:02
And i'm back with another question regarding FFG star wars, again i've most likely missed it somewhere but is their support for class Signature abilities? (Sudden discovery, Enter the unknown for example), if not where would be the best place to enter them for ease of access for my players?

Thanks.

That is one of the items in my highest priority.
We will probably have something very similar to the talent trees, but easier. Something you will be able to attach ad the end of the tree....

Xarax
March 1st, 2024, 15:21
Hi everyone

Sorry for the lack of communication.
I have been away for a while and then got some health issues. I currently cannot see very well.
I should get well soon though (crossing fingers, this is almost 100% chance it is temporary)

Seansps told me about the future big update in FG that will probably break Star Wars and Genesys rulesets, I wlll do my best to work on those before the update happens, so it wont stop working

Thanks for all you are doing Johniba. Hoping your eyes clear soon!

viresanimi
March 1st, 2024, 23:53
Get well soon!

JGLinx2
March 2nd, 2024, 20:07
Excellent to hear from you. Hope your recovery goes well.

bayne7400
March 3rd, 2024, 14:43
Hi everyone

Sorry for the lack of communication.
I have been away for a while and then got some health issues. I currently cannot see very well.
I should get well soon though (crossing fingers, this is almost 100% chance it is temporary)

Seansps told me about the future big update in FG that will probably break Star Wars and Genesys rulesets, I wlll do my best to work on those before the update happens, so it wont stop working

Johniba I am willing to update your ruleset for current test server build while you are down. Please Just PM me. Depending on how you made your records it may be a quick fix.

lmaofyou
March 7th, 2024, 12:54
Hello there! I recently updated FGU and was stumbling unto these error messages in the logs. I'd like to know if you can help me fix this as I'm not sure what the problem actually is. Thank you for your time!60016

Edit: I have figured out that the issue revolves around the button lock for the custom dices.

chikininabizkit
March 7th, 2024, 17:59
Hello there! I recently updated FGU and was stumbling unto these error messages in the logs. I'd like to know if you can help me fix this as I'm not sure what the problem actually is. Thank you for your time!60016

Edit: I have figured out that the issue revolves around the button lock for the custom dices.

Same.

Edit 1: To elaborate further, the error pops up every time your cursor moves over the dice or tokens in that area. It lets you select and roll dice normally, it just pops up the error every time you hover over them.
Edit 2: Errors pop up when moving between tabs on NPC sheets, as well.

chikininabizkit
March 8th, 2024, 05:41
I've also lost the ability to edit anything in the Items section. It looks like it's the only category with this problem (sort of*), as far as I can find.

*Story entries can be edited, but they've reverted to what appears to be the default FG icons.

Everything else seems unaffected.

DraaGulFireclaw
March 8th, 2024, 13:50
You can edit the entries by double clicking them.

I'm afraid we will have to wait until this module has been updated to work with the new FGU patch to use it properly.

JGLinx2
March 9th, 2024, 17:21
Greetings. In addition to the same errors as others, my players are also getting error when I add NPCs to the combat tracker. Here is an image of the error message. 60092

johniba
March 15th, 2024, 01:07
Hi everyone
Sorry for the delay on the fixes. Good news is I recover a bit of my sight, enough to work and also to work on this.
I will check the issues and update the rulesets this weekend

Thanks for the error reports as they will help me a lot

chikininabizkit
March 15th, 2024, 12:32
Hi everyone
Sorry for the delay on the fixes. Good news is I recover a bit of my sight, enough to work and also to work on this.
I will check the issues and update the rulesets this weekend

Thanks for the error reports as they will help me a lot

There's no need to apologize. Your health is more important and it's great to hear you're recovering. It sounds like a scary and stressful situation and we're all cheering for you.

I can't speak for everyone, but nothing seems catastrophically broken. I've run two full sessions using "/console skip" to hide the pop-ups, and as far as I can tell, everything still works except the ability to edit Item entries, which is annoying but hardly game-breaking. If you need any additional logs or anything, I'll help however I can.

viresanimi
March 15th, 2024, 19:42
There's no need to apologize. Your health is more important and it's great to hear you're recovering. It sounds like a scary and stressful situation and we're all cheering for you.

Couldn't have said it better myself! Get well Johniba!

I didn't know about the console skip command. Great!

chikininabizkit
March 18th, 2024, 22:13
So, FWIW, I can edit new Items, but existing Items (both in the sidebar and in character sheets) can't be edited - as in, there's no edit button, double-clicking everything does nothing, and the radial menu doesn't have it as an option.

However, newly-created Items don't have the little padlock, so they always display as if they're in "Edit" mode.

This is steadily becoming more of a problem as characters use/acquire gear.

No rush, just updating.

viresanimi
March 20th, 2024, 02:08
So, FWIW, I can edit new Items, but existing Items (both in the sidebar and in character sheets) can't be edited - as in, there's no edit button, double-clicking everything does nothing, and the radial menu doesn't have it as an option.


I have encountered this as well.

johniba
March 27th, 2024, 18:38
Hi all
Sorry for the delay on the fixes, there are a few more than I thought, but they are coming soon.

johniba
March 28th, 2024, 02:30
NEW RELEASE!
Version 2024-03-27

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

Fixes:
- Fixed issues in several windows missing icons. (those are icons to lock/unlock records, etca)
- Fixed error message in Combat Tracker when player joined a GM session and opened the tracker window.

Known Issue:
1) Some windows like the ones for item records, skills already have the new icons from the latest Fantasy Grounds updates, but others still have the old icons.
I will update those later, but the important thing is that they are all working at the moment... no more missing icons not allowing players/gm to unlock records.

2) If you use the Star Wars theme extension (provided in our google drive): I did not update it yet.]
If you have any errors or missing icons, for now please disable this extension. I will fix it soon and let everyone know in the forum thread later when available.


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
March 28th, 2024, 02:32
Hey everyone, as per my previous reply I think i fixed at least the error popups and also the missing lock/unlock icons
If you have any errors let me know ok?

I will still update more stuff to make sure we are all up to date later

chikininabizkit
April 14th, 2024, 06:36
First, John, I hope you're recovery is going well. You mentioned a while back that your sight problems might be temporary and I hope that's still true. My players and I haven't encountered any errors or systemic problems. We've had one full session and one short Downtime session since your fixes went live and everything appears to be working as intended.

Second, I could use advice from whomever has some user insight. Currently, when you add a character to a map it automatically adds them to the Combat Tracker. If you remove them from either the Combat Tracker or the map, then they're also removed from the other. This would be fine if there's only one map being used for a session, but in some cases, I have two (or in the case of this weekend, three) maps in a session. If I want to set up NPCs and block out sightlines on various maps ahead of time, then all of the NPCs (i.e., all NPCs from all maps) show up on the Combat Tracker. Since they're removed from their respective map if they're removed from the Combat Tracker, prepping more than one map is a mess. Right now, all I can think to do is have all the NPCs prepared in an Encounter, load them into the Combat Tracker from that, and individually drag them onto the new map from the Combat Tracker when it's time to switch. That's a lot of work to try to do in the middle of a session and it's been kind of a pain in the ***, lol. Please tell me I'm just unaware of a better method. I can't possibly be the only person who sometimes prepares multiple maps in a session, right? I've tried using the Quick Map feature in the Encounters, but that appears to just make a copy as an entirely new image record without any of the masking and whatnot. And that still just drops all the NPC tokens onto the map - I still have to put them all in the appropriate location one by one, so on a practical level it's really no different than my other method. I'd be thrilled to learn I've just been ignorant to some piece of functionality that addresses this. I tried to make this description as concise as possible, but I can elaborate more if anything is unclear. Thanks in advance.

wndrngdru
April 14th, 2024, 19:12
Encounters are your friend.

Create an encounter.
Add all the baddies you want into that encounter.
Drag and drop each baddie to where you want them on your map.
Close the encounter and all the NPCs are removed from the map (and thusly the CT) until you are ready to use them.

When you're ready to rock, open the encounter and click the arrow icon (as default, a theme could change this) at the bottom of the encounter and all your baddies are placed on the map right where you wanted them as well as being added to the CT.

More on Encounters can be found on the Wiki (https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996640999/Preparing+Encounters+and+Random+Encounters).

EDIT: I missed that you were using Encounters, but I think you may have been missing the pre-placement step in your prep.

chikininabizkit
April 14th, 2024, 23:06
Encounters are your friend.

YES! Omg this is exactly what I hoped it could do. It felt like I was just missing something. Thank you so much.

chikininabizkit
April 15th, 2024, 21:03
I think I spoke too soon about everything working.

Dice codes don't appear to be producing the symbols in most records. If they already had symbols, they're still there, but when you try to add new codes, they just display the text (e.g., (A) instead of the Advantage symbol, [D] instead of the Despair symbol, etc.). It seems to work correctly in Notes and Story, but it's happening everywhere else I've tried.

johniba
April 16th, 2024, 04:48
I think I spoke too soon about everything working.

Dice codes don't appear to be producing the symbols in most records. If they already had symbols, they're still there, but when you try to add new codes, they just display the text (e.g., (A) instead of the Advantage symbol, [D] instead of the Despair symbol, etc.). It seems to work correctly in Notes and Story, but it's happening everywhere else I've tried.


EDIT:

I just found the issue, it was a quick fix.

I have just updated the ruleset. As always, just click "check for updates" and you should download the fix

sevrick
April 19th, 2024, 23:10
So I have been out of the loop a long time. Because of that I think I need to pass the torch on to someone else that can keep up with the libraries. You guys deserve someone who can stay on top of this more than me. What I can do is send the campaign folders to who ever is going to takeover. If someone has already taken it upon themselves to do it let me know if you need them.

Sorry guys I know I was one of the 1st people wanted this but I moved to Foundry VTT and have been working on Libraries there and have to do it all from scratch again and I couldn't bring myself to update both libraries for 2 different systems.

johniba
April 20th, 2024, 00:22
So I have been out of the loop a long time. Because of that I think I need to pass the torch on to someone else that can keep up with the libraries. You guys deserve someone who can stay on top of this more than me. What I can do is send the campaign folders to who ever is going to takeover. If someone has already taken it upon themselves to do it let me know if you need them.

Sorry guys I know I was one of the 1st people wanted this but I moved to Foundry VTT and have been working on Libraries there and have to do it all from scratch again and I couldn't bring myself to update both libraries for 2 different systems.

Hey Sevrick, do not worry.
You can pass it to me, I will continue updating, and if one day you feel like you want, you can always come back

Thank you so much, you created a fantastic library!

JGLinx2
April 20th, 2024, 02:53
So I have been out of the loop a long time. Because of that I think I need to pass the torch on to someone else that can keep up with the libraries. You guys deserve someone who can stay on top of this more than me. What I can do is send the campaign folders to who ever is going to takeover. If someone has already taken it upon themselves to do it let me know if you need them.

Sorry guys I know I was one of the 1st people wanted this but I moved to Foundry VTT and have been working on Libraries there and have to do it all from scratch again and I couldn't bring myself to update both libraries for 2 different systems.

Thanks for all that you have done!

johniba
April 20th, 2024, 05:10
Hey Sevrick, do not worry.
You can pass it to me, I will continue updating, and if one day you feel like you want, you can always come back

Thank you so much, you created a fantastic library!

By the way Sevrick

Sent you a PM with my discord

Contact me, I think there is a big chance you may not need to start completely from scratch, it can be possible to convert part of the contents to a format that you could add to the files in foundry

Anyway, check my PM

Xarax
April 28th, 2024, 08:51
So I have been out of the loop a long time. Because of that I think I need to pass the torch on to someone else that can keep up with the libraries. You guys deserve someone who can stay on top of this more than me. What I can do is send the campaign folders to who ever is going to takeover. If someone has already taken it upon themselves to do it let me know if you need them.

Sorry guys I know I was one of the 1st people wanted this but I moved to Foundry VTT and have been working on Libraries there and have to do it all from scratch again and I couldn't bring myself to update both libraries for 2 different systems.

My guy, thank you for all your hard work for this project. Having gotten a chance to work with you on some of these projects was an awesome experience and extremely educational. Really appreciate you man!

chikininabizkit
May 16th, 2024, 22:32
So automation is hard, right? Particularly with this system, where there are so many little bits and bobs on someone's sheet, I don’t see a good way of having them automatically apply to their respective dice rolls without some very complicated programming. Part of the difficulty, I think, comes from the fact that a given set of bonuses doesn't even always apply to all of the rolls for an associated skill.

Quick Strike is an easy example. You get boost dice equal to your ranks in the talent against targets that haven't acted in the encounter. It doesn't apply to every roll you make with a given weapon, so you don't want the addition of the Talent to your sheet to automatically add its dice to every attack roll. There are a lot of these scenarios, in which you only get bonuses to a check using that skill for a specific task.

So what if there was just a sort of macro system? Like, as a GM or player, you could create one that says: If I roll an attack, show a pop-up with a list of dice/symbol bonuses I get in various scenarios and let me click the ones I want to add to this roll, then it populates the dice box and you can roll with all your stuff. Another line in that same pop-up could have the total bonuses you get from weapon attachments (i.e., Boost dice from Accurate, automatic Advantages from Superior, etc.). And if your attack gets multiple bonuses, you can just click multiple to add them to the pool.

It sounds like it’d be a bit of upfront work to enter those lines of bonuses into the thing that pops up, but right now you have to just... note your bonuses somewhere you won’t forget them, then add everything manually every time you roll anyway. To continue the example, you can click to roll an attack from your lightsaber, but you still have to add each Boost die from Accurate and the Advantage from Superior.

You can currently save dice pools to hotkeys, but those pools aren’t always the same, so that’s only moderately useful.

This is all just an idea my wife and I were bouncing back and forth last night as players were making cheat sheets in their inventory so they could remember all their skill bonuses and whatnot. Like… it already requires some work anyway, so it might as well only have to happen once, you know?

And it doesn’t have to be used by everyone. It could just be one of the optional settings you can turn on or off for a campaign?

Keep in mind that I know very little about programming, so I genuinely have no idea how hard this would be. I just figured I’d throw the idea out here and see if it’s interesting or viable.

Xarax
May 17th, 2024, 14:44
Cool idea @chikininabizkit!

johniba
May 18th, 2024, 16:42
So automation is hard, right? Particularly with this system, where there are so many little bits and bobs on someone's sheet, I don’t see a good way of having them automatically apply to their respective dice rolls without some very complicated programming. Part of the difficulty, I think, comes from the fact that a given set of bonuses doesn't even always apply to all of the rolls for an associated skill.

Quick Strike is an easy example. You get boost dice equal to your ranks in the talent against targets that haven't acted in the encounter. It doesn't apply to every roll you make with a given weapon, so you don't want the addition of the Talent to your sheet to automatically add its dice to every attack roll. There are a lot of these scenarios, in which you only get bonuses to a check using that skill for a specific task.

So what if there was just a sort of macro system? Like, as a GM or player, you could create one that says: If I roll an attack, show a pop-up with a list of dice/symbol bonuses I get in various scenarios and let me click the ones I want to add to this roll, then it populates the dice box and you can roll with all your stuff. Another line in that same pop-up could have the total bonuses you get from weapon attachments (i.e., Boost dice from Accurate, automatic Advantages from Superior, etc.). And if your attack gets multiple bonuses, you can just click multiple to add them to the pool.

It sounds like it’d be a bit of upfront work to enter those lines of bonuses into the thing that pops up, but right now you have to just... note your bonuses somewhere you won’t forget them, then add everything manually every time you roll anyway. To continue the example, you can click to roll an attack from your lightsaber, but you still have to add each Boost die from Accurate and the Advantage from Superior.

You can currently save dice pools to hotkeys, but those pools aren’t always the same, so that’s only moderately useful.

This is all just an idea my wife and I were bouncing back and forth last night as players were making cheat sheets in their inventory so they could remember all their skill bonuses and whatnot. Like… it already requires some work anyway, so it might as well only have to happen once, you know?

And it doesn’t have to be used by everyone. It could just be one of the optional settings you can turn on or off for a campaign?

Keep in mind that I know very little about programming, so I genuinely have no idea how hard this would be. I just figured I’d throw the idea out here and see if it’s interesting or viable.


Yes you have described my challenge. I have always wanted to do automation in SW and Genesys rulesets, but it is very complicated to automate it completely mostly because nothing is simple in these systems.

What you described though is a bit similar to what I had in mind as a compromise, and your details actually are very useful to me, as I can plan on checking how to do that.

So I know things are slow, but I want to have one feature we still dont have in the star wars ruleset to "complete" having all data in a character, which is Specializations

I plan on adding those next and after that, I will work on an idea that will probably be close (if not identical) to what you have described

Thank you for that email, it really helps because we can brainstorm ideas and it makes it a lot easier to work on.

chikininabizkit
May 20th, 2024, 23:42
I want to have one feature we still dont have in the star wars ruleset to "complete" having all data in a character, which is Specializations

I plan on adding those next and after that, I will work on an idea that will probably be close (if not identical) to what you have described

Thank you for that email, it really helps because we can brainstorm ideas and it makes it a lot easier to work on.

Awesome! The amount of voluntary work everyone puts into this thing has always amazed me. If there's anything I can do to help when the time comes, just say the word.

johniba
May 24th, 2024, 23:00
Awesome! The amount of voluntary work everyone puts into this thing has always amazed me. If there's anything I can do to help when the time comes, just say the word.

By providing real usage feedback and suggestions like you did is a tremendous help.
Also whenever we release new stuff, testing and feedback...

Thanks a lot

llothos
June 5th, 2024, 21:34
I ran the python script while I get the descriptions the dice symbols aren't showing up correctly in the descriptions. I suspect I need font downloaded or is there another extension?

llothos
June 6th, 2024, 03:20
I ran the python script while I get the descriptions the dice symbols aren't showing up correctly in the descriptions. I suspect I need font downloaded or is there another extension?

I disabled the FG theme I had enabled and now the symbols are showing correctly.

On another note is there a way to expand the character sheet to the side, I can only make it longer.

chikininabizkit
June 8th, 2024, 02:23
Is something going on with the SW Theme? I logged in today and got these errors and the sidebar doesn't have the correct colors.
61029

jaydarkson
June 10th, 2024, 19:13
When entering a talent for the SW Ruleset, what is the unnamed field under the Force Talent field used for? I’m assuming I type “yes” if it is a force talent in the Force Talent field, but what is the empty field under it used for?

JGLinx2
June 10th, 2024, 19:54
When entering a talent for the SW Ruleset, what is the unnamed field under the Force Talent field used for? I’m assuming I type “yes” if it is a force talent in the Force Talent field, but what is the empty field under it used for?

The summary space is what will appear in the box in a talent tree. I use the blank field you refer to, to fill in the full detailed information provided in the talents section of the book.

chikininabizkit
June 10th, 2024, 20:14
The summary space is what will appear in the box in a talent tree. I use the blank field you refer to, to fill in the full detailed information provided in the talents section of the book.

Yep. I do the same. Pic attached for clarity.61051

jaydarkson
June 11th, 2024, 15:30
Thank you, both!


The summary space is what will appear in the box in a talent tree. I use the blank field you refer to, to fill in the full detailed information provided in the talents section of the book.


Yep. I do the same. Pic attached for clarity.61051

chikininabizkit
June 13th, 2024, 18:57
Is something going on with the SW Theme? I logged in today and got these errors and the sidebar doesn't have the correct colors.
61029

I'm still getting this error. I've tried deleting and replacing the SW Theme extension file from Drive. When I load the campaign with any other theme, I don't get the error message, but obviously, I want the Star Wars theme. Is there something else I can do or provide? Is anyone else having this problem?

llothos
June 13th, 2024, 19:14
I can confirm I get this same issue as well.

llothos
June 13th, 2024, 20:35
played around with the code in gmw-toolkit.lua and commented out these lines and the error doesn't come up and seemed to be functional although I noticed some of the side entries had different shade of blue then with the fixed code.
--[[DesktopManager.setSidebarDockCategoryIconColor("000000");
DesktopManager.setSidebarDockCategoryTextColor("000000");
DesktopManager.setSidebarDockIconColor("000000");
DesktopManager.setSidebarDockTextColor("000000");--]]

Then I came across this thread that suggests DesktopManager is depreciated and should be replaced with ColorManager
https://www.fantasygrounds.com/forums/showthread.php?78135-Possible-issues-with-C-amp-C-ruleset-on-Fantasy-Grounds-4-4-0-(2023-06-13)

changed the above code to:
ColorManager.setSidebarCategoryIconColor("000000");
ColorManager.setSidebarCategoryTextColor("000000");
ColorManager.setSidebarRecordIconColor("000000");
ColorManager.setSidebarRecordTextColor("000000");

no errors at the moment and colors seem all uniform but I don't know if it would have broken anything else, would have to play around with it more. I don't presume to know a lot about Lua at all and could only guess what that code does exactly.

damned
June 13th, 2024, 23:40
For now just close the error dialog window. That particular error should only occur on startup.

jaydarkson
June 15th, 2024, 04:03
Is there a way to change the font color? If I want to make the Difficulty Dice Symbol "purple" so that it stands out more when I look at a skill or talent?

mossfoot
June 15th, 2024, 22:26
Hey, coming back after a long hiatus. Going to be using the Genesys system instead of Star Wars now.

Just got the Twilight Imperium sourcebook and was wondering if there are libraries for that available or planned?

chikininabizkit
July 1st, 2024, 06:48
Is something going on with the SW Theme? I logged in today and got these errors and the sidebar doesn't have the correct colors.
61029

Has there been a fix for this issue? Just checking in. I'm still getting the error. It doesn't seem to break anything, but it's annoying to open to an error message every time and I don't want to lose the Star Wars theme.

llothos
July 1st, 2024, 07:23
Has there been a fix for this issue? Just checking in. I'm still getting the error. It doesn't seem to break anything, but it's annoying to open to an error message every time and I don't want to lose the Star Wars theme.

See post 2831 for fix, it does involve editing lines in Lua code but damned said can phone the message but not sure when it's going to be officially fixed and why it's actually taking this long, even if they are only part time developer of the system or shouldn't take long to make that change so not sure. So far it hasn't broken anything for me in my playing around with it.

chikininabizkit
July 1st, 2024, 08:43
See post 2831 for fix, it does involve editing lines in Lua code but damned said can phone the message but not sure when it's going to be officially fixed and why it's actually taking this long, even if they are only part time developer of the system or shouldn't take long to make that change so not sure. So far it hasn't broken anything for me in my playing around with it.

I know nothing about coding, so I'm not particularly comfortable poking around without knowing it won't break something else. I can wait, I was just curious.

DraaGulFireclaw
July 7th, 2024, 19:33
I get these errors when opening the Party Sheet:
portrait_ps_base - DEPRECATED - 2023-12-12 - Contact ruleset/extension/forge author
label_ps - DEPRECATED - 2023-12-12 - Contact ruleset/extension/forge author

chikininabizkit
July 23rd, 2024, 00:49
I get these errors when opening the Party Sheet:
portrait_ps_base - DEPRECATED - 2023-12-12 - Contact ruleset/extension/forge author
label_ps - DEPRECATED - 2023-12-12 - Contact ruleset/extension/forge author

Same. Pic attached.61368

Archlyte
August 5th, 2024, 06:14
This seems pretty broken with unavoidable errors. What are the chances this will get fixed? Thanks for any help.

Screenshot 2024-08-04 110200.png

chikininabizkit
August 5th, 2024, 17:08
This seems pretty broken with unavoidable errors. What are the chances this will get fixed? Thanks for any help.

Screenshot 2024-08-04 110200.png

Your pic wasn't attached. Just a heads up.

chikininabizkit
August 12th, 2024, 13:15
Has there been a fix for this issue? Just checking in. I'm still getting the error. It doesn't seem to break anything, but it's annoying to open to an error message every time and I don't want to lose the Star Wars theme.

Still getting the start error re: the theme, as well as the depreciation errors when opening the party sheet.

Just checking to see if these are being worked on?

viresanimi
August 12th, 2024, 17:49
Party sheet does indeed generate errors in Genesys.

DraaGulFireclaw
August 12th, 2024, 18:25
I hope Johniba is alright. He has had health issues. I wish him a good recovery, whatever he's got.

superteddy57
August 12th, 2024, 20:41
Party sheet does indeed generate errors in Genesys.


I hope Johniba is alright. He has had health issues. I wish him a good recovery, whatever he's got.

I'm not sure of the devs status, but I will take a look at the party sheet issues and see if we can get that running again.

Moon Wizard
August 13th, 2024, 18:09
Just pushed new Genesys build to the FG Forge that @superteddy57 provided me.

Regards,
JPG

viresanimi
August 13th, 2024, 18:38
After today's update of FG, the extension list is empty on the start up screen, and campaigns cannot be loaded at all.

This goes for both Genesys and Star Wars, I should mention.

DraaGulFireclaw
August 14th, 2024, 18:11
My game loads just fine, and thanks to the Genesys update it does not get the errors when opening the combat tracker or party sheet.

Thanks for the update!

viresanimi
August 14th, 2024, 18:16
Well. Dominic was all over it, when I posted the issues, and I helped with what I could. Very grateful for the quick work to fix everything.

superteddy57
August 14th, 2024, 18:38
No problem! Happy gaming!

viresanimi
August 16th, 2024, 20:41
I've found a strange issue in Genesys. If you make a character or npc with a specialization tree, you can now no longer interact with anything with in the specialization tree. You cannot scroll the talents if there is too much text to display all of it. You cannot open a talent, you cannot select a talent. Nothing in the window works!

Best way I can describe it.

Maybe it's another anchors thing? I dunno. I had a quick poke around and I didn't see anything else not working.

jaydarkson
August 19th, 2024, 06:51
FFG Star Wars is "off" since the update last week. Other tabs are bleeding through to the main tab when you open up a force power or career. Also it generates a lot of error messages when you first log in.

superteddy57
August 19th, 2024, 14:18
Thanks for the reports. I can see the issues. I will push a fix to the Forge once I have it all sorted.

superteddy57
August 20th, 2024, 15:03
These updates are now pushed to the Forge.

chikininabizkit
August 20th, 2024, 20:11
These updates are now pushed to the Forge.

Awesome. Thank you.

It's only a minor thing, but the text is now bright white on those tabs and it's kind of hard to read. Is it a lot of trouble to change it back to black?

chikininabizkit
August 20th, 2024, 20:26
The tab overlap is still happening on Planets.

superteddy57
August 20th, 2024, 20:28
For which? I'm not sure which one you are referring to as both Genesys and Star Wars are mentioned in this thread.

superteddy57
August 20th, 2024, 20:35
I checked both and only saw Genesys have tab issues with the talent record. I pushed an update to fix this.

chikininabizkit
August 20th, 2024, 20:54
Sorry, I'm referring to Star Wars.

1. The problem with the Main and Notes tabs displaying on top of each other is fixed for Specializations and Force Powers, but it's also happening for Planets.

2. The text on the fixed tabs changed from black to white and is kind of hard to read.

Pic attached for clarity.61665

superteddy57
August 21st, 2024, 03:28
Are you using an extension for the theme? The base theme for Star Wars showed as black.

superteddy57
August 21st, 2024, 19:47
I took a few moments to double check other records and were able to find some that had the same issue. Please update and check again to see if I fixed the ones you reported.

chikininabizkit
August 22nd, 2024, 06:10
I don't understand what you mean by the "base theme for Star Wars."

I'm running the Star Wars theme extension included in the installation instructions at the beginning of this forum thread (Theme_StarWars.ext). When I run it without that, there's no Star Wars theme - it's just vanilla Fantasy Grounds.

I ran another update, though, and now it's displaying in black in the places I showed in the screenshots. I must have missed something.

Archlyte
August 22nd, 2024, 07:23
I would like to change the font that appears on the sheets, can someone tell me which files I need to alter? I did it once a long time back and I have forgotten. I like the font in the chat but not in the character sheet and other pop up boxes.

I can't remember if it was basically not feasible to change the font I am talking about.

Thanks for any help

[MODERATOR: moved this post from the old Star Wars ruleset thread - which hasn't worked for years]

Moon Wizard
August 22nd, 2024, 15:51
There is usually a graphics/graphics_fonts.xml in most rulesets that contains font asset definitions with the fonts used and the colors used. The CoreRPG stuff mainly uses Noto Sans (and thus has it built-in for other layered rulesets); since it very readable and had the most glyph coverage of almost any font we've found.

Regards,
JPG

chikininabizkit
September 9th, 2024, 14:45
My players and I are still seeing those weird overlap issues on Items. Specifically, it appears that the text displayed in the description field displays in the background, no matter what you do - including switching to the Pictures tab or editing This all seems to have started with the update that added a "Pictures" tab to Items.

Pic attached. I can try to provide more details if needed.61934

superteddy57
September 9th, 2024, 14:53
I will take a look after I have some time. I'm currently bogged down with a high priority project.

Overlookedfile
September 15th, 2024, 11:58
My apologies if you're already aware of this issue, but I just wanted to put here that, for Genesys, creating/opening/navigating through character sheets throws console errors. It appears to be related to the overlap issue mentioned previously, but I don't know if this is also happening in Star Wars or not.

I'm including a screenshot and excerpt from my console log, in case they're of any help at all. The only extension running is a theme, which I've included in the log excerpt.

I know you said you were busy with another project, so I have no expectations on when you might get around to this. Thank you for all your work. :)

61968


[9/15/2024 2:17:05 AM] EXTENSION: SmiteWorks Leather Theme for Fantasy Grounds\rCopyright 2024 Smiteworks USA, LLC.
[9/15/2024 2:17:05 AM] MEASURE: LOAD - PART 2 - 6.7491789
[9/15/2024 2:17:21 AM] [ERROR] window: Control (main) anchoring to an undefined control (overview) in windowclass (charsheet)
[9/15/2024 2:17:21 AM] [ERROR] window: Control (skills) anchoring to an undefined control (overview) in windowclass (charsheet)
[9/15/2024 2:17:21 AM] [ERROR] window: Control (abilities) anchoring to an undefined control (overview) in windowclass (charsheet)
[9/15/2024 2:17:21 AM] [ERROR] window: Control (actions) anchoring to an undefined control (overview) in windowclass (charsheet)
[9/15/2024 2:17:21 AM] [ERROR] window: Control (inventory) anchoring to an undefined control (overview) in windowclass (charsheet)
[9/15/2024 2:17:21 AM] [ERROR] window: Control (vehicle) anchoring to an undefined control (overview) in windowclass (charsheet)
[9/15/2024 2:17:21 AM] [ERROR] window: Control (notes) anchoring to an undefined control (overview) in windowclass (charsheet)
[9/15/2024 2:17:21 AM] [ERROR] window: Control (main) anchoring to an undefined control (overview) in windowclass (charsheet)
[9/15/2024 2:17:21 AM] [ERROR] window: Control (skills) anchoring to an undefined control (overview) in windowclass (charsheet)
[9/15/2024 2:17:21 AM] [ERROR] window: Control (abilities) anchoring to an undefined control (overview) in windowclass (charsheet)
[9/15/2024 2:17:21 AM] [ERROR] window: Control (actions) anchoring to an undefined control (overview) in windowclass (charsheet)
[9/15/2024 2:17:21 AM] [ERROR] window: Control (inventory) anchoring to an undefined control (overview) in windowclass (charsheet)
[9/15/2024 2:17:21 AM] [ERROR] window: Control (vehicle) anchoring to an undefined control (overview) in windowclass (charsheet)
[9/15/2024 2:17:21 AM] [ERROR] window: Control (notes) anchoring to an undefined control (overview) in windowclass (charsheet)
[9/15/2024 2:19:17 AM] [ERROR] window: Control (main) anchoring to an undefined control (overview) in windowclass (charsheet)
[9/15/2024 2:19:17 AM] [ERROR] window: Control (skills) anchoring to an undefined control (overview) in windowclass (charsheet)
[9/15/2024 2:19:17 AM] [ERROR] window: Control (abilities) anchoring to an undefined control (overview) in windowclass (charsheet)
[9/15/2024 2:19:17 AM] [ERROR] window: Control (actions) anchoring to an undefined control (overview) in windowclass (charsheet)
[9/15/2024 2:19:17 AM] [ERROR] window: Control (inventory) anchoring to an undefined control (overview) in windowclass (charsheet)
[9/15/2024 2:19:17 AM] [ERROR] window: Control (vehicle) anchoring to an undefined control (overview) in windowclass (charsheet)
[9/15/2024 2:19:17 AM] [ERROR] window: Control (notes) anchoring to an undefined control (overview) in windowclass (charsheet)

superteddy57
September 15th, 2024, 14:19
From what I can see there, something has caused your overview frame not to be displayed. The errors don't show the cause of this, but the rest is a cascade of from that control not being created. I would try it without any extensions and see if you are still experiencing the issue. If it doesn't then the issue is caused by one of the extensions you have loaded.

chikininabizkit
September 16th, 2024, 07:55
From what I can see there, something has caused your overview frame not to be displayed. The errors don't show the cause of this, but the rest is a cascade of from that control not being created. I would try it without any extensions and see if you are still experiencing the issue. If it doesn't then the issue is caused by one of the extensions you have loaded.

The Star Wars theme provided in the installation instructions at the beginning of this thread seems to be involved in multiple errors.

Or maybe is isn't? It looks like I've been only one of a very small handful of people reporting a problem and that seems... odd.

Are other GMs using the Star Wars theme (the one in Drive, linked in the first post in this thread) without these errors? Is there maybe a different Star Wars theme file we should be using? If not, are people really just using this Star Wars ruleset without its Star Wars theme?

damned
September 16th, 2024, 08:03
Its a community theme on a community ruleset. Its probably going to need a community member to update it.

Overlookedfile
September 16th, 2024, 09:52
From what I can see there, something has caused your overview frame not to be displayed. The errors don't show the cause of this, but the rest is a cascade of from that control not being created. I would try it without any extensions and see if you are still experiencing the issue. If it doesn't then the issue is caused by one of the extensions you have loaded.

Well, now I just feel extra dumb for not realising the theme was the problem. I made the mistake of complacency. ("It worked on everything else, so of course it's not the problem here") Thank you, geniunely, for pointing out the obvious thing which I missed by overthinking the matter. :)

I hope your project is going as smoothly as it can for you.

superteddy57
September 16th, 2024, 12:51
We will find out Tuesday. Thanks for giving a heads up.

johniba
October 11th, 2024, 17:14
Hi everyone

Sorry for the lack of communication.
I have been absent for a long period and I apologize. I am checking on all the issues caused by updated first, and will work on those.
I will also later focus on the missing features in the rulesets, as I want to add them before we work on automations.

On top of that, if you want to assist in the development, send me a PM.

I am very protective with the ruleset sure, but I will accept help. Initially I can check your code, merge it in git and in the rulesets, and over time as I gain confidence, we can extend our work together, just like I did in the past ok?

I will also make sure to provide some other means of contacting me. I do know sometimes I go over long periods without checking here. This year in part it was due to health, but also because I am not really using a lot VTT apps....


So, hope you are all well, and dont worry I will fix the issues quickly this weekend


P.S.: I will check back all messages in this thread, to get up to date with all reported issues!

johniba
October 11th, 2024, 23:11
We will find out Tuesday. Thanks for giving a heads up.

Hi,

I am still going back and checking old messages so only now I noticed you helped a LOT fixing the rulesets

Thank you so much

I think I see a few remaining issues so I will work on them, but just in case you have something to share, let me know ok?

I plan on uploading some fixes hopefully sunday :)

johniba
October 11th, 2024, 23:12
Well, now I just feel extra dumb for not realising the theme was the problem. I made the mistake of complacency. ("It worked on everything else, so of course it's not the problem here") Thank you, geniunely, for pointing out the obvious thing which I missed by overthinking the matter. :)

I hope your project is going as smoothly as it can for you.

After all fixes are done in the rulesets, I will take a look at the theme and see if I can fix it
For now, the best is to disable the theme

johniba
October 15th, 2024, 13:08
I think I found only one remaining issue, and it is with a help window I created, with the replacement text codes for dice symbols.
I believe not many use it, but the window I am mentioning can be opened like this:

- First start editing a text or note field in a window. Remember that in Genesys and Star Wars we have some special codes you can enter in your text, like [A], that when you stop editing will replace with a special symbol from the dice system.
- Right click, in the radial menu you will see an option to open a window that lists all substitution codes.

That window has a problem right now, it will be giving an error and not showing its contents.

I am fixing it and should upload to Forge soon

johniba
October 15th, 2024, 20:37
Hi everyone
Like in my previous message, I only found that one error.
I have fixed it and uploaded to the Forge an updated version of the Genesys ruleset, that should also fix Star Wars, as that part of the code is also used there.

mossfoot
October 26th, 2024, 19:28
Is there any way to get library information for the various Genesys books out there, or do we have to input it all manually? I am basing a homebrew campaign off of Twilight Imperium and it would be a time saver to use those entries as a starting point.

Boy, I've been away for a while. I like the look overhaul, but I also feel like I'm starting over again in terms of learning how to use FG efficiently. I take it there hasn't been any major changes to be made aware of in the last year?

Just looking for a general bit of advice here, but what's the best way to make my own library (assuming I can't get and modify the Twilight Imperium one if it's available somewhere?).Do I do it all in Library/Books/Campaign?

DraaGulFireclaw
October 31st, 2024, 13:39
You have no idea how happy I am to hear from you again.

Your ruleset is very dear to me as a FGU Genesys player. I hope your health is improving and wish you the best! Thanks for all the work.

That goes to superteddy57, too. Thanks for the fixes!

mossfoot
November 6th, 2024, 18:40
I have two computers running Genesys, but one of them keeps coming up with this error (see image attached):

62540

Any idea what the problem is or how to fix it?

Trenloe
November 6th, 2024, 18:46
I have two computers running Genesys, but one of them keeps coming up with this error (see image attached):

62540

Any idea what the problem is or how to fix it?
When do the errors occur? That is, how can the errors be recreated?

Please recreate the errors and then compile the logs and post the resulting ZIP file here. Details on how to compile the logs can be found in the FG Wiki here: https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/1242136781/How+to+Compile+Logs

Dungach
November 9th, 2024, 20:48
62566
We need help for this error message. Combat tracker "next actor button" triggers this error message,

mossfoot
November 14th, 2024, 17:08
A different small issue I'm having... the tabs for character sheets have dark lettering and are impossible to read while using the Core theme.

(Oh, has anyone made a Genesys theme?)

superteddy57
November 14th, 2024, 18:49
62566
We need help for this error message. Combat tracker "next actor button" triggers this error message,


A different small issue I'm having... the tabs for character sheets have dark lettering and are impossible to read while using the Core theme.

(Oh, has anyone made a Genesys theme?)

Thanks for the reports. We are still currently looking for someone to take over this project. We have a larger than normal work load at the moment and may take some time to circle back to address these reports. I have placed a note take a look once I have a free moment.

Dungach
November 15th, 2024, 21:38
Can i aim a vehicle in the combat tracker to fire on it wit an other spaceship?
I always aim the pilot.

Terminsel
November 16th, 2024, 20:44
While updating Force Powers to populate them with text, I noticed that the special formatting to creating dice symbols is still not working. When I right-click in the area to type text to get the radial menu, the additional icon with the title "How to enter Star Wars Dice and Dice Symbols" does not appear as a choice, the way it does when I'm editing text fields in talents.

I've tried doing the edits anyway, knowing the codes, and tabbing out of the field after editing, clicking out of the field after editing, and double-clicking in the field multiple times. Nothing changes it.

To be clear the special dice symbols are working when filling out text in other elements of the system/database such as Talents and Skills. It's just not working with Force Powers.

Dungach
November 17th, 2024, 18:51
I cannot take an image for a vehicle. and i cannot drop a vehicle in the comat tracker....

Dungach
November 23rd, 2024, 20:52
The Planet Tab has no function. i didnt see the planets

JGLinx2
November 24th, 2024, 07:54
The Planet Tab has no function. i didnt see the planets

Forgive the question, but have you added any? By default, none are present.

Dungach
November 24th, 2024, 11:20
Yes i created a planet for my own. so i want to try. in the library there are planets. so both didnt function.

Chasme
November 24th, 2024, 17:11
Is there an easy way to incorporate boosts or other dice in a weapon statblock? Other than adding them before the roll or making a specific macro in the bottom row?

My players are new to the system, and rather than constantly having to remember to tell them they need to add boosts because of the accurate weapon trait, I hoped to bake it into the weapon block in their character sheet's action tab. But that only allows for straight combat skill checks rather than specific dice rolls, so it's made it impossible, as far as I can tell.

Terminsel
December 12th, 2024, 13:47
Using the Star Wars Theme in 4.6.1 (no other extensions active), while using the Star Wars Rulesets generates this error:

[12/12/2024 8:44:17 AM] [ERROR] Script execution error: [string "Theme_StarWars:scripts/gmw-toolkit.lua"]:13: attempt to call field 'setSidebarDockCategoryIconColor' (a nil value)

Moon Wizard
December 13th, 2024, 01:34
For whomever is managing/updating this theme; the call should be changed to "ColorManager.setSidebarCategoryIconColor".

Regards,
JPG

mossfoot
December 22nd, 2024, 07:47
How do you go about exporting a ruleset so that it includes EVERYTHING you've tweaked (such as including descriptions you wrote or copied in). I was able to export my ruleset, but it doesn't seem like everything comes across. Like I spent so much time adding descriptions for the skills... but none of them come across on my player's end, even though they're loading the same rulesets on their end.

DraaGulFireclaw
December 29th, 2024, 18:57
My players keep getting this error (see attached):

63092

Thoughts?

Dungach
January 5th, 2025, 11:17
got the same message. in the combat tracker for the player.

Theleb
January 9th, 2025, 10:39
In the combat tracker there are to 2 fields for "name". if you change the name of a pc or you adjust the size of the window from the combat tracker, the error occurs each time

Chasme
February 10th, 2025, 19:14
How do you go about exporting a ruleset so that it includes EVERYTHING you've tweaked (such as including descriptions you wrote or copied in). I was able to export my ruleset, but it doesn't seem like everything comes across. Like I spent so much time adding descriptions for the skills... but none of them come across on my player's end, even though they're loading the same rulesets on their end.

Check it out on youtube, the creator of the modpack goes into detail in his tutorials regarding this topic.

Dungach
April 28th, 2025, 18:56
We need an update.
64194

jimmifett
April 28th, 2025, 19:01
We need an update.
64194

Hello,
I'm Jimmifett's wife. I'm sorry to say Jimmifett passed away on July 22, 2024. Unless someone takes over the project there won't be any updates.

viresanimi
April 28th, 2025, 19:40
I am so sorry for you loss. You have our condolences.

ddavison
April 28th, 2025, 19:56
Hello,
I'm Jimmifett's wife. I'm sorry to say Jimmifett passed away on July 22, 2024. Unless someone takes over the project there won't be any updates.

We are very sorry to hear about your loss.

JGLinx2
April 29th, 2025, 02:31
Sorry to hear of your loss, but I do not remember Jimmifett being responsible for the continuation of this ruleset. Maybe @johniba can clarify for us?

superteddy57
May 1st, 2025, 18:49
I pushed a fix to address these warnings. I might need some feedback when in relation to Star Wars as I am not sure these changes will affect that ruleset.

Minalien
May 2nd, 2025, 23:45
I pushed a fix to address these warnings. I might need some feedback when in relation to Star Wars as I am not sure these changes will affect that ruleset.

I'm not sure if this is because of your changes or not because I can't see a way to grab old versions of rulesets in the Forge, but the Star Wars system currently has significant layout problems with its Characteristics blocks in the Main, Skills, and Abilities tabs, and an error is being thrown when the character sheet is opened.

64276

(Forgive the colors, I have HDR enabled on this monitor so Fantasy Grounds screenshots end up a bit mangled).

superteddy57
May 3rd, 2025, 02:42
Ok we will take a look

viresanimi
May 3rd, 2025, 02:45
ehm... the characteristics are on the skills tab, instead of the main tab above the derived stats

ie the Brawn, Agiity.. and so on must be above the Soak, wounds - and so on - values in the first tab.

superteddy57
May 3rd, 2025, 03:53
That is on me. I cut and pasted instead of copy and paste when I was updating the skills tab. Genesys update has been pushed. Still looking into Star Wars

Dungach
May 3rd, 2025, 11:42
how can we help? still got the "next actor" failure in the combat tracker. If theres a way to help so tell me. We want this ruleset to stay alive.....

srbongo
May 3rd, 2025, 13:18
how can we help? still got the "next actor" failure in the combat tracker. If theres a way to help so tell me. We want this ruleset to stay alive.....

Which error is this? I booted up the SW ruleset and I'm not seeing any errors with the combat tracker next actor.

srbongo
May 3rd, 2025, 16:14
how can we help? still got the "next actor" failure in the combat tracker. If theres a way to help so tell me. We want this ruleset to stay alive.....

Apologies I see what you're talking about.

I've attached an edited Genesys.pak (https://drive.google.com/drive/folders/1MkBpw2ueYqgsyaiSftKrWwhF6HNdTYTR?usp=sharing) that can be placed in your rulesets folder in order to stop those errors.

I added the requisite anchors to ct_client_entry and updated record_char to use the new portrait and added the requisite anchor.

This won't be updated if the Forge item is updated, but it'll keep you playing

Minalien
May 3rd, 2025, 16:16
Which error is this? I booted up the SW ruleset and I'm not seeing any errors with the combat tracker next actor.
I don't think there is an error with the combat tracker, just an unusual design Dungach might not be used to. I'll explain below.


how can we help? still got the "next actor" failure in the combat tracker. If theres a way to help so tell me. We want this ruleset to stay alive.....
Set the Round to 1 first, then try to use the Next Actor button. This will then put up a selector on available characters for a given side who have not yet acted, allowing them to fill the slot by clicking the question-mark button next to their name.

Nothing happens when the tracker is in the default state of Round 0, but I doubt that's broken by anything the Smiteworks folks did. Seems like an oversight in the ruleset's base design.


That is on me. I cut and pasted instead of copy and paste when I was updating the skills tab. Genesys update has been pushed. Still looking into Star Wars

The biggest Star Wars issue seems to largely have been solved by fixing the Characteristics issue in Genesys. I think the remaining issue with overlaps is probably a frame issue? But I haven't seriously done any Foundry dev stuff since before FGU, so it's possible I'm completely missing something else.

srbongo
May 3rd, 2025, 17:00
I don't think there is an error with the combat tracker, just an unusual design Dungach might not be used to. I'll explain below....


I also saw some errors that would obscure the turn end button, hopefully that's what Dungach was mentioning as it's what's fixed in the post of mine with the udpates

Minalien
May 3rd, 2025, 17:35
Apologies I see what you're talking about.

I've attached an edited Genesys.pak (https://drive.google.com/drive/folders/1MkBpw2ueYqgsyaiSftKrWwhF6HNdTYTR?usp=sharing) that can be placed in your rulesets folder in order to stop those errors.

I added the requisite anchors to ct_client_entry and updated record_char to use the new portrait and added the requisite anchor.

This won't be updated if the Forge item is updated, but it'll keep you playing

afaict it looks like this fixes the overlapping issue I had in the Star Wars ruleset, cheers! ��

Dungach
May 3rd, 2025, 18:45
afaict it looks like this fixes the overlapping issue I had in the Star Wars ruleset, cheers! 🎉

Still got this massage64282

Dungach
May 3rd, 2025, 18:46
if depends on some skins or other extensions so tell me

superteddy57
May 3rd, 2025, 20:38
I cleaned up Genesys to remove the warnings/errors related to the latest round of standardization updates. I overlooked Star Wars as i thought that was self encased, but I'm seeing it's pulling from Genesys and will be sorting out those connections with the new framework. As for the latest round of feedback I will check over them and get to them once Star Wars is not throwing errors.

Dungach
May 4th, 2025, 16:51
I don't think there is an error with the combat tracker, just an unusual design Dungach might not be used to. I'll explain below.


Set the Round to 1 first, then try to use the Next Actor button. This will then put up a selector on available characters for a given side who have not yet acted, allowing them to fill the slot by clicking the question-mark button next to their name.

Nothing happens when the tracker is in the default state of Round 0, but I doubt that's broken by anything the Smiteworks folks did. Seems like an oversight in the ruleset's base design.



The biggest Star Wars issue seems to largely have been solved by fixing the Characteristics issue in Genesys. I think the remaining issue with overlaps is probably a frame issue? But I haven't seriously done any Foundry dev stuff since before FGU, so it's possible I'm completely missing something else.

i had dobe like u want. If all are friends it works with the questioning mark but if someone hostile i still got this message

viresanimi
May 4th, 2025, 17:12
I have a small request please.

I had a player remark, that the it was annoying that the Characteristics on the skills tab, would disappear, if you scrolled down. This actually doesn't happen on the NPC sheets, as the skills are in separate window. So could we have the skills tab on characters have the same setup as on npc's?

Thanks

Dungach
May 4th, 2025, 17:23
And there is still the problem with the vehicles. if u aim the vehicke u allways hit the pilot

superteddy57
May 4th, 2025, 22:50
I have pushed a new build for Genesys and Star Wars to take care of the reports related to the clean up.

viresanimi
May 5th, 2025, 19:54
Skills tab broke on last update. I posted about it on discord, because it was easier to get pictures there.

Dungach
May 5th, 2025, 21:56
jep. skill tab broke. and you cant create npc. because the skill tab shows no skill

superteddy57
May 5th, 2025, 22:15
I pushed a hotfix and responded there. Please run an update.

Dungach
May 6th, 2025, 21:25
Skill tab fix. there ist still the grafik error in the action tab. the abilities are not displayed proberly

Dungach
May 6th, 2025, 21:33
stilll got this issue:
64304

Minalien
May 8th, 2025, 07:08
Star Wars system's symbols font is broken. It's now using the Genesys symbols instead, and is missing the symbols for the various Force points.

Just looked and for some reason all of the fonts in graphics/graphics_fonts_sw.xml were commented out???

superteddy57
May 8th, 2025, 07:49
Pushed updates for both Star Wars and Genesys

Dungach
May 9th, 2025, 13:17
Grats. Still got an error on entering a vehicle.

Dungach
May 9th, 2025, 14:54
Here the Pic64322

Dungach
May 9th, 2025, 14:56
and the second one
64323

superteddy57
May 9th, 2025, 17:12
Please send put a copy of that character here for me to look over. I'm unable to replicate it on my end

superteddy57
May 9th, 2025, 17:14
I'm also not seeing that as well. Maybe you have an unpacked extension/ruleset that is overriding my changes.

64324

Dungach
May 9th, 2025, 19:14
open the npc smuggler baron and then go to the vehicle tab. the vehicles itself are not the problem.

superteddy57
May 9th, 2025, 21:02
There are no modules I'm aware of and don't have access to that NPC. I have pushed a hotfix for your report.

Dungach
May 10th, 2025, 19:50
okay thats fixed. thanks.
still get some errors in the genesys ruleset/ct/client_ct_entry... on the player side there occur errors. if they open the Combat tracker.... we tried to fix it on ourselves but there are still problems.
Thanks for your help so far!!!

superteddy57
May 11th, 2025, 08:08
Pushed a fix LIVE that will hopefully address the combat tracker issue.

Dungach
May 11th, 2025, 12:58
No that wasnt good. Now u cannot roll for iniative. The next actor button has no function and the question marker disappeared. So the star wras rule for iniative cannot be applied.
That was a step back

superteddy57
May 11th, 2025, 19:36
I'm going to need more information on what you mean by the question marker. Are you referring to the initiative skill indicator?

superteddy57
May 11th, 2025, 19:39
Also what is the normal process in rolling initiative? I'm not seeing any way besides visiting the NPC sheet to roll initiative

Dungach
May 11th, 2025, 20:13
there are several options. roll ini for friends for foes or for all. options for the gamemaster
if u roll and start the round every player has a questionmarker and the gm can chooose u acts first. its a critical item in star wars gameplay. the player can choose evry round who will acht first or second, etc. and the gm can also choose who can act first of his npc. u klick on the questionemark this player achts if u go on next actor the questioned mark disappears and u choose next, and so on.. until als marks are gone and the next roeund start

superteddy57
May 11th, 2025, 20:57
Ok, thanks, I think I see what you are referring to. I'll see about getting that up and running again.

superteddy57
May 12th, 2025, 00:32
Pushed a new build. i haven't changed any of the underlying code but added the buttons I missed. I see the options you are describing, but will need you to look it over and see if it's functioning as it was.

johniba
May 12th, 2025, 00:56
Hi Everyone
First of all, I am so sorry to disappear
Thank you so much srbongo, superteddy57 and others helping with the rulesets
I will take a look at all the recent work done on it, and will get familiar with recent advancements in FG

I still have a lot of neat ideas to improve the rulesets, and I still want to finish the missing features too!

Thanks again

I will also make sure to update the initial post with my Discord user, so it will be easier to contact me if needed!.

Again thanks everyone

superteddy57
May 12th, 2025, 01:06
Our pleasure, I did a lot of cleanup to be in line with the current design philosophy the commercial rulesets just received. If you have questions, reach out.

Dungach
May 12th, 2025, 15:56
Hi Everyone
First of all, I am so sorry to disappear
Thank you so much srbongo, superteddy57 and others helping with the rulesets
I will take a look at all the recent work done on it, and will get familiar with recent advancements in FG

I still have a lot of neat ideas to improve the rulesets, and I still want to finish the missing features too!

Thanks again

I will also make sure to update the initial post with my Discord user, so it will be easier to contact me if needed!.

Again thanks everyone

Oh thats great!!!
Ah working vehicle fight is my favorite choice for next improvements. Fighting against TIE-Fighters will be the salt in our star wars soup!
Welcome back.

MMOaddicted
May 13th, 2025, 01:28
Hi all.

Since the update we are unable to edit the base characteristics of skills on characters. Since it is a pretty regular procedure for attack skills and others and many talents interact with it it is a bit of a problem.

Thank you all for your hard work!

ADDENDUM:

Less of an issue but I had a player pick up the character of an absent player and they reported not being able to "release" the character by right clicking the portrait as usual. I had to go into the characters menu and clear the owner.

Add 2# IDK if this is a bug or preference but skills seem to be adjusted by clicking of them now? It used to be a box where you had a quick overview of ranks.

viresanimi
May 13th, 2025, 02:03
Great to see you back Johniba!


Less of an issue but I had a player pick up the character of an absent player and they reported not being able to "release" the character by right clicking the portrait as usual. I had to go into the characters menu and clear the owner.


I can confirm this issue.

Also. Wasn't there a number box attached to each skill, indicating how many times you'd had upgraded the skill or am I imagining things?

MMOaddicted
May 13th, 2025, 02:08
Yes there was! I also miss that

Moon Wizard
May 13th, 2025, 04:28
@johniba,

Should we go ahead and finish looking at the recent issues, or did you want to look at them?

Thanks,
JPG

Dungach
May 14th, 2025, 20:22
there is still an error on the star wars theme. and the tabs of the pc on the right side are very hard to read. white letters and a light blue backround

Sherardp
May 14th, 2025, 21:05
I am unable to remove critical injuries.

I am running Terrinoth Campaign and know that its not supported by the Genesys:campaign/scripts/char_skill.lua: 114 attempt to index global 'characteristic" (a nil value). So it sounds like this pulled a null for some reason. It would also be nice to see ranks in skills on the Skills tab.

If these are all known no problem.

superteddy57
May 15th, 2025, 04:11
@MMOaddicted and @ viresanimi - You might need to walk me through your steps as I am able to click on the characteristics (example Brawn) and type a number into the field to change it. These fields have no read only set upon them so I'm a bit confused on your experience since I'm able to change them.

superteddy57
May 15th, 2025, 04:31
@Sherardp I checked this and I'm not receiving this error and the field is available. So can you describe the steps you are taking to produce this?

superteddy57
May 15th, 2025, 18:55
@Sherardp - The critical injury list will show delete buttons if you hit the edit button in the bottom right corner.

DraaGulFireclaw
May 17th, 2025, 09:33
I cannot remove critical injuries from NPCs.

The "DELETE" garbage can symbol does not show up to the left of neither Critical Injuries nor Motivations in a NPC window.

EDIT: And there is no edit button on the NPC pages, just the lock/unlock button in the top right. Unlocking the NPC window does not make the delete button appear.

Also, will it stay that NPCs now, like items and skills and everything else, have a "locked" and "unlocked" mode to their windows?

Further, is there a way to add back the book icons to abilities, skills, inventory, etc. so you can open the respective lists from the PC/NPC sheet? That made getting to these tabs quicker than finding and clicking them on the UI to the right.

I'm also so glad to hear from you again johniba!

superteddy57
May 17th, 2025, 14:15
Pushed a fix live for your reported issue.

DraaGulFireclaw
May 17th, 2025, 16:50
Thanks!

Another thing I noticed: The skills on PC and NPC sheets no longer display the skill rank as a number, making it harder to in- or decrease it. All you can do now to decrease or increase it is click on the example dice pool besides the skill name.

EDIT: Can the change to NPC sheets be reverted so I can equip/carry/not-carry items on NPCs and change values on their sheet without unlocking/locking it all the time?

EDIT 2: When you lock an NPC sheet, the DELETE icon appears next to custom skills. Shouldn't the DELETE icon appear next to all skills when *unlocking* the NPC sheet?

Morfedel
May 18th, 2025, 14:24
So just wanted to check, how well is this rules set doing currently?

Dungach
May 20th, 2025, 21:01
what about the star wars theme? someone there to fix it?

superteddy57
May 20th, 2025, 22:12
I would suggest using another theme for the time being.

Dungach
May 21st, 2025, 18:03
thats always a good choice but it is a very samll error.... and ist still a star wars theme.... is there any other star wars theme?

Moon Wizard
May 22nd, 2025, 03:45
We try to directly support all products in the FG Store; and attempt to help developers with FG Forge products (like stepping in to help post fixes when we have time).

As far as we can tell, this theme is in neither of those locations, so you would need to ask the original developer for assistance.

Regards,
JPG

superteddy57
May 22nd, 2025, 04:07
Thanks!

Another thing I noticed: The skills on PC and NPC sheets no longer display the skill rank as a number, making it harder to in- or decrease it. All you can do now to decrease or increase it is click on the example dice pool besides the skill name.

EDIT: Can the change to NPC sheets be reverted so I can equip/carry/not-carry items on NPCs and change values on their sheet without unlocking/locking it all the time?

EDIT 2: When you lock an NPC sheet, the DELETE icon appears next to custom skills. Shouldn't the DELETE icon appear next to all skills when *unlocking* the NPC sheet?

Pushed a fix to address the missing skill ranks.

Edit 1) It's standard for Record windows to have fields be "locked" down when in non edit mode. I will double check if the new standard has the character sheet locks doing the same. I will update if it's the contrary.

Edit 2) I'm not sure if they should or not as I'm not aware of the system if they should be removed or made available. The NPC sheet uses the character sheet skills tab and that follows default skills not being options for deletion. At least that what the code was doing.

johniba
May 22nd, 2025, 16:06
thats always a good choice but it is a very samll error.... and ist still a star wars theme.... is there any other star wars theme?

I think the star wars theme he is talking about is one that was done by another user and it was shared in google drive
I will look into that code but cannot make any promises, as at the time they used a ui creator to build the theme

DraaGulFireclaw
May 22nd, 2025, 22:37
Pushed a fix to address the missing skill ranks.

Edit 1) It's standard for Record windows to have fields be "locked" down when in non edit mode. I will double check if the new standard has the character sheet locks doing the same. I will update if it's the contrary.

Edit 2) I'm not sure if they should or not as I'm not aware of the system if they should be removed or made available. The NPC sheet uses the character sheet skills tab and that follows default skills not being options for deletion. At least that what the code was doing.

Skills on PC/NPC sheets display the option to delete custom skills when the sheet is in view/locked mode, and that is bad.

PC sheets are weird in that they only display the Garbage Can Icon on the first time it is opened in a session. Going into edit mode and then out of it removes the Garbage Can Icon but still underlines the custom skills.

It'd also be nice if we could still edit the equip/carry/nothing status of items even when an NPC sheet is locked. We can do it with the PC sheets without entering an edit mode, too.

superteddy57
May 23rd, 2025, 17:43
I can't verify this is still happening as I have adjusted things with a previous push when it comes to the skills issues you are experiencing. Ensure no unpacked rulesets are in your ruleset folder and attempt to pull this latest fix for the carried being able to be changed even when locked.

Dungach
May 25th, 2025, 14:41
I think the star wars theme he is talking about is one that was done by another user and it was shared in google drive
I will look into that code but cannot make any promises, as at the time they used a ui creator to build the theme

any ideas. tried it on my own but norhing happens. even change some colors didnt work anyway

johniba
May 28th, 2025, 00:32
any ideas. tried it on my own but norhing happens. even change some colors didnt work anyway

This month has been hell for me, work and a sick pet, but I will come back soon.
I will fix that theme and also work on the missing features in the star wars ruleset (specializations for example)
For now my suggestion is to disable that theme. It is probably very outdated and I will have to review it completely


Sorry for being away for so long

DraaGulFireclaw
May 28th, 2025, 19:08
I can't verify this is still happening as I have adjusted things with a previous push when it comes to the skills issues you are experiencing. Ensure no unpacked rulesets are in your ruleset folder and attempt to pull this latest fix for the carried being able to be changed even when locked.

The inventories of the NPCs work now even when locked. Thanks!

I have attached pictures of the issue I have with skills.

The knowledge skills were added to the NPC sheet after creating it. They are custom skills.

64473 64474

I have the same issue with custom skills added to NPC sheets.

In edit mode: 64475

Not in edit mode: 64476

EDIT 1: The field Species/Archetype of NPCs can no longer be directly edited. I don't want to make a Species entry for every single NPC species, but I do use this input field for sorting NPCs in the NPC list. Is it possible to revert this change which I figure was forced by the FGU update?

EDIT 2: Also, if an NPC has no custom skills in its list, locking its sheet will make the Garbage Can icon pop up besides all of their skills. See:

64496

Dungach
May 31st, 2025, 13:57
by the way. work syrinscape on genesys or star wars ruleset?

DraaGulFireclaw
May 31st, 2025, 21:45
For the players, the combat tracker is poorly aligned. The numbers no longer match the correct rows. Example:

64500

superteddy57
June 2nd, 2025, 03:26
For the players, the combat tracker is poorly aligned. The numbers no longer match the correct rows. Example:

64500

I'm not able to replicate the additional fields on the client ct. Can you give me more information to help populate them so I can line the labels up. Also note that the labels won't always stay above the correct fields if those fields only show if the actor has them.

superteddy57
June 2nd, 2025, 03:26
Pushed an update for the skill list report.

Terminsel
June 4th, 2025, 23:23
Seems like the text symbols within the Force Power text boxes are working again.

The other issue I've hit today while testing (no themes or other extensions loaded), is that after a Force Power is added to the actions area of a character sheet, clicking on the Range box at the end of the action line for "Skill, Difficulty, Range" doesn't do anything. It starts as a dash and stays a dash, even if updating the skill name to be a valid skill and the Difficulty box with a number. I'm not sure this box actually does anything other than list the Range of the ability in a shorthand manner. In any case, just something I noticed.

superteddy57
June 5th, 2025, 04:51
Pushed updates to both Genesys and StarWarsFFG to address this report

Terminsel
June 5th, 2025, 23:20
The Range box I described is working now. Thanks!

Terminsel
June 5th, 2025, 23:29
On the Main tab of a character sheet, if I add a Critical Injury and Motivation, and then edit the list, I get delete icons for the added lines. If I add an Obligation line, Duty line, or Morality line, I do not get a delete icon for them, respectively.
64528

superteddy57
June 6th, 2025, 03:44
Pushed fix for the ideletes not displaying

viresanimi
June 6th, 2025, 09:29
As far as I can tell regarding the skills list in Genesys, there are still issues.


Charactersheets for players might work now... ish. But I noticed that if you make a copy of a player character (I make templates of everything and test as much as I can), by dragging and dropping it in the character selection window, it breaks, and you can't delete skills anymore.

NPC sheets looks fine. Until you lock them. Close the sheet. Open it, and unlock them. Then you cannot delete skills anymore. Except for Stealth and Skullduggery + custom skills for some reason. They are the exception. Can't explain it.

And you can still edit skill levels by using CTRL+mouse wheel, and left clicking on the skill dice - even if the list is locked. Nothing has changed there I am afraid.


I did see there was an update for Star Wars, but not Genesys. Don't know if any of this has been fixed but not pushed yet. Anyways. Seems to be a real stinker of an issue to nail down for you guys. I hope we're not driving you insane. *hugs*


Vires Animi

Terminsel
June 7th, 2025, 01:26
Pushed fix for the ideletes not displaying

Confirmed working now! Thanks!

Next up is the Weapon section on the Actions tab. When collapsing and then expanding it, I get an error on Expand:
64530

Also, when trying to edit the page to add a Weapon entry to actions, I only get the option to Add Power. The button to add a Weapon doesn't seem to be visible:
64531

And for some reason, the delete icon showing on the Force Powers bar doesn't go away when one stops editing:
64532

superteddy57
June 7th, 2025, 04:38
I'll look it over.

superteddy57
June 8th, 2025, 18:06
As far as I can tell regarding the skills list in Genesys, there are still issues.


Charactersheets for players might work now... ish. But I noticed that if you make a copy of a player character (I make templates of everything and test as much as I can), by dragging and dropping it in the character selection window, it breaks, and you can't delete skills anymore.

NPC sheets looks fine. Until you lock them. Close the sheet. Open it, and unlock them. Then you cannot delete skills anymore. Except for Stealth and Skullduggery + custom skills for some reason. They are the exception. Can't explain it.

And you can still edit skill levels by using CTRL+mouse wheel, and left clicking on the skill dice - even if the list is locked. Nothing has changed there I am afraid.


I did see there was an update for Star Wars, but not Genesys. Don't know if any of this has been fixed but not pushed yet. Anyways. Seems to be a real stinker of an issue to nail down for you guys. I hope we're not driving you insane. *hugs*


Vires Animi

Custom skills should be able to be deleted. The other skills can't be deleted and this code hasn't changed. I'm not able to replicate not being able to edit the skill levels. After copying a character sheet, I hit the edit button and can change the number to adjust skill levels. If after the update it continues, it would be best to give exact steps to replicate so we can see it on our end.

superteddy57
June 8th, 2025, 18:36
Confirmed working now! Thanks!

Next up is the Weapon section on the Actions tab. When collapsing and then expanding it, I get an error on Expand:
64530

Also, when trying to edit the page to add a Weapon entry to actions, I only get the option to Add Power. The button to add a Weapon doesn't seem to be visible:
64531

And for some reason, the delete icon showing on the Force Powers bar doesn't go away when one stops editing:
64532

The error is a bug and the idelete not going away as well. I have pushed an update to address those issues. There wasn't a weapon add button prior to the control update. It looks like the previous developer intended it to be linked to weapons in the inventory and they would need to be added there.

Terminsel
June 8th, 2025, 21:19
The error is a bug and the idelete not going away as well. I have pushed an update to address those issues. There wasn't a weapon add button prior to the control update. It looks like the previous developer intended it to be linked to weapons in the inventory and they would need to be added there.

Ah, I see. Weapons only show up in actions when equipped, not just carried. Apologies for the erroneous report. The other items are fixed, though. Thanks again!

Only other thing I've really come across after that is the Control Skill dice pool builder button on an entered Vehicle (Vehicle tab). This tab only populates if one adds a vehicle to a character's inventory, and then if the character enters said vehicle using the button on the Inventory tab. Then on the Vehicle tab, there are clickable dice pool builder buttons in the Control Skill section, and for any Weapons on the Vehicle. The Weapon clickers work, the Control Skill one doesn't.

Definitely not game breaking. I wonder if the author intended to add the Handling value of the Vehicle to the dice pool with that button since that button is on the Vehicle sheet. If so, the calculation would be 1 Setback die per negative point of Handling or 1 Boost dice per positive point of Handling, and no Setback or Boost die when Handling is 0. Otherwise, maybe they only meant it to be there for convenience of not changing back and forth between the Vehicle and the Skill tab. Either way, it's not currently working.

superteddy57
June 8th, 2025, 22:01
Well Johniba could answer that, but I will need some visuals on what you were referring to so I can look at the code and verify if something isn't connected right.

Sherardp
June 18th, 2025, 15:32
Sorry for the delayed reply. I do a wed night game. I just realized you click the bottom right edit button to allow you to delete the critical injury. This was a matter that if you right click on anything you cannot delete it. Used to the right click would work on it to allow you to delete.

superteddy57
June 18th, 2025, 16:00
To delete you will have to use the edit button in the bottom right in your image.

Sherardp
June 18th, 2025, 16:12
I am seeing another issue anytime I or my players open their skill sheets on their character sheets they see an error in the char_skill.lua file.

64622

I also have another issue that I cannot repeat on my end, but my players when they pull up the combat tracker they get an error message. I am going to have someone generate the error tonight so that I can send it over.

superteddy57
June 18th, 2025, 16:32
Your CoreRPG ruleset is out of date. I would suggest updating as that should pull down the latest CoreRPG ruleset.

Sherardp
June 18th, 2025, 16:58
I am not sure thats the case. My CoreRPG.pak was updated today. The last date of update though says 2025-03-12.

In Unity is there another way to get Core Ruleset other than using the update button when you start Fantasy Grounds?

64623

superteddy57
June 18th, 2025, 17:23
I would first check to see if you have any unpacked (folder) of the CoreRPG ruleset. Then if that doesn't do it you can delete that .pak file and rerun the update. I can verify the date is not correct.

64624

superteddy57
June 18th, 2025, 17:25
I also see genesys folder and that will supercede the forge ruleset when you update, you might want to move that folder out of there and check as well or remove it.

Sherardp
June 18th, 2025, 23:58
Sweet, it must of been those folders. I did not realize it read the folders also. Skills are working again and core ruleset is showing the date you posted now. So it wasnt reading the pack. I was looking over the raw XML to understand what to fix. I am at a loss though when it comes to coding LUA.

Dungach
June 19th, 2025, 08:43
@Johnibar
everything allright. waiting for some messages from u

DraaGulFireclaw
July 2nd, 2025, 16:55
Custom skills should be able to be deleted. The other skills can't be deleted and this code hasn't changed. I'm not able to replicate not being able to edit the skill levels. After copying a character sheet, I hit the edit button and can change the number to adjust skill levels. If after the update it continues, it would be best to give exact steps to replicate so we can see it on our end.

It is strange that the code for that has not changed.

I am dead certain I was able to delete ANY skill from at least NPC skill tabs. This was very useful. It allowed me to delete unnecessary skills from animal NPCs. (A dog won't need Medicine or Operating.)


I'm not able to replicate the additional fields on the client ct. Can you give me more information to help populate them so I can line the labels up. Also note that the labels won't always stay above the correct fields if those fields only show if the actor has them.

Information like what? This is a screenshot from one of my players. That is what they see. The amount of fields is fine. The problem is that the labels are not above them. The leftmost one is Init, then WT, Then WC, then ST and SC. Frankly, WT and WC should be as close together as ST and SC. Not sure why that isn't the case.

I am not sure if they used to be better aligned beforehand. For the GM they are aligned well btw (so from my perspective).

mossfoot
July 3rd, 2025, 05:04
Just a thought of something to add to the rulesets: Fists as a weapon that can be equipped (or Unarmed)

I had to add this in as a weapon manually (and dangnabit it took me a long time to track down the specific rule regarding unarmed fist combat).

DraaGulFireclaw
July 4th, 2025, 20:51
Oh, also: Please make the Species/Archetype field editable again. As it is right now, we have to set up a species and drag-and-drop it in there. I'd rather just type it in manually.

Morik
July 13th, 2025, 17:26
Every time I hover the mouse over the dice, I get error messages. I know it's probably something on my end. I'm starting a search through this thread to see what I did wrong. Any direction would be appreciated.

Moon Wizard
July 13th, 2025, 19:24
Dom tried out Genesys locally and not seeing that when hovering over desktop dice. Perhaps you’re talking about different dice? Can you post a screen clip of the area of sheet/screen where you get error?

Thanks,
JPG