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johniba
February 26th, 2020, 15:17
I got a really weird bug. When I create a new npc it is created with random talents and abilities of npc I have already made.

Can you please give me a step by step to reproduce the issue?
I can work on it

johniba
February 26th, 2020, 15:21
I did use the library and just brought over one of the swords into the inventory.

Just as a test I created a weapon in my inventory and attacked with it. I received the same error with the custom weapon I made.
Script Error: [string "campaign/scripts/manager_char_genesys.lua"]:764: attempt to perform arithmetic on a nil value

Here is the info I added for the weapon:
Type Weapon
Subtype <null - left blank>
Skill Brawl
Damage +5
Critical 2
Range -


I then modified the weapon stats to be a straight damage 5 and it did apply the damage. I had to restart the program to get it to work. Once that error happens, even straight damage hits do not apply any damage. So it may be something with not being able to add the Brawn in automatically?

Hopefully that help. And hopefully it is not something I screwed up by tinkering with anything.
Thanks.



As far as i know the ruleset is not expecting you to drag the damage text from chat into the npc.
You are supposed to use the wounds and strain icons at the bottom. Right click it to add the amount of damage, and after that, drag the result into the npc or pc

The error may be happening because i might have left an opening in the drag function allowing that chat value to be dragged. I will close it for now, and maybe in the future i can improve on that


Here is how it should go:

- Roll your weapon, in the chat window you will see the result, saying how much damage + brawn.
- Look at the character brawn, and calculate final damage.
- right click the wounds token at the bottom of the screen and select the amount of damage to apply to the npc
- drag the wound token into the npc. It will apply damage, subtracting soak automatically

Now, it will not apply critical damage automatically
Remember to check in the chat window in the description of your weapon roll what is the critical rate for the weapon
Check if you rolled any advantages, and decide if you are using them for critical
If you need to apply critical, just drag the "Personal critical" token directly into the npc.
This will make a critical roll and apply crit. It takes into consideration if the npc already has any critical
(there is a bug currently that it will apply critical to minions instead of straight damage, i will fix that)

Yes it is a lot of manual processes, some i can automate in the future but some not.

johniba
February 26th, 2020, 15:30
I have now been testing with modules that I updated from 1.1 to 2.1. "Some" issues have gone but all. I can still get module data that just appears on new NPC sheets. I will grant you, that the campaigns were also 1.1 and updated now, and that there might be things lurking in the campaign code, but well....

The fact of the matter is that the code from the star wars ruleset has had issues with data being sent directly to npc sheets upon creation and I cannot stress how important I feel that this bug be found and brutally murdered. It is the single most annoying bug I have ever dealt with in Fantasy Grounds (and I've dealt with a few).

This is like, the most important reason for me to switch to CoreRPG. To not have to deal with the issues of the old ruleset.


EDIT: I tried some bug hunting. I don't know if this will be usefull, but here goes:

My current issue is that when I create a new NPC with updated ruleset and module, the first NPC I make if just fine. No issues. The next one has all the data that starts with | Career | now appears in the Species and Special abilities section. The one after that now have the | Force | entries. Followed by | Specializations | in the third and finally | Species | in the fourth.

NPC's created after those first 5 all seem to be ok.

This also happens in a brand new campaign with no extensions running. So in my book. Even the 2.1d ruleset probably still has issues lurking somewhere.


EDIT 2: I forgot to mention that this utter mess used to extend to talents too, but it doesn't now ... much.



I will need more details on this, and possibly a module/campaign to do the tests.
I will have to check if the issue is in the code or a data corruption.

One thing to keep in mind is that i did not do any database conversion, do not use any modules from star wars (yet) in the new ruleset.
Data structure, specially for characters and npcs are not the same.
I can work on a possible conversion later

johniba
February 26th, 2020, 15:33
If that's the case I would definitely make sure and use the version 2 of the ruleset from the link above. I've been using that version of Star Wars for a few years and have never noticed an NPC bug like the one you described. It may also help with the vehicles section as I seem to rememebr some changes to that function as well.

The code i reuse is coming from version 2.1, NOT 1.0 of star wars ruleset, but that is minimal code.
I have reused the npc sheet, but not the npc creation/npc list, that is from core.

I will need a step by step of this issue so i can reproduce, while i monitor the campaign xml file, to find out what this issue is

johniba
February 26th, 2020, 15:36
I have now been testing with modules that I updated from 1.1 to 2.1. "Some" issues have gone but all. I can still get module data that just appears on new NPC sheets. I will grant you, that the campaigns were also 1.1 and updated now, and that there might be things lurking in the campaign code, but well....

The fact of the matter is that the code from the star wars ruleset has had issues with data being sent directly to npc sheets upon creation and I cannot stress how important I feel that this bug be found and brutally murdered. It is the single most annoying bug I have ever dealt with in Fantasy Grounds (and I've dealt with a few).

This is like, the most important reason for me to switch to CoreRPG. To not have to deal with the issues of the old ruleset.


EDIT: I tried some bug hunting. I don't know if this will be usefull, but here goes:

My current issue is that when I create a new NPC with updated ruleset and module, the first NPC I make if just fine. No issues. The next one has all the data that starts with | Career | now appears in the Species and Special abilities section. The one after that now have the | Force | entries. Followed by | Specializations | in the third and finally | Species | in the fourth.

NPC's created after those first 5 all seem to be ok.

This also happens in a brand new campaign with no extensions running. So in my book. Even the 2.1d ruleset probably still has issues lurking somewhere.


EDIT 2: I forgot to mention that this utter mess used to extend to talents too, but it doesn't now ... much.

Sorry, are you talking about using a module created in star wars ruleset into the genesys ruleset?
If that is the case yes you will have A LOT of issues.... they are not compatible at this time.

Do not use any modules from the star wars ruleset in the new ruleset, not until i can map the data structure differences, and create the function that will update the xml when using the first time

johniba
February 26th, 2020, 15:39
By the way sorry for the lack of communication this week.
I should have a new version with some fixes later in the weekend.


I want to finish the pending features first, and then work on improvements and new stuff

johniba
February 26th, 2020, 15:41
So the Realms of Terrinoth descriptions should no longer give an error.

Also I Edited the Expanded players guide because the names with weird characters, weren't in the title as well as the culture the item is from.

And I edited the title so I could differentiate my own library with descriptions and the one to upload. You should be able to easily change the title if you want by editing the definition.xml file.

I had an idea to improve the export function. It should help with your case where you have your personal library with full descriptions and want to publicize another one without the descriptions for copyright reasons.
I will see if i can do that in the next release:

Imagine you will be able to do an export, and inform in the export that it is a public one. while exporting, the ruleset will replace all descriptions with a simple "check book xxx for details"

sevrick
February 26th, 2020, 18:16
I had an idea to improve the export function. It should help with your case where you have your personal library with full descriptions and want to publicize another one without the descriptions for copyright reasons.
I will see if i can do that in the next release:

Imagine you will be able to do an export, and inform in the export that it is a public one. while exporting, the ruleset will replace all descriptions with a simple "check book xxx for details"
That would be nice.

sevrick
February 26th, 2020, 20:03
How goes it with next update? The combat tracker must be a pain to code.

johniba
February 26th, 2020, 21:03
How goes it with next update? The combat tracker must be a pain to code.

I didnt have much time to code, that is why it is taking so long
The combat tracker is not that hard actually, i only need to customize it.

I will leave other stuff like that extra info in the combat tracker or reorganizing the talents window for later, after i am done creating the missing features.

Did you check my other messages? Can you have a look at my questions? I am concerned with the issues you found, but i need details

punisher5150
February 26th, 2020, 22:38
I don’t think he’s using Star Wars modules with genesys. I’m pretty sure the discussion was with Star Wars ruleset, as well as my answers, to shed light IN CASE the NPC code was imported from Star Wars.

johniba
February 26th, 2020, 23:33
I don’t think he’s using Star Wars modules with genesys. I’m pretty sure the discussion was with Star Wars ruleset, as well as my answers, to shed light IN CASE the NPC code was imported from Star Wars.

ahhh ok sorry then, i got confused with that.
But yeah the issue you guys described, i could later look at the sw ruleset code and try to find out why it happens, but if you see the same thing happening in genesys ruleset lemme know

punisher5150
February 26th, 2020, 23:58
Sevrick reported an NPC bug in Genesys that has similar behavior to the one we were discussing with the Star Wars ruleset. That’s why we were talking about it. Maybe he can clarify exactly what he saw or if he got it resolved.

johniba
February 27th, 2020, 00:53
Severick reported an NPC bug in Genesys that has similar behavior to the one we were discussing with the Star Wars ruleset. That’s why we were talking about it. Maybe he can clarify exactly what he saw or if he got it resolved.

Yeah i need details, since i could not reproduce this issue

sevrick
February 27th, 2020, 01:11
I didnt have much time to code, that is why it is taking so long
The combat tracker is not that hard actually, i only need to customize it.

I will leave other stuff like that extra info in the combat tracker or reorganizing the talents window for later, after i am done creating the missing features.

Did you check my other messages? Can you have a look at my questions? I am concerned with the issues you found, but i need details

Now I am having trouble reproducing it. I will let you know if it shows up again.

viresanimi
February 27th, 2020, 10:19
I don’t think he’s using Star Wars modules with genesys. I’m pretty sure the discussion was with Star Wars ruleset, as well as my answers, to shed light IN CASE the NPC code was imported from Star Wars.


Sevrick reported an NPC bug in Genesys that has similar behavior to the one we were discussing with the Star Wars ruleset. That’s why we were talking about it. Maybe he can clarify exactly what he saw or if he got it resolved.



This is correct.

I think my issues comes from using the 1.1 star wars ruleset, and missing the update when I made the modules. *sigh*. Which is why I really hope this doesn't become an issue. If I misunderstood, my bad. Just hoping to smash bugs before they get out of hand.

sevrick
February 27th, 2020, 11:14
I had had no idea the storm this would create. It was one time. It happened like this:
I had some modules open I know that. When ever I would create a new NPC it would be giving abilties and talets of another npc and only its abilties and talents. I did some testing a bit. Each time I created a new npc it was a different ability and talets. Both the abilities and talets seemed to come from the same sheet. I did try deleting the new record I had just made and make another. I got a new set of random abilities and talets. The same thing happend when i left the record and just made a new record without deleting the one I just made. Also I noticed this happened regardless of which category I was creating them in.

This is a recollection of what happened in the most detail I can remember. Since then i have been trying to duplicate this but havent been able too.

johniba
February 27th, 2020, 15:36
I had had no idea the storm this would create. It was one time. It happened like this:
I had some modules open I know that. When ever I would create a new NPC it would be giving abilties and talets of another npc and only its abilties and talents. I did some testing a bit. Each time I created a new npc it was a different ability and talets. Both the abilities and talets seemed to come from the same sheet. I did try deleting the new record I had just made and make another. I got a new set of random abilities and talets. The same thing happend when i left the record and just made a new record without deleting the one I just made. Also I noticed this happened regardless of which category I was creating them in.

This is a recollection of what happened in the most detail I can remember. Since then i have been trying to duplicate this but havent been able too.

This is very interesting, thanks for the details.
I will look at the code, and try to see what could be the issue, and try to reproduce :)

johniba
February 27th, 2020, 15:36
This is correct.

I think my issues comes from using the 1.1 star wars ruleset, and missing the update when I made the modules. *sigh*. Which is why I really hope this doesn't become an issue. If I misunderstood, my bad. Just hoping to smash bugs before they get out of hand.

oh no need to apologize, keep them coming!
This is all good info, even if they are in sw ruleset, it is stuff i can get familiar and get prepared for

viresanimi
February 29th, 2020, 16:12
So I was working on a campaign and something broke.

When attempting to drop a link into the Notes section of an NPC sheet:

Script Error: [string "campaign/scripts/manager_char_genesys.lua"]:427: attempt to call global 'shareWindow' (a nil value)

The link I attempted to use, was another NPC. I have the habit of cross referencing NPC's that are connected. But I also tried a story link. That generated errors too, so I guess links are just plain not working yet.

johniba
February 29th, 2020, 16:23
So the Realms of Terrinoth descriptions should no longer give an error.

Also I Edited the Expanded players guide because the names with weird characters, weren't in the title as well as the culture the item is from.

And I edited the title so I could differentiate my own library with descriptions and the one to upload. You should be able to easily change the title if you want by editing the definition.xml file.



Hi Sevrick

I am uploading your libraries, but i am not sure i have the latest for Core and SotB.
Are you still fixing those?

sevrick
February 29th, 2020, 17:53
Hi Sevrick

I am uploading your libraries, but i am not sure i have the latest for Core and SotB.
Are you still fixing those?

Those should be fine. I uploaded the Realms of terrinoth because that was the one I had forgotten to make the changes for the rich text. I uploaded the expanded players guide because there were some things I forgot. Are you getting errors with the ones you have? If not I can re-upload them.

johniba
February 29th, 2020, 22:47
Those should be fine. I uploaded the Realms of terrinoth because that was the one I had forgotten to make the changes for the rich text. I uploaded the expanded players guide because there were some things I forgot. Are you getting errors with the ones you have? If not I can re-upload them.

Yes i am sorry, but i am having that issue, yes.

Hey tomorrow i will try to make the combat tracker workable, and possibly add attachments to items

sevrick
March 1st, 2020, 03:43
Here they are. That sounds exciting about the update. I do have a game tomorrow looking forward to trying it out.

sevrick
March 1st, 2020, 22:24
So It did it again and I can reproduce it. What should I do? I have my own Genesys Expanded Player's guide opened in my campaign. I can exit and get back in and create an NPC and it adds random abilities and talents. Also I think it's pulling from multiple already made npcs and putting their abilities together, because I looked up the creature the abilities were coming from and some of the abilities didn't match so they must have come from another npc. It's really weird.

One thing I noticed is, I kept creating NPC after NPC to see if it would stop, add it did eventually. I then tested if it would do it after exiting and getting back in and low and behold it did it again. I then tested to see if the 1st NPC created after restarting had the same abilities added and it does. The 2nd, 3rd, and 4th NPC created has it's own unique abilities that all appear consistently in order. I didn't test the rest but I can safely assume it will go until it completes it's cycle and then the npcs created there after are blank as they should be.

viresanimi
March 1st, 2020, 23:03
One thing I noticed is, I kept creating NPC after NPC to see if it would stop, add it did eventually. I then tested if it would do it after exiting and getting back in and low and behold it did it again. I then tested to see if the 1st NPC created after restarting had the same abilities added and it does. The 2nd, 3rd, and 4th NPC created has it's own unique abilities that all appear consistently in order. I didn't test the rest but I can safely assume it will go until it completes it's cycle and then the npcs created there after are blank as they should be.

This is exactly the issue that plagues the Star Wars ruleset.

johniba
March 1st, 2020, 23:39
So It did it again and I can reproduce it. What should I do? I have my own Genesys Expanded Player's guide opened in my campaign. I can exit and get back in and create an NPC and it adds random abilities and talents. Also I think it's pulling from multiple already made npcs and putting their abilities together, because I looked up the creature the abilities were coming from and some of the abilities didn't match so they must have come from another npc. It's really weird.

One thing I noticed is, I kept creating NPC after NPC to see if it would stop, add it did eventually. I then tested if it would do it after exiting and getting back in and low and behold it did it again. I then tested to see if the 1st NPC created after restarting had the same abilities added and it does. The 2nd, 3rd, and 4th NPC created has it's own unique abilities that all appear consistently in order. I didn't test the rest but I can safely assume it will go until it completes it's cycle and then the npcs created there after are blank as they should be.

Sevrick

Can you send me a copy of your campaign files, and also a list of the npcs that have the wrong stats?

Also please, give me a STEP by STEP of how i can reproduce the error

i will debug this

punisher5150
March 1st, 2020, 23:56
Perhaps Trenloe has some insight. https://www.fantasygrounds.com/forums/member.php?19555-Trenloe

He was instrumental in developing the revamped 2.1 Star Wars ruleset.

johniba
March 2nd, 2020, 00:20
Perhaps Trenloe has some insight. https://www.fantasygrounds.com/forums/member.php?19555-Trenloe

He was instrumental in developing the revamped 2.1 Star Wars ruleset.

Sure, i will check with him later, but i want to troubleshoot it first.
Most of the code is not from Sw ruleset, and i need a step by step to reproduce and monitor the database.

sevrick
March 2nd, 2020, 01:08
Sevrick

Can you send me a copy of your campaign files, and also a list of the npcs that have the wrong stats?

Also please, give me a STEP by STEP of how i can reproduce the error

i will debug this

I tried but it doesn't let me send attached files through a PM. How do you want me to get it to you?

johniba
March 2nd, 2020, 04:05
I tried but it doesn't let me send attached files through a PM. How do you want me to get it to you?

You can zip it, maybe upload to google drive and pm me the link?

johniba
March 3rd, 2020, 05:13
Perhaps Trenloe has some insight. https://www.fantasygrounds.com/forums/member.php?19555-Trenloe

He was instrumental in developing the revamped 2.1 Star Wars ruleset.

Good news! I was analysing the files Sevrick sent me and discussing the issue on FG discord, and Moon Wizard helped!

I fixed the issue in the ruleset, actually the solution can easly be applied to the current sw ruleset


I will provide an upload tomorrow fixing this, and hopefully, combat track working also

punisher5150
March 3rd, 2020, 05:38
Good news! I was analysing the files Sevrick sent me and discussing the issue on FG discord, and Moon Wizard helped!

I fixed the issue in the ruleset, actually the solution can easly be applied to the current sw ruleset


I think the 2.1 version of the ruleset has this fixed. The problem was originally in the version 1 of the ruleset. However I am not completely sure. I've been using 2.1 for quite awhile and have not noticed this error, and I've made about 10 modules for that ruleset. It'd be nice if we can get someone else's input though. MoonWizard was pretty active in the SW ruleset development so I'd be suprised if it wasn't addressed.

punisher5150
March 3rd, 2020, 05:42
I will provide an upload tomorrow fixing this, and hopefully, combat track working also

johniba I can't say enough about how grateful we are for you and Sevrick tackling this. Looking forward to the 1.0 version, and I have even more anticipation for the inevitable Star Wars ruleset version 3 (or whatever you end up dubbing it!!!)

viresanimi
March 3rd, 2020, 06:16
If that bug in Star Wars is easily fixed, please do so. I am sure Trenloe will appreciate it too. But not as much as me!!!!

Great to hear that the issue has been found. Can't wait for the next update.


Suggestion: It could be nice if Armor (in time) would add is Soak / Defences to the character / NPC sheet. Now, the thing is that let say Soak can be modified by talents (at least it can in Star Wars), so the way I would suggest handling that is to borrow from Savage Worlds. In that you can right click on Derived Stats (and other things), and select "Modifiers". This opens a very small window where you can add... well... modifiers to your stat. It is a very neat way of handling things.

I also have a request from one of my players: It would be nice with a section where you can write down basic character information. Age, gender, nationality, etc. etc. And in the spirit of the new Vampire ruleset having something I have wanted for a long time. If you ever make a box for an Appearance description. Please consider allowing text formatting so images can be linked there. That would be great!

And finally a question: I take it the graphics more or less is just from CoreRPG? Ie. if I lift and edit code / pixel from CoreRPG and put it in a theme extention, it should all work... right?


Anyways. Been testing it a bit with players and reaction so far has been very positive.

Trenloe
March 3rd, 2020, 08:26
Good news! I was analysing the files Sevrick sent me and discussing the issue on FG discord, and Moon Wizard helped!

I fixed the issue in the ruleset, actually the solution can easly be applied to the current sw ruleset
That’s good news. Please let me know what the fix is and I’ll review and add to the SW: EotE ruleset.

johniba
March 3rd, 2020, 10:27
That’s good news. Please let me know what the fix is and I’ll review and add to the SW: EotE ruleset.


The issue is with list controls.
They should not have the tag "useallmodules"

<template name="basewindowlist">
<windowlist>
<!-- <useallmodules /> -->
<script file="common/scripts/basewindowlist.lua" />
</windowlist>
</template>

So if you find any classes like the one above, using that tag, remove it, or:

<useallmodules merge="delete" />

This is what Moon Wizard said:


Can you make sure that your lists in the ruleset are not using "useallmodules" tag?
Any templates that derive from "windowlist".

The useallmodules tag should never be used on a list within a record. @ibarzabal Not sure where you got that template, but might want to adjust the template unless it’s used to show a list of all records (ie list of NPCs, etc)



For more details on the conversation and the description of the issue (i put screenshots etca), i tagged you on the conversation in the discord channel #mod_creation in the official FG discord


In short, this is how the issue happens:


Suppose you activate a module, and this module has a few NPCs

Now, imagine you create an npc in your campaign.
Internally each npc has an id, right? So, lets say the module has an npc with ID-001, and you created an npc in your module, and the Id is the same, ID-001
When you have a list in the npc sheet, lets say, Talents....instead of listing only the talents you added to that npc, you will also see talents from the npc in the module.

That is due to the useallmodules tag mentioned above...
For some reason, warhammer ruleset list classes had that tag, and star wars ruleset inherited that, since it derived the code.
I made the same mistake, because midway through creating genesys, when i started reusing for example the pc and npc windows, i decide to save time and compatibility, by recreating the basic classes star wars used, so i didnt have to create everything from scratch on those windows... and so made the same mistake

So in my case i only needed to remove one tag in the main "parent" class for lists, and the other classes derived from that one also got fixed.

johniba
March 3rd, 2020, 10:32
If that bug in Star Wars is easily fixed, please do so. I am sure Trenloe will appreciate it too. But not as much as me!!!!

Great to hear that the issue has been found. Can't wait for the next update.


Suggestion: It could be nice if Armor (in time) would add is Soak / Defences to the character / NPC sheet. Now, the thing is that let say Soak can be modified by talents (at least it can in Star Wars), so the way I would suggest handling that is to borrow from Savage Worlds. In that you can right click on Derived Stats (and other things), and select "Modifiers". This opens a very small window where you can add... well... modifiers to your stat. It is a very neat way of handling things.

I also have a request from one of my players: It would be nice with a section where you can write down basic character information. Age, gender, nationality, etc. etc. And in the spirit of the new Vampire ruleset having something I have wanted for a long time. If you ever make a box for an Appearance description. Please consider allowing text formatting so images can be linked there. That would be great!

And finally a question: I take it the graphics more or less is just from CoreRPG? Ie. if I lift and edit code / pixel from CoreRPG and put it in a theme extention, it should all work... right?


Anyways. Been testing it a bit with players and reaction so far has been very positive.

Noted! Those are somewhat easy to include in the character sheet.

For graphics: yes it works, and you could also override the templates, modifying so you create a theme, but i would say, can you wait a bit longer?
Here is my idea: for the base genesys ruleset, i dont want to keep this Core RPG theme, i want to make another one.

So the base theme, I want to make it look slick and simple, like the one in DnD5. i really like that look, it has very slim borders, so i tought something like that, maybe a theme that reminds of the core genesys book design.

After i do that, i could even create a theme extension for let say, terrinoth, and you could use that and modify it, to create other themes, it would help to get any new themes started.

And later when we work on updating SW, we could remake the original theme, or even create a new one for SW

johniba
March 3rd, 2020, 10:42
If that bug in Star Wars is easily fixed, please do so. I am sure Trenloe will appreciate it too. But not as much as me!!!!

Great to hear that the issue has been found. Can't wait for the next update.


Suggestion: It could be nice if Armor (in time) would add is Soak / Defences to the character / NPC sheet. Now, the thing is that let say Soak can be modified by talents (at least it can in Star Wars), so the way I would suggest handling that is to borrow from Savage Worlds. In that you can right click on Derived Stats (and other things), and select "Modifiers". This opens a very small window where you can add... well... modifiers to your stat. It is a very neat way of handling things.

I also have a request from one of my players: It would be nice with a section where you can write down basic character information. Age, gender, nationality, etc. etc. And in the spirit of the new Vampire ruleset having something I have wanted for a long time. If you ever make a box for an Appearance description. Please consider allowing text formatting so images can be linked there. That would be great!

And finally a question: I take it the graphics more or less is just from CoreRPG? Ie. if I lift and edit code / pixel from CoreRPG and put it in a theme extention, it should all work... right?


Anyways. Been testing it a bit with players and reaction so far has been very positive.

Armor: that is a very cool idea, i was also thinking of a similar thing, if you look at the SW ruleset, under inventory in the pc sheet, there is a breakdown on encumbrance, and a slot where you can add modifiers manually
I thought of doing the same for armor, a place where players can add a modifier, to take into consideration other factors like you said for example, from talents.
So it get calculated in the final armor and soak values

Extra info on PC: yes i like that, i will add to the sheet. Do you have a link for the new vampire ruleset? I can have a look and do the same but i think i know what you mean...

johniba
March 3rd, 2020, 10:46
Also, i did several tests regarding how vehicles should be done and i decided i will for now replicate how it is done in SW ruleset.
For one, this is going to be better for compatibility with SW, so when i update SW ruleset.

Later, i will do something that Treloe (i think) suggested in this thread way back, where we could have a database of vehicles, and lets say, if you drag a vehicle into a player sheet, it would populate the vehicle stats in that vehicle tab in the pc.

Later on, i could probably have multiple vehicles in the pc sheet, and lets say the pc decides he is piloting this vehicle, the stats show in the tab, if he changes vehicles, i would change in the tab, etca....

That will keep the current sw functionality, and improve later.


For the combat track, i will mainly do the same i did with the dice roller: i will copy it from sw ruleset, updating it where needed, so it works with core rpg, because looking at the SW combat tracker, it think it is really well done...

Trenloe
March 3rd, 2020, 11:03
The issue is with list controls.
They should not have the tag "useallmodules"
Thanks for the info, that makes sense.

johniba
March 3rd, 2020, 11:05
I uploaded a new version.
https://drive.google.com/drive/folders/1UNyE7f7qbI5It8cCHmoEoWSoSeVhWxR-?usp=sharing

The only new things:

This version fixes the bug where incorrect talents, abilities etca will show up in npc/pc sheets (from other existing ones contained in libraries)

Also for the time being, under combat tab, i removed listing description/special for equiped weapons, i will rework this later.

johniba
March 3rd, 2020, 11:10
johniba I can't say enough about how grateful we are for you and Sevrick tackling this. Looking forward to the 1.0 version, and I have even more anticipation for the inevitable Star Wars ruleset version 3 (or whatever you end up dubbing it!!!)

Thanks, and yeah Sevrick is helping a lot! His files and steps to reproduce the error helped me find the issue, and MoonWizard and Damned helped me in discord.

Also yes! For SW the new ruleset should be quite easy to produce, i basically need to create a new ruleset that imports genesys, and adds back those parts that exist only in SW.
My only main concern will be to try to provide with a way to automatically convert existing campaign/modules data... i will think what to do in that regard....

As soon as i finish genesys, i will work on this new ruleset

Trenloe
March 3rd, 2020, 11:18
That is due to the useallmodules tag mentioned above...
For some reason, warhammer ruleset list classes had that tag, and star wars ruleset inherited that, since it derived the code.
I made the same mistake, because midway through creating genesys, when i started reusing for example the pc and npc windows, i decide to save time and compatibility, by recreating the basic classes star wars used, so i didnt have to create everything from scratch on those windows... and so made the same mistake

So in my case i only needed to remove one tag in the main "parent" class for lists, and the other classes derived from that one also got fixed.
Looking at the code I added useallmodules merge="delete" /> to the sheetlist template for v2.1.1c of the ruleset in April 2018 - to fix specific issues with that template (module data being displayed incorrectly in both campaign data lists and the library). But, as I wasn't really aware of this specific issue with NPC talents and abilities, I didn't do any other changes as I didn't know there was anything else that needed "fixing". In this specific case (new NPC records showing module NPC data), it's the socketlist template which is used in a lot of places. I'll check through the code and see if removing useallmodules from the socketlist template might create any issues with module data that should be displayed.

johniba
March 3rd, 2020, 11:33
Looking at the code I added useallmodules merge="delete" /> to the sheetlist template for v2.1.1c of the ruleset in April 2018 - to fix specific issues with that template (module data being displayed incorrectly in both campaign data lists and the library). But, as I wasn't really aware of this specific issue with NPC talents and abilities, I didn't do any other changes as I didn't know there was anything else that needed "fixing". In this specific case (new NPC records showing module NPC data), it's the socketlist template which is used in a lot of places. I'll check through the code and see if removing useallmodules from the socketlist template might create any issues with module data that should be displayed.


Nice!

viresanimi
March 3rd, 2020, 16:18
An image might help!

31886

As you can see, both the character- and npc-sheet has a small space for typing a description. Fine implementation. But I find great, is that it is textformatted, so you can put links in. And that is what you can see on the npc-sheet. A link and the corresponding image of the gentleman.

They say a picture is a thousand words. In that case I do believe I've managed to use that that space very well!!!

All in all, I think it is good to take design cue's from the Star Wars ruleset. It pretty darn good. Just... needs a bit of an update to be honest. And yes, the combat tracker works pretty good too.

The way I visualize combat is by using an image with the range bands on it, and then describing the scene. Since I've set it up in photoshop I can easily make new versions with different backgrounds, to give a sense of the place they are fighting in. Its is an extreme fast way of making a "dungeon".

31887

Since Star Wars do not really have a way of using modifier / effects, which could be used to display things, such as cover, stims used, or whatever you need, I have made various small tokens to illustrate the most commonly used things we encounter. Not exactly optimal, but that is something your Core based version will fix. Great!

sevrick
March 3rd, 2020, 16:43
I know there is a line tool you can drag to measure distances. If you could some how change that to show ranged bands that would be a nice touch. You would of course have to have some way of adjusting the scale though, since range band distances will very map to map.

johniba
March 3rd, 2020, 20:30
I know there is a line tool you can drag to measure distances. If you could some how change that to show ranged bands that would be a nice touch. You would of course have to have some way of adjusting the scale though, since range band distances will very map to map.

Do you have a link for that? It would be really nice for a future feature for sure
Or do you mean the default one?
I can have a look yeah, i will put on my list

sevrick
March 3rd, 2020, 21:33
Do you have a link for that? It would be really nice for a future feature for sure
Or do you mean the default one?
I can have a look yeah, i will put on my list

I may have seen it with the pathfinder ruleset or dnd. I will check and see where I saw it.

sevrick
March 4th, 2020, 01:15
So in pathfinder at least, I noticed you can hold ctr-and Left click and drag it will show movement in ft. In Core it shows the line but doesn't add the distance.

punisher5150
March 4th, 2020, 02:23
Looking at the code I added useallmodules merge="delete" /> to the sheetlist template for v2.1.1c of the ruleset in April 2018 - to fix specific issues with that template (module data being displayed incorrectly in both campaign data lists and the library). But, as I wasn't really aware of this specific issue with NPC talents and abilities, I didn't do any other changes as I didn't know there was anything else that needed "fixing". In this specific case (new NPC records showing module NPC data), it's the socketlist template which is used in a lot of places. I'll check through the code and see if removing useallmodules from the socketlist template might create any issues with module data that should be displayed.

I've been using 2.11 Star Wars for awhile and have never noticed this bug. However, does this mean I need to go back to all my modules and review the NPCs, or will the ruleset fix correct the issue? or does something specific trigger the bug?

johniba
March 4th, 2020, 10:41
I've been using 2.11 Star Wars for awhile and have never noticed this bug. However, does this mean I need to go back to all my modules and review the NPCs, or will the ruleset fix correct the issue? or does something specific trigger the bug?

Ah no need... I analysed some filed Sevrick sent me, and the bug is merely visual, it does not affect your data... so as soon as you get the fix, it is all fine :)

Trenloe
March 4th, 2020, 13:59
I've been using 2.11 Star Wars for awhile and have never noticed this bug. However, does this mean I need to go back to all my modules and review the NPCs, or will the ruleset fix correct the issue? or does something specific trigger the bug?
It will only be for modules that have been created (exported to a module) using NPCs within a campaign. The ruleset fix will negate this issue.

Predatorian3
March 5th, 2020, 04:15
This may be a silly question, but with the work that is going on here, could the Star Wars dice and be an easy extension to add in? I still haven't gotten through the ruleset code to figure that out.

I have been working on adding the Dark Heresy Genesys conversion by Tom Cruise on FFG Forums into a module for this. I'm doing the same no description set-up and using page references to the PDF provided.

johniba
March 5th, 2020, 11:57
This may be a silly question, but with the work that is going on here, could the Star Wars dice and be an easy extension to add in? I still haven't gotten through the ruleset code to figure that out.

I have been working on adding the Dark Heresy Genesys conversion by Tom Cruise on FFG Forums into a module for this. I'm doing the same no description set-up and using page references to the PDF provided.


The only missing dice from star wars is the force one, but it is in the code already actually.
Genesys code is based on the star wars ruleset, and i kept it for compatibility.
After I am done with it, I will create a new updated version of the star wars ruleset, and instead of redoing it all separaterly, i will actually use the same feature in FG that allows the genesys ruleset to have core rpg features instead of having to code a whole ruleset from scratch, when doing that.

So yes it is easy to add the force dice as an extension, you would only need to add it to the dice list under the dice pool

sevrick
March 7th, 2020, 15:18
So I did run a game. It went well enough. I did notice that when I shared a module and he tried to drag a talent to his character sheet he got an error and it wouldn't add it. So I tried doing it myself and it worked just fine and got no error.

johniba
March 8th, 2020, 03:44
So I did run a game. It went well enough. I did notice that when I shared a module and he tried to drag a talent to his character sheet he got an error and it wouldn't add it. So I tried doing it myself and it worked just fine and got no error.

Hi Sevrick

If you get the chance and see the error again, can you copy the message?
If you can, ask the player where exactly he droped the talent, when he dragged... was it in the main part of the sheet? exactly where talents go? somewhere else?

BTW: i am working on the combat track and vehicles yet... i am doing a different approach: i am updating the existing CT from SW, and will make it work in genesys, and later on another date, i will try to update it fully to the same code in core rpg.
I dont think this part is going to cause any issues, but i can recreate it later.

Hardbushido
March 9th, 2020, 03:34
I can't tell you how happy I am that this is happening. If there is anything i can help with let me know, seriously. The only way this game is going to stay alive is through the community. You guys rock.

johniba
March 9th, 2020, 14:46
I can't tell you how happy I am that this is happening. If there is anything i can help with let me know, seriously. The only way this game is going to stay alive is through the community. You guys rock.

Hi hardBushido, thank you. Any kind of help is welcome. If you run any tests and have bug reports or suggestions, this helps a lot.

johniba
March 9th, 2020, 23:33
Sorry for the lack of updates everyone, but i am still working on the combat tracker
Good news is, it is almost working now :)
I managed to port SW ruleset's combat tracker into genesys, for now i will not change any features, i will make it work and improve it later, but i wanted to share this small update :)

viresanimi
March 10th, 2020, 01:12
Sounds great!

johniba
March 11th, 2020, 17:09
Hi, still working in the combat tracker, i think i will have it working by the end of this week, but i wanted to share nother good news for those that did not read about it yet

So recently we have been reading the dire news that Asmodee/FFG would be shutting down their rpg line (including genesys) but on a recent keynote at GAMA expo, Asmodee announced it will continue

https://www.reddit.com/r/swrpg/comments/fgnhnx/gama_asmodee_keynote/

This is great, so it seems our beloved Genesys will not die

viresanimi
March 11th, 2020, 17:31
Great news!

sevrick
March 12th, 2020, 01:56
I was wondering would there be a way to add/show talent trees? It would be good to have not just for star wars but those adding talent trees given the rules from the Genesys Expanded Players Guide.

johniba
March 12th, 2020, 15:13
I was wondering would there be a way to add/show talent trees? It would be good to have not just for star wars but those adding talent trees given the rules from the Genesys Expanded Players Guide.

I am not sure, I did think about that, but maybe for the future.

I am still having some issues with the combat tracker, it works for the GM but not for players, and i might need to redesign it.

So my focus will be having bare minimum, meaning i still want to add vehicles, item attachments, and finish combat tracker and npc sheet

After that, i will have room to breathe and work on new stuff like that

I definitelly think we can, but could be a bit tricky

punisher5150
March 13th, 2020, 15:06
It will only be for modules that have been created (exported to a module) using NPCs within a campaign. The ruleset fix will negate this issue.

Excellent. And after further thought I think I know why this problem never affected the NPCs I created. I typically used the existing templates from the Star Wars Player and GM libraries and would drag the closest match to the NPC window. Then make minor edits where neeeded (name, etc...sometimes talents and skills and equipment).

johniba
March 13th, 2020, 22:40
Hey everyone, small question here

I am working on the combat / initiative tracker.
unfortunatelly in its current state, it is only working for the GM, not the players

I will have to rewrite it from scratch, so i will need more time.

Would you like me to upload a ruleset with this GM only version working, or do you think you can all wait a few more days so i can create a new one?

viresanimi
March 13th, 2020, 22:43
I don't think it's worth uploading, for something temporary. Sad about it not working and the extra work, but better get it done right I think.

punisher5150
March 14th, 2020, 00:51
I think you should press on with the work and get it working properly.

Talley Darkstar
March 14th, 2020, 05:18
Of course I'd like it now, but I'd be happier waiting until it's working fully.

sevrick
March 14th, 2020, 15:25
Ditto thanks for all your hard work.

joeblack1863
March 15th, 2020, 13:10
I'm the odd one out here. I would like to get a look at it and test it as it is. But if that causes a lot more work to upload then no big deal.

As an aside, thank you for all the work you have done on this. I really appreciate the effort (and understand just what it takes) to do what you are doing. I am sure there are a lot of "lurkers" who also feel the same but have not come on and said so. This has always been one of the best rulesets and it is great that it is getting the update it deserves.

Joe

johniba
March 16th, 2020, 19:02
I'm the odd one out here. I would like to get a look at it and test it as it is. But if that causes a lot more work to upload then no big deal.

As an aside, thank you for all the work you have done on this. I really appreciate the effort (and understand just what it takes) to do what you are doing. I am sure there are a lot of "lurkers" who also feel the same but have not come on and said so. This has always been one of the best rulesets and it is great that it is getting the update it deserves.

Joe

I was just going to upload the old version of the tracker i was working on, where it worked only for the GM when i had some ideas, investigated, found the issue :)

The tracker is working for pcs now too... the only remaining issue is that when the pc rolls initiative it is not updating the tracker, but that is probably easy :)

So please wait a bit more, and i will upload a fully functional one :)

I might have this fixed tomorrow

johniba
March 18th, 2020, 00:17
NEW RELEASE:

This release has only one new thing: Combat Tracker is working.

- Combat tracker working:
It works the same way as in the Star Wars Ruleset
- Currently, GM has to roll npc initiative one by one. The menu option to roll initiative for all npcs, or all actors is not working, so for now, right click each npc in the combat tracker, and choose roll.
- Players can roll initiative from their character sheet.
- I know the combat tracker does not look good, but as i said, looks will be the last step in my workd, and i will also try to make it easy for people to create different themes to change appearance...


I still need to finish the vehicles database and feature in the character sheet, so i can add it to the tracker.
I decided I will go with the option where we will have a vehicle database, characters/npcs will be able to have more than one vehicle, and vehicles should have their own inventory/weapons
A player will then select which vehicle he is piloting, if any, and this vehicle will be the one to show up in the combat tracker.

For now, no vehicles though...

The new version of the ruleset can be downloaded here:

https://drive.google.com/drive/folders/1UNyE7f7qbI5It8cCHmoEoWSoSeVhWxR-?usp=sharing

Hardbushido
March 18th, 2020, 01:11
Is there a way to see others dice pool at this time?

Hardbushido
March 18th, 2020, 01:31
Also is there a way to insert symbols if we want to create our own talents/abilities.

johniba
March 18th, 2020, 01:32
Is there a way to see others dice pool at this time?

No, there is no way to see other's dice pool, and i didnt really think of implementing that.

johniba
March 18th, 2020, 01:33
Also is there a way to insert symbols if we want to create our own talents/abilities.

What do you mean insert symbols, do you mean dice and dice symbols in text decscriptions? If that is the question, I am creating a font first, i cannot reuse the old font from star wars, but it will come soon

Hardbushido
March 18th, 2020, 01:38
Yeap that's what I meant and thank you for your work and quick reply.

Tiderian Prime
March 18th, 2020, 03:20
Thank you for your hard work, I'm am so looking forward to running an Android game!

Idar12
March 18th, 2020, 03:54
Thank you for all the great work.

I just picked up Fantasy Grounds Unity and I noticed the images I put into the images folder for the genesys campaign is not showing up during the session. I can create a blank image and draw on it, but nothing else.

johniba
March 18th, 2020, 04:02
Thank you for all the great work.

I just picked up Fantasy Grounds Unity and I noticed the images I put into the images folder for the genesys campaign is not showing up during the session. I can create a blank image and draw on it, but nothing else.

Hi,

I will check it out, but that part of the ruleset should not cause issues, i didnt create it, it is extended from Core RPG ruleset
I think i saw somewhere that something related to images and/or tokens would be different, if i find anything i will let you know

LordEntrails
March 18th, 2020, 05:45
Thank you for all the great work.

I just picked up Fantasy Grounds Unity and I noticed the images I put into the images folder for the genesys campaign is not showing up during the session. I can create a blank image and draw on it, but nothing else.
FGU does not handle images the same way FGC does. Verify you are using images in FGU correctly.

DraaGulFireclaw
March 18th, 2020, 12:04
Will it be possible to delete default skills from the list in later versions? I know we have the various official settings, but I enjoy making my own settings and some of them have skills that do not appear in the official sourcebooks.

It also seems that I cannot add talents, special abilities, conditions, or critical injuries to PC / NPC sheets.

Trenloe
March 18th, 2020, 12:29
No, there is no way to see other's dice pool, and i didnt really think of implementing that.
In case you weren't aware (sorry if you were) this was implemented in the Star Wars ruleset. I found it very handy, especially when running convention games and for people learning the system. It was handy to allow others to see the dice pool being put together (especially when the players are in an encounter with a Nemesis NPC and see all of those dice!), but I also found it important for the GM to see what the players were putting together and confirming everything was right before they rolled.

johniba
March 18th, 2020, 13:22
In case you weren't aware (sorry if you were) this was implemented in the Star Wars ruleset. I found it very handy, especially when running convention games and for people learning the system. It was handy to allow others to see the dice pool being put together (especially when the players are in an encounter with a Nemesis NPC and see all of those dice!), but I also found it important for the GM to see what the players were putting together and confirming everything was right before they rolled.

I saw that feature in SW, but i didnt see a reason to implement.
Now your explanation shows a good reason, so i will see if i can bring it back

johniba
March 18th, 2020, 13:24
Will it be possible to delete default skills from the list in later versions? I know we have the various official settings, but I enjoy making my own settings and some of them have skills that do not appear in the official sourcebooks.

It also seems that I cannot add talents, special abilities, conditions, or critical injuries to PC / NPC sheets.


You can customize that with an extension (see the extension for terrinoth/android in the google drive), basically creating your own list of skills

I dont know why you are having issues to add those items to the pc/npc, can you please describe each step you are taking?
Did you try to drop the talent directly on top of the talent window?

Also currently you can drop critical injuries but you cannot choose it, if will do the crit roll and select the correct crit, but i do want to implement a window so the gm can select specific crits

DraaGulFireclaw
March 18th, 2020, 14:26
About the skills: Ah, okay. So I have to make my own extension if I want to make my own list of skills. I'd be neat to be able to delete default skills as well though.

I dragged the talents from the selection available in the modules onto the PC sheet. The chat window says "[Character] gained talent: [Talentname]" or something along those lines. Of course "[character]" and "[talentname]" are replaced with the corresponding names. However, the talent does not appear in the PC's sheet.

Also, right clicking the talent bar and selecting "create item" does nothing. It does not create a talent.

EDIT: Important to note! I am using Fantasy Grounds Unity.

johniba
March 18th, 2020, 15:53
About the skills: Ah, okay. So I have to make my own extension if I want to make my own list of skills. I'd be neat to be able to delete default skills as well though.

I dragged the talents from the selection available in the modules onto the PC sheet. The chat window says "[Character] gained talent: [Talentname]" or something along those lines. Of course "[character]" and "[talentname]" are replaced with the corresponding names. However, the talent does not appear in the PC's sheet.

Also, right clicking the talent bar and selecting "create item" does nothing. It does not create a talent.

EDIT: Important to note! I am using Fantasy Grounds Unity.

ok could be a unity issue, i will check, altough FGU at this point should be only used for testing, and i would suggest you use FG Classic for running games...

Hurske
March 18th, 2020, 17:10
Ad a GM, I use the dice pool tracker a lot. It's good for players to to know when they combine their pools, and for me, knowing they are building the pool correctly.

johniba
March 18th, 2020, 22:07
About the skills: Ah, okay. So I have to make my own extension if I want to make my own list of skills. I'd be neat to be able to delete default skills as well though.

I dragged the talents from the selection available in the modules onto the PC sheet. The chat window says "[Character] gained talent: [Talentname]" or something along those lines. Of course "[character]" and "[talentname]" are replaced with the corresponding names. However, the talent does not appear in the PC's sheet.

Also, right clicking the talent bar and selecting "create item" does nothing. It does not create a talent.

EDIT: Important to note! I am using Fantasy Grounds Unity.

I checked FGU and the issue is not that the items are not being inserted in the sheet, it is that FGU for some reason is not refreshing the sheet.

After dragging in or creating an item with right click, go with your mouse in the bottom right at the character sheet, and slightly resize it.
This will refresh the form and show that the items are there.

I will check this issue and see if i can fix it if it is easy, just letting you know FGU compatibility is not my priority yet, altough i am trying to keep it compatible

i will focus on compatibility after i am done with adding all features :)

johniba
March 18th, 2020, 22:09
Ad a GM, I use the dice pool tracker a lot. It's good for players to to know when they combine their pools, and for me, knowing they are building the pool correctly.

Noted, i will reintroduce this feature soon

Predatorian3
March 18th, 2020, 23:26
I've been getting this error after updating to the latest version of the rule set. I am trying to drag an image to the portrait of the PC. However, I get an invalid parameter.


Script Error: [string "portrait"]:1: setPrototype: Invalid parameter
Runtime Notice: s'charactermanager.lua:onDrop: Type = shortcut'
Runtime Notice: s'charactermanager.lua:onDrop: shortcut class = imagewindow'
Script Error: [string "campaign/scripts/manager_char_genesys.lua"]:427: attempt to call global 'shareWindow' (a nil value)


I did copy the campaign from a different computer this this one if that makes a difference. I've also shared the image so that it should be viewable by the player.

Jelk
March 19th, 2020, 11:52
Hello everyone,

New to Fantasy Grounds, backed FGU during Kickstarter.
I am about to start a Star Wars campaign and was wondering if the extension you were talking about in the other thread was made?
I don't see it in your shared drive, so not sure.

Thanks for the hard work on this whole Genesys ruleset.

johniba
March 19th, 2020, 13:10
Hello everyone,

New to Fantasy Grounds, backed FGU during Kickstarter.
I am about to start a Star Wars campaign and was wondering if the extension you were talking about in the other thread was made?
I don't see it in your shared drive, so not sure.

Thanks for the hard work on this whole Genesys ruleset.

Hi,

The extension I have planned for star wars to use these updates done by the genesys ruleset was not created yet.
For now I would advise you to use the current star wars ruleset, but that ruleset is not compatible with FGUnity.
Do you have the FG Classic? You will need that one, and FGU is not 100% ready to be used yet as far as i know, anyway

johniba
March 19th, 2020, 13:11
I've been getting this error after updating to the latest version of the rule set. I am trying to drag an image to the portrait of the PC. However, I get an invalid parameter.



I did copy the campaign from a different computer this this one if that makes a difference. I've also shared the image so that it should be viewable by the player.

I will check this out later

Jelk
March 19th, 2020, 14:54
Thank you for your reply.
No regular FG here, only backed the Unity version.
Guess i will start the campaign on another online solution patiently waiting for this one to be ready :).

Predatorian3
March 19th, 2020, 23:17
Was thinking about this earlier, but I need to figure out how to make an extension that adds speak as or language support like D&D does. That way I can do multiple languages and make the players figure that out.

Predatorian3
March 19th, 2020, 23:19
Hello everyone,

New to Fantasy Grounds, backed FGU during Kickstarter.
I am about to start a Star Wars campaign and was wondering if the extension you were talking about in the other thread was made?
I don't see it in your shared drive, so not sure.

Thanks for the hard work on this whole Genesys ruleset.

You could potentially make a table with the force points on it for a d12. Then just roll a d12 on the force table.

sevrick
March 22nd, 2020, 18:35
Error Messages
I thought it would be a good place to show the new skills that would be apart of my pathfinder conversion setting. I noticed I get this error when I try to make a skill in the skills tab:
Runtime Error: desktop: Unable to create window with invalid class (referenceskill : skill.id-00002)
Script Error: [string "campaign/scripts/campaign_button_new.lua"]:28: attempt to index local 'w' (a nil value)

When I made a minion and tried to add a group skill it gave me this error
Script Error: [string "scripts/manager_miniongenesys.lua"]:28: attempt to index a nil value

Extension Question
Also I had a question. How do I add my own decals for an extension. I tried looking at your realms of terrinoth extension but it seems to reference it from the russet. What it the folder structure and how do I make and package them with the extension.

LordEntrails
March 22nd, 2020, 21:20
Extension Question
Also I had a question. How do I add my own decals for an extension. I tried looking at your realms of terrinoth extension but it seems to reference it from the russet. What it the folder structure and how do I make and package them with the extension.
See the Decal Tutorial Extension on the Downloads page of www.-fg-con.com

sevrick
March 22nd, 2020, 22:40
See the Decal Tutorial Extension on the Downloads page of www.-fg-con.com

That link seems to be broken.

LordEntrails
March 23rd, 2020, 00:35
That link seems to be broken.
yea, foobared that when I typed it manually, the link is; https://www.fg-con.com/free-downloads/

sevrick
March 25th, 2020, 12:27
Error Messages
I thought it would be a good place to show the new skills that would be apart of my pathfinder conversion setting. I noticed I get this error when I try to make a skill in the skills tab:
Runtime Error: desktop: Unable to create window with invalid class (referenceskill : skill.id-00002)
Script Error: [string "campaign/scripts/campaign_button_new.lua"]:28: attempt to index local 'w' (a nil value)

When I made a minion and tried to add a group skill it gave me this error
Script Error: [string "scripts/manager_miniongenesys.lua"]:28: attempt to index a nil value

mossfoot
March 28th, 2020, 22:30
I'm really excited to see this happen. I'm a big Star Wars FFG fan, but I plan on getting Genesys in the future for my general purpose roleplaying.

I really hope to see this project help get the Star Wars ruleset up and running properly too (or find a way to incorporate it into this ruleset as a library thingy)

I've got a group trying to get together under the current circumstances, but sadly we have the all-too-common problem of "Hey, We've all got FG Classic. Wait, what? One of us has a Mac that upgraded to Catalina? We're SCREWED!"

sevrick
March 29th, 2020, 19:01
So I was thinking one of the things that should have a non-id is the weapon qualities. This is because if the players find a magic weapon and know that it's a magic weapon and don't know what it does, if it is a longsword that burns it's victims, you don't want them to see the burn quality until they have identified the weapon.

Also haven't herd from you in awhile I hope things are ok, what with the pandemic. :)

johniba
April 1st, 2020, 18:33
So I was thinking one of the things that should have a non-id is the weapon qualities. This is because if the players find a magic weapon and know that it's a magic weapon and don't know what it does, if it is a longsword that burns it's victims, you don't want them to see the burn quality until they have identified the weapon.

Also haven't herd from you in awhile I hope things are ok, what with the pandemic. :)

Hey

Yeah i am alive and kicking :P
I already worked from home, so my day to day didnt change much, except now, i take extra care because of my elderly mother, i am with her for the duration.

Sorry for the lack of news, i didnt work much on the ruleset these past weeks, i should start working again soon.

I will compile all the reported bugs and ideas, so i dont miss anything, and will check them out soon :)

Hope you are all good, wish you well and safe

johniba
April 1st, 2020, 18:34
I'm really excited to see this happen. I'm a big Star Wars FFG fan, but I plan on getting Genesys in the future for my general purpose roleplaying.

I really hope to see this project help get the Star Wars ruleset up and running properly too (or find a way to incorporate it into this ruleset as a library thingy)

I've got a group trying to get together under the current circumstances, but sadly we have the all-too-common problem of "Hey, We've all got FG Classic. Wait, what? One of us has a Mac that upgraded to Catalina? We're SCREWED!"

Yeah its gonna be easy to create a new star wars ruleset after i am done and it shouldnt take long.

I think the biggest work for me will be to try to make the new ruleset be able to import all the previous version modules and maybe campaigns

GrizzledNoob
April 2nd, 2020, 04:51
Glad to hear everything is going well so far. I hope it is that way across the board in this scary time.

Also glad to hear you will still be working on this project. I'm just waiting for a functional initiative tracker and the ability to drag damage onto an NPC and I am good to go for testing. Unfortunately my small group got used to that stuff with the D&D system on Fantasy Grounds and those are deal breakers for them to try it out with me.

Good luck to everyone. Be smart and stay safe.

johniba
April 3rd, 2020, 02:04
Glad to hear everything is going well so far. I hope it is that way across the board in this scary time.

Also glad to hear you will still be working on this project. I'm just waiting for a functional initiative tracker and the ability to drag damage onto an NPC and I am good to go for testing. Unfortunately my small group got used to that stuff with the D&D system on Fantasy Grounds and those are deal breakers for them to try it out with me.

Good luck to everyone. Be smart and stay safe.


The initiative tracker is working, the only functions not working yet in it is rolling npc initiative all at once (you need to roll for each) and vehicles are not implemented yet
I will see if i work in the fix for damage for npcs, it works but there is a bug with drag and dropping critical damage into a minion and he receives the crit damage instead of the damage being converted into normal damage as it should

Also, i know that GM rolls are not being hidden at the moment, and i know some GMs will want to do hidden rolls, specially maybe initiative rolls...

I will see what i can do

GrizzledNoob
April 3rd, 2020, 22:08
I started up a fresh test just to see if I have the same issues. I am listing them below:

I am unable to drag a PC token onto a combat map. I do not get an error, but regardless of dragging the token or portrait, neither shows on the map. No issues with dragging the NPC to the map. It also does not matter the map resolution or having the grid on or off.


If I try to remove a PC from the Combat Tracker I get this error and it will not be removed. No issues with removing NPCs:
Script Error: [string "scripts/manager_initiativegenesys.lua"]:590: attempt to index a nil value

Pulling the damage result from the chat window onto the PC on the Combat Tracker results in an error, but pulling it onto the PC sheet does not display the error:
Script Error: [string "classes/initiative/actorcharsheet.lua"]:21: attempt to index global 'CharacterManager' (a nil value)

Oddly pulling set damage onto the PC or NPC sheet works, but anything that adds Brawn with the damage results in this error:
Script Error: [string "campaign/scripts/manager_char_genesys.lua"]:764: attempt to perform arithmetic on a nil value

Those are my main issues that stop me from real testing with players, with the inability to drop a PC token on the map being the biggest problem.
We could work around the damage issues by manually dealing out the damage. And not being able to remove the PCs from the Combat tracker is not terrible either since it would always be the same PCs.

sevrick
April 4th, 2020, 00:20
Yeah I figured out how to do the decals. Thanks.

Not sure if you saw my previous post about those errors.

Also I can't adjust the number of ranks on a talent.

SlyKuga
April 6th, 2020, 20:29
Sorry in advance if this has been discussed already. I did a search and didn't seem to find anything.

I am using both FGC and FGU and having the same problem on both (thought it was a Unity thing at first), I have no careers or species show up or be able to be used, talents are there no problem, items also, skills show up beautifully on the sheet. If someone can point me in the right direction that would be awesome.

also getting this when I load character manager
"Ruleset Error: panel: Defined with a merge attribute, but the name attribute (modifierstack) does not match an existing panel. Skipped. File (definitions/desktop.xml)"

sevrick
April 7th, 2020, 00:35
Sorry in advance if this has been discussed already. I did a search and didn't seem to find anything.

I am using both FGC and FGU and having the same problem on both (thought it was a Unity thing at first), I have no careers or species show up or be able to be used, talents are there no problem, items also, skills show up beautifully on the sheet. If someone can point me in the right direction that would be awesome.

also getting this when I load character manager
"Ruleset Error: panel: Defined with a merge attribute, but the name attribute (modifierstack) does not match an existing panel. Skipped. File (definitions/desktop.xml)"

I add the careers and species to the module yet because I was unsure if he was going to do something with the format or leave as is. The ruleset is still being worked on. As far as the error I don't know.

SlyKuga
April 7th, 2020, 00:44
I add the careers and species to the module yet because I was unsure if he was going to do something with the format or leave as is. The ruleset is still being worked on. As far as the error I don't know.

We talking about the Genesys or Star Wars stuff? I am talking about the regular Genesys stuff. Though I am looking forward to doing EotE also at some point

sevrick
April 7th, 2020, 02:08
We talking about the Genesys or Star Wars stuff? I am talking about the regular Genesys stuff. Though I am looking forward to doing EotE also at some point

Opps that was a typo. I ment I haven't added them and I was talking about Geneyes.

SlyKuga
April 8th, 2020, 20:58
It's cool! I understand. So I have created a bunch of talents, careers and archetypes. Is there any way to have those entries link into the character sheets like they do in 5E. If create a race that has set Characteristics, and special abilities is there a way to get them to show up when I drag the race over into the character sheet? Sorry again if this has already been discussed.

sevrick
April 9th, 2020, 04:55
It's cool! I understand. So I have created a bunch of talents, careers and archetypes. Is there any way to have those entries link into the character sheets like they do in 5E. If create a race that has set Characteristics, and special abilities is there a way to get them to show up when I drag the race over into the character sheet? Sorry again if this has already been discussed.

Yes that is definitely possible. As it stands now, it doesn't have that capability.

alfarobl
April 10th, 2020, 19:48
There is a problem with adding dice to the pool with FGU. I attach log file here with error. Also if I use %d it shows empty with no number on chat. I am using March 18th version with updated FGU.



[4/10/2020 8:43:50 PM] s'Campaign Option interface_cleardicepoolondrag set'
[4/10/2020 8:43:50 PM] s'dieboxmanager.lua: sendPlayerDicepool. Dieliststring = dBoost'
[4/10/2020 8:43:50 PM] [<color="red">ERROR</color>] Script execution error: [string "classes/desktop/diebox.lua"]:235: attempt to concatenate local 'type' (a nil value)
[4/10/2020 8:44:16 PM] s'Campaign Option interface_cleardicepoolondrag set'
[4/10/2020 8:44:16 PM] s'dieboxmanager.lua: sendPlayerDicepool. Dieliststring = dBoost,dProficiency'
[4/10/2020 8:44:16 PM] [<color="red">ERROR</color>] Script execution error: [string "classes/desktop/diebox.lua"]:235: attempt to concatenate local 'type' (a nil value)
[4/10/2020 8:44:26 PM] s'dieboxmanager.lua: sendPlayerDicepool. Dieliststring = dBoost,dProficiency,dDifficulty'
[4/10/2020 8:44:27 PM] s'dieboxmanager.lua: sendPlayerDicepool. Dieliststring = dBoost,dProficiency,dDifficulty,dDifficulty'
[4/10/2020 8:44:29 PM] s'dieboxmanager.lua: sendPlayerDicepool. Dieliststring = '
[4/10/2020 8:44:31 PM] s'TODO - Launch threat info/spend window. Threat = -1'
[4/10/2020 8:44:31 PM] s'TODO - Launch Triumph info/spend window.'

kavaliro
April 10th, 2020, 20:40
Any chance of this becoming a Github/gitlab/bitbucket project instead of a Google drive share? I've never understood why git repos aren't the go-to for community rulesets. So much cleaner and more manageable, and there's the possibility of getting others excited about developing the ruleset with you.

LordEntrails
April 10th, 2020, 21:22
Any chance of this becoming a Github/gitlab/bitbucket project instead of a Google drive share? I've never understood why git repos aren't the go-to for community rulesets. So much cleaner and more manageable, and there's the possibility of getting others excited about developing the ruleset with you.
Probably because people have to learn pulls and pushes and commits and adds and checkouts and merges and etc :)

If you don't/haven't worked with Git, then its something new to learn. Not that it's not valuable, but it takes learning :)

kavaliro
April 10th, 2020, 21:32
It has a learning curve, true... But learning to build a ruleset is easily three orders of magnitude harder than learning git. Most people who succeed at making a ruleset are already programmers. I have serious doubts that there are too many ruleset makers who don't have this skill by now, and if you can wrap your head around ruleset creation, git is easily, almost trivially within grasp.

(For those curious, this video (https://youtu.be/1ffBJ4sVUb4) is one of the best for understanding what git is and how it works.)

johniba
April 12th, 2020, 18:08
Hi guys

Just a quick note to let you all know i am still alive :P
I am reading the comments and yes, i will put this on github
I think it is also good to have a place where i can have a list of bug reports, suggestions and known errors
What do you guys suggest I use?

punisher5150
April 13th, 2020, 03:38
Are the vehicles still giving you problems? I am not a coder, but I was thinking: does the CoreRPG handle familiars and mounts any differently for the combat tracker? If so, maybe the answer lies in there somewhere. Or maybe create a two tabbed combat tracker: one for PCs and minions/aliens, villains, and a second for vehicles? I don't know if this is even possible but I figured I'd throw it out there anyway just in case it sparks some ideas.

the8bitdeity
April 13th, 2020, 18:10
Hi guys

Just a quick note to let you all know i am still alive :P
I am reading the comments and yes, i will put this on github
I think it is also good to have a place where i can have a list of bug reports, suggestions and known errors
What do you guys suggest I use?

Hi, first time poster. Looking into running a SW EotE campaign but it looks like this mod is closer (maybe) to working with FGU (I'm on a Catalina Mac)

Just my $0.02 as a developer, but git hub will cover all of that. It's both a repository of code as well as a forum for discussing technical issues.

johniba
April 14th, 2020, 04:51
Are the vehicles still giving you problems? I am not a coder, but I was thinking: does the CoreRPG handle familiars and mounts any differently for the combat tracker? If so, maybe the answer lies in there somewhere. Or maybe create a two tabbed combat tracker: one for PCs and minions/aliens, villains, and a second for vehicles? I don't know if this is even possible but I figured I'd throw it out there anyway just in case it sparks some ideas.

Core does not support familiars or vehicles, and i cannot find an implementation done with them in any rulesets

My idea for implementing this, is adding vehicles just like other items you can have, but a separate "inventory".
Then, you can flag one as being in use.
I want them to have inventories also, and allow players to move items from their inventory into the vehicle.
Vehicle should also be able to "equip" weapons.

Then, if the character has a vehicle flagged in use, that vehicle shows up in the combat tracker.

The way SWEOTE implemented it is like a hard coded tab inside the character, and i didnt want to do that.

So, as soon as i fix remaining issues, i will try to implement this idea

The positive side of doing it this way is that it allows me to have a vehicles database, so just like with weapons, we will be able to create vehicles, and assign one or more of them to characters

johniba
April 14th, 2020, 04:57
Hi, first time poster. Looking into running a SW EotE campaign but it looks like this mod is closer (maybe) to working with FGU (I'm on a Catalina Mac)

Just my $0.02 as a developer, but git hub will cover all of that. It's both a repository of code as well as a forum for discussing technical issues.

I am prioritizing fixing the current reported issues, and then do another pass on compatibility with FGU

Currently I did not implement some features from SW ruleset though, like force die (this can be added back easly though), and obligation, duty, morality, force rating.
They are fairly easy for me to add, and my idea is creating a ruleset for SW, using Genesys as a library (just like DND5 and others do with core)

This will make the main code easly maintainable (i only have to work on one code)

The only main feature out so far are vehicles

So, as soon as i implement vehicles, i can create the SW ruleset for FGU

After that, there is still work to be done, because i want to create a way for people to import their existing data from the current SW ruleset, into the new one
I am still not sure how much it will be possible, but i will try


Last thing: i will work on the visuals. I want a good design for the ruleset, something like DND5 has, and also i want to provide a template for people to create other skins

I did not do much in the past weeks, but next week i will go back to working on the ruleset, and providing regular updates

Hardbushido
April 14th, 2020, 05:09
Starfinder has vehicle functionality and it's quite interesting. Allows separate vehicle actions based on vehicle rules. Dont know if this helps. Again I'm thankful for everything you've done.

the8bitdeity
April 14th, 2020, 05:36
I am prioritizing fixing the current reported issues, and then do another pass on compatibility with FGU

Currently I did not implement some features from SW ruleset though, like force die (this can be added back easly though), and obligation, duty, morality, force rating.
They are fairly easy for me to add, and my idea is creating a ruleset for SW, using Genesys as a library (just like DND5 and others do with core)

This will make the main code easly maintainable (i only have to work on one code)

The only main feature out so far are vehicles

So, as soon as i implement vehicles, i can create the SW ruleset for FGU

After that, there is still work to be done, because i want to create a way for people to import their existing data from the current SW ruleset, into the new one
I am still not sure how much it will be possible, but i will try


Last thing: i will work on the visuals. I want a good design for the ruleset, something like DND5 has, and also i want to provide a template for people to create other skins

I did not do much in the past weeks, but next week i will go back to working on the ruleset, and providing regular updates


Wow, sounds great. Let me know if there is anything I can do to help. I'm not familiar (yet) with Fantasy Ground's mark up API, but I've got software development experience so let me know if there is any help I can provide.

If you're curious about how GitHub works I can try to let you know.

johniba
April 14th, 2020, 16:29
Starfinder has vehicle functionality and it's quite interesting. Allows separate vehicle actions based on vehicle rules. Dont know if this helps. Again I'm thankful for everything you've done.

this helps a lot! I will look for that ruleset, and look at its code for inspiration, thank you

johniba
April 14th, 2020, 16:32
Wow, sounds great. Let me know if there is anything I can do to help. I'm not familiar (yet) with Fantasy Ground's mark up API, but I've got software development experience so let me know if there is any help I can provide.

If you're curious about how GitHub works I can try to let you know.

Thank you... i will need help specially from people that have a knack for visuals... i am terrible with any designs, mine are always ugly and functional, so that is why i will provide a template so people can make things more good looking

About github, the big challenge is only learning how Atom editor works with it.. i did a bit of an exploration, i only need to make sure i dont screw up

alfarobl
April 14th, 2020, 16:32
There is a problem with adding dice to the pool with FGU. I attach log file here with error. Also if I use %d it shows empty with no number on chat. I am using March 18th version with updated FGU.

Were you able to reproduce error with FGU?

the8bitdeity
April 14th, 2020, 18:31
Thank you... i will need help specially from people that have a knack for visuals... i am terrible with any designs, mine are always ugly and functional, so that is why i will provide a template so people can make things more good looking

About github, the big challenge is only learning how Atom editor works with it.. i did a bit of an exploration, i only need to make sure i dont screw up

Apologies if I'm talking down, but Git (the technology behind GitHub) is just a source control system (albeit a moderately complicated one if you're a power user). If the product assets are just text files (or any other suffix that's really just a text file like json, or js or ...) it can track changes to the file over time and show diffs and the like. It's basically mandatory to use SCM for any "real" coding practices so you can figure out when bugs get introduced or "how did we do this thing 2 years ago?" . Let me know if you have any questions regarding best practices for source management, I've been a developer for over 15 years.

EDIT: also I'm not a visual guy unfortunately, definitely a low level coder

punisher5150
April 17th, 2020, 20:47
I was just thinking that Savage Worlds has a vehicle combat system as well. That ruleset might have some ideas on how to implement that function better for genesys. And also for the subsequent Star Wars ruleset that will come as much as I’d like the functionality to export old modules it’s not a dealbreaker For me. And I’ve created probably twenty or so modules in the old ruleset. I’d rather have a badass ruleset that can’t import the old data than a mediocre one that can. What do others think?

Talley Darkstar
April 17th, 2020, 21:02
I haven't done a lot of work with the current Star Wars ruleset outside of my own stuff, but, one that works the same as the rest of the FG games is always a better option.

johniba
April 20th, 2020, 15:51
Yeah this week i will check all the reported errors, and finish some stuff that are left over.

GrizzledNoob
April 20th, 2020, 17:59
Awesome. I am curious if my errors are something on my side or if they are errors that you have as well. Thank you!

sevrick
April 21st, 2020, 01:52
Sounds good. When your ready I can also start on NPC libraries.

Fezzwick
April 23rd, 2020, 18:51
Hi! I have subscribed to FG for a few years but frankly never played a lot with it because I was intimidated by having to modify the port forwarding and handling all of the extensions, modules and stuff.

Recent events and backing the Unity Kickstarter have made me more likely to use this program. I have an Ultimate license on both FG Classic and FG Unity.

I am running a Star Wars EotE campaign with my group, and am trying to convince them to use FG to play. I have downloaded the extensions, modules, critical hit tables and dice sets into FG Classic. I see that the Genesys system is being worked on, which is very encouraging. I do have a few questions:

1. How can I help?
2. Has anyone contacted OggDude about his character generator that is linked to in the FFG forums?
3. Should I encourage my players to get FG Classic or FG Unity? We are looking to play on 27 April or failing that, 11 May.

Thank you all who have worked on this project. It certainly makes it easier for people like me to get it up and running for my group with minimal effort!

Mike
Fezzwick on FFG
Fezzwick on FG

Trenloe
April 23rd, 2020, 18:57
2. Has anyone contacted OggDude about his character generator that is linked to in the FFG forums?
I contacted him a few years ago, and he said we could use the data from his app. However, that has since morphed and there's data available that definitely breaks copyright - the original OggDude data had "Refer to page xx" instead of text - which kinda kept it within the realms of just providing game mechanics data.

We never really discussed a PC import process - just too many moving parts and data changes.

paulyhedral
April 24th, 2020, 02:57
Thank you so much for working on this! I have a Genesys game that I'm probably going to be resuming soon, and I just picked up FG recently to continue gaming through quarantine, and tossed around the idea of working on my own ruleset for it. I'm going to do what I can to run this through its paces. ;) Is there a GitHub repo for it yet? I didn't see mention of it in the thread, and I've already found a couple issues that I could submit a PR for.

Cheers and thanks again!

sevrick
April 25th, 2020, 20:50
Incase you looking for the worst bug it would have to be the minnon group skills not working.

paulyhedral
April 29th, 2020, 16:41
A couple things:

1. Any idea when it will be possible to add talents, abilities, etc.?
2. What is the last column (the number field to the immediate left of the die icon) in the skills tab? I'm guessing it's ranks in each skill, but it doesn't seem to be editable.
3. I get the following error when I drop dice in the dice pool:

[4/29/2020 8:33:55 AM] [<color="red">ERROR</color>] Script execution error: [string "classes/desktop/diebox.lua"]:235: attempt to concatenate local 'type' (a nil value)

GrizzledNoob
April 29th, 2020, 18:39
Is anyone else testing this having my issue of not being able to put a PC character token on a map?

sevrick
April 29th, 2020, 23:26
Is anyone else testing this having my issue of not being able to put a PC character token on a map?

Did you try dragging the token from the combat tracker onto the map?

GrizzledNoob
April 30th, 2020, 01:28
Did you try dragging the token from the combat tracker onto the map?

Yes. I cannot get either the PC or the NPC token on the map from the combat tracker. I can bring it from the NPC "character sheet" to the map, but cannot from the player character sheet. I am able to pull any token from the token bags on to the map, just not from the PC sheet or the combat tracker.

GrizzledNoob
May 2nd, 2020, 09:49
Does it work from the combat tracker for you Sevrick?

ChefboyArdy
May 2nd, 2020, 15:03
Hello all, thank you all for working on this. Been trying to read through the thread and want to get a a oneshot running for a group using FFG Star wars. I noticed the front page hasn't been updated since January and going through the forum there is also the Genysis ruleset guys that you all are working with...I just want to know what currently is the best working setup for starwars? Do we load up Genysis but then load up a star wars module or are they 2 different systems still...I'm just a little confused on what is the best method currently.

Hardbushido
May 2nd, 2020, 15:06
He is still working on the base game. My understanding is after this gets done then a star wars module or extension could be created. Right now I would just use the old eote ruleset for fg classic if I was wanting to play star wars

Trenloe
May 2nd, 2020, 15:08
I just want to know what currently is the best working setup for starwars?
If you're using FG Classic look at this ruleset: https://www.fantasygrounds.com/forums/showthread.php?24151-Star-Wars-Edge-of-the-Empire-Age-of-Rebellion-Force-and-Destiny-v2-ruleset

It doesn't have some of the CoreRPG features you may be useful, but it's totally usable (I've run many games with it, as have others) and there are some good base library modules for it. too.

If you're using FG Unity then the ruleset in this current thread is where you'll need to look - but the Star Wars extension mentioned hasn't (to the best of my knowledge) been created yet.

sevrick
May 3rd, 2020, 01:18
Does it work from the combat tracker for you Sevrick?

You are right. Something must have broken with the update. I hope Johniba fixes it soon.

GrizzledNoob
May 3rd, 2020, 05:06
Thank you for confirming it is not working for you either.

ChefboyArdy
May 3rd, 2020, 13:54
ok, noted. Many thanks.

johniba
May 4th, 2020, 03:31
Hey guys

Thanks for your patience, i didnt have much time to work this week on the ruleset but i will make sure i can work in the current reported issues, and release a fix next week

punisher5150
May 4th, 2020, 04:11
Thanks for checking in johniba! Some of us were starting to worry! Have you found a way to integrate the vehicles and vehicle combat yet? Perhaps Trenloe or one of the other old school programmers here might have some ideas.

dfrost303
May 4th, 2020, 20:47
Hello! I can't tell you how excited I am to find out this work is being done. I am a huge fan of Genesys. However, I've used FG as a player but am considering buying a license to run games (especially after finding this thread!). Would this Genesys api work with the Unity version of FG, or only Classic? I'd love to know before making a license purchase.

Hardbushido
May 4th, 2020, 20:51
This currently works on both. Understand there are bugs currently on both though.

dfrost303
May 4th, 2020, 21:32
Hello! I can't tell you how excited I am to find out this work is being done. I am a huge fan of Genesys. However, I've used FG as a player but am considering buying a license to run games (especially after finding this thread!). Would this Genesys api work with the Unity version of FG, or only Classic? I'd love to know before making a license purchase.


This currently works on both. Understand there are bugs currently on both though.

Oh, I totally understand! I have a group of online players that are familiar with SW, Genesys, and FG, though, so I would be more than happy to test and report on gameplay. I know this is a work in progress, and I definitely want to support its development!

johniba
May 4th, 2020, 23:16
Thanks for checking in johniba! Some of us were starting to worry! Have you found a way to integrate the vehicles and vehicle combat yet? Perhaps Trenloe or one of the other old school programmers here might have some ideas.

I am checking this extension that Tiderian sent me, and looks promising.
I think i can use that idea to develop the vehicle system, i will check tomorrow

Tiderian Prime
May 5th, 2020, 00:49
Johniba,

Whatever we can do to help. Like dfrost303 said, let us know if you need play testing - on either platform. Hardbushido, and myself with others in our community are keen to begin hosting.

T-Prime.

Kethevin
May 20th, 2020, 04:51
I'm not sure what I'm doing wrong. When I double click on a weapon, on the Combat page. This happens:

Script Error: [string "classes/common/weapondicepool.lua"]:139: attempt to index local 'weaponnode' (a nil value)


It also does this when I first load the program:

Ruleset Error: windowclass: Defined with a merge attribute, but the name attribute (charsheetmain) does not match an existing windowclass. Skipped. File (extension.xml)
Script Error: [string "Genesys_Data_Common.lua"]:175: attempt to index global 'PreferenceManager' (a nil value)
Runtime Notice: s'ChatManagerGenesys.lua: sendSpecialMessage - msgtype = refreshdestinychits'
Runtime Notice: s'ChatManagerGenesys.lua: sendSpecialMessage - msgtype = refreshdestinychits'
Ruleset Warning: chat: Could not find font (Dwarven)

EDIT: I'm an idiot. I was selecting "Genesys SW Extension." Once I removed that everything seems to be working.

Also. Do you accept donations? I love your work and would feel better if I could contribute to you somehow. :-)


EDIT 2: I guess I'm just too dumb for this. :-P When I click on a skill, it says "Unable to find skill record with the correct name."

I'll wait until this has been made idiot-proof. I apologize.

GrizzledNoob
May 20th, 2020, 06:30
Hey guys

Thanks for your patience, i didnt have much time to work this week on the ruleset but i will make sure i can work in the current reported issues, and release a fix next week

Hi johniba. I hope all is going well. Were you able to work on this at all recently? If you have a new build, I would love to give it a try and see if it solves any of the current limitations. Thank you.

sevrick
June 2nd, 2020, 04:48
I am starting to worry. Did he abandon this project already?

GrizzledNoob
June 2nd, 2020, 05:27
I hope not. It is so close to being a better option than the hacked EoTE system on here. But we are certainly in some odd times so I could see something like this just dropping very low on the priority list.

Trenloe
June 2nd, 2020, 08:09
It is so close to being a better option than the hacked EoTE system on here.
Thanks for your kind words of support.

Hurske
June 2nd, 2020, 15:12
I wouldnt call the EoTE system hacked, I have used it for a number of years and is more than enough to run any kind of Genesys/Star Wars game on it.

Valatar
June 2nd, 2020, 15:40
I think it actually is a hack of a previous WFRP 3e ruleset. "Hack" isn't necessarily carrying negative connotations here, because it does work fine. If Unity didn't break it, I'd keep using it going forward, but unfortunately it does, so there's an expiration date on that ruleset now.

Trenloe
June 2nd, 2020, 15:49
On second reading, maybe @GrizzledNoob was referring to running Genesys using an extension on the Star Wars: Edge of the Empire ruleset. Maybe they mean that the hack was the extension. Any maybe I was being a bit too precious about the Star Wars: Edge of the Empire ruleset - that has provided over 40,000 sessions of Star Wars (with weird dice) gaming on Fantasy Grounds over the last few years... My apologies to @GrizzledNoob if I read them incorrectly.

sevrick
June 2nd, 2020, 16:42
On second reading, maybe @GrizzledNoob was referring to running Genesys using an extension on the Star Wars: Edge of the Empire ruleset. Maybe they mean that the hack was the extension. Any maybe I was being a bit too precious about the Star Wars: Edge of the Empire ruleset - that has provided over 40,000 sessions of Star Wars (with weird dice) gaming on Fantasy Grounds over the last few years... My apologies to @GrizzledNoob if I read them incorrectly.

I dont understand if you like Edge of the Empire so much what is keeping you from just doing it your self. I know it sounds like we are beating a dead horse, but why defend it so passionately and yet don't give it some TLC to bring it in line with the current version of FG.
Call me obsessed but check this forum every day. Some time more than that. But atleast every day. I was on the verge of learning how to program just see this thing done, when this ruleset was started.

Trenloe
June 2nd, 2020, 17:39
I dont understand if you like Edge of the Empire so much what is keeping you from just doing it your self. I know it sounds like we are beating a dead horse, but why defend it so passionately and yet don't give it some TLC to bring it in line with the current version of FG.
1) I rarely run Star Wars any more. But when I do, I run it with the existing ruleset. I'm not the one wanting it converting to Core RPG. It's still very playable and works well for me.
2) I've been very clear elsewhere of why I'm not going to spend a lot of time converting a ruleset that I hardly use.
3) As I think this thread has amply shown - it is not just a case of "some TLC" to migrate the ruleset to run on CoreRPG.

I defend the ruleset because it is still very workable and very playable on the platform it was designed for. I can defend something that still works for FGC and has for many years without spending many of my hours converting it for others to use - I've already spent hundreds of hours giving to the community who have run thousands of sessions using the ruleset.

If you were hoping to goad me into spending any more time on it, then you've failed. I say those who want it converting, maybe those who visit this forum every day, should be the ones to take it forwards.

sevrick
June 2nd, 2020, 20:45
I am not trying to goad you into doing anything. I guess it makes sense. I dont play dnd anymore although I used to alot. If I had made a big project for something I used to like but dont anymore I couldn't see my self putting in that much effort on somthing I wouldn't use.
For those of you waiting, I will try my hand at modifying this ruleset. No promises though. I have done coding but that was C#.
Hopefully it doesnt come to that and we are just being impatient. Plz Johniba come back.

GrizzledNoob
June 3rd, 2020, 03:10
I certainly didn't mean it in any sort of negative way. It is a rule set made for Star Wars and sometimes it shows when I try to use it to run Genesys games. It is not terrible in the least, since it is perfectly adequate for running my game. Having to add extensions to it which do generally work gets a little cumbersome. I was helping my friend set it up so he could run his own game and it took me a while to remember which extensions I used and what they did. I had extensions that didn't seem to do anything and it is just nowhere near as smooth as a rules set designed for Genesys from the beginning. Someday I would love to give a character some new armor that will automatically apply the correct soak and defense, and the same with weapon attacks that can take into account temporary increases due to conditions or items without needing to directly manipulate the attack itself. That type of stuff. I hack stuff together all the time, so please don't take it as a term of disrespect.

punisher5150
June 3rd, 2020, 03:27
Trenloe, I for one am grateful for the hard work you put into the previous ruleset. I am also thankful that johniba and sevrick have tackled this new Genesys ruleset for CoreRPG. I hope johniba hasn't abandoned the work on it, but it appears to be very close to completion so I am hoping someone can pick it up and finish it if he has. And also I hope someone will take the Genesys basis and create a Star Wars ruleset that will work with Unity. Unfortunately picking up the skills to code these rulesets isn't a task for everyone. If I had some time off from work I'd give it a second go (I spent weeks trying to figure out fonts etc before johniba started this project). Most of us who have been around since version 1 of the ruleset have seen how much effort you put into the original ruleset and the second version, as well as the extensions etc and completely understand where you are coming from.

Thanks to EVERYONE in this forum who are contributing, either through playtesting or writing code.

johniba
June 7th, 2020, 21:43
Trenloe, I for one am grateful for the hard work you put into the previous ruleset. I am also thankful that johniba and sevrick have tackled this new Genesys ruleset for CoreRPG. I hope johniba hasn't abandoned the work on it, but it appears to be very close to completion so I am hoping someone can pick it up and finish it if he has. And also I hope someone will take the Genesys basis and create a Star Wars ruleset that will work with Unity. Unfortunately picking up the skills to code these rulesets isn't a task for everyone. If I had some time off from work I'd give it a second go (I spent weeks trying to figure out fonts etc before johniba started this project). Most of us who have been around since version 1 of the ruleset have seen how much effort you put into the original ruleset and the second version, as well as the extensions etc and completely understand where you are coming from.

Thanks to EVERYONE in this forum who are contributing, either through playtesting or writing code.

hey

Sorry for the lack of communication, i didnt abandon it :)
Life and work are going crazy at the moment and i couldnt do much these past weeks, but i do want to resume working on the ruleset soon

johniba
June 7th, 2020, 21:43
I am not trying to goad you into doing anything. I guess it makes sense. I dont play dnd anymore although I used to alot. If I had made a big project for something I used to like but dont anymore I couldn't see my self putting in that much effort on somthing I wouldn't use.
For those of you waiting, I will try my hand at modifying this ruleset. No promises though. I have done coding but that was C#.
Hopefully it doesnt come to that and we are just being impatient. Plz Johniba come back.

Sorry for being away... i promise i will update this soon!

Hardbushido
June 7th, 2020, 21:48
Praise da lord

Valatar
June 7th, 2020, 21:51
I'm super glad to hear from you, but of course take care of yourself first and foremost! People will cope with a wait on features. Unity's still not in a great place anyways, and Trenloe's module works fine on Classic, so there's no real fire under anybody right now.

sevrick
June 8th, 2020, 02:12
Glad to hear from you. I was a little nervous there ;).

johniba
June 11th, 2020, 01:30
Sorry to make you all nervous!
I will see if i can fix some of the issues this weekend, and get the ball rolling :)

johniba
June 21st, 2020, 14:56
So, today i am compiling all reported issues and suggestions, and creating a github repository
I will use the repository initially for that issue tracking, and later, fully use it to keep the ruleset code.

I will see if i can clear some of the issues, and also make it compatible with FG unity again, and upload a new version

Hardbushido
June 21st, 2020, 15:00
Awesome man. I wish I had the skillset to help code. Starting to learn the very basics.

sevrick
June 21st, 2020, 22:34
Awesome can't wait.

johniba
June 23rd, 2020, 21:47
So, quick update:

I am checking Savage Worlds' vechicle implementation and it really helped me a lot!
I might be able to implement something similar (initially simple, but we can make it more advanced later)
It gave me a lot of ideas!

I am tackling some issues, so i will probably fix issues to make the module compatible with the latest unity, fix other reported issues, and then work on vehicles!

damned
June 23rd, 2020, 23:26
So, quick update:

I am checking Savage Worlds' vechicle implementation and it really helped me a lot!
I might be able to implement something similar (initially simple, but we can make it more advanced later)
It gave me a lot of ideas!

I am tackling some issues, so i will probably fix issues to make the module compatible with the latest unity, fix other reported issues, and then work on vehicles!

You might check the extension for Starships for Starfinder.

johniba
June 24th, 2020, 14:52
You might check the extension for Starships for Starfinder.

Ok I will... thanks

Tiderian Prime
June 24th, 2020, 20:12
Johnniba, That's the same Starfinder ship combat ext I sent you.

johniba
June 26th, 2020, 19:55
Johnniba, That's the same Starfinder ship combat ext I sent you.

Ah yes and thank you for that.
I checked the extension and then the ruleset itself, and it helped me to idealize how to make it work in genesys

I will be creating a vehicles database, just like in that ruleset, one thing for sure is to make vehicles a party thing: a player can be an owner, but someone else may be using it, or even multicrew it
I want it versatile: bike, car, giant spaceships, i love the idea so now i am trying to create the database

After that, i want to make vehicles show in the party sheet, and do something similar from starfinder where you assign who is using what

One thing i dont like though is having a separate combat track for vehicles: i will probably add vehicles in the same combat track, and i will have to test how that works (like it is in Savage Worlds)

So i would say genesys will be something like merging those two ideas, and later, i hope, easy to just override a few things to make work on star wars

sevrick
June 28th, 2020, 19:59
I have started working on content from the Keyforge Secrets of the Crucible source book. I will be adding just the Items and NPC stats without descriptions as usual. As things progress in the ruleset I can add more later when they become more concrete.

I can't wait until the next update. Just looking forward for it to be in a playable sate so I can move my content over from the old version. :)

johniba
June 30th, 2020, 04:07
I have started working on content from the Keyforge Secrets of the Crucible source book. I will be adding just the Items and NPC stats without descriptions as usual. As things progress in the ruleset I can add more later when they become more concrete.

I can't wait until the next update. Just looking forward for it to be in a playable sate so I can move my content over from the old version. :)

Awsome

Yeah the update is taking me longer to work on, but i hope i can get it done soon

johniba
July 2nd, 2020, 23:20
Quick update:
So I am currently working on the vehicle feature, and i am actually trying a simple solution:

- we will have a vehicle database, which is similar to npc and items
- each player will be able to have muiltiple vehicles, and they display in inventory (similar to savage worlds ruleset)

- vehicles are kind of a hybrid, they are items, but players can pilot them, and also they can be dropped in the combat tracker, like pcs and npcs

- Vehicles will be able to be shared... when shared, they show up in the party sheet, allowing someone that is not the owner, to use it.
I am still working on this

In order to make this work, i need to fix the combat tracker, i am still not happy with the way i did it, it contains too much of the old code, and i might try to rewrite it entirelly
I need to fix it, since it is not interacting correctly with maps, and encounters

punisher5150
July 3rd, 2020, 02:14
Thanks for the progress update! Looking forward to the next release.

lagouache
July 3rd, 2020, 09:03
Is there a git repository somewhere so that we could help you and contribute some pull requests ?

sevrick
July 3rd, 2020, 13:00
If the vehicles are going to take awhile to get working, are you planning on releasing a smaller update that fixes the bugs 1st? Mainly the one that doesn't allow me to give minions group skills. When ever I check the box I get this:
Script Error: [string "scripts/manager_miniongenesys.lua"]:28: attempt to index a nil value


Also good job cant wait to see how it turns out.:)

Xarax
July 4th, 2020, 07:40
Thank you so much for coding this johniba.

I've been experiencing an error message. Every time I try to add a skill or add a description of that skill a window opens with this error message:

Runtime Error: desktop: Unable to create window with invalid class (referenceskill : skill id-00001)


Also whenever i click on the dragon icon on a character sheet to open a window to the skill description nothing opens and an error message appears (in the chat window, not the ):

Unable to find skill record with the correct name.

Are these known bugs, or am i doing something wrong?

johniba
July 4th, 2020, 14:43
Thank you so much for coding this johniba.

I've been experiencing an error message. Every time I try to add a skill or add a description of that skill a window opens with this error message:



Also whenever i click on the dragon icon on a character sheet to open a window to the skill description nothing opens and an error message appears (in the chat window, not the ):


Are these known bugs, or am i doing something wrong?

yes it is a known error, i just added to my list of issues, i will work on

johniba
July 4th, 2020, 14:44
Hey everyone, i will see if i can post a new version with the fixes in the next few days, since it is taking this long to add vehicles... and then continue working on vehicles

I did create a git repository but i am not updating the code there yet, i am using it to track the issues though

https://github.com/ibarzabal/Genesys/issues

lagouache
July 5th, 2020, 10:48
I am new to Fantasy Grounds and extension/ruleset building but would gladly contribute. Mainly I have interests in extending this ruleset to Star Wars. Any advice to where I should start ?

viresanimi
July 5th, 2020, 11:04
I do believe that it is Johniba's intention to make an extension for this ruleset, so it works with the Star Wars ruleset, but not until the ruleset is considered feature complete.

Personally I can't wait for the Star Wars version. While perfectly serviceable, the current Star Wars ruleset has some rather annoying bugs, that is driving me slightly insane. *smirk*

Can't wait for any update here either!

sevrick
July 5th, 2020, 18:07
I am new to Fantasy Grounds and extension/ruleset building but would gladly contribute. Mainly I have interests in extending this ruleset to Star Wars. Any advice to where I should start ?

While yes Johniba is planning on making a star wars extension, I would start by unpacking the this ruleset. Open it as a zip file. Then make a new folder and extract those files to it. Look through the various files in a text editor, I prefer Notepad++ but any will do. You can get a feeling on how things work. Since the Star Wars rules are going to be an extension it will work by overriding pieces of code in the main ruleset. This is nice because you can copy .xml files from the ruleset and make changes without effecting the ruleset.
I personally would start by removing skills that aren't in your setting and adding new ones so that by default when you create a character or NPC it will show the right skills for that setting.
In the scripts folder "open data_common_genesys.lua". You can see all the skills are layed out in a specific pattern. Just add and take away skills that pertain to your setting in this case Star Wars. Also keep in mind when making an extension you want to keep the same folder structure.
There is more before you can actually get to work in game but that is a start. I know it's not exactly what you were asking for but that should at least get you familiar with the code and the patterns so you can easily add your own stuff like Star Wars things later. This is all for you if you positively can't wait for the Official extension to come out, but it is also useful information if you want to make your own setting extension for Genesys.

johniba
July 6th, 2020, 02:40
I am new to Fantasy Grounds and extension/ruleset building but would gladly contribute. Mainly I have interests in extending this ruleset to Star Wars. Any advice to where I should start ?

I have already plans to create such extension.
Actually i will create a ruleset that extends genesys, just like you see genesys doing with core, dnd5 does with core, etca.

I am really close to finish all features (i will improve more things also, but that will come later) and as soon as i am done fixing errors and adding vehicles to the ruleset, i will release the star wars one.

lagouache
July 6th, 2020, 06:52
Great ! How can we help you then ?
I can code and ran through rulesets and extensions these days, coded some things to learn. It does not look hard, Genesys and CoreRPG rulesets are pretty clear. So let us know if we can help you with some contributions and how.

johniba
July 6th, 2020, 15:29
Great ! How can we help you then ?
I can code and ran through rulesets and extensions these days, coded some things to learn. It does not look hard, Genesys and CoreRPG rulesets are pretty clear. So let us know if we can help you with some contributions and how.

Thanks for your interest in helping.
Before that, i need to fix some things, specially vehicles, combat tracker, dice rolling code. I believe i will have to rewrite some stuff, in a way that if we work on the star wars ruleset before this, it will make coding it more difficult.

I will keep you all updated here, and when the code is stable, we can talk about working on it

johniba
July 6th, 2020, 23:56
Hey guys, i fixed a few of the reported issues, and before the end of the week, i will be uploading a new version!
Also i am studying the Dnd5 ruleset which gave me a lot of ideas to improve the ruleset, after i am done with adding vehicles (which is almost ready)

Thanks for your patience

GrizzledNoob
July 7th, 2020, 00:33
That is great to hear. I may be able to test it out with players this weekend if you have it completed early enough for me to give it a quick test before game day. Thank you for your hard work.

johniba
July 7th, 2020, 03:57
That is great to hear. I may be able to test it out with players this weekend if you have it completed early enough for me to give it a quick test before game day. Thank you for your hard work.


I will see if i can provide it before the weekend then.
I just found out most of the issues i am having with the tokens not working on maps etca, is the way i tried to work on the combat tracker.

Right now i am trying to find a simple solution instead of having to change too much code, the good thing is, it could possibly help me add vehicles also

lagouache
July 8th, 2020, 14:00
Can't wait to see all of this. Thanks for all the work.
I have a question that may not be specific to this ruleset but when I want to add talents or list items in the character sheet, they are not showing in FGU (it seems to work correctly in FGC). I can add one from the library (and it is added, I can see it in exported xml file of the character) but it is not showing in FG.

sevrick
July 8th, 2020, 16:09
Can't wait to see all of this. Thanks for all the work.
I have a question that may not be specific to this ruleset but when I want to add talents or list items in the character sheet, they are not showing in FGU (it seems to work correctly in FGC). I can add one from the library (and it is added, I can see it in exported xml file of the character) but it is not showing in FG.

It has some issues with unity. johniba said those will be fixed eventually.

johniba
July 10th, 2020, 03:37
Can't wait to see all of this. Thanks for all the work.
I have a question that may not be specific to this ruleset but when I want to add talents or list items in the character sheet, they are not showing in FGU (it seems to work correctly in FGC). I can add one from the library (and it is added, I can see it in exported xml file of the character) but it is not showing in FG.

I will check this on FGU.
I havent really prioritized fixing bugs in FGU, since it is going through so many big changes, but i will see what i can do

johniba
July 10th, 2020, 16:34
I will probably rewrite that part of the character sheet that displays talents and other records, to be similar to what you see in Dnd5 ruleset

I am actually rethinking a lot of the stuff to make this ruleset.
At first i thought i wanted to replicate what star wars was, specially to make it easier to maybe convert old star wars modules but this is no longer my focus

I think moving away from that, and aligning more to what is being done in official rulesets will make this more powerful, upgradable and compatible

For example, i am remaking the combat tracker, so it has a feel and it works like in core/dnd

I will finish this, upload a new version and explain in a post

sevrick
July 10th, 2020, 16:46
Sounds good. I am greatly anticipating this new update.

viresanimi
July 10th, 2020, 18:35
For example, i am remaking the combat tracker, so it has a feel and it works like in core/dnd


Considering how initiative works, based on player / master choices, I wonder how you would avoid splitting it up in two sections. I love how it works in Star Wars, but if there is a better way of doing it, I am all for it. Curious about your thoughts in that regard.

johniba
July 11th, 2020, 20:03
Considering how initiative works, based on player / master choices, I wonder how you would avoid splitting it up in two sections. I love how it works in Star Wars, but if there is a better way of doing it, I am all for it. Curious about your thoughts in that regard.

I have been trying to keep the core combat tracker code in place, adding the way it was done in SW ruleset, but i couldnt make it work
After that, i tried updating the combat tracker from sw ruleset, but then i have to customize encounter and map code.

i am trying to make it one window like in core, but when the next actor needs to be selected, it will request a choice, just like in the sw one, but on the same section of the window....

Well, this is actually taking time, so i wont probably upload it this weekend unfortunatelly

If this does not work, i will do another approach to the split window...

I have been playing dnd5, and more and more i like the way certain things were implemented there.

In view of the issues with the current ruleset in FG Unity (issues with the talents and other records now showing up) I am also thinking of redoing the code, to be more like in dnd5

What i mean by this is mostly a change in layout, but from now on, i will not restrict me to try to keep data structure and design to keep it similar to star wars

I will see if i implement things on a similar approach as it was done in dnd5

With this, i may in the future include some more advanced stuff... like some things automatically updating dice pools, when a talent interferes, or if someone has an impairment from a critical damage, that also would be automatically added to the dice pool, and also show up under Effects, in combat tracker.

By not keeping myself tied to old design, we can basically have a much better ruleset, that is my hope at least

Hardbushido
July 11th, 2020, 22:18
I would rather a better ruleset than trying to keep a design. The automation that dnd has is the reason I am using FG over other VTT.

sevrick
July 12th, 2020, 00:48
I would rather a better ruleset than trying to keep a design. The automation that dnd has is the reason I am using FG over other VTT.

I agree. If you don't take advantage of the new version then whats the point. I can't wait for things like drag and drop automation. I was thinking it would be cool to take full advantage of the new Quick Adversary creation rules in the Expanded Players Guide. Just drag a template on an NPC have auto calculate the difficulty and the stats and your off.

johniba
July 12th, 2020, 15:59
I agree. If you don't take advantage of the new version then whats the point. I can't wait for things like drag and drop automation. I was thinking it would be cool to take full advantage of the new Quick Adversary creation rules in the Expanded Players Guide. Just drag a template on an NPC have auto calculate the difficulty and the stats and your off.

Yes!

I am excited really, now that i am not holding back to try to keep things tied to the old design, i think this will be truly a bright future

Today for example, I am working on the combat tracker and vehicles.

A PC / NPC will be able to have one or more vehicles, and we will have a separate database for vehicles similar to items.

Under inventory, you will see / manage your vehicles, and choose among them one that will be "active" (meaning the character is piloting it)

Now for the combat tracker, imagine the core/dnd one... and how you can click a button and choose to display another line under the pc/npc to show the target, or the effects. Vehicles will be the same.
Simple... intuitive (since it works like the other new rulesets)

For the initiative and who is the next actor, i am still doing something here, and if it works, it should be even simpler than the one star wars has implemented.

I have fixed also some reported bugs :)

I wont be able to finish today, but i hope to upload in the next days, i will keep you all updated.

I am very excited, i think for the future we will be able to have all the nice bells and whistles that we see in the best rulesets :)


P.S.: for vehicles, after i am done with this first piece above and upload so you can all use and test, i plan on adding a feature where the player could "share" his/her vehicle. That way, we could have someone else piloting your vehicle, or even joining a crew, for example someone piloting, another shooting, etca.
This i will do after the first part is working though.

johniba
July 15th, 2020, 00:42
NEW RELEASE!

I am sorry for taking so long to release this new version, but I hope you will all like it!

I have done a lot of fixes, and I still need to fix more things, but I decided the fixes and improvements done so far are worth an upload and release

First, I am starting to use github, but for now it is just a place for me to keep track of issues, plannings, wishlist...
https://github.com/ibarzabal/Genesys/issues
The code in the repository is not updated, I promise I will soon use it fully.


For now, you can download the new ruleset here:
https://drive.google.com/drive/folders/1UNyE7f7qbI5It8cCHmoEoWSoSeVhWxR-?usp=sharing

The only file I updated is the ruleset itseld: Genesys.pak


Here is a list of all that was fixed:


RELEASE NOTES:
2020 - July - 14th

- COMBAT TRACKER
Completely redone from scratch!
The combat tracker is now 100% CoreRPG code, with improvements to work with Genesys.

With this new combat tracker, the following bugs were fixed:
- Fixed issues with not being able to drag a token from combat tracker to map.
- Fixed issues with not being able to drop encounters into the tracker

Also there are a lot of improvements in the combat tracker:
- GMs can click on the MENU, and work with initiative. They can choose:
a) Roll all initiative -> this will automatically roll initiative to all players and npcs
b) Roll npc initiative -> roll all npcs initiative
c) Roll pc initiative -> you guessed, roll all pcs

Also notice at the bottom of the combat tracker, you will see "Init Skill". The GM can choose between "Vigilance" and "Cool". This will be the skill used in the above initiative rolls


Initiative can be rolled individually by players, and also the GM can choose to open an npc in the combat tracker and roll initiative from there.
The result will be populated in the tracker


- Combat tracker Genesys
This is a step-by-step on how to work with turns and initiative

1 - Make sure all pcs and npcs have rolled initiative
2 - GM-> Control who will have the next turn clicking the button "Next Actor"
Clicking on Next actor will prompt the combat tracker to show a selection of who the possible next actor can be
For example: Imagine the following actors and initiatives:

NPC1 - 3
NPC2 - 2.02
PC1 - 2.01
NPC3 - 2.01

If the next actor is supposed to be an npc, an icon with "?" will appear in front of all npcs that did not have a turn in the round.
The GM need to confirm who the next npc will be to act in the round.

doing so will start the npc turn.

3 - Finalize the turn by clicking "Next Actor" at the bottom (if you are the GM) or if it is currently a player turn, the player can also click and signal his turn is done.

4 - This will prompt for selecting the next actor, based on who has the next slot (pc or npc) and a selection of available actors will be displayed again


Limitation
1) For now, only the GM can choose who the next actor is.
If it is a player's turn, players will need to ask the GM to select among all available players, who the next turn is.
I will be fixing this in the next release!

2) The combat tracker is only displaying the initiative for each slot, it is not showing other important information like HP etca..
I will improve this on the next release

3) Vehicles will show up here later, also for next release

4) I will also add an option to auto roll npc initiatives when you drop npcs on the combat tracker (just like dnd5 has)
Minions
- Fixed an issue with minion group skills not updating properly

Dice rolling
Dice rolling was improved: GMs can now choose to hide a dice roll (click the eye icon in the dice pool window)

Improvements in the code allowing for multiple dice rolls done at the same time (used by combat tracker)



Known issues / not fixed in this release
- Applying critical on a minion does not convert damage to normal damage
- inventory: encumbrance total not properly calculated
- skills: trying to click to open skill windows will cause an error message

- FG Unity issues with Talents and other info in the character sheet not showing up (I will fix on next release)

Hardbushido
July 15th, 2020, 00:50
Awesome man. Can't wait to get this on the table

johniba
July 15th, 2020, 01:22
Considering how initiative works, based on player / master choices, I wonder how you would avoid splitting it up in two sections. I love how it works in Star Wars, but if there is a better way of doing it, I am all for it. Curious about your thoughts in that regard.

Hey viresanimi, if you test this new release, let me know what you think about the implementation

GrizzledNoob
July 15th, 2020, 02:21
I just ran through a quick test and have to give you a nice round of applause. I can only imagine the time and hard work you have put in. It is very much appreciated.

I was able to add 2 characters and two NPCs to the combat tracker. I could pull them on to the map without issue. The GM having to choose the next actor up in the combat tracker is a minor inconvenience at most right now.

It was not a long test, but here are the two issues I ran into while running through things.

When I as the GM just added dice to the box and rolled them, this error came up: Script Error: [string "classes/desktop/diebox.lua"]:451: attempt to concatenate global 'msgidentity' (a nil value)
Any rolling I did from the character and NPC sheets worked just fine.

The other issues I ran into were related to applying damage.
The only way to apply damage seems to be directly to the sheet. I could not pull damage to the map token or to the record on the combat tracker. This was really the only rough issue as having to pull up each character and NPC separately every time applying damage can be hard to do when you have a map and combat tracker and other things already up on one screen.

Also, if I attempt to pull damage from the chat window to an NPC sheet that follows a Damage + Brawn formula, it pops up this error message: Script Error: [string "campaign/scripts/manager_char_genesys.lua"]:764: attempt to perform arithmetic on a nil value
After that error message comes up, no damage can be applied to anything until I restart Fantasy Grounds.

I can try to do some more testing later this week, but I was excited to see the new release and had to take an hour to run through it. Thank you very much and I love that it uses the standard combat tracker with the green background on friendlies and red on enemies. I even tested out using the size modifier for an enemy to make him size 2 and it worked great. Great release. Thank you.

johniba
July 15th, 2020, 02:29
I just ran through a quick test and have to give you a nice round of applause. I can only imagine the time and hard work you have put in. It is very much appreciated.

I was able to add 2 characters and two NPCs to the combat tracker. I could pull them on to the map without issue. The GM having to choose the next actor up in the combat tracker is a minor inconvenience at most right now.

It was not a long test, but here are the two issues I ran into while running through things.

When I as the GM just added dice to the box and rolled them, this error came up: Script Error: [string "classes/desktop/diebox.lua"]:451: attempt to concatenate global 'msgidentity' (a nil value)
Any rolling I did from the character and NPC sheets worked just fine.

The other issues I ran into were related to applying damage.
The only way to apply damage seems to be directly to the sheet. I could not pull damage to the map token or to the record on the combat tracker. This was really the only rough issue as having to pull up each character and NPC separately every time applying damage can be hard to do when you have a map and combat tracker and other things already up on one screen.

Also, if I attempt to pull damage from the chat window to an NPC sheet that follows a Damage + Brawn formula, it pops up this error message: Script Error: [string "campaign/scripts/manager_char_genesys.lua"]:764: attempt to perform arithmetic on a nil value
After that error message comes up, no damage can be applied to anything until I restart Fantasy Grounds.

I can try to do some more testing later this week, but I was excited to see the new release and had to take an hour to run through it. Thank you very much and I love that it uses the standard combat tracker with the green background on friendlies and red on enemies. I even tested out using the size modifier for an enemy to make him size 2 and it worked great. Great release. Thank you.


Hey thanks a lot for all this input!

There are quite a few things in this list that i feel are easy to fix.
Also now that i have inproved the dice rolling code, it will be easy for me to total damage in the chat window, instead of the "4 + brawl" messages

I made notes and will work on fixing them next release.

johniba
July 15th, 2020, 03:37
When I as the GM just added dice to the box and rolled them, this error came up: Script Error: [string "classes/desktop/diebox.lua"]:451: attempt to concatenate global 'msgidentity' (a nil value)
Any rolling I did from the character and NPC sheets worked just fine.



For now, dragging dice is bugged. Instead, double click the dice to add them from a character/npc sheet to the dicebox, and click the button in the dicebox to roll it

(EDIT: I fixed the issue with dragging dice from sheets into the dicebox, but I still have an issue with dragging them from the dicebox/sheet to the chat... looks like it is an easy fix.... i will let you all know tomorrow)

sevrick
July 15th, 2020, 04:41
Looks awesome. I did notice though that you still can't add ranks to talents. When you click to add a rank on an npc it is typed in the chat window instead.

johniba
July 15th, 2020, 04:46
Looks awesome. I did notice though that you still can't add ranks to talents. When you click to add a rank on an npc it is typed in the chat window instead.

I will re-write that window entirely.
I want it to behave like the ones in dnd5.

So next, I am working on that window + vehicles...

johniba
July 15th, 2020, 05:16
Looks awesome. I did notice though that you still can't add ranks to talents. When you click to add a rank on an npc it is typed in the chat window instead.

I will re-write that window entirely.
I want it to behave like the ones in dnd5.

So next, I am working on that window + vehicles...

viresanimi
July 15th, 2020, 05:24
Hey viresanimi, if you test this new release, let me know what you think about the implementation


I absolutely will jump right into it.... after I come home from work in a few hours. 4 weeks vacation... gotta use it on gaming!!!

sevrick
July 15th, 2020, 12:47
I did some more testing and noticed a bug with the tokens. When creating encounters and placing their tokens in position on the map, when you try to start the encounter the tokens revert to the default size. Which in my case is huge. They do keep their position but they don't seem to keep the same token size after creating an encounter.

johniba
July 15th, 2020, 13:09
I did some more testing and noticed a bug with the tokens. When creating encounters and placing their tokens in position on the map, when you try to start the encounter the tokens revert to the default size. Which in my case is huge. They do keep their position but they don't seem to keep the same token size after creating an encounter.

I noticed something similar.
Check your options.
Go to options -> Token (GM)
Look for: Auto scale to grid
Set it as: 80% of grid

Let me know if it works
I noticed this option is default when creating a new campaign, but before this change i did on the combat tracker, it was not in the test campaign i created.

sevrick
July 15th, 2020, 23:49
I noticed something similar.
Check your options.
Go to options -> Token (GM)
Look for: Auto scale to grid
Set it as: 80% of grid

Let me know if it works
I noticed this option is default when creating a new campaign, but before this change i did on the combat tracker, it was not in the test campaign i created.

I did check it and it was already set to 80% of grid.

Also I noticed something else. When adding minions to an encounter it doesn't group minions. For example. I am converting the Rise of the Rune Lords Adventure Path and In the catacombs of Wrath there are 11 Zombies. So I decided to split them up into 3 minion groups 2 groups of 4 and one group of 3. When I ran it as an encounter all 11 were separated as an individual and not a group.

johniba
July 16th, 2020, 09:21
I did check it and it was already set to 80% of grid.

Also I noticed something else. When adding minions to an encounter it doesn't group minions. For example. I am converting the Rise of the Rune Lords Adventure Path and In the catacombs of Wrath there are 11 Zombies. So I decided to split them up into 3 minion groups 2 groups of 4 and one group of 3. When I ran it as an encounter all 11 were separated as an individual and not a group.


Hmm, are you creating one npc for each minion? You are supposed to have each group of minions as one entity (check my screenshot as an example)

37743

In the above example, this minion represents a group of 3 zombies together, each with 5 of wound threshold.

Now, your issue with the token, can you give me a step by step? I wil test it

johniba
July 16th, 2020, 09:33
NEW RELEASE - FG Classic and FG Unity compatible!
https://drive.google.com/drive/folders/1UNyE7f7qbI5It8cCHmoEoWSoSeVhWxR-?usp=sharing

I have just released a new version

RELEASE NOTES:

- I started remaking the character sheet and npc sheets. For now I know their layout is not perfect, but i will eventualy completely remake them (to be more in line with modern rulesets like dnd5, vampire, etca)
- Skills are now in the first tab of pc/npc sheets
- In the Abilities tab, we have "Species and Special Abilities", Talents and Critical Injuries
- For now, if a Talent is ranked, the value is not displaying in the main sheet. You need to open the record, and edit the value there
(As a workaround, to make it easier to see if a talent is ranked in the main sheet, I suggest also editing the description to something like "Super Strenght [2]")
This is just temporary, I will improve it later after I implement vehicles.

- Fixed an issue that caused error messages when dragging dice from the pc/npc sheet into the dicebox
P.S.: dragging genesys dice into the chat still causes an issue, please use the button in the dicebox to roll dice for now. You can also double click dice in the sheet to add to the dicebox, which is faster than dragging....

- Melee weapon damage now automatically calculates the total and displays the result in the chat
For example, if you roll 3 sucesses on a melee weapon with +3 damage, and you have 2 Brawn, it will show "Damage: 8"
I will improve this message in the future to also show the breakdown, not just the total... and also a message reminding the player he has potencial critical damage, to choose, when he rolls enough advantages/triumphs




The Ruleset is compatible again with Fantasy Grounds Unity
There are a few bugs, but just cosmetic ones:
- Dice rolled in the chat window will display a strange description, just ignore that for now. (I believe there is not much to do, but i noticed the devs are still implementing changes in this part of the code)

viresanimi
July 16th, 2020, 09:43
I dunno if it is because I am in the test channel. But dice don't work. At all. Neither in a new campaign or an old one. Will try this new version and see if it helps.

Haven't had that much time to test the combat tracker in depth yet, but I can see what you're going for now. I think It is a much better way of doing things! One suggestion I got from a player was that there was (perhaps on entries on the combat tracker) and option to add Boost or Setback dice to next rolls. For myself I would prefer if the initiative options from the menu, was turned into buttons placed at the bottom of the combat tracker, so you didn't have to enter a menu to roll the initiatives. Just seems more efficient to me.

Keep up the excellent work!


Vires Animi

viresanimi
July 16th, 2020, 09:46
Script Error: [string "scripts/manager_action_dice.lua"]:296: bad argument #1 to 'find' (string expected, got nil)

Get this error when rolling dice from the dicebox


Ruleset Error: windowcontrol: Database type mismatch for control (ranks) in windowclass (ref_talent_stats)
Script Error: [string "ref_talent_stats"]:1: attempt to index global 'ranks' (a nil value)

And this one if I open talent links from a charactersheet

sevrick
July 16th, 2020, 13:04
Hmm, are you creating one npc for each minion? You are supposed to have each group of minions as one entity (check my screenshot as an example)

37743

In the above example, this minion represents a group of 3 zombies together, each with 5 of wound threshold.

Now, your issue with the token, can you give me a step by step? I wil test it

When I create a minion group I do all those things. What I am saying is there away for FG to check and see how many minions are in the group then when you drag the NPC on to the encounter it will add as many tokens that you have minions. That way placement on the map would make more sense. I mainly would want to do this so you could have an encounter all prepared and ready to go an not have to add the tokens after the fact.
BTW I like the look of the new layout for NPCs. You probably know this but the stats for a weapons damage and the crit rating don't line up with the column they are in when you are looking at the combat tab.

Token instructions
I just dragged 1 of the tokens from the encounter I made on to the board, just like you would if you were prepping a dnd encounter. Once it has been placed there is a check mark over the token. If you try it and you happened to be at the right size of the token with out doing anything, try adjusting the size after you placed it on the map and see if it keeps the same size or reverts back to the default size.

johniba
July 16th, 2020, 18:46
When I create a minion group I do all those things. What I am saying is there away for FG to check and see how many minions are in the group then when you drag the NPC on to the encounter it will add as many tokens that you have minions. That way placement on the map would make more sense. I mainly would want to do this so you could have an encounter all prepared and ready to go an not have to add the tokens after the fact.
BTW I like the look of the new layout for NPCs. You probably know this but the stats for a weapons damage and the crit rating don't line up with the column they are in when you are looking at the combat tab.





Unfortunatelly as far as i know, there is no easy way to make what you ask.
A minion is supposed to represent a group of npcs, and they act as one, they are not meant to be several separate tokens, and FG handles tokens as separate npcs :(


I promisse i will keep this in mind, maybe for the future? Altough what you ask, I feel like it could lead to confusion with players, as they will think they have different targets, but anyway, i will keep this open...



Token instructions
I just dragged 1 of the tokens from the encounter I made on to the board, just like you would if you were prepping a dnd encounter. Once it has been placed there is a check mark over the token. If you try it and you happened to be at the right size of the token with out doing anything, try adjusting the size after you placed it on the map and see if it keeps the same size or reverts back to the default size.

Did you drag the encounter token from the encounter window, into the combat tracker or the map?

Tokens should go from npc or encounter to combat tracker..... and from the combat tracker to the map

If you already did that, i apologize, i will test this later
I will try this later, i w

johniba
July 16th, 2020, 18:50
Script Error: [string "scripts/manager_action_dice.lua"]:296: bad argument #1 to 'find' (string expected, got nil)

Get this error when rolling dice from the dicebox


Ruleset Error: windowcontrol: Database type mismatch for control (ranks) in windowclass (ref_talent_stats)
Script Error: [string "ref_talent_stats"]:1: attempt to index global 'ranks' (a nil value)

And this one if I open talent links from a charactersheet

I have fixed the issue and will upload a new version below.
If the issue persists, it will mean that it was a talent added in the previous version.
To fix: delete the talent from the pc/npc sheet, and add again...
This should only happen with talents added prior to the version in my next topic

johniba
July 16th, 2020, 18:52
I dunno if it is because I am in the test channel. But dice don't work. At all. Neither in a new campaign or an old one. Will try this new version and see if it helps.

Haven't had that much time to test the combat tracker in depth yet, but I can see what you're going for now. I think It is a much better way of doing things! One suggestion I got from a player was that there was (perhaps on entries on the combat tracker) and option to add Boost or Setback dice to next rolls. For myself I would prefer if the initiative options from the menu, was turned into buttons placed at the bottom of the combat tracker, so you didn't have to enter a menu to roll the initiatives. Just seems more efficient to me.

Keep up the excellent work!


Vires Animi

I tried the TEST version. I wouldnt advise you use it for playing though, as it is not a "production" version.
But i did fix the error messages, so for now the ruleset is working in regular and test versions of FGU

I had to disable dragging dice for the time being, players need to double click dice to move them around.
FGU is doing too many changes and breaking this all the time, i will reimplement dice dragging once FGU is more stable code.

johniba
July 16th, 2020, 18:55
NEW RELEASE

RELEASE NOTES:

- Fixes some issues of error messages related to dice rolling in FG Unity
- Fixed issue with incorrect data type in Talent "ranks" field. (If you still have issues opening a talent on a pc or npc sheet, try removing it and readding it. It should fix and it only happens if you added the talent on a previous version of the ruleset)


- Temporarily disabled dice dragging:
You have to double click dice to move them from the sheet to dicebox, and click the dicebox button to roll dice.
When FG Unity gets stable enough with dice rolling code, I will re-enable dice dragging.


Ruleset download:
https://drive.google.com/drive/folders/1UNyE7f7qbI5It8cCHmoEoWSoSeVhWxR-?usp=sharing

viresanimi
July 16th, 2020, 19:06
EDIT:

So I didn't update the thread before posting. My bad. Now the issue is that I cannot drag and drop any of the dice. Which is really what I like to do. However no more errors are being reported and results are being displayed again.


And I nealy died of happiness when I saw the NPC sheets. Gotta stop making such awesome stuff man. That is dangerous to my health!!! *grins*


EDIT 2: I really need to read more. Didn't notice you'd already mentioned the dragging. Kinda bummed that that Unity thing is holding Classic back, but that is at least understandable.

johniba
July 16th, 2020, 19:10
So I got curious to see if the Test Channel was messing up the dice. Nope. I still get:

Script Error: [string "scripts/manager_action_dice.lua"]:296: bad argument #1 to 'find' (string expected, got nil)

if I just take a die and toss it into the chat window. And no results are shown.


And I nealy died of happiness when I saw the NPC sheets. Gotta stop making such awesome stuff man. That is dangerous to my health!!! *grins*

I didnt get that error...
Make sure you dropped the new version of the ruleset in the following folder:

..\SmiteWorks\Fantasy Grounds\channels\Test

And not:

..\SmiteWorks\Fantasy Grounds\rulesets

Because you are using Test


Let me know if you still have the issue, because the only dice you should be able do drop on chat are "normal" dice



Oh and thanks so much, i think you will love what i have in mind for our sheets in the future
Imagine something very slick... like the ones in dnd5 :)

And... i already have plans to automate a few things, like adding effects from weapon properties, etca :)

viresanimi
July 16th, 2020, 19:17
Read my edited post.

I posted the original thing, without seeing the update. It works fine!

Hardbushido
July 16th, 2020, 19:20
Really like your initiative tracker over the old one. Well done.

johniba
July 16th, 2020, 19:40
I just found an error in FGU, when deleting tokens from the combat tracker.... i will fix later

johniba
July 16th, 2020, 19:46
Really like your initiative tracker over the old one. Well done.

Thanks a lot!
I am sure there will be some issues, but i also like a lot how it turned out....

johniba
July 16th, 2020, 19:47
Read my edited post.

I posted the original thing, without seeing the update. It works fine!

wohooo nice!

johniba
July 16th, 2020, 20:33
Fixed issue with deleting npcs from Combat Tracker (FGU only, FGC was fine)

Please download again hehe...

https://drive.google.com/drive/folders/1UNyE7f7qbI5It8cCHmoEoWSoSeVhWxR-?usp=sharing

sevrick
July 16th, 2020, 20:40
Unfortunatelly as far as i know, there is no easy way to make what you ask.
A minion is supposed to represent a group of npcs, and they act as one, they are not meant to be several separate tokens, and FG handles tokens as separate npcs :(


I promisse i will keep this in mind, maybe for the future? Altough what you ask, I feel like it could lead to confusion with players, as they will think they have different targets, but anyway, i will keep this open...



Did you drag the encounter token from the encounter window, into the combat tracker or the map?

Tokens should go from npc or encounter to combat tracker..... and from the combat tracker to the map

If you already did that, i apologize, i will test this later
I will try this later, i w

Ok just to make sure we are both on the same page, there is Encounter directory. In this directory its main function is to place tokens on the map ahead of time so when the PCs come across them all the GM has to do is bring up the encounter he wants to run and click the down arrow. This shows the GM where his previously place enemies are for the encounter and adds them to the combat tracker.
When you creating an encounter in this way you drag an NPC to the encounter window. It will default to having only 1 enemy of that type but as you add more additional tokens appear below. The way it works in dnd and pathfider is you grab those tokens and place them. That was what I was referring to when I dragged the tokens from the encounter to the map.
I haven't tried dragging stright from the character sheet or combat tracker but typically that's not what you do when prepping encounters.

johniba
July 16th, 2020, 21:00
Ok just to make sure we are both on the same page, there is Encounter directory. In this directory its main function is to place tokens on the map ahead of time so when the PCs come across them all the GM has to do is bring up the encounter he wants to run and click the down arrow. This shows the GM where his previously place enemies are for the encounter and adds them to the combat tracker.
When you creating an encounter in this way you drag an NPC to the encounter window. It will default to having only 1 enemy of that type but as you add more additional tokens appear below. The way it works in dnd and pathfider is you grab those tokens and place them. That was what I was referring to when I dragged the tokens from the encounter to the map.
I haven't tried dragging stright from the character sheet or combat tracker but typically that's not what you do when prepping encounters.


ahhhhh
I see now what you mean, and i am so sorry i didnt understand before.

It seems to be working now, I am not sure if it was the latest fix i did, can you try again?

I just tried the following:

I created an encounter, like the image i have attached

37769

Then I opened a map, and dragged each token to the map
As I drag them, each icon in the encounter becomes a checkmark, showing me i have added to the map

After that, clicking the down arrow added all tokens to the combat tracker, and it seems to be working ok, identifying each token on the map to the corresponding one in the tracker

sevrick
July 16th, 2020, 22:42
ahhhhh
I see now what you mean, and i am so sorry i didnt understand before.

It seems to be working now, I am not sure if it was the latest fix i did, can you try again?

I just tried the following:

I created an encounter, like the image i have attached

37769

Then I opened a map, and dragged each token to the map
As I drag them, each icon in the encounter becomes a checkmark, showing me i have added to the map

After that, clicking the down arrow added all tokens to the combat tracker, and it seems to be working ok, identifying each token on the map to the corresponding one in the tracker

Right but remember the issue was the size of the token not staying at the scale I set. Everything else regarding that works fine.

johniba
July 17th, 2020, 00:04
Right but remember the issue was the size of the token not staying at the scale I set. Everything else regarding that works fine.

In what step did you resize the token? I didnt test that yet

sevrick
July 17th, 2020, 00:19
In what step did you resize the token? I didnt test that yet

After I placed it.