View Full Version : Genesys (FFG RPG) work in progress
Pages :
1
2
[
3]
4
5
6
7
8
9
10
11
12
13
johniba
July 17th, 2020, 02:17
After I placed it.
ok great, tomorrow i will investigate
Also my next step is adding vehicles. the combat tracker will work nice now with it, and i dont have to worry on coding too much
After that, i will add more fields to the tracker... and from there we clean up the visuals, and it is 1.0
I wont stop there though, i think i can add a lot of nice stuff in it
sevrick
July 17th, 2020, 12:47
I don't know if you saw my earlier post but the stats of a weapon don't line up with the column in the combat tab.
johniba
July 17th, 2020, 15:14
I don't know if you saw my earlier post but the stats of a weapon don't line up with the column in the combat tab.
thanks! i will work on that
I will probably have a new version sunday only, but i am noting all this issues to work on and fix
Hopefuly with vehicles done
sevrick
July 18th, 2020, 01:43
So am I good to start working on adding the NPC Library?
-Some things of Note-
Also while you are fixing the column placement issue you might think about adding a weapon qualities column, so you don't have to click into the weapon every time to look.
One other thing I was going to add page numbers for skill descriptions, but when I created a new skill I got this error:
Runtime Error: desktop: Unable to create window with invalid class (referenceskill : skill.id-00001)
Script Error: [string "campaign/scripts/campaign_button_new.lua"]:28: attempt to index local 'w' (a nil value)
As far as some minor changes you could do something similar to what you did with weapons and have the ranked box for talents only show after answering yes to wheather it is ranked or not. You then could change 1 to the default rank since you can't have a ranked talent and have 0 ranks :). Also it would be beneficial to show the ranks next to the name when looking at the list of talents.
Lastly a place for spells on NPCs and possibly PCs. I know you said you were thinking about adding a spells database. It would make sense to be able to drag and drop pre-made spells on to NPC's Character sheets.
I wanted to get these all out before I forget them. I know you have a lot of things to do already, I am sure. You probably had plans to do some of these things already, in which case just ignore me. :)
johniba
July 18th, 2020, 04:10
So am I good to start working on adding the NPC Library?
-Some things of Note-
Also while you are fixing the column placement issue you might think about adding a weapon qualities column, so you don't have to click into the weapon every time to look.
One other thing I was going to add page numbers for skill descriptions, but when I created a new skill I got this error:
Runtime Error: desktop: Unable to create window with invalid class (referenceskill : skill.id-00001)
Script Error: [string "campaign/scripts/campaign_button_new.lua"]:28: attempt to index local 'w' (a nil value)
As far as some minor changes you could do something similar to what you did with weapons and have the ranked box for talents only show after answering yes to wheather it is ranked or not. You then could change 1 to the default rank since you can't have a ranked talent and have 0 ranks :). Also it would be beneficial to show the ranks next to the name when looking at the list of talents.
Lastly a place for spells on NPCs and possibly PCs. I know you said you were thinking about adding a spells database. It would make sense to be able to drag and drop pre-made spells on to NPC's Character sheets.
I wanted to get these all out before I forget them. I know you have a lot of things to do already, I am sure. You probably had plans to do some of these things already, in which case just ignore me. :)
I need to fix that skills window. I will work on that.
Also, for npcs, i am thinking maybe i need to finish a racial traits database? Let me double check this, i will let you know
I will also work on that weapon display, actually i will soon remake that too
In the next days i will do it
johniba
July 20th, 2020, 16:47
I have fixed the issue with the Spells record window, but I will work on the others before i upload a new version.
I had a great idea on how to add spells to the character sheet, and it will work not only for spells, but also for Aether powers (Crucible) or any other future power like skills, i hope
So i will see if i can finish these, and you will be able to properly create the skills and npcs
sevrick
July 20th, 2020, 23:06
I have fixed the issue with the Spells record window, but I will work on the others before i upload a new version.
I had a great idea on how to add spells to the character sheet, and it will work not only for spells, but also for Aether powers (Crucible) or any other future power like skills, i hope
So i will see if i can finish these, and you will be able to properly create the skills and npcs
Sounds exciting I am looking forward to the next update.
johniba
July 23rd, 2020, 21:58
I dont want to leave you guys waiting too long with no news so, this is just a quick update.
I am still preparing the changes in the "powers/spells" sheet for the characters, and i think it will be really awsome (if i manage heh)... but i will probably only have time to finish this on saturday or sunday
viresanimi
July 23rd, 2020, 22:06
Ran in to a couple of interesting bugs. FGC on live:
Despite having formatting on NPC / Charactersheet in the notes tab/section (CTRL+1 to 6), you cannot drag and drop a link to an image (or any link I suppose). (forgot to get the error message. Amateurish of me). Likewise, if you're on the notes tab in on NPC's you cannot edit the text in the top of the sheet (names etc). On charactersheets that only happens to the last line of the of the same box. (I hope that makes sense). Player confirms that this issue only exists in the notes tab.
johniba
July 23rd, 2020, 22:09
Ran in to a couple of interesting bugs. FGC on live:
Despite having formatting on NPC / Charactersheet in the notes tab/section (CTRL+1 to 6), you cannot drag and drop a link to an image (or any link I suppose). (forgot to get the error message. Amateurish of me). Likewise, if you're on the notes tab in on NPC's you cannot edit the text in the top of the sheet (names etc). On charactersheets that only happens to the last line of the of the same box. (I hope that makes sense). Player confirms that this issue only exists in the notes tab.
looks like an easy fix... leave it to me
Thanks for the report :)
johniba
July 25th, 2020, 15:58
Ran in to a couple of interesting bugs. FGC on live:
Despite having formatting on NPC / Charactersheet in the notes tab/section (CTRL+1 to 6), you cannot drag and drop a link to an image (or any link I suppose). (forgot to get the error message. Amateurish of me). Likewise, if you're on the notes tab in on NPC's you cannot edit the text in the top of the sheet (names etc). On charactersheets that only happens to the last line of the of the same box. (I hope that makes sense). Player confirms that this issue only exists in the notes tab.
I have found the issue, but I wanted to get some input from you before i do the change:
- The issue is mainly because the two notes fields are simple text in the character/npc sheets, and i need to change them to "formatted text", which allows formatting and linking images etca
- I was thinking of removing the separation of "Motivations" and "Notes", and maybe just keep one big notes field. People could still input their motivations, and any other background info, and other notes, but formatting with headers etca, and they customize as they want. What do you think? Should i do this, or do you like the two separate notes?
- On the matter of changing the field, existing records will cause an error message when opening the sheet. To fix that I have to decide if I create a script when loading the campaign, to convert existing records created by the current ruleset version you guys have, or ignore and start from scratch.
So, if we go with the option of having one big field instead of two notes fields, will it be a big problem to lose current notes? I can write the script if that is the case....
johniba
July 25th, 2020, 20:46
NEW RELEASE
Attention! - In this release I am testing a change in the character Note's tab.
I have changed it to allow formatted text and dragging images etca, but the old fields are not acessible.
If you really need to access the old notes you input into your char, let me know and I will create a way to reimport.
If you dont mind though, please rewrite your notes from scratch in your current chars. I apologize for this trouble.
Release Notes - July 25 2020
Bug Fixes:
- Fixed issue with not being able to drag images and other links into the character notes
- Fixed issues in character and npc notes tab, where the top fields (like name) were not editable
- Combat Tab: fixed alignment of items header, added Properties back to each weapon on the list
- FGU: Fixed issues with adding talents and other abilities to character and npc sheets
- Error message when clicking link icon on Skill list: this is not really an error, but lacking a feature which I have added now: Create a record for the skills in the database, and the link will work.
Improvements and new features:
- New tab in character and npcs: "Actions"
This is just the first version and does not have a lot of features but it will improve with time.
The Actions tab is a very flexible part of the character sheet, allowing players and npcs to have custom spells, powers and other skill checks
My idea is to create a "future proof" character sheet. This tab will allow adding any powers specific to current and future settings, for example Spells (for magic enabled settings), Aether (legends of the crucible) and even Star Wars specific powers (for now, since i did not create a new SW ruleset yet)
For now you can create new Powers, and add Actions. Later I will add more fields to powers, allowing the addition of Effects, Combat Damage rolls, Extra fields to keep track of experience points, etca.
Quick Tutorial on how to use the tab:
1) Go to your character or npc sheet, and open the "Actions" tab
2) For now it will be empty. At the bottom of the sheet, click the red "Edit List" button
3) Click the blue "Add Power" button
4) You will notice a new record.
4a) Give this power a name, for example "Fireball"
4b) On the other field you need to give this power a group, for example, type "Spells"
4c) Right Click this new power record, and on the radial menu, select "Add Action", and then "Add skill roll"
4d) This will add a line to the power, were you will input a skill roll
4e) On the first field, type the exact name of the skill you want to roll, for example "Arcane"
4f) Optionally, on the next field add a default difficulty. (this will be used in your roll to automatically add Difficulty dice to the roll)
4g) On the next field, change for the Range this skill will be used
5) Repeat the process above to create new powers. If any power you create are in a different group, groups will automatically be created and powers sorted under them
6) When you are finished, click again the red button at the bottom of the sheet, to leave edit mode
7) You will notice at the bottom left a button "Display: Group"
7a) You can change this to:
- Summary: this will hide each power's "Group" field and show a "Summary" field, which you can use to add descriptions to each power
- You can also change to "Actions". This will hide the "Groups" and "Summary" fields and just show the power and the roll skill icon
Notice also each power has an icon to the right (a small spyglass). You can use this to expand/collapse each power.
For now, each power can at the most have one line, the Action line, but in the future we will be able to customize powers further
- Genesys Dice and Dice Symbols added to formatted fields
This is an old item I was working on.
I am slowly adding back this feature, for now we have it available in the Notes fields in character and npc sheets, and also in the "Summary" field in the powers sheet
While typing text into those fields, you can type some special text, and the ruleset will replace that with special icons representing genesys dice and dice symbols
Dice Symbols:
(S) - Success
(!) - Triumph
(F) - Failure
(T) - Threat
(A) - Advantage
(D) - Despair
Dice
[A] - ability die
[D] - difficulty die
[P] - proficiency die
[C] - challenge
[B] - boost
[S] - setback
For example, in the notes field, if you type this:
Add another [D] to your roll if target is hidden under cover
Can only crit on (!)
Closing the window and opening again, the ruleset will now display the special icons
Attention: for the character sheet it seems we have an issue, and only after the campaign is closed and opened again, will it update with icons.
I will fix this later
The new version of the ruleset can be downloaded here:
https://drive.google.com/drive/folders/1UNyE7f7qbI5It8cCHmoEoWSoSeVhWxR-?usp=sharing
johniba
July 25th, 2020, 20:54
So am I good to start working on adding the NPC Library?
-Some things of Note-
Also while you are fixing the column placement issue you might think about adding a weapon qualities column, so you don't have to click into the weapon every time to look.
One other thing I was going to add page numbers for skill descriptions, but when I created a new skill I got this error:
Runtime Error: desktop: Unable to create window with invalid class (referenceskill : skill.id-00001)
Script Error: [string "campaign/scripts/campaign_button_new.lua"]:28: attempt to index local 'w' (a nil value)
As far as some minor changes you could do something similar to what you did with weapons and have the ranked box for talents only show after answering yes to wheather it is ranked or not. You then could change 1 to the default rank since you can't have a ranked talent and have 0 ranks :). Also it would be beneficial to show the ranks next to the name when looking at the list of talents.
Lastly a place for spells on NPCs and possibly PCs. I know you said you were thinking about adding a spells database. It would make sense to be able to drag and drop pre-made spells on to NPC's Character sheets.
I wanted to get these all out before I forget them. I know you have a lot of things to do already, I am sure. You probably had plans to do some of these things already, in which case just ignore me. :)
Hey Sevrick i fixed a few things from the list above
You can now add npcs and skills to your files!
For now, i did not create a spells or power database, since they will be specific usually to different npcs, so you will have to create them if you need specific spells.
I will see if i can create a database later
I corrected the issue in the combat tab for now, i want to merge combat and the new actions tab later in the future
Please let me know what you think and your feedback, thanks a lot!
sevrick
July 25th, 2020, 22:35
Hey Sevrick i fixed a few things from the list above
You can now add npcs and skills to your files!
For now, i did not create a spells or power database, since they will be specific usually to different npcs, so you will have to create them if you need specific spells.
I will see if i can create a database later
I corrected the issue in the combat tab for now, i want to merge combat and the new actions tab later in the future
Please let me know what you think and your feedback, thanks a lot!
Awesome. I am on it. I do think the symbols need some work though they look the size is off. Also when bold they look completely different. I assume it isn't a representation of the final product?:)
Also I noticed that bolded text shrinks and looks weird.
johniba
July 25th, 2020, 23:01
Awesome. I am on it. I do think the symbols need some work though they look the size is off. Also when bold they look completely different. I assume it isn't a representation of the final product?:)
Also I noticed that bolded text shrinks and looks weird.
Ah yeah, it is because each style is a different font, i will have to improve my skill on font editing
I will check that and try to make them clearer :)
sevrick
July 25th, 2020, 23:13
Also I have been adding species/races in my own modules. What is your plan for the races section? You technically can do it all text, but you could add a description box at the top, have characteristic boxes, starting wound/strain thresholds, starting xp, starting skills. Those are pretty much things that all species have in common. The abilities seem to work as is. If you did decide to add those boxes, it would be laying the ground work for drag and drop race features.
Just something to think about. As if you didn't have enough things to add. :)
johniba
July 25th, 2020, 23:56
Also I have been adding species/races in my own modules. What is your plan for the races section? You technically can do it all text, but you could add a description box at the top, have characteristic boxes, starting wound/strain thresholds, starting xp, starting skills. Those are pretty much things that all species have in common. The abilities seem to work as is. If you did decide to add those boxes, it would be laying the ground work for drag and drop race features.
Just something to think about. As if you didn't have enough things to add. :)
EXACTLY!
What i plan for species/races is something like this:
We will have the base characteristics, starting xp...
I also want to add special abilities and other stuff there
I want it to work like dnd5... you select a species, it will add all that stuff to your character
ALSO...
I plan on creating a "settings" database
Imagine you have records for each setting.. lets say, terrinoth
In the setting we will have the list of skills.
so, when i create my chat, i will select the setting, and it will apply the skills to my char there
I want to add this to other parts of the ruleset later on
Believe it or not.. it is not all that difficult to do this!
I want to make it as soon as i finish vehicles
sevrick
July 26th, 2020, 00:16
Just wanted let you know you are doing an awesome job and am looking forward to another release. I will release all the libraries at once when I am done with them.
johniba
July 26th, 2020, 00:41
Just wanted let you know you are doing an awesome job and am looking forward to another release. I will release all the libraries at once when I am done with them.
Thanks a lot man....
And I really appreciate all your feedback, and your fantastic libraries
sevrick
July 26th, 2020, 15:29
Not sure if you know or not but when creating a character in FGU, the character sheet is completely blank with no box or tabs except the name and a few other fields. I know Unity is secondary just thought I would mention it since it is a really big issue for Unity.
I also had an idea for the skill section. You could have a button that cycles the skills and the way they are arranged, like how you did for the Actions tab. For example maybe have a button that says "All" which shows all the skills in alphabetical order. "Grouped" Shows the skills separated into General, social, combat, and Knowledge. "Ranked/Group Skilled" Shows only skills that the npc has ranks or group skills as in the case of minions. Just some ideas I had floating around.
Edit: I also have been adding abilities to the actions tab and am seeing the possibilities. Like adding Skill vs Skill to the radial menu. I know it like dnd they have a target where it lets FG know where you are targeting your spell/ability. It could then get the ranks of the target and upgrade the current spell. It seems rather complicated though. As I am adding more and more NPCs I am noticing a lot of Skill vs Skill abilities in there stat block.
johniba
July 26th, 2020, 22:11
Not sure if you know or not but when creating a character in FGU, the character sheet is completely blank with no box or tabs except the name and a few other fields. I know Unity is secondary just thought I would mention it since it is a really big issue for Unity.
I also had an idea for the skill section. You could have a button that cycles the skills and the way they are arranged, like how you did for the Actions tab. For example maybe have a button that says "All" which shows all the skills in alphabetical order. "Grouped" Shows the skills separated into General, social, combat, and Knowledge. "Ranked/Group Skilled" Shows only skills that the npc has ranks or group skills as in the case of minions. Just some ideas I had floating around.
Edit: I also have been adding abilities to the actions tab and am seeing the possibilities. Like adding Skill vs Skill to the radial menu. I know it like dnd they have a target where it lets FG know where you are targeting your spell/ability. It could then get the ranks of the target and upgrade the current spell. It seems rather complicated though. As I am adding more and more NPCs I am noticing a lot of Skill vs Skill abilities in there stat block.
Hmm, I have tested it on Unity, actually just tested again, and i dont have that issue with the character sheet
Are you on the LIVE version, or TEST? Please dont use test, it is too unstable, and changes too many times on a week, and i cannot garantee it will work there
Can you check if you are on live version?
About the skills tab, i will try to make it work like you said, it would be very nice indeed
sevrick
July 26th, 2020, 22:41
Hmm, I have tested it on Unity, actually just tested again, and i dont have that issue with the character sheet
Are you on the LIVE version, or TEST? Please dont use test, it is too unstable, and changes too many times on a week, and i cannot garantee it will work there
Can you check if you are on live version?
About the skills tab, i will try to make it work like you said, it would be very nice indeed
Ok I found out what the problem was I had a campaign made a long time ago with this rule set and must have had issues, so I deleted it and made a new campaign with the ruleset and now it works fine. Also I do use the live version.
johniba
July 28th, 2020, 23:38
Quick update for the day:
- I managed to add the Dicepool Tracker window into the ruleset... it works just like the one in the Star Wars ruleset, showing dicepools from all players.
It is still not looking very good, but it works. I will see if i can make it look better later.
I will be releasing this feature in a few days, once i finish some other parts of the ruleset (improvement to race database record, vehicles database and player vehicles)
Hardbushido
July 28th, 2020, 23:39
Awesome, makes my life so much easier as a gm. Awesome
johniba
July 31st, 2020, 20:40
NEW RELEASE - FGClassic and FGUnity compatible
(This version was tested with the latest LIVE version of FGUnity.)
I am still working on features in the Species, Career records, and also the Vehicle features.
Altough they are not ready I worked on several features so I thought of releasing this version!
RELEASE NOTES July 31st
1 - Combat Tracker:
A lot of new features here!
- Combat tracker for GMs now display: Wounds Threshold/Current, Strain Threshold/Current, Defense (Melee/Ranged), and Soak, and if npc it will display category (minion, rival, nemesis)
- You can now drop Damage, Critical Damage directly on a pc/npc in the combat tracker!
This feature also works for map tokens
I have not added any details for the Player's Combat Tracker. Let me know if you guys think we should add something there....
2 - Critical Damage
- If you drop critical damage on a Minion, it will no longer receive a critical. It will instead receive one minion's worth of damage (killing a minion on the group), like Genesys Core rules...
3 - Dice Pool Tracker
- Dice Pool Tracker is now available!
With the Dice Pool Tracker window, Players and GM can see a list of everyone's Dice Pool in real time.
This is a familiar feature from those that are used to the Star Wars Ruleset, and I implemented it now on Genesys
For now, it is always available to players, I will later add an Option so the GM can enable/disable to players...
Also notice, if the GM selects "Hide Dice pool" in his/her dicebox, the GM dice pool will not display to players.
How to open Dice Pool Tracker: right click with your mouse on the Dicebox, and select "Dicepool Tracker"
(p.s.: The Dice Pool Tracker is not looking very nice now, I will improve the whole ruleset appearance soon, and will work on this)
As always the new version can be downloaded here:
https://drive.google.com/drive/folders/1UNyE7f7qbI5It8cCHmoEoWSoSeVhWxR-?usp=sharing
sevrick
August 1st, 2020, 01:29
Awesome. I am looking forward to testing this out. Still working on Libraries I am done with Genesys core, and Expanded Players guide, and am getting close to finishing up Realms of Terrinoth.
*Edit
Just noticed the Column after Soak in the combat tracker has no displayed name for the npcs being Minion, Rival, or Nemesis.
Also those of you looking for the dice pool tracker, right click the dice pool bar and select Dicepool Tracker.
johniba
August 1st, 2020, 01:31
Awesome. I am looking forward to testing this out. Still working on Libraries I am done with Genesys core, and Expanded Players guide, and am getting close to finishing up Realms of Terrinoth.
I will see that i finish species and career database and release it so you can have a go.
sevrick
August 1st, 2020, 01:54
Just some things I noticed
Just noticed the Column after Soak in the combat tracker has no displayed name for the npcs being Minion, Rival, or Nemesis.
Looking at the skills database the filter for "Name" seems out of place. Category or Characteristic may be more suitable.
When selecting a skill there is no indicator of it being selected.
Also those of you looking for the dice pool tracker, right click the dice pool bar and select Dicepool Tracker.
johniba
August 1st, 2020, 04:11
Just some things I noticed
Just noticed the Column after Soak in the combat tracker has no displayed name for the npcs being Minion, Rival, or Nemesis.
Looking at the skills database the filter for "Name" seems out of place. Category or Characteristic may be more suitable.
When selecting a skill there is no indicator of it being selected.
Thanks
Just made a note to remind me to fix that
sevrick
August 2nd, 2020, 04:29
So I got a question. While adding NPCs I noticed that some NPC stats say they have for example a sword, as one of their attacks. Now the stat block doesn't give any information other than it's damage, crit, and Special. For the most part the damage lines up with the stat block if I just add the weapon to the inventory. However some NPCs, such as the Assassin has the Precision talent. This allows for the ability to change the characteristic the cunning instead of brawn when using the Melee (Light) skill.
So I guess I am saying the items need a new category, "Characteristic". You could have it auto select the appropriate char when you enter the skill, but allow for it to be changed. This would also be needed for star wars, IE Lightsaber styles.
Hardbushido
August 2nd, 2020, 05:13
Can you unlock the weapon and change it?
johniba
August 2nd, 2020, 05:13
So I got a question. While adding NPCs I noticed that some NPC stats say they have for example a sword, as one of their attacks. Now the stat block doesn't give any information other than it's damage, crit, and Special. For the most part the damage lines up with the stat block if I just add the weapon to the inventory. However some NPCs, such as the Assassin has the Precision talent. This allows for the ability to change the characteristic the cunning instead of brawn when using the Melee (Light) skill.
So I guess I am saying the items need a new category, "Characteristic". You could have it auto select the appropriate char when you enter the skill, but allow for it to be changed. This would also be needed for star wars, IE Lightsaber styles.
good idea.
I will do that...
mossfoot
August 2nd, 2020, 05:21
I'm loving the progress on this.
Sorry if this has been asked earlier, but is there any chance the Star Wars libraries or other assets located elsewhere into this?
This will be great for when my group decides to play something other than Star Wars, but it would be great if I could combine both so I don't have to switch in the future ;)
sevrick
August 2nd, 2020, 06:24
I'm loving the progress on this.
Sorry if this has been asked earlier, but is there any chance the Star Wars libraries or other assets located elsewhere into this?
This will be great for when my group decides to play something other than Star Wars, but it would be great if I could combine both so I don't have to switch in the future ;)
The genesys ruleset isnt finished enough to start on an star wars extension, from what I can tell. As to the Star Wars Libraries that I do plan on do them when the extension is available. It will take quite a bit longer to complete them since there is a ton of content.
johniba
August 2nd, 2020, 06:26
I'm loving the progress on this.
Sorry if this has been asked earlier, but is there any chance the Star Wars libraries or other assets located elsewhere into this?
This will be great for when my group decides to play something other than Star Wars, but it would be great if I could combine both so I don't have to switch in the future ;)
Currently, the database structure in the modules from star wars are different but i do want to convert at least a module with items, races, etca to create a module for star wars
I will soon create a new star wars ruleset also, so this will come in handy.
If you have a module with those assets that you could share, please send me a private message, i want to have a look at the data structure, i can work on it
johniba
August 2nd, 2020, 06:27
The genesys ruleset isnt finished enough to start on an star wars extension, from what I can tell. As to the Star Wars Libraries that I do plan on do them when the extension is available. It will take quite a bit longer to complete them since there is a ton of content.
Maybe i can see if i can write a script to convert some data from an old star wars module, so i can save you time...
mossfoot
August 2nd, 2020, 06:48
I should also add that I love the fact you're making this compatible with both Unity and Classic. While I intend to eventually upgrade to Unity, my group are all using Classic at the moment, and having this version carry over between them is a great idea.
johniba
August 2nd, 2020, 08:01
Can you unlock the weapon and change it?
Some fields are hard coded, like for example what characteristic is for what skill, but i will work on a change.
So i will make it in a way that when the weapon is in the inventory, we allow players to customize, and even change the combination of characteristic+skill, so that if they have a talent that allows a different combination, it works
sevrick
August 2nd, 2020, 16:51
One thing more I noticed while adding Shadow of the Beanstalk. Named characters have motivations. This might be a good opportunity to add a place for motivations to NPCs and PCs since it is apart of star wars as well.
johniba
August 2nd, 2020, 16:56
So I got a question. While adding NPCs I noticed that some NPC stats say they have for example a sword, as one of their attacks. Now the stat block doesn't give any information other than it's damage, crit, and Special. For the most part the damage lines up with the stat block if I just add the weapon to the inventory. However some NPCs, such as the Assassin has the Precision talent. This allows for the ability to change the characteristic the cunning instead of brawn when using the Melee (Light) skill.
So I guess I am saying the items need a new category, "Characteristic". You could have it auto select the appropriate char when you enter the skill, but allow for it to be changed. This would also be needed for star wars, IE Lightsaber styles.
I did some tests and gave this some thought.
I think there are several ways to implement this, one is if i add the stat to the weapon in inventory so players can modify, another already exists
First, reading the Talent description:
Precision (from Realms of Terrinoth, page 84)
When making a Brawl or Ranged check, your character may use Cunning instead of Brawn and Agility.
We could do this modifying the weapon (i would need to change the code), or the way i will describe below (you can already do this)
One important part in this Talent in the description, is the "your character may use...", meaning everytime you choose to do such a roll, you decide if you want the default way or use the talent option.
For that, this is how you can do it:
For this example, lets say my char wants to use an Axe (Melee Light Skill, that uses Brawn)
To allow me the option of using Cunning instead, this is what i do:
1 - First, I go to the main char page, and add a new skill:
I created a skill that is exactly like Melee Light, but uses Cunning (check the attached image)
Skill description "Melee-L-Precision", Category "Combat", Characteristic "CU"
I added the same number of ranks, 2, which is the rank on my normal Melee Light skill
2 - Now, I already have an Axe on my inventory.
- Click the link icon to open the Weapon stats
- Click the Padlock icon (right side of the weapon name) to unlock it
- Change this:
Name "Axe(P)"
Skill "Melee-L-Precision" (remember, exactly how it is in the skills list)
Click the padlock again to lock the weapon
3 - If you want to have the option when rolling combat with an axe to use normal or the precision way, add another copy of the axe to your inventory
In my attached image i show that example (notice i also edited the encumbrance of one of the weapons so it does not give me again)
Now, whenever the char wants to use Precision, i use that weapon instead of the new one.
Also notice, since this weapon has a damage with a plus sign (+3), the ruleset already knows to add the Brawn value to the total damage, and this still works with the Precision weapon using Cunning.
So for now, I think I will not do any changes.
Later on, I do want to code some automation that takes weapon properties and character talents into consideration, so I think this workaround that already exists can be used.
What do you guys think?
P.S.: I think you will notice in the pictures that now skill ranks are not numbers, they show up as Dots... I am in the middle of changing the skill list :)
38275
johniba
August 2nd, 2020, 17:01
One thing more I noticed while adding Shadow of the Beanstalk. Named characters have motivations. This might be a good opportunity to add a place for motivations to NPCs and PCs since it is apart of star wars as well.
I am creating a new tab for that, I will see if i can have it done soon :)
sevrick
August 2nd, 2020, 17:37
I did some tests and gave this some thought.
I think there are several ways to implement this, one is if i add the stat to the weapon in inventory so players can modify, another already exists
First, reading the Talent description:
We could do this modifying the weapon (i would need to change the code), or the way i will describe below (you can already do this)
One important part in this Talent in the description, is the "your character may use...", meaning everytime you choose to do such a roll, you decide if you want the default way or use the talent option.
For that, this is how you can do it:
For this example, lets say my char wants to use an Axe (Melee Light Skill, that uses Brawn)
To allow me the option of using Cunning instead, this is what i do:
1 - First, I go to the main char page, and add a new skill:
I created a skill that is exactly like Melee Light, but uses Cunning (check the attached image)
Skill description "Melee-L-Precision", Category "Combat", Characteristic "CU"
I added the same number of ranks, 2, which is the rank on my normal Melee Light skill
2 - Now, I already have an Axe on my inventory.
- Click the link icon to open the Weapon stats
- Click the Padlock icon (right side of the weapon name) to unlock it
- Change this:
Name "Axe(P)"
Skill "Melee-L-Precision" (remember, exactly how it is in the skills list)
Click the padlock again to lock the weapon
3 - If you want to have the option when rolling combat with an axe to use normal or the precision way, add another copy of the axe to your inventory
In my attached image i show that example (notice i also edited the encumbrance of one of the weapons so it does not give me again)
Now, whenever the char wants to use Precision, i use that weapon instead of the new one.
Also notice, since this weapon has a damage with a plus sign (+3), the ruleset already knows to add the Brawn value to the total damage, and this still works with the Precision weapon using Cunning.
So for now, I think I will not do any changes.
Later on, I do want to code some automation that takes weapon properties and character talents into consideration, so I think this workaround that already exists can be used.
What do you guys think?
P.S.: I think you will notice in the pictures that now skill ranks are not numbers, they show up as Dots... I am in the middle of changing the skill list :)
38275
It looks like it is a solution. Something about adding a whole new skill for a talent to change the weapons attack seems...cumbersome. All NPCs with a slimier talent would have to have a new skill. However you are the one who has to code this monster so if it would be a lot of work to change it don't worry about it.:) If your worried about me redoing work on the libraries don't be. If you did decided to do it I wouldn't mind updating the libraries.
As far as "Your character may use", if you get this talent 99% of the time you get it because your brawn is low and your cunning is higher. Realistically you would only ever switch is because maybe you got the "Head Ringer", "Horrific Injury", or "Gruesome Injury" that lowers your cunning pool or increases cunning difficulty to where it would be better to use Brawn.
As for the skill ranks changed to dots? What happens if you have more than 5 ranks?
P.S. If you decide to edit the script for items you might add Hard Points/Attachments while your at it. Sorry if I come off as a slaver driver. It isn't my intent. Can't wait for the final version what ever it is.:)
johniba
August 2nd, 2020, 19:37
It looks like it is a solution. Something about adding a whole new skill for a talent to change the weapons attack seems...cumbersome. All NPCs with a slimier talent would have to have a new skill. However you are the one who has to code this monster so if it would be a lot of work to change it don't worry about it.:) If your worried about me redoing work on the libraries don't be. If you did decided to do it I wouldn't mind updating the libraries.
As far as "Your character may use", if you get this talent 99% of the time you get it because your brawn is low and your cunning is higher. Realistically you would only ever switch is because maybe you got the "Head Ringer", "Horrific Injury", or "Gruesome Injury" that lowers your cunning pool or increases cunning difficulty to where it would be better to use Brawn.
As for the skill ranks changed to dots? What happens if you have more than 5 ranks?
P.S. If you decide to edit the script for items you might add Hard Points/Attachments while your at it. Sorry if I come off as a slaver driver. It isn't my intent. Can't wait for the final version what ever it is.:)
Checking core book it seems skill ranks can be 0 to 5. The code for those dots can handle increases, i could easly change, or even allow for a GM to change an option in the ruleset later, if he wants to house rule...
I will add the hardpoints/attachments :)
Yeah i also looked at a database i have from star wars, to be fair i think converting that is not worth it, might aswell start a new one.
About the skill and precision, one day we can revisit this, and make it better...
Another thing about the skill... what if i allow editing the normal skills in the character/npc sheet (now only custom skills are editable)
Would that be better than creating another skill?
sevrick
August 2nd, 2020, 20:39
Checking core book it seems skill ranks can be 0 to 5. The code for those dots can handle increases, i could easly change, or even allow for a GM to change an option in the ruleset later, if he wants to house rule...
I will add the hardpoints/attachments :)
Yeah i also looked at a database i have from star wars, to be fair i think converting that is not worth it, might aswell start a new one.
About the skill and precision, one day we can revisit this, and make it better...
Another thing about the skill... what if i allow editing the normal skills in the character/npc sheet (now only custom skills are editable)
Would that be better than creating another skill?
Opening up the skills to have their characteristics to be able to be edited would work nicely. Better even. It would also allow for increased flexibility for different settings that have similar talents. Also with this you would only have to change the characteristic and any weapons would already work out of the box, so to speak. Brilliant. You many not even have to revisit it.
While I didnt find in the book where it say specifically the cap is 5, we can cross that bridge when we come to it. There may or may not be an NPC with 6 ranks somewhere.
johniba
August 2nd, 2020, 20:51
Opening up the skills to have their characteristics to be able to be edited would work nicely. Better even. It would also allow for increased flexibility for different settings that have similar talents. Also with this you would only have to change the characteristic and any weapons would already work out of the box, so to speak. Brilliant. You many not even have to revisit it.
While I didnt find in the book where it say specifically the cap is 5, we can cross that bridge when we come to it. There may or may not be an NPC with 6 ranks somewhere.
ok, so i will do that, i will allow editing, plus i will add an option later so the GM can change the global settings for his campaign to allow higher than 5 skill points.
I am also going to implement a "Settings" database.
That way we will have like the player choose a setting when creating his char, and the settings skills will be populated
I will also allow players to drag skills from the skills database to their sheet, for further customizations
I am re-skinning the character sheet also, i will see if i can upload it later today or tomorrow so you can give your feedback
sevrick
August 2nd, 2020, 23:38
Bugs
Spell Descriptions can't be bolded
Item Descriptions when bolded the text shrinks.
Talents Descriptions symbols font doesn't change.
sevrick
August 4th, 2020, 01:47
So how do you want to handle ICE in Shadow of the Beanstalk? You could handle it like you do with weapons and armor. Meaning when you enter in the Type section weapon it adds the boxes needed for that item. You then could add this feature to the Shadow of the Beanstalk extension, since it is pretty unique to this setting.
johniba
August 4th, 2020, 02:18
So how do you want to handle ICE in Shadow of the Beanstalk? You could handle it like you do with weapons and armor. Meaning when you enter in the Type section weapon it adds the boxes needed for that item. You then could add this feature to the Shadow of the Beanstalk extension, since it is pretty unique to this setting.
Let me read the rules in the book, I am very unfamiliar with ICE in SoB... I will get back to you after that
Meanwhile, I want your opinion, and everyone else's on some re-design i am doing with the character sheet.
Do you think it is too much?
Please have a look at the attached image (work in progress)
38327
sevrick
August 4th, 2020, 03:12
Looks way good man. It gives it a more Genesys theme with the color scheme. While it isnt the most important thing it is a welcoming site.
johniba
August 4th, 2020, 03:36
Looks way good man. It gives it a more Genesys theme with the color scheme. While it isnt the most important thing it is a welcoming site.
I promise i will not waste too much time working on this.
I am focusing on the other missing parts first
GrizzledNoob
August 4th, 2020, 05:27
I agree. it gives it a great look that adds a lot to the overall feel. Well worth it.
Hardbushido
August 4th, 2020, 14:13
Agreed. Looks more thematic.
punisher5150
August 4th, 2020, 16:57
I like it a lot! Great job.
sevrick
August 6th, 2020, 18:39
I am almost done with the Libraries. It should be out today or tomarrow. I will wait for the Secret's of the Crucible extension before uploading its Library.
johniba
August 6th, 2020, 19:50
I am almost done with the Libraries. It should be out today or tomarrow. I will wait for the Secret's of the Crucible extension before uploading its Library.
Awsome.
OK, I will only probably have the update on the weekend, i am thinking sunday
I hope to add all missing stuff, including the extra details for the items record (hardpoints and attachments), species (starting characteristics etca)...
I have done the change that allows editing all skills, i think you will love it....
I will prepare the extension also.... but in the future, we might not need extensions, with the change i will be doing soon to how skills go to the character sheet....
Xarax
August 6th, 2020, 19:55
That's Great news from both Sevrick and Johniba. Really looking forward to seeing the next stage of what you have been working on. Wish i knew enough to help!
johniba
August 6th, 2020, 20:15
Hey Sevrick, I created the Keyforge extension, it is available on google drive....
I hope to finish the latest updates soon, I am really excited for the next release, there are a lot of cool stuff, getting very close to a 1.0 version :)
Hopefully like i said, sunday i can finish
sevrick
August 6th, 2020, 23:14
Sounds good. Now that I have the extension it may not be out tomorrow. I will shoot for Sunday as well.
I noticed a weird bug. When I tried dragging one special ability from one NPC to another I got this error:
Script Error: [string "scripts/manager_char_genesys.lua"]:81: attempt to call global 'addRacialTrait' (a nil value)
Runtime Notice: s'charactermanager.lua:onDrop: Type = shortcut'
Runtime Notice: s'charactermanager.lua:onDrop: shortcut class = referenceracialtrait'
Script Error: [string "scripts/manager_char_genesys.lua"]:442: attempt to call global 'shareWindow' (a nil value)
I even tried unlocking the one I was dragging it to and still the same thing. The reason I even did this is because I am doing drones and most of them have several similar abilities.
johniba
August 6th, 2020, 23:31
Sounds good. Now that I have the extension it may not be out tomorrow. I will shoot for Sunday as well.
I noticed a weird bug. When I tried dragging one special ability from one NPC to another I got this error:
Script Error: [string "scripts/manager_char_genesys.lua"]:81: attempt to call global 'addRacialTrait' (a nil value)
Runtime Notice: s'charactermanager.lua:onDrop: Type = shortcut'
Runtime Notice: s'charactermanager.lua:onDrop: shortcut class = referenceracialtrait'
Script Error: [string "scripts/manager_char_genesys.lua"]:442: attempt to call global 'shareWindow' (a nil value)
I even tried unlocking the one I was dragging it to and still the same thing. The reason I even did this is because I am doing drones and most of them have several similar abilities.
OK, yes i found a couple of issues with dropping records on pcs or npcs
I will put that bug on my list to fix
I am already reviewing a couple, for example, i will see if dragging a species/archetype on a character, if i can make the starting characteristics, etca, go to the character sheet automatically
So, i will see if i can look at the other issue you reported
sevrick
August 7th, 2020, 02:12
Feature Ideas
Ability to auto success, advantage, Failure, and Threat to dice pool, skills, and weapons.
Ability to auto add dice to skill checks and weapons.
I wished for this several times while playing star wars when I had a tricked out Lightsaber or Gun. Just getting it out there so I don't forget.:)
johniba
August 7th, 2020, 03:39
Feature Ideas
Ability to auto success, advantage, Failure, and Threat to dice pool, skills, and weapons.
Ability to auto add dice to skill checks and weapons.
I wished for this several times while playing star wars when I had a tricked out Lightsaber or Gun. Just getting it out there so I don't forget.:)
These are awsome ideas, i will make sure to code it in...
How do you imagine this, can you give me an idea of how you envision this?
sevrick
August 7th, 2020, 04:53
For weapons:
You could add a new tab on equipment. And have Dice as a heading and under that labels of Boost and setback with number boxes for you to enter how many you add. You could use this to add setback or increased difficulty for other things. For example encumbrance and cumbersome ratings as a temporary fix until you add more automation.
Then have a second header titled Automatic Results or somthing to that effect. And do the same thing as above only with dice symbols.
As for adding it to the skills themselves, I have no idea. I would have to think more about that. I know that in the pathfinder ruleset when making special attacks and such you choose the damage by dragging the dice you want to use onto a little space. Much the same way you build a dice pool but on a smaller scale. If you could figure out how those work and add a space for it to go next to the individual skill you could use that to tell FG what to add to the roll.
Those ideas are just off the top of my head. I will let you know if I think of somthing better.
sevrick
August 7th, 2020, 13:29
Here are the libraries with NPCs added. The other files are too large so I have to figure another way upload them.
johniba
August 7th, 2020, 14:00
Here are the libraries with NPCs added. The other files are too large so I have to figure another way upload them.
Do you have a gmail account? If yes send your id privatelly to me, and i will give you direct permission to upload to google drive
I have just uploaded both files from your post, to google drive
Also, i just thought of something: our npc sheets dont have a field for "settings", so when we look at the list of available npcs, we have no way to know what settings they are for
What do you think, i could add that...
sevrick
August 7th, 2020, 15:05
Do you have a gmail account? If yes send your id privatelly to me, and i will give you direct permission to upload to google drive
I have just uploaded both files from your post, to google drive
Also, i just thought of something: our npc sheets dont have a field for "settings", so when we look at the list of available npcs, we have no way to know what settings they are for
What do you think, i could add that...
Yes I have a gmail account. I will give you my ID as soon as I get off work. Also along with the setting you might add a sub category like you did with equipment but for NPCs. I noticed that almost all npcs have a sub category. Such as creature, droid, Law enforcement, etc.
What about this. I dont know If it is possible, but is there a way to allow the user to add their own custom tags to npcs and then activate a filter that let's them filter that category. The reason I ask this is because say for example you want to find all creatures with a Brawn of 3 or all creatures with the stealth skill. You would have to go by preset filters, but if you could make your own... You wouldn't have to make filter choices, you would just let them create and add tags to NPC sheets. From there it is up to the individual add a Brawn category or Stealth skill category.
johniba
August 7th, 2020, 16:40
Yes I have a gmail account. I will give you my ID as soon as I get off work. Also along with the setting you might add a sub category like you did with equipment but for NPCs. I noticed that almost all npcs have a sub category. Such as creature, droid, Law enforcement, etc.
What about this. I dont know If it is possible, but is there a way to allow the user to add their own custom tags to npcs and then activate a filter that let's them filter that category. The reason I ask this is because say for example you want to find all creatures with a Brawn of 3 or all creatures with the stealth skill. You would have to go by preset filters, but if you could make your own... You wouldn't have to make filter choices, you would just let them create and add tags to NPC sheets. From there it is up to the individual add a Brawn category or Stealth skill category.
that is a good idea, i will see what i can do
sevrick
August 8th, 2020, 00:06
So where do I find my google id?
johniba
August 8th, 2020, 00:59
So where do I find my google id?
that would be your gmail address... just send it in a private message, and i will add you to the permissions
sevrick
August 8th, 2020, 03:12
Ok I sent you a PM with my email.
johniba
August 8th, 2020, 03:29
Ok I sent you a PM with my email.
Sorry it took me too long, i replied and gave u access
Xarax
August 8th, 2020, 04:43
Is there a mechanic yet that allows you to modify or even enter how many hard points a weapon or armor piece has currently built into the framework?
johniba
August 8th, 2020, 05:21
Is there a mechanic yet that allows you to modify or even enter how many hard points a weapon or armor piece has currently built into the framework?
You just guessed what i am developing right now :)
I am adding item hardpoints, item attachments.
I hope to also add vehicles
Hopefuly it will be available this weekend!
Xarax
August 8th, 2020, 05:55
Awesome. So looking forward to this!
sevrick
August 8th, 2020, 14:26
I have uploaded Realms of Terrinoth and Shadow of the Beanstalk Libraries to include NPCs and the skills for those settings.
It am still working on Shadow of the Crucible, but I figured to get out what I could.
Things of note
Some names have tags in them. That is to remind me that this entry requires something before it is finished.
There are several NPC that have weapons that are marked as having one weapon or another. This implies it doesn't have both. For those in that circumstance I put a (or) tag on the end of both of the applicable weapons.
Also I do have the Libraries labeld as (No Descriptions) in the title. This is so I could easily differentiate the version with no descriptions and my own that has descriptions. I did plan on removing this when the libraries are completely done, but it occurred to me not everyone might not want this. So let me know, if you would rather have this removed or not.
Also don't hesitate tell me any typos missing entries so I can fix them.
Xarax
August 8th, 2020, 22:36
@Sevrick
noticed that some of the skills are missing from the Genesys core (No Descriptions) Namely, Brawl, Negotiation, Operating, Perceptions, Piloting and Primal.
sevrick
August 8th, 2020, 23:10
@Sevrick
noticed that some of the skills are missing from the Genesys core (No Descriptions) Namely, Brawl, Negotiation, Operating, Perceptions, Piloting and Primal.
Oh wow your right. Don't know how that happened. I fixed and uploaded the changes. Thx.
Xarax
August 9th, 2020, 05:22
I have no idea how easy or how possible this is, and please if you do decide to do this Johniba put it at the bottom of your to wishlisting, but i was wondering how feasible it would be to have everything you have set up for the NPCs, Just the way it is, and having the display for the NPC sheets exactly like they appear in the books? Ability Scores, Skills they actually have ranks in (preferably dragable to the dicepool) Talent descriptions, Abilities and equipment, all right there, on one neat little front page, fed by the information posted on other tabs. Obviously low priority but would be a very nice ascetic.
johniba
August 9th, 2020, 06:28
I have no idea how easy or how possible this is, and please if you do decide to do this Johniba put it at the bottom of your to wishlisting, but i was wondering how feasible it would be to have everything you have set up for the NPCs, Just the way it is, and having the display for the NPC sheets exactly like they appear in the books? Ability Scores, Skills they actually have ranks in (preferably dragable to the dicepool) Talent descriptions, Abilities and equipment, all right there, on one neat little front page, fed by the information posted on other tabs. Obviously low priority but would be a very nice ascetic.
Hi,
Actually that is not only possible but something i will do.
As soon as i finish implementing the missing features, i will revisit the npc sheets.
It is possible to have a layout for when you are editing/creating an npc, and then have a simple, one sheet display.
What i want to do, is something similar to the layout of a creature card, like the ones star wars and genesys have.
When i work on that, i will show you some examples for your feedback!
johniba
August 9th, 2020, 15:34
NEW RELEASE - August 8
This release has A LOT of changes and improvements.
(check the attached image for an example)38436
1 - Databases:
- Item: Added Hardpoints, attachments
Some limited functionality: attachments need to be manually created in the weapon (meaning dragging and dropping an attachment from the new attachments database is not working, i will fix this later)
Hardpoints are not auto calculated: per core rules the number of hardpoints in a weapon/armor is half its emcumbrance... i will make this automatic soon.
Also, there is no "total hardpoints used"... i will create this later too.
- Item Attachments: this is a new database for weapon and armor attachments (and in the future, vehicle attachments?)
For now, it is not much use, because the feature to allow dragging item attachments into weapon and armor items is not working, but i will work on this for the next release
So, players will have to create their attachments in their weapons for now.
- Career database: for now it is just the description field, so all info on the career goes into the description
- Species/Archetype: completely redone.
The record now shows starting characteristics, wound and strain threshold, starting xp
All other info needs to go to the description field. (you can drag "special abilities" records into the description, so players can easly drag it from there to their sheets later)
Dragging the species/archetype into a pc/npc will link it, but not auto populate the above fields... for now players need to do that manually
Other Fixes:
- Added "npc category" column description on GM combat tracker
- Fixed filter in skills database. It now allows filtering by Characteristics, and Category
- Dragging a skill from the skills database into pc/npc now works!
- PC and NPC skills: you can now edit the whole record!
This will allow players and GMs to customize all skills
Notice that you can delete skills, but once you restart your FG, it will recreate the missing skills from the default list (or setting if you are using one of the setting extensions)
For the next release i will make this much more powerful, and also not needing extensions! I will create a "Settings" database, so players will be able to select a different setting for their characters.
This will populate all skills for that setting, in their sheets.
GMs will be able to enable/disable what settings they will allow, and even create their own settings
(this will also be useful for when i create the star wars ruleset)
Sorry, vehicles database and pc/npc vehicles still work in progress, but almost ready!
You will all notice a big change in the ruleset appearance: I have modified the whole ruleset, using the 5E default skin.
I will modify it so we have our own Genesys theme soon, but i did this because the 5E xml code is much better to work with, so this will set a good base for future customizations (plus it looks much better than core)
P.S.: we still have a few bugs, which i am aware of, specially in FGU I know several fonts are not displaying in a good size... i will soon fix that.
The new version of the ruleset can be downloaded in the link below.
Also... please notice that Sevrick recently also uploaded new versions of his modules!
https://drive.google.com/drive/folders/1UNyE7f7qbI5It8cCHmoEoWSoSeVhWxR-?usp=sharing
P.P.S: I have also updated something I feel I should have done a long time ago
When you start the ruleset, the following information is displayed:
Genesys RPG community ruleset V0.91 (FG 3.3.9+) by John Ibarzabal (a.k.a. Mestre dos Magos), and Sevrick.
Sevrick's work on his modules are awsome, and i feel like he is an important part of this....
sevrick
August 9th, 2020, 17:53
Making your own libraries
Step 1: I would suggest getting the Author extension. This allows you to add your own reference manuals like you see in official products. There is too much to explain on how to use that but this link will have the extension and instructions on how to use it.
https://www.fantasygrounds.com/forums/showthread.php?41833-Project-Author
Step 2: You want to create a New Campaign. Use the Genesys ruleset provided by this forum, and name it as what ever book you are adding. With this example I will use Realms of Terrinoth. To keep organized I put a tag in front of the name so I know that it is only a templete. The campaign title would look like this: (Template) Realms of Terrinoth. If I was to make a campaign that I use to play I would put (Play) in front. Just know you don't have to do this it just helps me keep things organized. Next check the author extension if you are using it.
Step 3: Load up the module I have made that doesn't have descriptions. In this case it would be Realms of Terrinoth (No Des). In the Library menu there is several check boxes. These are the tabs tabs that appear on the right side of the screen. Check which ones you want to see there. Check talents. It will be invisible, that is only because there hasn't been a graphic made for it. It is ok it will still be clickable.
Step 4: Lets open up NPCs as an example for this. You will see a book icon on the right side. This indicates that this record is from an open library. What you want to do is click and drag each entry in the window any where in the window. This will make a copy of them. Notice it doesn't have a book icon. That entry is now part of this campaign you have open and not an external library.
Step 5: Click the drop down box for the group at the top. Click the "/" icon that appeared. Now click the "+" button. This allows you to create a new group. In this case you would name it Realms of Terrinoth. Don't add the (No Descriptions) tag to this one. These ones will have them. Click the "/" icon to stop editing the list. Select (Uncategorized). You should see your list of NPCs you made copies of. Select the group drop down again, this time leave it open. Click and drag each entry onto Realms of Terrinoth. Not Realms of Terrinoth (No Descriptions). You will see it disappear. That's ok. You just moved the entry into the Realms of Terrinoth group. After you have done this to all the records, select the Realms of Terrinoth group. There are all your entries.
Step 6: These are the entries you are going to add descriptions to. However you do it, it doesn't mater copy and pasting from the pdf is how I do it. Note when doing this there will be weird line breaks when this happens just select all the text you copied and press Ctr-J. That will remove your line breaks and you just have to separate the paragraphs.
This method works for items, talents, and NPCs in the same way. Just fallow steps 4 through 6.
Step 7: When you are done adding all your descriptions, go to the chat window and type /export and then enter. A box will appear, I will explain what each area is for:
File Name: This is what your module name will look like when looking at the file on your computer.
Thumbnail: When you open up the library in step 3 you may have noticed the small picture to the left of the library. That is what goes here.
Category: When looking at the libraries that you have open you will see a header in read above. This is that. Any libraries with the same gategory will show under this.
Author: This is...well the author of the content of this module.
Read Only?/Player Module: This is if you want the players to have access to this library by default. For example if you were making an adventure module you would want Read Only. If you wanted everyone to have access you would choose Player Module. You can change this later if you so choose.
The next section is a list of check boxes. These are all the categories you want to export. Generaly you can click Select All and be done with it. The exception I would use is when using the author extension, and you are adding story entries for a PDF. In that case I would select all then deselect Story.
Lastly if you have tokens you want to export with the module you would add them here. Any token that is already add to an NPC will be exported as well. This is for tokens that you haven't necessarily assigned to an NPC but may use for this module.
Now click export and your done. You have made a module that now has descriptions.
So now you load up, in this case, your Realms of Terrinth game you are playing and open up the libraries and you will see Realms of Terrinoth library. Click that, not the Realms of Terrinoth (No Descriptions). Now you can access all your content with descriptions.
sevrick
August 9th, 2020, 17:59
Wow the new graphics and changes look amazing! Just let me know what things are ready for adding to the libraries. Are the species or carrers ready?
johniba
August 9th, 2020, 18:11
Wow the new graphics look amazing! Just let me know what things are ready for adding to the libraries.
Hey Sevrick
You can add:
- Species/Archetypes (except no special abilities yet)
- Careers
- Item Attachments (altough you cannot use those records to drag to items.. yet)
As soon as I have the vehicles database ready i will release so you can add them too
sevrick
August 9th, 2020, 19:02
Hey Sevrick
You can add:
- Species/Archetypes (except no special abilities yet)
- Careers
- Item Attachments (altough you cannot use those records to drag to items.. yet)
As soon as I have the vehicles database ready i will release so you can add them too
Should I hold off on the careers. If you were planning on a drag and drop method, it would stand to reason you would want to have a way to add career skills to the careers in the library 1st. This way when you drag a career on to a character sheet it checks all the career skills on the character sheet automatically. Granted it isn't all that much work to check the boxes your self, but more automation is always a plus.
Also some UI Tweeks you might change.
Extend the width of the Hard Points Required box so it doesn't get cut off by the entry.
When creating a new species the default window width could be extend out since by default it cuts off the Presence characteristic.
johniba
August 9th, 2020, 19:21
Should I hold off on the careers. If you were planning on a drag and drop method, it would stand to reason you would want to have a way to add career skills to the careers in the library 1st. This way when you drag a career on to a character sheet it checks all the career skills on the character sheet automatically. Granted it isn't all that much work to check the boxes your self, but more automation is always a plus.
Also some UI Tweeks you might change.
Extend the width of the Hard Points Required box so it doesn't get cut off by the entry.
When creating a new species the default window width could be extend out since by default it cuts off the Presence characteristic.
Ok hold off on career
I will fix those issues, and examine career window later, to check if you can work on it or wait more
sevrick
August 9th, 2020, 21:38
Don't know if your interested but I made some changes to the dice icons and put into an extension to test it out. If you want I can upload the extension so you can add it to the main file.
38449
38450
johniba
August 9th, 2020, 21:50
Don't know if your interested but I made some changes to the dice icons and put into an extension to test it out. If you want I can upload the extension so you can add it to the main file.
38449
38450
Looks nice, yes please upload, i will update here on the ruleset
sevrick
August 9th, 2020, 22:29
Ok I uploaded it. I also added Graphics for the Talents sidebar to match the rest of the theme. I know it's temporary, but should work until then. you may have to change the name since the file name still says it is empty.
johniba
August 9th, 2020, 22:38
Ok I uploaded it. I also added Graphics for the Talents sidebar to match the rest of the theme. I know it's temporary, but should work until then. you may have to change the name since the file name still says it is empty.
wow those buttons look really good
Can you maybe create buttons also for:
Species / Archetype
Item Attachments (or maybe just attachments?)
Careers
Special Abilities
P.S.: Also please notice, the _button_down image should not have a background shadow (check the differences between button_sidebar_empty.png and button_sidebar_empty_down.png)
sevrick
August 9th, 2020, 22:42
wow those buttons look really good
Can you maybe create buttons also for:
Species / Archetype
Item Attachments (or maybe just attachments?)
Careers
Special Abilities
I will see what I can do :).
johniba
August 9th, 2020, 23:09
Also some UI Tweeks you might change.
Extend the width of the Hard Points Required box so it doesn't get cut off by the entry.
When creating a new species the default window width could be extend out since by default it cuts off the Presence characteristic.
I have fixed the issues above, plus:
- added your new buttons!
I have uploaded the new ruleset file...
sevrick
August 10th, 2020, 00:20
I uploaded the completed buttons for:
Species / Archetype
Item Attachments (I did just name it attachments, the text is prety small but no different than the encounters button really.)
Careers
Special Abilities
Although I knida gave up half way through trying to make them work with the extension. Still the graphics are there.
davidthegnome
August 10th, 2020, 01:51
How do I turn my Monstrum Encyclopedia into a mod file so I can include it on DriveThru with the book?
sevrick
August 10th, 2020, 02:08
How do I turn my Monstrum Encyclopedia into a mod file so I can include it on DriveThru with the book?
That's a rather broad question. I assume it is compilation of NPCs. Click the NPC tab select the group drop down and click the slash then the +. Enter the name of your book here. This groups all your creations. Then make sure it is selected, then right click and create item. This will make a new entry. Fill out all your stats then repeat the process for each npc. This process works for all things you are added to your module.
After you are done to export fallow the instructions I gave in a previous post step 7. On page 58.
After you have done that you will find the module file by opening up FG clicking the folder icon in the launcher. That will take you to the root directory. From there is the modules folder. It is there. Just send that file with your upload.
If you wish to add the PDF into FG see the Author Extension. It good one.
sevrick
August 10th, 2020, 02:37
I have updated the libraries to include Attachments and Species.
davidthegnome
August 10th, 2020, 02:43
My export ends up blank when I import it, so perhaps it doesn't work in FGU. I'm on a Mac, so I can't run classic.
damned
August 10th, 2020, 02:55
How do I turn my Monstrum Encyclopedia into a mod file so I can include it on DriveThru with the book?
You will also need to engage with SmiteWorks as you cannot sell Fantasy Grounds modules without some sort of agreement.
sevrick
August 10th, 2020, 02:58
My export ends up blank when I import it, so perhaps it doesn't work in FGU. I'm on a Mac, so I can't run classic.
Hmm I am not familiar with running it on Mac. As far FGU the principles should be the same. I will try exporting in Unity when I get a chance to see if it is any difference.
johniba
August 10th, 2020, 03:11
I uploaded the completed buttons for:
Species / Archetype
Item Attachments (I did just name it attachments, the text is prety small but no different than the encounters button really.)
Careers
Special Abilities
Although I knida gave up half way through trying to make them work with the extension. Still the graphics are there.
I have just uploaded a new version of the ruleset with your buttons :)
thanks a lot
P.S.: I forgot to mention, when you have the time, could you create another one, for "Setting?"
I just dont know if this name will confuse people into thinking it is the settings for the program.. but i want to create a database for settings, so instead of extensions, people will select which settings they will have characters for (this will dictate what skills the character sheet will have on creation)
sevrick
August 10th, 2020, 03:22
I have just uploaded a new version of the ruleset with your buttons :)
thanks a lot
P.S.: I forgot to mention, when you have the time, could you create another one, for "Setting?"
I just dont know if this name will confuse people into thinking it is the settings for the program.. but i want to create a database for settings, so instead of extensions, people will select which settings they will have characters for (this will dictate what skills the character sheet will have on creation)
Yup I do it tomarrow.
sevrick
August 10th, 2020, 12:38
Ok the Settings button should be there now.
Bug
When checking a minion group skill I get this error:
Script Error: [string "scripts/manager_miniongenesys.lua"]:30: attempt to index a nil value
johniba
August 10th, 2020, 15:35
Ok the Settings button should be there now.
Bug
When checking a minion group skill I get this error:
Script Error: [string "scripts/manager_miniongenesys.lua"]:30: attempt to index a nil value
I think i have fixed it... please download the new version of the ruleset...
Thanks for the button!
Xarax
August 10th, 2020, 15:49
Making your own libraries
Step 6: These are the entries you are going to add descriptions to. However you do it, it doesn't mater copy and pasting from the pdf is how I do it. Note when doing this there will be weird line breaks when this happens just select all the text you copied and press Ctr-J. That will remove your line breaks and you just have to separate the paragraphs.
ctrl-J has changed so much, thanks for the heads up on this! this whole walk through was very helpful. Thanks Sevrick.
@johniba and @sevrick thank you for all your doing to make this project happen!
Xarax
August 10th, 2020, 16:12
@Sevrick just a heads up: noticed that your Genesys Core Rulebook is missing all the Magical Implements items on page 219. If there is a way, and you can tell me how, i'll share my version of them.
sevrick
August 10th, 2020, 20:00
@Sevrick just a heads up: noticed that your Genesys Core Rulebook is missing all the Magical Implements items on page 219. If there is a way, and you can tell me how, i'll share my version of them.
Good catch. It will add them when I get off work thx.
sevrick
August 10th, 2020, 20:15
ctrl-J has changed so much, thanks for the heads up on this! this whole walk through was very helpful. Thanks Sevrick.
@johniba and @sevrick thank you for all your doing to make this project happen!
Yeah glad to help. I remember when I discovered ctr-j made things a whole lot easier.
sevrick
August 10th, 2020, 23:17
Ok I add the missing magic implements to the Core Rulebook.
@johniba
Update works thanks.
Things of Note
I noticed that when you click the items button then the gear button to display all the gear related items it is missing the rarity category.
Possible changes to Secrets of the Crucible Extension: Replace AEmbercraft with Æmbercraft, and the other knowledge skills from Culture, Sience, AEmber, to Knowledge (Culture), Knowledge (Science), Knowledge (Æmber). This would make it more consistent with the other settings.
The tab Index seems to screw up after tabbing from "current wounds" to "w./Minion" when working on a minion npc sheet. (Nice work on the rest of indexing it helps me enter data a lot faster.)
You probubly have planed to do this but, it would be nice to show the number of ranks a talent has without having to open up the talent.
I know that is weird symbol but it seemed to work copying and pasting it in from the Secrets of the Crucible PDF. So you should be able to copy and paste it from this post.
johniba
August 11th, 2020, 03:03
Ok I add the missing magic implements to the Core Rulebook.
@johniba
Update works thanks.
Things of Note
I noticed that when you click the items button then the gear button to display all the gear related items it is missing the rarity category.
Possible changes to Secrets of the Crucible Extension: Replace AEmbercraft with Æmbercraft, and the other knowledge skills from Culture, Sience, AEmber, to Knowledge (Culture), Knowledge (Science), Knowledge (Æmber). This would make it more consistent with the other settings.
The tab Index seems to screw up after tabbing from "current wounds" to "w./Minion" when working on a minion npc sheet. (Nice work on the rest of indexing it helps me enter data a lot faster.)
You probubly have planed to do this but, it would be nice to show the number of ranks a talent has without having to open up the talent.
I know that is weird symbol but it seemed to work copying and pasting it in from the Secrets of the Crucible PDF. So you should be able to copy and paste it from this post.
ok i will fix those things
Now about AEmber.... i need to check if the ruleset's fonts have the correct character, i tried copy and pasting from the pdf books and it did not work, that is why i typed AE into my code editor... i will see what i can do
EDIT: ok i tried again, the way the ruleset codes text from xml/lua is different from when the text is read from the database xml and it just screws up
For now unfortunatelly i will leave it as "AE", but i fixed the knowledge skills..
I uploaded the new extension version
EDIT 2: Fixed:
I noticed that when you click the items button then the gear button to display all the gear related items it is missing the rarity category.
The tab Index seems to screw up after tabbing from "current wounds" to "w./Minion" when working on a minion npc sheet. (Nice work on the rest of indexing it helps me enter data a lot faster.)
Please download the new ruleset version
I will see if i can implement adding the number rank of the talent soon, to the sheet
sevrick
August 11th, 2020, 15:50
ok i will fix those things
Now about AEmber.... i need to check if the ruleset's fonts have the correct character, i tried copy and pasting from the pdf books and it did not work, that is why i typed AE into my code editor... i will see what i can do
EDIT: ok i tried again, the way the ruleset codes text from xml/lua is different from when the text is read from the database xml and it just screws up
For now unfortunatelly i will leave it as "AE", but i fixed the knowledge skills..
I uploaded the new extension version
EDIT 2: Fixed:
Please download the new ruleset version
I will see if i can implement adding the number rank of the talent soon, to the sheet
That is fine as far as the AE things. If you can do it awesome , if not no real big loss.
I did notice you added a special column in the gear section. I was wondering what you need it for on gear. I could be wrong and missed somthing, but I don't think you will have any gear with weapon qualities.
I have been working on some exciting stuff as far as tables and story templates go in Secrets of the Crucible. You when I am done you should be able roll up a random species and populate all the rolls on to one story sheet. When the abilties Library is done I can add links to all the randomly rolled stats. Something that wasnt possible with the old version of FG.
johniba
August 11th, 2020, 15:57
That is fine as far as the AE things. If you can do it awesome , if not no real big loss.
I did notice you added a special column in the gear section. I was wondering what you need it for on gear. I could be wrong and missed somthing, but I don't think you will have any gear with weapon qualities.
I have been working on some exciting stuff as far as tables and story templates go in Secrets of the Crucible. You when I am done you should be able roll up a random species and populate all the rolls on to one story sheet. When the abilties Library is done I can add links to all the randomly rolled stats. Something that wasnt possible with the old version of FG.
That's really cool!
Xarax
August 11th, 2020, 18:02
@Johniba Question about how the items work regarding Hard points: I've been working on adding some campaign specific gear that has hard point attachments but I can't seem to get the gear to display any kind of hard point counter. It's easy enough to just add the number of hard points available on one of the empty fields but I am wondering if I was just missing something or of that's just not a feature.
Also sometimes, (and strangely enough only sometimes I end up getting this error message when I set up links to Item attachments in the item dialogue box.
Runtime Error: desktop: Unable to create window with invalid class (item_attachment : item_attachment.id-00037)
Typically Deleting and reapplying it to the item makes it work again.
Thanks again for all your doing with this!
johniba
August 11th, 2020, 19:54
@Johniba Question about how the items work regarding Hard points: I've been working on adding some campaign specific gear that has hard point attachments but I can't seem to get the gear to display any kind of hard point counter. It's easy enough to just add the number of hard points available on one of the empty fields but I am wondering if I was just missing something or of that's just not a feature.
Also sometimes, (and strangely enough only sometimes I end up getting this error message when I set up links to Item attachments in the item dialogue box.
Typically Deleting and reapplying it to the item makes it work again.
Thanks again for all your doing with this!
I will see about the errors, plus i still need to add code to properly drag attachments to items, it is not working yet.
I need to add another field to items that will tell how many total hardpoints are in use, and the existing hardpoints field to automatically calculate total hardpoints based on encumbrance
I will see what i can so about that
sevrick
August 11th, 2020, 19:58
I had an idea for the AE symbol. What if you put the symbol in a library while in FG. Then opened that exported module and looked at the code to see what it used for that symbol.
johniba
August 11th, 2020, 20:10
I had an idea for the AE symbol. What if you put the symbol in a library while in FG. Then opened that exported module and looked at the code to see what it used for that symbol.
I did that... it is a codepage issue really. In the xml file in the database, it will show two escaped character codes that form the AE char... but if i try to add this to the code, it will display garbage.
johniba
August 11th, 2020, 22:22
I will see about the errors, plus i still need to add code to properly drag attachments to items, it is not working yet.
I need to add another field to items that will tell how many total hardpoints are in use, and the existing hardpoints field to automatically calculate total hardpoints based on encumbrance
I will see what i can so about that
I fixed the error message, but i still need to code so dragging attachments into an item works...
For now, do not drag attachments to items or even somewhere else... you will need to create attachments manually into items :(
It might be a few days until my next update... i may be able to release these features soon, but most probably closer to the weekend...
I may work on finishing the species (add special abilities to it), special abilities, and add dragging attachments into items, and postpone again vehicles, for a bit
I will after that focus on finishing vehicles, add other stuff to the sheet (motivations, favors etca)
After that, i will probably start in parallel the star wars ruleset, at least the first version
sevrick
August 12th, 2020, 02:38
I forgot to add the Hard Points to all the Weapons and Armor. They should be fixed now. For the equipment that didn't have a listed HP I used the core rules and give them a HP equal to half of their encumbrance rounded up.
Things of note
Weapons and Armor need HP added to the table columns.
johniba
August 12th, 2020, 22:01
I did notice you added a special column in the gear section. I was wondering what you need it for on gear. I could be wrong and missed somthing, but I don't think you will have any gear with weapon qualities.
I thought about it before adding... and if you prefer i can remove it, but i thought, maybe there's no gear with specials, but maybe someone on a custom setting would create one?
I dont know
johniba
August 12th, 2020, 22:09
NEW RELEASE! August 12
I know I said I was not going to work on the ruleset... but some small bugs were bothering me :P
I will probably only make a major release on the weekend, adding stuff like the missing background stuff, and vehicles.
So, this release has small fixes:
1) Items
- Items list: added Hard Points column to weapon and armor lists.
- Item attachments: list of attachments on an item now show the attachment name, and the hardpoints required. Please notice currently there is no calculation showing total of hardpoints available versus used....
- Item attachments can now be DRAGGED from the attachments database into an item!
2) Character / NPC sheet
- Fixed an error message when you try to drag an attachment into the sheet
- Abilities: Talents list now show a Rank column: you no longer need to open each talent to check the rank. (Editing the rank still requires opening the record).
Critical entries also show a column for Severity. Notice that current existing criticals on characters will show up the severity in the description, but new criticals dropped on characters will not.
3) Talents
- Fixed talents window format.
- the Rank column will not show up on talents that are not ranked anymore... (visibility will turn on and off based on "Ranked" column)
4) Extensions:
Fixed error message on all extensions, if player/gm drags a critical into a character/npc sheet.
Please download the latest ruleset and extensions from the drive:
https://drive.google.com/drive/folders/1UNyE7f7qbI5It8cCHmoEoWSoSeVhWxR-?usp=sharing
sevrick
August 13th, 2020, 01:08
I thought about it before adding... and if you prefer i can remove it, but i thought, maybe there's no gear with specials, but maybe someone on a custom setting would create one?
I dont know
No you can leave it. I just didn't know if you did it on purpose.
Feature Ideas
Genesys Talent Organization: As for something else. This may not be a huge priority but I had an idea of adding subcategories under talents that divide up the different tier talents on the abilities tab. You would only need this for PCs so they can quickly see what tier talents they have and how many they need to get the next tier. You might have to remove it as part of the Star Wars setting.
Star Wars Talent Trees: One thing that I always wished the old star wars ruleset had was a talent tree. We would always have to open the books to see what we could buy. I know talent trees are unique for each career but, what if you had a tab on a character sheet that said talent tree. You click on the tab and it shows 5 rows of boxes and in between each box is a toggle-able arrow or line that changes where it is pointing, one for each direction. You would also be able to drag and drop talents into the boxes, maybe even have a little summery like they show in the books. I understand that might take awhile, but just throwing it out there.
johniba
August 13th, 2020, 02:43
No you can leave it. I just didn't know if you did it on purpose.
Feature Ideas
Genesys Talent Organization: As for something else. This may not be a huge priority but I had an idea of adding subcategories under talents that divide up the different tier talents on the abilities tab. You would only need this for PCs so they can quickly see what tier talents they have and how many they need to get the next tier. You might have to remove it as part of the Star Wars setting.
Star Wars Talent Trees: One thing that I always wished the old star wars ruleset had was a talent tree. We would always have to open the books to see what we could buy. I know talent trees are unique for each career but, what if you had a tab on a character sheet that said talent tree. You click on the tab and it shows 5 rows of boxes and in between each box is a toggle-able arrow or line that changes where it is pointing, one for each direction. You would also be able to drag and drop talents into the boxes, maybe even have a little summery like they show in the books. I understand that might take awhile, but just throwing it out there.
Good ideas, i am writing them down for developing later
For star wars, i already have an idea to create career talent trees...
johniba
August 13th, 2020, 05:20
NEW RELEASE (AGAIN) August 13
- Special Abilities database: you can now create a database of special abilities
- Species/Archetype database: added Special Abilities. You can create the abilities directly in the Species/Archetype record (if you do not think it will be reused), or drag an existing Special Ability from the database...
Please note:
For now, when you drag a Species/Archetype into a character/npc, the special abilities that exist in this Species/Archetype is not automatically added, you need to drag them into the sheet (i wil make this automatic later)
For now also, I do not intent to create any automations for career skills, non career skills etca associated to a Species/Archetype...
Maybe in the future we can do this, but it is a low priority at the moment so Sevrick, you can update your modules and add Abilities to each Species/Archetype
For GMs that will later update their data with full description, please see the attached example, for how I suggest you do it.
38528
As always, you can download it here:
https://drive.google.com/drive/folders/1UNyE7f7qbI5It8cCHmoEoWSoSeVhWxR-?usp=sharing
johniba
August 13th, 2020, 05:22
ignore this post... duplicated
sevrick
August 13th, 2020, 13:27
NEW RELEASE (AGAIN) August 13
- Special Abilities database: you can now create a database of special abilities
- Species/Archetype database: added Special Abilities. You can create the abilities directly in the Species/Archetype record (if you do not think it will be reused), or drag an existing Special Ability from the database...
Please note:
For now, when you drag a Species/Archetype into a character/npc, the special abilities that exist in this Species/Archetype is not automatically added, you need to drag them into the sheet (i wil make this automatic later)
For now also, I do not intent to create any automations for career skills, non career skills etca associated to a Species/Archetype...
Maybe in the future we can do this, but it is a low priority at the moment so Sevrick, you can update your modules and add Abilities to each Species/Archetype
For GMs that will later update their data with full description, please see the attached example, for how I suggest you do it.
38528
As always, you can download it here:
https://drive.google.com/drive/folders/1UNyE7f7qbI5It8cCHmoEoWSoSeVhWxR-?usp=sharing
Sounds good I will start adding careers and adding species abilities.
Xarax
August 13th, 2020, 18:43
@Johniba a request, and i don't know how difficult this would be to add but it would be helpful for a campaign I am trying to run to be able to have attachments able to be equipped to gear. Don't know if the rules typically don't allow for that, or if they do and it's just an oversite but having the option might be helpful. Thanks again for all you are doing with this project.
sevrick
August 13th, 2020, 21:24
I am working on the special abilities. I had planned to just add the special abilties that pertain to species. But was wondering if people would like to have all the abilities that appear on NPCs there as well or if that would clutter up things? They would have to slightly be reworded since each instance is likely to have the name of the npc it be longs too in it.
johniba
August 13th, 2020, 22:27
@Johniba a request, and i don't know how difficult this would be to add but it would be helpful for a campaign I am trying to run to be able to have attachments able to be equipped to gear. Don't know if the rules typically don't allow for that, or if they do and it's just an oversite but having the option might be helpful. Thanks again for all you are doing with this project.
It would not be difficult at all.... i could enable it
The core rulebook has this to say about gears and attachments, but i guess i can enable it...
What about Gear?
These rules primarily cover weapon and armor customization, but not customizing other types of gear. This is mostly a matter of resources.
Gear covers such a wide category of items that you could spend a whole book creating different attachments that could end up on different everyday items. Also, since most roleplaying
games tend to focus a bit more on combat, you’re probably going to care more about customizing your favorite sword than your favorite canteen.
davidthegnome
August 13th, 2020, 22:39
I need to add wifi to my canteen ;)
sevrick
August 13th, 2020, 22:44
@Johniba a request, and i don't know how difficult this would be to add but it would be helpful for a campaign I am trying to run to be able to have attachments able to be equipped to gear. Don't know if the rules typically don't allow for that, or if they do and it's just an oversite but having the option might be helpful. Thanks again for all you are doing with this project.
Since it is a rather niche thing you could add it to one of the optional things you could change in the settings.
johniba
August 13th, 2020, 22:49
Since it is a rather niche thing you could add it to one of the optional things you could change in the settings.
Good idea
sevrick
August 14th, 2020, 00:14
Something I noticed is that you can't drag an attachment into your inventory. This would be helpful since all attachments you have won't always be on a weapon or armor. Is there a way to fix this?
johniba
August 14th, 2020, 00:58
Something I noticed is that you can't drag an attachment into your inventory. This would be helpful since all attachments you have won't always be on a weapon or armor. Is there a way to fix this?
I think i can, i will put this on my list
Xarax
August 14th, 2020, 04:24
Something I noticed is that you can't drag an attachment into your inventory. This would be helpful since all attachments you have won't always be on a weapon or armor. Is there a way to fix this?
This also for all intents and purposes fixes my request.
Talley Darkstar
August 14th, 2020, 09:15
Just figured I'd get this to you just in case you were unaware in Unity.
38545
Talley Darkstar
August 14th, 2020, 09:31
Minor thing and not one that affects playability, but AEmbercraft is misspelled. The "t" was left off. :)
johniba
August 14th, 2020, 12:50
Minor thing and not one that affects playability, but AEmbercraft is misspelled. The "t" was left off. :)
Hey Talley Darkstar, thanks for the report
I fixed this issue and the one with the missing button, and have reuploaded new versions of the ruleset (fixing the button) and the mispelled skill (keyforge extension)
Please download them again
johniba
August 14th, 2020, 12:53
This also for all intents and purposes fixes my request.
For now, there is a workaround:
If a player wants to carry weapon attachments:
- Create a new weapon (no need for stats, just a simple description, like "Weapon Attachment Case".... and type Weapon
- Drag your weapon attachments to it.
This thematically could be seen as a box, or case, for carrying weapon mods...
You could do the same for armor
Look at the screenshot i attached here, for an example: 38550
I will work on allowing carrying Attachments on the inventory later...
(please ignore the attachment below... it is a wrong example)
sevrick
August 14th, 2020, 13:20
I have added Species special abilities and careers to the libraries.
Talley Darkstar
August 14th, 2020, 15:24
Awesome! Keep up the fantastic work!! This is looking absolutely amazing!
Talley Darkstar
August 14th, 2020, 15:49
@Sevrick Is it just me or do I truly not see Realms of Terrinoth careers?
sevrick
August 14th, 2020, 16:05
@Sevrick Is it just me or do I truly not see Realms of Terrinoth careers?
Hmm I may have saved it without exporting it. I am at work right now but I will reload it when I get home.
Talley Darkstar
August 14th, 2020, 16:12
No worries! I'm only goofing around anyways! :D
mossfoot
August 14th, 2020, 18:33
I really should have subscribed to this thread earlier.
Is the first post the place to go to see if there's been an update and what's changed since the last one?
I am excited to see this come together, especially if the existing Star Wars material can be merged with it. It just so happens to be the system my group plans on sticking with regardless of genre. :)
johniba
August 14th, 2020, 19:29
I really should have subscribed to this thread earlier.
Is the first post the place to go to see if there's been an update and what's changed since the last one?
I am excited to see this come together, especially if the existing Star Wars material can be merged with it. It just so happens to be the system my group plans on sticking with regardless of genre. :)
Oh unfortunatelly i did not keep all updates into one place... it is too much.
Every since i started, a lot changed. This project started as a simple "lets update the ruleset to work with modern FG", to a complete rebuild.
I think except for the dice rolling system which still has code from the wfrp3/star wars (but heavily modified), everything ended up new.
As soon as i am done (maybe in a couple of weeks or less) i will work on the star wars one.
I believe i can put a working star wars ruleset in a matter of days after that, since everything i have been doing, i do it thinking about it.
I will try to compile all new stuff in the first post, later
When we work on the new star wars, i believe Sevrick will put together modules containing data, the same way he did for genesys, so it will be all up and ready for playing
sevrick
August 14th, 2020, 19:35
No worries! I'm only goofing around anyways! :D
So... are they still not showing for you? I am confused.
johniba
August 14th, 2020, 20:41
So... are they still not showing for you? I am confused.
hmmm.. i just accidentaly removed one of the modules from the google drive, i am sorry
I was going to download them and ended up removing instead
sevrick
August 14th, 2020, 20:48
I just re uploaded them just incase. BTW I am almost finished with Secrets of the Crucible. It should be out sometime this weekend.
Talley Darkstar
August 15th, 2020, 09:44
So... are they still not showing for you? I am confused.
When you said you would do it later after work, I just meant that I wasn't working on anything so I wasn't in a hurry as I was just checking out progress and and stuff and when I got to RoT careers I didn't see any, but after your upload/re-upload, the RoT careers are there now. Awesome!
joeblack1863
August 15th, 2020, 12:45
Wanted to congratulate you both on a fantastic job on this ruleset so far. I never thought I would see this ruleset updated, let alone improved, and the work on the modules cannot be underestimated either, they are so important to making the ruleset come alive (and helping people get up and running very quickly!). So great job by both of you.
I thought I would try them out, specifically using the Terrinoth extension to start with and see how things go. Any bugs, typos, will report back; hopefully won't repeat already known issues. I am using the lastest versions of the modules and rulesets/extensions (downloaded and installed today; 15th Aug 2020).
First off, the ruleset and modules are brilliant and things are working well for character creation etc.
Here are some things I have found:
Ruleset errors = NONE
Ruleset features (that I think may be missing):
1. Armor: soak-defence are not updated when the armor is set to equipped/unequipped in the inventory.
2. Actions Tab: Powers do not have a description/results field so you know what the effect/spell does.
3. Encumbrance: There is Total encumbrance (and adding a backpack does effect this, love this improvement), but there is no Maximum encumbrance for the character.
Modules:
1. Realms of Terrinoth: Bedroll is spelt Beadroll.
2. Genesys Core: Light Spear has Skill of Melee(Heavy), instead of Melee(Light)
3. Realms of Terrinoth: Crossbow using Melee(Heavy) instead of Ranged.
Suggestions (Only my thoughts, many may disagree, which is cool):
1. Combat Tab: Move the Initiative frame above the Combat Weapons frame.
2. Notes Tab: Move the Experience frame above the notes frame.
3. Abilities Tab, Talents: Maybe temporary, but add the Tier to the list and order by it. This makes it easy to see how many of each teir you have (the ranked ones put a spanner in the works on this, but it may still help)
It is quite possible you already know these and have fixed them, so sorry if I have duplicated already known stuff, but hopefully there is somthing above that is useful.
Joe
joeblack1863
August 15th, 2020, 14:23
Another suggestion:
1. Combat Tracker. - Setback/Boost die assigned via combat to characters/monsters. I set up 4 effects in the effects table: Boost, Setback, Lower Difficulty by 1, Raise Difficulty by 1. For example, when the die results gives the option to "boost" another player I just drag and drop the effect "Boost" on to that player. When that players turn comes around, I can see I need to add the boost die to his roll. The nice thing is it also has a duration, so it will delete itself at the end of the turn (or you can remove yourself).
I personally prefer this over the original method in EotE, as it allows all effects to be used; e.g. you could add an effect of "dropped weapon", "out of ammo" etc.
Joe
sevrick
August 15th, 2020, 15:01
Modules:
1. Realms of Terrinoth: Bedroll is spelt Beadroll.
2. Genesys Core: Light Spear has Skill of Melee(Heavy), instead of Melee(Light)
3. Realms of Terrinoth: Crossbow using Melee(Heavy) instead of Ranged.
1. Fixed
2. Fixed
3. Checked and it said ranged for me. Open open your Campaign open the the Relms of Terrinoth Library, right click the crossbow and select revert changes and see what it says.
Thanks they will be changed in the next update.
2. Actions Tab: Powers do not have a description/results field so you know what the effect/spell does.
Actualy there is. Click the button in the bottom left till you see display toggle it till you see summary.
As for the rest Johniba said that more automation would come later.
joeblack1863
August 15th, 2020, 15:02
POSSIBLE BUG/ERROR
While playing around with the Combat Tracker:
Dragging and dropping effects on characters.
Sequence to reproduce:
1. Open combat tracker with characters monsters in it.
2. Open effects window and drag on drop an effect on a character. (You may need to open the effects and drop directly on that as I found it was hit and miss dropping on to a character)
3. Drag a second effect on to the same character.
4. The following error should occur:
Script Error: [string "scripts/manager_string.lua"]:81: attempt to get length of local 'set' (a nil value)
This error prevents more than one effect from being placed on a character/monster in the combat tracker.
Joe
joeblack1863
August 15th, 2020, 15:10
3. Checked and it said ranged for me. Open open your Campaign open the the Relms of Terrinoth Library, right click the crossbow and select revert changes and see what it says.
My bad, it was not the crossbow in Terrinoth, it was the one in Genesys Expanded Players Guide (There are 3 crossbow entries, I had fixed it locally and so got confused on which one it was!)
joeblack1863
August 15th, 2020, 15:24
I went through the titles of all items to check for typos (as I am not doing anything at the moment)
Modules
1. Genesys Core: Assault Cannon is spelt Assult Cannon
2. Genesys Core: Portable Missile Launcher is spelt Portable Missle Launcher.
This are the only ones I found.
p.s. You probably know this, but the Genesys Expanded Players Guide is misspelled as Genesys Expaned... is that an easy fix?
sevrick
August 15th, 2020, 15:52
I went through the titles of all items to check for typos (as I am not doing anything at the moment)
Modules
1. Genesys Core: Assault Cannon is spelt Assult Cannon
2. Genesys Core: Portable Missile Launcher is spelt Portable Missle Launcher.
This are the only ones I found.
p.s. You probably know this, but the Genesys Expanded Players Guide is misspelled as Genesys Expaned... is that an easy fix?
Thanks I fixed them.
johniba
August 16th, 2020, 00:05
hey Joeblack1863
Thanks for the really nice list of error report and feedback
I will put on my list here and work on them!
sevrick
August 16th, 2020, 02:54
I noticed that the dice aren't totaling rolls. Do you know why that is? It seems to work when making a roll using skills rolls. But not when just adding dice to the pool on the fly.
johniba
August 16th, 2020, 14:45
I noticed that the dice aren't totaling rolls. Do you know why that is? It seems to work when making a roll using skills rolls. But not when just adding dice to the pool on the fly.
im gonna check
EDIT: ok i found the issue and got it fixed, it will be in the next update
sevrick
August 16th, 2020, 20:43
Fixed typos found in Genesys Core, Expanded Players Guide, and Realms of Terrinoth
Secrets of the Crucible is now available.
Something about Secrets of the Crucible. I added a new group apart from the normal special abilities, and put all the species creation abilities there. It just seemed they should be separate. Let me know if you all would rather have them in one group.
Also I added Randomized tables to the species creation. You can go to the Story tab and click templates, then open the "Random Species Template" and click generate. This will make an instant random species as per rules found in the book. It will add it in as a story entry.
Let me know of any problems, suggestions, or typos.:)
joeblack1863
August 16th, 2020, 21:32
@Sevrik,
Nice work! I don't currently own Keyforge, although I don't think that will be for much longer, but I had a look through, with checking the titles/typos just to see if I could pick up anything for you:
1. Items: NONE found.
2. Skills: Not typos, but I noticed you are using the special symbol Æ in the Knowledge(Æmber), but not for AEmbercraft. I dragged and dropped the Knowledge skill(Æmber) in to skills and it worked fine, so doesn't appear to be any reason not to switch to Æ for all occurances?
3. Skills: Knowledge(Science is spelt Knowledge(Sience)
4. Special Abilities: There are two entries Titled "Incorporeal". One refers to page 35 and the other refers to page 40.
5. Talents: NONE found.
6. Table 1-4: Silhouette spelt Silouette.
6. Tables: Table 1-7: Dominat Sense, should this be Dominant Sense?
7. Species/Archetypes: NONE found.
Hope this helps.
Joe
johniba
August 17th, 2020, 01:40
2. Skills: Not typos, but I noticed you are using the special symbol Æ in the Knowledge(Æmber), but not for AEmbercraft. I dragged and dropped the Knowledge skill(Æmber) in to skills and it worked fine, so doesn't appear to be any reason not to switch to Æ for all occurances?
That is an issue currently with codepage and how xml and lua store info in the code. I could not find a way to fix it, so for now we need to ahve it as "AE"
johniba
August 17th, 2020, 01:42
POSSIBLE BUG/ERROR
While playing around with the Combat Tracker:
Dragging and dropping effects on characters.
Sequence to reproduce:
1. Open combat tracker with characters monsters in it.
2. Open effects window and drag on drop an effect on a character. (You may need to open the effects and drop directly on that as I found it was hit and miss dropping on to a character)
3. Drag a second effect on to the same character.
4. The following error should occur:
Script Error: [string "scripts/manager_string.lua"]:81: attempt to get length of local 'set' (a nil value)
This error prevents more than one effect from being placed on a character/monster in the combat tracker.
Joe
I noticed that the dice aren't totaling rolls. Do you know why that is? It seems to work when making a roll using skills rolls. But not when just adding dice to the pool on the fly.
I have fixed the two errors above...
Plus, I know there was some confusion on how the "Powers" work in the Actions page in the character sheet, so I changed how it is visible.
By default now, all info on the powers will be expanded, you dont need to click any buttons to display information.
I will customize it later
You can download the fixes by downloading the new version:
https://drive.google.com/drive/folders/1UNyE7f7qbI5It8cCHmoEoWSoSeVhWxR-?usp=sharing
sevrick
August 17th, 2020, 12:41
@Sevrik,
Nice work! I don't currently own Keyforge, although I don't think that will be for much longer, but I had a look through, with checking the titles/typos just to see if I could pick up anything for you:
1. Items: NONE found.
2. Skills: Not typos, but I noticed you are using the special symbol Æ in the Knowledge(Æmber), but not for AEmbercraft. I dragged and dropped the Knowledge skill(Æmber) in to skills and it worked fine, so doesn't appear to be any reason not to switch to Æ for all occurances?
3. Skills: Knowledge(Science is spelt Knowledge(Sience)
4. Special Abilities: There are two entries Titled "Incorporeal". One refers to page 35 and the other refers to page 40.
5. Talents: NONE found.
6. Table 1-4: Silhouette spelt Silouette.
6. Tables: Table 1-7: Dominat Sense, should this be Dominant Sense?
7. Species/Archetypes: NONE found.
Hope this helps.
Joe
2. I changed it to "AE" the other way caused the link to skill not to work
3. Fix
4. Fixed
6. Fixed
6.? Fixed
Thanks
sevrick
August 17th, 2020, 13:03
I noticed that there is not check box for attachments when exporting. So all the modules I have made won't have any attachments yet.
johniba
August 17th, 2020, 14:47
I noticed that there is not check box for attachments when exporting. So all the modules I have made won't have any attachments yet.
I think I fixed it now.
Please download the ruleset again...
sevrick
August 17th, 2020, 23:21
I think I fixed it now.
Please download the ruleset again...
It works now thx.
Did you ever figure out how to keep tokens at the same scale you had after adding them to an encounter?
Basicly what happens is when you make an encounter then drag the tokens onto the map and scale them appropriately. Then when you try to run the encounter token scales are set back to what it was before you scaled it.
johniba
August 17th, 2020, 23:38
It works now thx.
Did you ever figure out how to keep tokens at the same scale you had after adding them to an encounter?
Basicly what happens is when you make an encounter then drag the tokens onto the map and scale them appropriately. Then when you try to run the encounter token scales are set back to what it was before you scaled it.
Im gonna see if i can fix
sevrick
August 18th, 2020, 03:15
Added the "Starting Skill Ranks" Ability to all species where applicable.
Added Battle Rage to the Orc Species
Attachments should show up now.
Changed plural versions of Species names to singular to make more sense when being applied to a character.
Added Militia Training to gnome.
Fixed Half-Catfolk, Phyll and Loonie Species page reference.
sevrick
August 19th, 2020, 01:55
I have started a list of things I noticed. You may be already aware of some of these but I figured I would get them out there.
Bugs
Attachments, Species, and Special Abilities entries don't show dice symbols.
Tweaks
Text Shrinks when Bolded.
NPC token on main tab too small and off center
The Space between Difficulty Symbols could be smaller. Not sure but the other symbols might need same treatment.
Bells and Whistles
Colored dice font symbols.
johniba
August 19th, 2020, 02:46
I have started a list of things I noticed. You may be already aware of some of these but I figured I would get them out there.
Bugs
Attachments, Species, and Special Abilities entries don't show dice symbols.
Tweaks
Text Shrinks when Bolded.
NPC token on main tab too small and off center
The Space between Difficulty Symbols could be smaller. Not sure but the other symbols might need same treatment.
Bells and Whistles
Colored dice font symbols.
Ah nice spotting of errors, let me write down so i can fix later....
One observation though: i will check if it is possible to change dice symbol colors, i am not sure FG can do that, but it is sure a nice thing to have
johniba
August 19th, 2020, 02:51
So I would like your opinion on this
I am working on the vehicle sheet.
The way vehicles will work will be like this:
Characters will have a tab in their inventory, where they can have multiple vehicles
They can choose their "current" vehicle, which will then be activated, in a separate tab in the character sheet.
This way we can have a character have several ships, and i will also implement a way for a ship to be shared among players, so people can have multicrew
But... for npcs I am thinking of limiting one ship for each npc. Do you think this is a good idea? Should we also have multiple ships per npc?
I know most npcs will not have any, some will have one ship possibly.
It is just a matter of which one you prefer...
Also, have a look at the vehicle record (for the vehicles database) this is still missing weapons, attachments, but it is almost done
38644
Xarax
August 19th, 2020, 06:03
So I would like your opinion on this
I am working on the vehicle sheet.
The way vehicles will work will be like this:
Characters will have a tab in their inventory, where they can have multiple vehicles
They can choose their "current" vehicle, which will then be activated, in a separate tab in the character sheet.
This way we can have a character have several ships, and i will also implement a way for a ship to be shared among players, so people can have multicrew
But... for npcs I am thinking of limiting one ship for each npc. Do you think this is a good idea? Should we also have multiple ships per npc?
I know most npcs will not have any, some will have one ship possibly.
It is just a matter of which one you prefer...
Also, have a look at the vehicle record (for the vehicles database) this is still missing weapons, attachments, but it is almost done
38644
As a DM I might be hard pressed to come up with a reason an NPC might need multiple ships. That said I have run games where an opponent group might have needed to share the same ship, same as your plans for the PCs.
The sheet itself looks great. Maybe I am remembering my star Wars days but it doesn't appear that Genesys core has any use for defense facings. No big deal for the Genesys Core but will probably require some work for the Star Wars mod.
sevrick
August 19th, 2020, 12:52
So I would like your opinion on this
I am working on the vehicle sheet.
The way vehicles will work will be like this:
Characters will have a tab in their inventory, where they can have multiple vehicles
They can choose their "current" vehicle, which will then be activated, in a separate tab in the character sheet.
This way we can have a character have several ships, and i will also implement a way for a ship to be shared among players, so people can have multicrew
But... for npcs I am thinking of limiting one ship for each npc. Do you think this is a good idea? Should we also have multiple ships per npc?
I know most npcs will not have any, some will have one ship possibly.
It is just a matter of which one you prefer...
Also, have a look at the vehicle record (for the vehicles database) this is still missing weapons, attachments, but it is almost done
38644
I agree there is a definite reason for PCs to have multiple ships but for NPCs...I can't think of reason to have multiple vehicles. If it turns out it is needed through play testing you can always change it.
johniba
August 19th, 2020, 14:00
As a DM I might be hard pressed to come up with a reason an NPC might need multiple ships. That said I have run games where an opponent group might have needed to share the same ship, same as your plans for the PCs.
The sheet itself looks great. Maybe I am remembering my star Wars days but it doesn't appear that Genesys core has any use for defense facings. No big deal for the Genesys Core but will probably require some work for the Star Wars mod.
Thats a good reason, i will see that i can code it then.
Dont worry about the defense facings, i will add them to star wars :)
sevrick
August 19th, 2020, 20:50
Have an idea for a feature. You could automatically total the PC party exp and show it in the party sheet, along with the party CR. You could have FG count how many PCs there are in the party sheet so it knows what CR to display. This would be based off the table on page 85 in the expaned players guide..
johniba
August 19th, 2020, 23:25
Have an idea for a feature. You could automatically total the PC party exp and show it in the party sheet, along with the party CR. You could have FG count how many PCs there are in the party sheet so it knows what CR to display. This would be based off the table on page 85 in the expaned players guide..
This is a great idea!
After I have finished background stuff (motivations etca) and vehicles, one of the things i wanna do is make it so the ruleset properly accounts for exp, so we have a proper character creation system indepedently of external sources.
I will then implement also your idea.
johniba
August 20th, 2020, 04:35
Sevrick
I have just uploaded a new version of the ruleset.
I have added the Vehicles database and modified the Item (weapon) database
The idea is so you can have a look at how vehicles record is, and if you think it looks ok, let me know... and you can then start inserting vehicles into your modules.
Here are some notes (please open the attachment for an example)
38677
- Items database: special types are Gear, Armor, Weapon, and now also Vehicle Weapon
When you create an item type "Vehicle Weapon", notice a new field "Fire Arc" (check example: Chin-mounted railgun)
When adding weapons to Vehicles, it accepts both item type "Weapon" and "Vehicle Weapon"
- Attachments database: equipment type can now be Vehicle
These are the only accepted attachments for vehicles.
- The vehicles record has a listing for weapons and attachments.
I know that both lists do not have a header right now, but i will improve later.
Also do not worry about not having buttons to roll skills, as the vehicle database is only for the database itself.
The character sheet and npc sheets will have ways to use a vehicle weapon...
Also, for now no inventory on vehicles, i will implement soon.
EDIT: oh one more thing:
When you are about to upload a new version of your module, please check if they are not being listed twice.
What i mean is, when i was checking the google drive folder, i noticed two "expanded players guide"... no idea why, maybe it is the way drive check versions.
What you can do is remove the current files from there, before uploading...
sevrick
August 20th, 2020, 13:16
Sevrick
I have just uploaded a new version of the ruleset.
I have added the Vehicles database and modified the Item (weapon) database
The idea is so you can have a look at how vehicles record is, and if you think it looks ok, let me know... and you can then start inserting vehicles into your modules.
Here are some notes (please open the attachment for an example)
38677
- Items database: special types are Gear, Armor, Weapon, and now also Vehicle Weapon
When you create an item type "Vehicle Weapon", notice a new field "Fire Arc" (check example: Chin-mounted railgun)
When adding weapons to Vehicles, it accepts both item type "Weapon" and "Vehicle Weapon"
- Attachments database: equipment type can now be Vehicle
These are the only accepted attachments for vehicles.
- The vehicles record has a listing for weapons and attachments.
I know that both lists do not have a header right now, but i will improve later.
Also do not worry about not having buttons to roll skills, as the vehicle database is only for the database itself.
The character sheet and npc sheets will have ways to use a vehicle weapon...
Also, for now no inventory on vehicles, i will implement soon.
EDIT: oh one more thing:
When you are about to upload a new version of your module, please check if they are not being listed twice.
What i mean is, when i was checking the google drive folder, i noticed two "expanded players guide"... no idea why, maybe it is the way drive check versions.
What you can do is remove the current files from there, before uploading...
Looks good. Some things I noticed
Weapons missing the number of weapons. For example vehicles that say something like "15 starboard pounder cannons". You could add it to the far left column. It doesn't have to be part of the weapon stats its self but show up as number box along side the weapon, if that makes sense.
The firing arc column doesn't expand to fit content.
Also I take it you know you still have to add a way to give these vehicles to NPCs and PCs.
johniba
August 20th, 2020, 21:41
Looks good. Some things I noticed
Weapons missing the number of weapons. For example vehicles that say something like "15 starboard pounder cannons". You could add it to the far left column. It doesn't have to be part of the weapon stats its self but show up as number box along side the weapon, if that makes sense.
The firing arc column doesn't expand to fit content.
Also I take it you know you still have to add a way to give these vehicles to NPCs and PCs.
I have uploaded a new version, with Number of weapons field on.
I will still fix the layout later, but i think it is good to use for now, at least for entering vehicles
I will indeed work on adding vehicles to pcs and npcs soon, it is not in the ruleset yet.
sevrick
August 20th, 2020, 23:16
Somthing I noticed while entering the vehicles passenger capacity sometimes has a side note to it's entry. For example the Four-Door Automobile on page 231 of geneys core says the passenger capacity is "3 (5 Uncomfortably)". You might increase the entry window width to accommodate extra details.
johniba
August 21st, 2020, 00:08
Somthing I noticed while entering the vehicles passenger capacity sometimes has a side note to it's entry. For example the Four-Door Automobile on page 231 of geneys core says the passenger capacity is "3 (5 Uncomfortably)". You might increase the entry window width to accommodate extra details.
ok, hold on the creation of vehicles then
I will make that a text field then
EDIT: OK, I have changed that field to TEXT now.
Problem is... if you created any vehicles already, you either need to delete them, or go to your xml and remove the passenger capacity field from those records, so when you go back in, you can type them again
Sorry
You can download the new ruleset file
sevrick
August 21st, 2020, 00:26
ok, hold on the creation of vehicles then
I will make that a text field then
EDIT: OK, I have changed that field to TEXT now.
Problem is... if you created any vehicles already, you either need to delete them, or go to your xml and remove the passenger capacity field from those records, so when you go back in, you can type them again
Sorry
You can download the new ruleset file
Thanks there were only 2 records I need to change so far, so all good.
EDIT: Another thing I noticed is that speed could be changed to Max Speed. Not really important right now but it might get mixed up with current speed.
johniba
August 21st, 2020, 00:49
Thanks there were only 2 records I need to change so far, so all good.
EDIT: Another thing I noticed is that speed could be changed to Max Speed. Not really important right now but it might get mixed up with current speed.
Have you entered any ships yet?
I am thinking of renaming the field, not just the label.
sevrick
August 21st, 2020, 00:50
Found this Error when clicking vehicles by type:
Ruleset Error: windowcontrol: Database type mismatch for control (speed) in windowclass (reference_groupedlist_groupitem)
Script Error: [string "ref/scripts/ref_groupedlist_groupitem.lua"]:86: attempt to index local 'cField' (a nil value)
johniba
August 21st, 2020, 01:28
Found this Error when clicking vehicles by type:
Ruleset Error: windowcontrol: Database type mismatch for control (speed) in windowclass (reference_groupedlist_groupitem)
Script Error: [string "ref/scripts/ref_groupedlist_groupitem.lua"]:86: attempt to index local 'cField' (a nil value)
Please download the new version.
Check that window... I added a lot of fields.
Should I add compliment and passenger? Do you think it would be too poluted in the window, or useful?
Let me know
sevrick
August 21st, 2020, 03:01
Please download the new version.
Check that window... I added a lot of fields.
Should I add compliment and passenger? Do you think it would be too poluted in the window, or useful?
Let me know
Nah looks good. What do you think about changing Hull to "HT" or "Hull Trauma" and System to "SS" or "System Strain".
johniba
August 21st, 2020, 03:20
Nah looks good. What do you think about changing Hull to "HT" or "Hull Trauma" and System to "SS" or "System Strain".
Good idea, i will do that....
Xarax
August 21st, 2020, 08:01
Noticed that you can add vehicle attachments, but did not see a field specifically for the number of hard points on the vehicles. Over all though this looks great though! Thanks so much!
johniba
August 21st, 2020, 11:16
Noticed that you can add vehicle attachments, but did not see a field specifically for the number of hard points on the vehicles. Over all though this looks great though! Thanks so much!
Thanks.. i just added :)
johniba
August 21st, 2020, 11:18
Sevrick...
I've been thinking this over night and I changed in the database the vehicle field "speed" (which is max speed) to "speed.max"
I think this is going to be better for coding when i add vehicles to the characters and combat tracker.
Problem is if you added any vehicles, you will need to edit the xml to remove the old speed field, go back to FG and put max speed in them again
I am sorry about this
No other fields will change
I have also done the HT SS modification, and added hardpoints to vehicles
You can download the new version
I am now going to work on adding vehicles to pcs/npcs
sevrick
August 21st, 2020, 14:38
Sevrick...
I've been thinking this over night and I changed in the database the vehicle field "speed" (which is max speed) to "speed.max"
I think this is going to be better for coding when i add vehicles to the characters and combat tracker.
Problem is if you added any vehicles, you will need to edit the xml to remove the old speed field, go back to FG and put max speed in them again
I am sorry about this
No other fields will change
I have also done the HT SS modification, and added hardpoints to vehicles
You can download the new version
I am now going to work on adding vehicles to pcs/npcs
Don't worry about it:). Do what you need to do. As long as it will be better in the long run, I don't mind reentering them.
Xarax
August 21st, 2020, 16:26
A question, I am wondering if there is a way yet to set a list of skills as the primary skill available in a certain campaign and have those skills pop up every time you open a new PC or NPC sheet instead of having to add them manually when needed.
Xarax
August 21st, 2020, 18:59
On the NPC tabs, there is no drag and drop icon anywhere on the character sheet to add them to a note, story or Encounters tab. Hopefully this is an easy fix.
sevrick
August 21st, 2020, 19:52
A question, I am wondering if there is a way yet to set a list of skills as the primary skill available in a certain campaign and have those skills pop up every time you open a new PC or NPC sheet instead of having to add them manually when needed.
That would require making an extension I think, which is fairly easy to do if all you want is to specific Campaign skills to show up by default.
Another way to do it is just make a new npc or pc. Name it template delete and add all the skills you want, then when making a new npc or PC just copy the template.
sevrick
August 21st, 2020, 19:59
On the NPC tabs, there is no drag and drop icon anywhere on the character sheet to add them to a note, story or Encounters tab. Hopefully this is an easy fix.
On the NPCs Notes tab should be able to add links. Right click and select paragraph and link. I will test it when I get home.
johniba
August 21st, 2020, 20:12
A question, I am wondering if there is a way yet to set a list of skills as the primary skill available in a certain campaign and have those skills pop up every time you open a new PC or NPC sheet instead of having to add them manually when needed.
I am going to add a Settings database soon, that will do that.
Actually you could have more than one setting, and on character creation, drag and drop the setting, that contains all skills, into the character.
That will add skills to it.
As soon as i am done with vehicles i will implement that
johniba
August 21st, 2020, 20:13
On the NPC tabs, there is no drag and drop icon anywhere on the character sheet to add them to a note, story or Encounters tab. Hopefully this is an easy fix.
Yes it is easy... I will add a drag icon in the npc sheet
EDIT: Ok I added it to the main page of the npc sheet.
It will be available in the next update :)
Xarax
August 21st, 2020, 21:32
Awesome. I really hope that you are having as much fun putting this together as I am exploring the full range of what your framework is able to do. This is really an amazing project.
sevrick
August 21st, 2020, 23:39
Yes it is easy... I will add a drag icon in the npc sheet
EDIT: Ok I added it to the main page of the npc sheet.
It will be available in the next update :)
Oh lol. I completely misunderstood what was being asked.
sevrick
August 21st, 2020, 23:48
I noticed hard points are added to the vehicles. I know that's a thing in Star Wars but I don't see any vehicles that have hard points. I looked but I can't seem to find the rules regarding vehicle Hard Points.
It's fine. I may have just missed it. If not you could add it as an option in the settings people who make their own setting.
johniba
August 22nd, 2020, 02:23
I noticed hard points are added to the vehicles. I know that's a thing in Star Wars but I don't see any vehicles that have hard points. I looked but I can't seem to find the rules regarding vehicle Hard Points.
It's fine. I may have just missed it. If not you could add it as an option in the settings people who make their own setting.
I will for the time, remove that field.
Dont worry if you entered info on any of them, but you can ignore it
I was on the fence to add, but yeah i checked back, and officially that is not a thing
I dont even think vehicles have attachments on genesys?
johniba
August 22nd, 2020, 03:10
Awesome. I really hope that you are having as much fun putting this together as I am exploring the full range of what your framework is able to do. This is really an amazing project.
Oh yes! I work as a programmer but I have to admit working on this has been the most pleasurable experience with development I had these past 20 years
johniba
August 22nd, 2020, 04:03
Hey Guys
I was thinking about:
- Gear attachments, Vehicle hardpoints and attachments
We know the official rules mention they did not see need for Gear attachments, but at least one person already asked for this feature.
Also, no vehicle hard points, and thinking a bit more, i dont think there is even mention of vehicles having attachments officially
So, instead of completelly removing these, I added them as optional house rules!
Check the image attached:
38710
So now, we have three House Rules in options
They are by default OFF
- Gears: you can enable Attachments for gears
- Vehicles: you can enable Hard Points field
- Vehicles: you can enable vehicle attachments
Again, they are off by default, you would have to enable them if you want them in your campaign.
Download the latest version as always here:
https://drive.google.com/drive/folders/1UNyE7f7qbI5It8cCHmoEoWSoSeVhWxR-?usp=sharing
P.S.: I will probably only have another update sunday :)
Xarax
August 22nd, 2020, 08:30
This is an incredibly useful feature--thank you! Looking forward to Sunday now too. What could be next? Who knows, but we are getting spoiled on this project!
sevrick
August 22nd, 2020, 21:29
Double post oops.
sevrick
August 22nd, 2020, 21:32
So while adding vehicles, I noticed several vehicles have special abilities. A lot of vehicles in the Expanded Player's Guide has it. You could add a Type or subtype category to Special Abilities so that users can add "Vehicles Abilities". Then add a space for it like you did with Hard Points. Not sure how you would want to handle this.
For now people can just add into the description of the vehicle if you want.
johniba
August 22nd, 2020, 22:33
So while adding vehicles, I noticed several vehicles have special abilities. A lot of vehicles in the Expanded Player's Guide has it. You could add a Type or subtype category to Special Abilities so that users can add "Vehicles Abilities". Then add a space for it like you did with Hard Points. Not sure how you would want to handle this.
For now people can just add into the description of the vehicle if you want.
Yeah for now use the description field
I will later see what are the ways we can do this
Xarax
August 23rd, 2020, 03:25
Latest version has been download (updated 8/21) but the genesys options doesn't allow those three shown house rule options. Not sure if I'm doing something wrong, or the wrong file got uploaded but as of right now I can't toggle those options.
johniba
August 23rd, 2020, 15:38
Latest version has been download (updated 8/21) but the genesys options doesn't allow those three shown house rule options. Not sure if I'm doing something wrong, or the wrong file got uploaded but as of right now I can't toggle those options.
Do you see the options when you click the options button?
Are you logged in as GM?
Xarax
August 23rd, 2020, 16:11
Yes logged as GM
Don't see the option.
johniba
August 23rd, 2020, 16:43
Yes logged as GM
Don't see the option.
I have reuploaded
https://drive.google.com/drive/folders/1UNyE7f7qbI5It8cCHmoEoWSoSeVhWxR-?usp=sharing
Also, after you open options, scroll all the way down. The options should be at the bottom
Another thinh: if you are using Fantasy Grounds Unity, make sure you put the ruleset in the correct directory.
FGU uses different directories for LIVE, TEST environments
Xarax
August 24th, 2020, 03:11
I am using the regular Fantasy Grounds. Did the update from this morning. This is my options list:
viresanimi
August 24th, 2020, 03:44
That's because all your option categories are minimized. Press the individual headers!
EDIT: Although the last category is missing. I just updated to check if there were issues. I found none.
Xarax
August 24th, 2020, 04:35
to confirm, the update that allows the additional options is found in the genesys.pak file and that file gets put into the ruleset file folder.
I have not updated any of the .mods in a while, could that be the issue?
I am trying to reload an existing campaign not starting a fresh one, could that be the issue?
Sorry to be a hassle :/
Edit: Fixed it! The problem seemed to be the fact that I had the Genesys: Android (Setting) button clicked on my Campaign details. Starting the campaign with that button unclicked allowed the additional house rule setting to appear. Loading it up with the button clicked after it had already loaded with the new options caused the options to disappear.
johniba
August 24th, 2020, 13:53
to confirm, the update that allows the additional options is found in the genesys.pak file and that file gets put into the ruleset file folder.
I have not updated any of the .mods in a while, could that be the issue?
I am trying to reload an existing campaign not starting a fresh one, could that be the issue?
Sorry to be a hassle :/
Edit: Fixed it! The problem seemed to be the fact that I had the Genesys: Android (Setting) button clicked on my Campaign details. Starting the campaign with that button unclicked allowed the additional house rule setting to appear. Loading it up with the button clicked after it had already loaded with the new options caused the options to disappear.
Ahh good to know
I was double checking the extensions, they should work with those options but if you still have any problems let me know
Xarax
August 24th, 2020, 15:49
Ahh good to know
I was double checking the extensions, they should work with those options but if you still have any problems let me know
I think the extensions for the Shadow of the Beanstalk had the vehicle options loaded automatically. The gear option is a nice!
Xarax
August 24th, 2020, 19:54
So curiosity is getting the better of my Johniba. With Vehicles done, what are you working on now? As far as I can see you have taken this thing from a dream to a functional framework that can be used to run anything genesys runs.
johniba
August 24th, 2020, 22:24
So curiosity is getting the better of my Johniba. With Vehicles done, what are you working on now? As far as I can see you have taken this thing from a dream to a functional framework that can be used to run anything genesys runs.
Oh, so right now, i am adding vehicles to pcs and npc sheets.
In this first pass, I will make it so a character/npc can have several vehicles, and activate one of them as their current.
Then i will make that vehicle show up in the combat tracker very similar to how you see Effects under chars there.
Then, after that works, i will add a feature allowing players to make their vehicle public, allowing multicrew :)
After that, i will work on the "background" tab for characters.
This will be where we have Motivations and others specific to some settings.
I am going to work on a way that it is universal: similar to how i did actions, i will make it so you can create almost anything, for example adding Favors and Factions (android), Organizations (Crucible) or anything really.
This will also be useful when we make the star wars ruleset...
I also want to eventually remove the combat tab, and add weapons (and vehicle weapons) to the actions tab....
Then I will work on creating settings.
Initially it will be a simple record where you describe the setting, and a tab listing all skills.
So instead of using extensions to activate a setting, you can simply either create a setting while FG is open, or activate one or more, by opening modules.
So also imagine, a player while creating their char will be able to select one of the available settings, this will populate their character with the setting skills, and as a bonus, if a GM wants to mix and match characters from different settings (again useful for star wars) they even can!
After that... altough i have more stuff i want to do in the ruleset, i will prepare the first version of the star wars ruleset.
pauljmendoza
August 25th, 2020, 16:54
Wow, wonderful!!
sevrick
August 25th, 2020, 22:07
I had an idea for things like duty and obligation. 1stly I think those are great systems for any setting not just star wars. You could add those to the optional rules and just have them appear automatically in the star wars extension.
Next I was thinking of having an obligation/duty/morality chart in the party sheet section. It would get the values from each player you link into the chart. You could add a dice roller to roll for the various types.
Later you might even make a condition that lowers the Strain Threshold and increases Wound Threshold, for those sessions obligation or Duty is triggered. So that when the condition is removed the stats go back to what they were before the effect took place.
PS: I am still working on the vehicles. I had a busy weekend, so I didn't get as much done as I would have liked.
Edit: Also One more category to add Vehicle Weapon, the location of the weapon. I have seen several of this in Genesys one being the World War II-Era Destroyer. They are also in Star Wars. For instance Star Destroyers. A good location for it to appear in the entry is just before the firing arc.
Xarax
August 25th, 2020, 22:55
I had an idea for things like duty and obligation. 1stly I think those are great systems for any setting not just star wars. You could add those to the optional rules and just have them appear automatically in the star wars extension.
Next I was thinking of having an obligation/duty/morality chart in the party sheet section. It would get the values from each player you link into the chart. You could add a dice roller to roll for the various types.
Later you might even make a condition that lowers the Strain Threshold and increases Wound Threshold, for those sessions obligation or Duty is triggered. So that when the condition is removed the stats go back to what they were before the effect took place..
This please!
johniba
August 25th, 2020, 23:53
This please!
You guys are gonna love how i am doing it hehe.
The way i am coding, you can have duty, obigations etca in genesys, and even create new systems, without any extensions
Also, i am making a note of these suggestions, we definitelly need these
sevrick
August 25th, 2020, 23:54
You guys are gonna love how i am doing it hehe.
The way i am coding, you can have these in genesys, and even create new systems, without any extensions
I am so excited. For real. BTW I made and edit to my last post in case you didn't see.
johniba
August 25th, 2020, 23:57
I had an idea for things like duty and obligation. 1stly I think those are great systems for any setting not just star wars. You could add those to the optional rules and just have them appear automatically in the star wars extension.
Next I was thinking of having an obligation/duty/morality chart in the party sheet section. It would get the values from each player you link into the chart. You could add a dice roller to roll for the various types.
Later you might even make a condition that lowers the Strain Threshold and increases Wound Threshold, for those sessions obligation or Duty is triggered. So that when the condition is removed the stats go back to what they were before the effect took place.
PS: I am still working on the vehicles. I had a busy weekend, so I didn't get as much done as I would have liked.
Edit: Also One more category to add Vehicle Weapon, the location of the weapon. I have seen several of this in Genesys one being the World War II-Era Destroyer. They are also in Star Wars. For instance Star Destroyers. A good location for it to appear in the entry is just before the firing arc.
Oh weapon location should be there, i must have forgotten, i will add
Xarax
August 26th, 2020, 20:25
Are there plans and/or a way already to add successes/failures, advantage/threat, Triumph/Despair to a skill check?
Are there plans and/or a way to add Boost or setback dice to skill rolls permanently through use of special gear or abilities?
Are there plans and/or a way to get all fields to recognize the commands for symbols and dice (S)(F)(A)(T)(!)(D)[A][D][P][C][B][S]?
Also noticing that the current command symbols don't play well with letter that have diaeresis (the two dots over vowels).
I love the look of the armor weapons gear and vehicle weapons tabs in the items tab, is there a way we can get those to follow the group guildlines, (ie. can we get it to show only Shadow of the beanstalk weapons) without removing the offending modules from set up?
I don't remember if this has been posted already or if it is a major code under taking but if it hasn't I thought it might be worth putting forward. Much of this is greek to me so if it's not useful please ignore, but my hope is it will it help someone with more know how get colored dice built into the framework.
https://community.fantasyflightgames.com/topic/256003-genesys-symbol-font/
Thanks again for all the hard work that is going into this!
sevrick
August 26th, 2020, 23:13
Are there plans and/or a way already to add successes/failures, advantage/threat, Triumph/Despair to a skill check?
Are there plans and/or a way to add Boost or setback dice to skill rolls permanently through use of special gear or abilities?
Are there plans and/or a way to get all fields to recognize the commands for symbols and dice (S)(F)(A)(T)(!)(D)[A][D][P][C][B][S]?
Also noticing that the current command symbols don't play well with letter that have diaeresis (the two dots over vowels).
I love the look of the armor weapons gear and vehicle weapons tabs in the items tab, is there a way we can get those to follow the group guildlines, (ie. can we get it to show only Shadow of the beanstalk weapons) without removing the offending modules from set up?
I don't remember if this has been posted already or if it is a major code under taking but if it hasn't I thought it might be worth putting forward. Much of this is greek to me so if it's not useful please ignore, but my hope is it will it help someone with more know how get colored dice built into the framework.
https://community.fantasyflightgames.com/topic/256003-genesys-symbol-font/
Thanks again for all the hard work that is going into this!
I am sure all those plans or better ones are in the works. Johniba is pull out all the stops on this one.
johniba
August 26th, 2020, 23:45
Are there plans and/or a way already to add successes/failures, advantage/threat, Triumph/Despair to a skill check?
Are there plans and/or a way to add Boost or setback dice to skill rolls permanently through use of special gear or abilities?
Are there plans and/or a way to get all fields to recognize the commands for symbols and dice (S)(F)(A)(T)(!)(D)[A][D][P][C][B][S]?
Also noticing that the current command symbols don't play well with letter that have diaeresis (the two dots over vowels).
I love the look of the armor weapons gear and vehicle weapons tabs in the items tab, is there a way we can get those to follow the group guildlines, (ie. can we get it to show only Shadow of the beanstalk weapons) without removing the offending modules from set up?
I don't remember if this has been posted already or if it is a major code under taking but if it hasn't I thought it might be worth putting forward. Much of this is greek to me so if it's not useful please ignore, but my hope is it will it help someone with more know how get colored dice built into the framework.
https://community.fantasyflightgames.com/topic/256003-genesys-symbol-font/
Thanks again for all the hard work that is going into this!
Like Sevrick said,
Yes, so I do have in the wishlist automations, allowing you to add results and dice to skill checks, and even automate some from talents, special abilities, or item properties.
Those are on the low priority list. I will work on them once i get all the basics working, and the star wars ruleset running too.
As son as they have all functionality, i will improve on those quality of life and automations.
I will also do a review on fields so they can handle those special commands that show dice symbols and dice icons :)
I love the look of the armor weapons gear and vehicle weapons tabs in the items tab, is there a way we can get those to follow the group guildlines, (ie. can we get it to show only Shadow of the beanstalk weapons) without removing the offending modules from set up?
I am not sure, I can look into it :)
About colored dice... i have looked into this but currently (at least) Fantasy Grounds is limited on how it handles fonts and colors in a field, so, we cannot have like a character in a color, and another in a different color. It would be really nice if they allowed this in the future, we could put this in their wishlist...
P.S.: Quick status update: I had to revamp the inventory window a bit, so it could have vehicles listed also.
Characters can have vehicles now, but i am coding how it will activate a vehicle.
It is going a bit slow because of my work this week, but by the weekend hopefuly this is done
Xarax
August 27th, 2020, 05:39
Means to vote for the color coded text has been added to Fantasy Ground's wishlist page. You can upvote this wish here:
https://fg2app.idea.informer.com/proj/fg2app?ia=134367
sevrick
August 27th, 2020, 12:53
I found several entries in vehicles that require a bigger field for Encumbrance Capacity such as: Encumbrance Capacity: 80 (160 without passengers).
johniba
August 27th, 2020, 15:27
I found several entries in vehicles that require a bigger field for Encumbrance Capacity such as: Encumbrance Capacity: 80 (160 without passengers).
hmm ok
I will change that encumbrance field from numeric to string. The trouble is, you will have to edit your xml, remove that field from your vehicles already entered, and retype it later inside FG... :(
I will upload a new version of the ruleset, so you can work on that, later tonight
johniba
August 27th, 2020, 15:28
Means to vote for the color coded text has been added to Fantasy Ground's wishlist page. You can upvote this wish here:
https://fg2app.idea.informer.com/proj/fg2app?ia=134367
Good idea, I have upvoted. I was thinking maybe we could rephrase that in the idea informer, so it could be more generic and make other people interested in other rulesets, to also want that feature
Xarax
August 27th, 2020, 18:55
Good idea, I have upvoted. I was thinking maybe we could rephrase that in the idea informer, so it could be more generic and make other people interested in other rulesets, to also want that feature
Let me know what you would like it replaced with and I'll see about getting it changed.
sevrick
August 27th, 2020, 19:12
hmm ok
I will change that encumbrance field from numeric to string. The trouble is, you will have to edit your xml, remove that field from your vehicles already entered, and retype it later inside FG... :(
I will upload a new version of the ruleset, so you can work on that, later tonight
I was thinking that you could instead of changing the encumbrance to a string you could add a separate box to the right of the box that is already there as a kinda extra details section. Doing this would be helpful when calculating the encumbrance values in vehicle inventories.
This could be bad idea I dont know. What do you think.
johniba
August 27th, 2020, 20:00
I was thinking that you could instead of changing the encumbrance to a string you could add a separate box to the right of the box that is already there as a kinda extra details section. Doing this would be helpful when calculating the encumbrance values in vehicle inventories.
This could be bad idea I dont know. What do you think.
It is not a bad idea at all, i will see to it....
so here is what I will do:
I will probably have a new version to upload on the weekend, hopefuly with the whole pc/npc vehicle system in place.
I will take that oportunity to introduce that new field also.
sevrick
August 28th, 2020, 00:23
I noticed that when selecting vehicles tab and viewing the by type table, Encumbrance is -. I assume this is it's Encumbrance rating. Even if it has an encumbrance rating it shows up as a "-".
johniba
August 28th, 2020, 00:26
I noticed that when selecting vehicles tab and viewing the by type table, Encumbrance is -. I assume this is it's Encumbrance rating. Even if it has an encumbrance rating it shows up as a "-".
Ok I will fix that
sevrick
August 28th, 2020, 01:52
The vehicles are done for the Libraries. There are still some things that need to be changed when the next update comes out but, figured since it is as done as it can be so far I should upload it.
As usual I have tagged the names of certain vehicles that I need to do more on. This is for my benefit in remembering what needs TLC.
Edit: Turns out I didn't export The Expanded Players Guide. So I re uploaded it and should have all the vehicles.
Edit 2: Add some missing page references from the core rulebook.
sevrick
August 28th, 2020, 23:57
So I noticed something in NPCs Character sheet, that there is no way to change the view. Are you planning on putting this back it?
Another option is getting rid of the Action descriptions all together and replacing it with a link to the ability on the abilities tab. This would accomplish 3 things 1st it would get rid of a repeated description. 2nd I would eliminate the need to add the above view change. 3rd I would save space for more abilities to be viewed at once.
Keep up the good work. I am looking forward to the next update.:)
johniba
August 29th, 2020, 04:04
So I noticed something in NPCs Character sheet, that there is no way to change the view. Are you planning on putting this back it?
Another option is getting rid of the Action descriptions all together and replacing it with a link to the ability on the abilities tab. This would accomplish 3 things 1st it would get rid of a repeated description. 2nd I would eliminate the need to add the above view change. 3rd I would save space for more abilities to be viewed at once.
Keep up the good work. I am looking forward to the next update.:)
I did that on purpose.
I changed the window so all actions are expanded by default, showing the action name, description, and also skill rolls if you add that.
I want to make the Ability Group description hide when not in edit mode though
I think adding a button to switch views was confusing people but we can rework that if you think it is a good idea
sevrick
August 29th, 2020, 05:37
I did that on purpose.
I changed the window so all actions are expanded by default, showing the action name, description, and also skill rolls if you add that.
I want to make the Ability Group description hide when not in edit mode though
I think adding a button to switch views was confusing people but we can rework that if you think it is a good idea
Nah it's all good just brainstorming ideas.
johniba
August 31st, 2020, 02:16
Hey everyone, just wanted to drop a quick message
I know i said i was going to release a new version today, but i could barely do any work this weekend
I will see that i can work and finish the vehicle implementation this week and post it during the week
viresanimi
August 31st, 2020, 07:35
Hey man.... take it easy. Better to pace yourself than burn out. We're all just very happy for the work you put into it. Take your time.
Got a suggestion here.
Combat tracker: Why not move the 3 initiative buttons out of the radial menu in the top, and have 3 buttons to the right of the "Next Actor" button at the buttom left. And if those buttons would be dragged to the taskbar like the Next Actor button, then it would allow for some very fast initiative rolls.
Just a thought
Vires Animi
srbongo
August 31st, 2020, 16:31
Hey everyone, just wanted to drop a quick message
I know i said i was going to release a new version today, but i could barely do any work this weekend
I will see that i can work and finish the vehicle implementation this week and post it during the week
Recently came aware of this, wanted to say that I'm more than pleased with where the ruleset is now. I've a SW game that's using the old ruleset and this one is far ahead in terms of quality of life and stability so we'll be moving over to this one now. Really appreciate the effort that's been put in so far and the future effort to be done.
Two questions:
Targeting on the combat tracker doesn't do anything currently, correct? Just making sure there's not some sequence I'm missing
While I found the decals for vehicle critical chits, there's no button on the desktop for it. I assume this is because of your current work on the vehicles, but wanted to make sure it wasn't some option to select to enable them.
johniba
September 1st, 2020, 00:47
Hey man.... take it easy. Better to pace yourself than burn out. We're all just very happy for the work you put into it. Take your time.
Got a suggestion here.
Combat tracker: Why not move the 3 initiative buttons out of the radial menu in the top, and have 3 buttons to the right of the "Next Actor" button at the buttom left. And if those buttons would be dragged to the taskbar like the Next Actor button, then it would allow for some very fast initiative rolls.
Just a thought
Vires Animi
Hey thanks
I will also add this idea to my list, it seems easy to implement :)
johniba
September 1st, 2020, 00:51
Recently came aware of this, wanted to say that I'm more than pleased with where the ruleset is now. I've a SW game that's using the old ruleset and this one is far ahead in terms of quality of life and stability so we'll be moving over to this one now. Really appreciate the effort that's been put in so far and the future effort to be done.
Two questions:
Targeting on the combat tracker doesn't do anything currently, correct? Just making sure there's not some sequence I'm missing
While I found the decals for vehicle critical chits, there's no button on the desktop for it. I assume this is because of your current work on the vehicles, but wanted to make sure it wasn't some option to select to enable them.
Thank you very much :)
And you are correct, at this stage i am not adding any automation, that includes targetting and that influecing the dice rolls, but i will eventually work on that
Also yes I will reactivate that vehicle critical button for the next release as soon as i finish the vehicles feature.
Right now the latest release you may have downloaded altough it has a vehicles database, you dont actually have pc/npc vehicles
In my currend development, i have added the ability to add one or more vehicles to a pc/npc sheet.
I am now working on a feature where you can activate one of the vehicles in that pc/npc, and that is where it will look somewhat similar on the surface, to what you see in the star wars ruleset
The difference is that players will be able to have multiple vehicles, and even share their vehicles so you can have more than one pc in the same vehicle (multicrew) and then a also any damage/crit damage for vehicles that is applied to that character, will be automatically sent to that active vehicle
My focus right now is finishing features that need to exist so we could call it "complete": vehicle features (adding right now pc and npc vehicles to sheets / combat track) and background data (motivations etca)
Next, I will work on the first release of a new star wars ruleset that expands from Genesys ruleset
After that, i will keep both in development, adding quality of life from suggestions, adding those automations also :)
The way i have in mind, it will be easy to work on both, since the star wars ruleset will import the genesys one, just like genesys does CORE, and so any features i implement in genesys (like automation etca) will work for both
srbongo
September 1st, 2020, 02:28
That's awesome, I'm quite excited for what's to come.
sevrick
September 2nd, 2020, 01:47
So I have been working a Pathfinder 1E Genesys Conversion for some time and I am working on Special Materials and have been trying to think of ways of implementing them. I am think adding it as an Item Quality would be easiest. I was just wondering if or how you were planning on adding Item Quality descriptions? I thought it would be cool if FG recognized the text and made it a clickable link much like in other official rulesets. But then you would need a place to add them so it could reference it. This would make it easier for people to add their own custom Item Qualities. What do you think?
Xarax
September 2nd, 2020, 19:03
I too have be wondering how item qualities are going to be implemented. If there is any way I can help with the coding for this let me know. I know enough to be able to take one that is right and duplicate correct changes.
pauljmendoza
September 2nd, 2020, 23:06
As far as item qualities I like the way it was implemented in the unofficial FFG Star Wars, tabs and drag and modifiable drag and drop is good.
sevrick
September 3rd, 2020, 13:15
I just realized Attachments might be a better way to go for special materials. Still my question above remains.
johniba
September 3rd, 2020, 15:48
So I have been working a Pathfinder 1E Genesys Conversion for some time and I am working on Special Materials and have been trying to think of ways of implementing them. I am think adding it as an Item Quality would be easiest. I was just wondering if or how you were planning on adding Item Quality descriptions? I thought it would be cool if FG recognized the text and made it a clickable link much like in other official rulesets. But then you would need a place to add them so it could reference it. This would make it easier for people to add their own custom Item Qualities. What do you think?
I am still not sure. I looked a bit on how 5E handles that, but i need to investigate it further.
So that is why i didnt commit to anything yet, specially because i didnt want to add fields and then in the future find out we needed to change it drastically...
As soon as all features are done, i will check that
srbongo
September 4th, 2020, 02:10
As I'm changing my EoTE game over to this ruleset, I wanted to make a theme that kept some of the front-facing feel of the old ruleset. So, I built this one.
I'll be working on more changes as I can, and would be more than willing to help when it comes time to work on the graphics for SW FFG, or Genesys once I get a hold of the rules.
Powered by vBulletin® Version 4.2.1 Copyright © 2026 vBulletin Solutions, Inc. All rights reserved.