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sevrick
September 4th, 2020, 02:17
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.

Wow Looks pretty cool. I assume it's purely aesthetic?

johniba
September 4th, 2020, 03:09
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.

Hey this is looking really cool!

I will for sure contact you when we work on the star wars ruleset, and we can add this as the default theme.

I will give you more details later, as we will also have custom fonts that will have the star wars dice icons...

johniba
September 4th, 2020, 03:10
Wow Looks pretty cool. I assume it's purely aesthetic?

Yes, only the theme, from what i can see

sevrick
September 4th, 2020, 03:18
Were you planning on adding a spells archive?

Xarax
September 4th, 2020, 06:31
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.

This is really very cool. I would love for there to be a shadow of the beanstalk/cyberpunk 2077/shadowrun themed theme, but i have very little idea of how to go about making this happen and much of what is in the videos about it goes over my head. If you are taking requests Srbongo please put me at the front of that line.

johniba
September 4th, 2020, 14:12
Were you planning on adding a spells archive?

Yes but only after these items i am working on, not on high priority

srbongo
September 4th, 2020, 15:06
Hey this is looking really cool!

I will for sure contact you when we work on the star wars ruleset, and we can add this as the default theme.

I will give you more details later, as we will also have custom fonts that will have the star wars dice icons...

Sounds good. I've contacted Lobosolo as well, who was responsible for the Graphics update to the SW EOTE Rulset and have gotten his original files to break into - so I'll be able to go a little deeper with it.

srbongo
September 4th, 2020, 15:07
This is really very cool. I would love for there to be a shadow of the beanstalk/cyberpunk 2077/shadowrun themed theme, but i have very little idea of how to go about making this happen and much of what is in the videos about it goes over my head. If you are taking requests Srbongo please put me at the front of that line.

Certainly!

Lobosolo
September 4th, 2020, 16:23
Thanks for reaching out, srbongo. I am certainly happy to help! Excited to see the community working so hard to get these great games into FGU. Hope the files save you a little time, but I am sure you all can make it look much better and cleaner than I did. :)

Happy gaming!
Lobosolo

johniba
September 4th, 2020, 21:23
Thanks for reaching out, srbongo. I am certainly happy to help! Excited to see the community working so hard to get these great games into FGU. Hope the files save you a little time, but I am sure you all can make it look much better and cleaner than I did. :)

Happy gaming!
Lobosolo

Thanks a lot LoboSolo!

sevrick
September 8th, 2020, 00:22
I ran a game today in unity and noticed that the conceal dice function didn't seem to work for the GM.

johniba
September 9th, 2020, 00:59
I ran a game today in unity and noticed that the conceal dice function didn't seem to work for the GM.

Hi sevrick, making a note on this, i will fix

BTW sorry for the lack of updates, i am swamped with work this week and i should resume working soon on the ruleset

sevrick
September 9th, 2020, 20:55
Hi sevrick, making a note on this, i will fix

BTW sorry for the lack of updates, i am swamped with work this week and i should resume working soon on the ruleset

No worries. Life happens :).

srbongo
September 11th, 2020, 23:47
Wanted to get out the next update of the SW FFG Theme. At this point, other than some edits when I get the time it's more or less complete. Also attached is an extension that will make a character sheet only show FFG SW skills.

I have a session on Sunday that will hopefully show any bugs/issues.

Happy Gaming!

johniba
September 14th, 2020, 15:48
Wanted to get out the next update of the SW FFG Theme. At this point, other than some edits when I get the time it's more or less complete. Also attached is an extension that will make a character sheet only show FFG SW skills.

I have a session on Sunday that will hopefully show any bugs/issues.

Happy Gaming!

Awsome

Lobosolo
September 14th, 2020, 20:41
Thanks Srbongo. Quick question. Where did the force die go? Didn't there used to be a white force die that could be rolled?

Lobosolo

viresanimi
September 14th, 2020, 21:12
The Star Wars ruleset has not been made yet. It will come after the Genesys ruleset is done.

Lobosolo
September 14th, 2020, 21:19
Oh that is right. It was so far along, that I forgot it needs to be added. Thanks Viresanimi.

johniba
September 15th, 2020, 06:05
Oh that is right. It was so far along, that I forgot it needs to be added. Thanks Viresanimi.

The code is still in there. Most of the logic on the dice and dice rolls were ported from the SW ruleset.

I will soon create the first prototype of the sw ruleset, and will reactivate the force die.

sevrick
September 15th, 2020, 23:10
Wanted to get out the next update of the SW FFG Theme. At this point, other than some edits when I get the time it's more or less complete. Also attached is an extension that will make a character sheet only show FFG SW skills.

I have a session on Sunday that will hopefully show any bugs/issues.

Happy Gaming!

So did you add the star Wars Crits or are they still Genesys crits? It seems fuctional but I want to wait for the official fix johniba has in mind so I don't mess up my campaign. Other than that looks good. It does get me super excited as well.

sevrick
September 16th, 2020, 02:10
I had a question about PC inventory. Would it be possible to be able to click a category at the top and sort by that category. For instance if I wanted to quickly see what I have equipped I would be able to click the carried/equipped symbol and it would send everything I have equipped will show at the top. Clicking it a gain would send it to the bottom.

johniba
September 16th, 2020, 13:47
I had a question about PC inventory. Would it be possible to be able to click a category at the top and sort by that category. For instance if I wanted to quickly see what I have equipped I would be able to click the carried/equipped symbol and it would send everything I have equipped will show at the top. Clicking it a gain would send it to the bottom.

That could be implemented in the future

sevrick
September 18th, 2020, 02:34
I had an idea. Add a "Painkillers used" box on the character sheet somewhere. You could easily rename "Painkillers used" to "Stimpacks used". You could probubly get fancy later and make to where it would calculate the amount it would heal. You could drag that number over a character to heal them while at the same time ticking the stimpacks used up by 1.

Xarax
September 18th, 2020, 13:59
That would be very cool if it's not too much of a pain to code.

viresanimi
September 18th, 2020, 14:51
What we really need is an easy overview of how many talents of each tier a character or npc has purchased. That would make life a lot easier as a storyteller!

sevrick
September 23rd, 2020, 23:58
So.. How do I re enable the force die?

johniba
September 24th, 2020, 03:43
So.. How do I re enable the force die?

I will quickly create a small ruleset for SW, just enabling that and a couple of other things.
Gimme a couple of days

sevrick
September 24th, 2020, 14:50
I will quickly create a small ruleset for SW, just enabling that and a couple of other things.
Gimme a couple of days

Sounds awesome, cant wait. :)

srbongo
September 26th, 2020, 15:09
I will quickly create a small ruleset for SW, just enabling that and a couple of other things.
Gimme a couple of days

Very cool, I'm super excited.

One thing, when the force die is added (whenever that may be), could we add the Force Die syntax as an option for actions on the Actions Tab? Instead of typing Brawl and having that skill's dice auto populate, type Force or somesuch and have a number of Force Die populate equal to a rating, something like that.

There's a good chance you have something in mind for this, but I had the thought recently.

Thanks again mate!

johniba
September 28th, 2020, 18:32
Very cool, I'm super excited.

One thing, when the force die is added (whenever that may be), could we add the Force Die syntax as an option for actions on the Actions Tab? Instead of typing Brawl and having that skill's dice auto populate, type Force or somesuch and have a number of Force Die populate equal to a rating, something like that.

There's a good chance you have something in mind for this, but I had the thought recently.

Thanks again mate!

I have something in mind, yes.

I dont think it will be in this first upload though, but i will implement for sure

sevrick
September 28th, 2020, 23:12
So I have been thinking how I was going to do the libraries for Star Wars and rather than do it in a book by book case like I did with Genesys I think it would be better to have them a bit more consolidated. That being said I don't want to have everything in one module. Instead I was thinking of doing it by line. For Example the Edge of the Empire line would have all the supplements for that line in one library. The same would be true for Age of Rebellion and Force and Destiny. I would have 4 library representing the books that are universal such as Gadgets and Gear. I am thinking doing it this way would be best as it would help mitigate and filter the amount of content being seen. Let me know what you all think.

Also I was thinking of getting a head start on the star wars libraries. I think talents are ok. The only things is that talents have the tier category and is missing the Trees category. Also a check box for Force Talents and Conflict Talents. For now I will just leave out the trees. Also I assume the summery category is where the talents description is as they appear on the specialization trees and the main is the full text description found in the talents chapter?

pauljmendoza
September 28th, 2020, 23:39
I like this idea.

joeblack1863
September 29th, 2020, 12:32
I also like this idea, will make things a lot easier.

johniba
September 29th, 2020, 13:09
So I have been thinking how I was going to do the libraries for Star Wars and rather than do it in a book by book case like I did with Genesys I think it would be better to have them a bit more consolidated. That being said I don't want to have everything in one module. Instead I was thinking of doing it by line. For Example the Edge of the Empire line would have all the supplements for that line in one library. The same would be true for Age of Rebellion and Force and Destiny. I would have 4 library representing the books that are universal such as Gadgets and Gear. I am thinking doing it this way would be best as it would help mitigate and filter the amount of content being seen. Let me know what you all think.

Also I was thinking of getting a head start on the star wars libraries. I think talents are ok. The only things is that talents have the tier category and is missing the Trees category. Also a check box for Force Talents and Conflict Talents. For now I will just leave out the trees. Also I assume the summery category is where the talents description is as they appear on the specialization trees and the main is the full text description found in the talents chapter?



I like that

Before you start on the libraries though, wait for me to deliver the first ruleset for it.
The thing is, the ruleset will have a different identification (instead of GENESYS, it will be SWGEN) meaning all files created for it will share that id internally, and if you do any databases now, it would have to be edited in the xml if you did it.

I will have a first version soon

sevrick
September 29th, 2020, 18:25
I like that

Before you start on the libraries though, wait for me to deliver the first ruleset for it.
The thing is, the ruleset will have a different identification (instead of GENESYS, it will be SWGEN) meaning all files created for it will share that id internally, and if you do any databases now, it would have to be edited in the xml if you did it.

I will have a first version soon

Ok sounds good.

Makabriel
October 4th, 2020, 15:43
Morning!

I've been fiddling around with the modules/ruleset and was wondering if it's possible to drag in characteristics, abilities, etc when character generating? Been trying to expand the Career and species entries to fill in characterstics and career skills when you drag it into the character sheet. Granted, my LUA/XML skills are basic so I may be missing something...

sevrick
October 4th, 2020, 17:59
Morning!

I've been fiddling around with the modules/ruleset and was wondering if it's possible to drag in characteristics, abilities, etc when character generating? Been trying to expand the Career and species entries to fill in characterstics and career skills when you drag it into the character sheet. Granted, my LUA/XML skills are basic so I may be missing something...

Automation hasn't been implement yet, but will later.

CrawlingChaox
October 7th, 2020, 17:03
Hey everyone! I'm trying out this ruleset on FGU, but I ran into a few hiccups.

1) I cannot edit the Combat tab for any character or NPC. There is no "Edit" button, and it looks like I can't drag anything into the tab either.

2) There's a typo in the skill view window (Charactetistic)

3) (Action tab) Adding actions to NPCs who don't have any actions coded already prevents me from having a complete view of the tab.

I think that's all! Very impressed with the work so far!

johniba
October 9th, 2020, 00:40
Hey everyone! I'm trying out this ruleset on FGU, but I ran into a few hiccups.

1) I cannot edit the Combat tab for any character or NPC. There is no "Edit" button, and it looks like I can't drag anything into the tab either.

2) There's a typo in the skill view window (Charactetistic)

3) (Action tab) Adding actions to NPCs who don't have any actions coded already prevents me from having a complete view of the tab.

I think that's all! Very impressed with the work so far!



Hi CrawlingChaox,

Welcome to the thread and thanks for your input. Here are a few comments:

1) The combat tab is not editable.
In order to make weapons show up there:
- Go to the inventory tab
- Add some weapons
- click the icon on the right and "equip" the weapon
It will now show up...
I will soon replace that tab with a more general "Actions" one, where you will be able to see all weapons, vehicle weapons, spells, etca.
For now, there is no drag and drop functionality there also.

2) Thanks... I have fixed that, and will release the fix in the next upload soon.
3) I dont think I understood this one, can you give me more details on what you are trying to do?

johniba
October 9th, 2020, 00:41
Hey guys I have been out of touch for a few weeks, i know...

Sorry for taking so long, its been hell at work, and several days i am so tired i cant touch the code

BUT! I have done a lot of progress

The Star Wars ruleset will soon be released. I already made the dice show up properly, but i need to fix a few things before i release this.
I think i will be able to release it tomorrow or saturday

Thanks for your pacience

sevrick
October 9th, 2020, 01:23
Hey guys I have been out of touch for a few weeks, i know...

Sorry for taking so long, its been hell at work, and several days i am so tired i cant touch the code

BUT! I have done a lot of progress

The Star Wars ruleset will soon be released. I already made the dice show up properly, but i need to fix a few things before i release this.
I think i will be able to release it tomorrow or saturday

Thanks for your pacience

Sounds good I am pumped.

Xarax
October 9th, 2020, 16:33
Sounds good I am pumped.

I second this!

@sevrick let me know if you want help putting together the books. I'd love to help if I can.

srbongo
October 9th, 2020, 20:38
I second this!

@sevrick let me know if you want help putting together the books. I'd love to help if I can.

The books are really a matter of find and replace for most things. Since there's some changes from the old rulesets in value constraints, but you should just be able to take a look at the old SW Library Module, then find and replace the tags that need changing for Core. I've done it for mine, if I can easily remove the descriptions for things I'll post it. At the very least I'm sure I still have my workflow text file that goes through my steps to convert it.

Cheers.

johniba
October 10th, 2020, 15:21
NEW RELEASE! Genesys AND new Star Wars ruleset!!!

Hi everyone

This is a small release update for Genesys ruleset, and also the first playable version of the new ruleset for Star Wars

Release notes:

GENESYS
- Very small updates. Vehicle system is still work in progress.
You will notice that now you can add/create player vehicles, but functionality for combat rolls, damage and critical, etca is not yet activated.
This will come in the next release!


STAR WARS
- I am happy to release this first version. Please read carefully below
In order to use this ruleset, please also download the Genesys ruleset
The Star Wars ruleset makes use of that file when starting. This is a feature in FantasyGrounds that allows for better development and code maintenance.
Whenever downloading a new version of the Star Wars ruleset, always download the latest version for Genesys also.


Star Wars ruleset version 0.1 features
- Compatible with both FG Classic and Unity!
- Makes use of CoreRPG and Genesys features, with the following differences:

- Star Wars dice (including Force die)
- Character sheet with Star Wars skills
- Critical table from Star Wars

For now some things are missing:
- No Specialization Trees
- Talents still have Genesys fields (for example, Tier)
- Vehicles still have attributes from Genesys
- some specific SW character sheet features (will add soon!) for now please use the Abilities tab, or notes

I only really added the dice, skills and critical table for now, to allow for people to use this ruleset to play Star Wars as soon as possible using the new ruleset.

I will soon create a separate thread, so we can have specific discussions for the development of Genesys and Star Wars...

For now, if you want to give feedback, provide a bug report, always mention if it is for Genesys or Star Wars, and also if you found the bug using FG Classic or FG Unity :)


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

Files:

If you want to use Star Wars ruleset, download the following files:
- Genesys.pak
- StarWarsFFG.pak
- Theme_StarWars.ext (optional, if you want to use the Star Wars theme)


If playing Genesys:
- Genesys.pak

MOD files (databases):
- Genesys Core Rulebook
- Genesys Expanded Player's Guide
- Secrets of the Crucible
- Shadow of the Beanstalk
- Realms of Terrinoth

EXTENSIONS (activate only one, depending if you are playing a Keyforge, Terrinoth or Android campaign, these will modify the Character skill list accordingly)
- Genesys_Keyforge
- Genesys_terrinoth
- Genesys_Android


P.S.: The rulesets do have a Dicepool Tracker, but the feature is somewhat "hidden"
Right click the Dicepool bellow the chat window, and select "Dicepool Tracker", to open it

sevrick
October 10th, 2020, 15:50
Great work. So does this mean I can start on the star wars libraries?

johniba
October 10th, 2020, 16:00
Great work. So does this mean I can start on the star wars libraries?

Gimme one day, I will just double check the databases, see if i need to provide you any observations on what you can start or wait.
Also maybe if it is simple, i can already update it, and you will be able to create them

For example, I need to modify slightly the talent database (remove tier, add cost for example)

srbongo
October 10th, 2020, 16:05
NEW RELEASE! Genesys AND new Star Wars ruleset!!!



Solid. I'll be releasing a final version of the Star Wars Theme within the next few days here. I'll message you johniba to update it in the drive?

johniba
October 10th, 2020, 16:06
Solid. I'll be releasing a final version of the Star Wars Theme within the next few days here. I'll message you johniba to update it in the drive?

Nice! By the way, the current version is also working with the new SW Ruleset :)

srbongo
October 10th, 2020, 16:09
I also long ago converted the library modules to Core. I'll upload them in a few minutes once I find the non-descriptive versions. I believe everything but NPCs was done - which was the most challenging translation.

johniba
October 10th, 2020, 16:18
I also long ago converted the library modules to Core. I'll upload them in a few minutes once I find the non-descriptive versions. I believe everything but NPCs was done - which was the most challenging translation.


You may need to edit the xml to mention the ruleset identification, so it can be opened by the new ruleset.
Also, there may be database differences, so depending on the complexity, it might be better to start from scratch

Check with sevrick, i know he is going to work on databases too

Girwan
October 10th, 2020, 16:34
Nice :)

Pepor
October 10th, 2020, 17:12
Nice! Thank you! :D

sevrick
October 10th, 2020, 17:57
I am going to start from scratch to avoid any problems.

Lobosolo
October 10th, 2020, 19:15
Huge news! Thank you so much for all the hard work on this. I am getting an error when I start a new campaign though. It is not loading the force die. Am I doing something wrong?

"Attempt to instantiate missing window class (dForce)"

Image of error attached
40099

Lobosolo
October 10th, 2020, 19:36
Nevermind! I downloaded the updated Genesys.pak file and that immediately fixed it. Thank you!

vonBlashyrkh
October 11th, 2020, 08:55
Thank you so much

Hurske
October 11th, 2020, 17:02
Well, think I'm officially switching over now.

Do you have plans to implement the dice pool viewer into this version?

sevrick
October 11th, 2020, 18:31
Well, think I'm officially switching over now.

Do you have plans to implement the dice pool viewer into this version?

You just right click the place where your drag dice pool is and it gives you the option.

sevrick
October 11th, 2020, 23:54
There is a typo on the skills. Educations should say Education.

Also I would change "Pilot - Planet" to "Piloting (Planetary)" and Pilot - Space" to "Piloting (Space) to be more consistent with the books.

In the Inventory of character sheets the Location and Enc categories are miss-aligned.

Also what is the syntax for Force Pip and Force Die. Also there are a lot of places the symbols aren't changing. Along those same lines boding changes the text size.

Hurske
October 12th, 2020, 01:13
Ah awesome, thanks for the info.

johniba
October 12th, 2020, 03:05
There is a typo on the skills. Educations should say Education.

Also I would change "Pilot - Planet" to "Piloting (Planetary)" and Pilot - Space" to "Piloting (Space) to be more consistent with the books.

In the Inventory of character sheets the Location and Enc categories are miss-aligned.

Also what is the syntax for Force Pip and Force Die. Also there are a lot of places the symbols aren't changing. Along those same lines boding changes the text size.



I will fix the typos and release again tomorrow, and probably green light at least part of the databases so you can start creating content.
For the places where symbols dont change and the bold things, this will be carry over from genesys as they share the same code, i will fix one which should fix both, soon

sevrick
October 12th, 2020, 16:53
I will fix the typos and release again tomorrow, and probably green light at least part of the databases so you can start creating content.
For the places where symbols dont change and the bold things, this will be carry over from genesys as they share the same code, i will fix one which should fix both, soon

Oops I ment "Knowledge (Education)" might be more appropriate. This would make it much easier to find knowledge skills when they are put in alphabetical order.

You might not need it in this format per-say if you were planning on separating the skills by a header that said Knowledge Skills for example.

johniba
October 12th, 2020, 22:55
Hey Sevrick


Here are some changes:

1 - NPC record:
- Removed "Power Level"

2 - Talent record:
- Removed "Tier" field, and added "Trees"
- For Trees, do it just like in the books, and separate by comma (example: in the EoTE book, "Anatomy Lessons" talent, Trees would be "Assassin, Doctor"
Cost field will not be here... I still want to create a database for Career Specializations, but that will come later. So for now, this part will have to be handled by players in a temporary way, maybe in notes....

3 - Talents Library list
- Removed Tier from the list also...


4 - Skills: I did the update you mentioned before...


P.S.:
Please notice this change in how skills will be auto-populated in a PC or NPC, this is something I did not explain, but it works in Genesys and SW:
When you create a new pc or npc, the skills list will be populated with all skills from the ruleset.
You can now delete skills, and it will NOT re-add them automatically IF you leave at least ONE skill.

This may be useful in some situations... for example in Star Wars, someone can remove the Age of Rebellion skills from their character if they want, it will not be added automatically
Also I thought, not sure if you want this, but you could for example remove all skills from an NPC except the skills that they should have (really not sure if you want this though? I was thinking specially on Minions)
Just maybe something we could talk about...



So as soon as you download the new version, I think these databases can be created:

- Careers
- Items
- NPCs
- Skills
- Species
- Special Abilities
- Talents

I still need to work on the Vehicles sheet for SW, so please do not add Vehicles for now.



Also a suggestion for the .mod file names...

Maybe start their names with:

Genesys_.....
Star_Wars_....

What do you think? maybe easier for people to identify what to download...

I have updated the Star Wars ruleset, you can download....

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

sevrick
October 12th, 2020, 23:10
Hey Sevrick


Here are some changes:

1 - NPC record:
- Removed "Power Level"

2 - Talent record:
- Removed "Tier" field, and added "Trees"
- For Trees, do it just like in the books, and separate by comma (example: in the EoTE book, "Anatomy Lessons" talent, Trees would be "Assassin, Doctor"
Cost field will not be here... I still want to create a database for Career Specializations, but that will come later. So for now, this part will have to be handled by players in a temporary way, maybe in notes....

3 - Talents Library list
- Removed Tier from the list also...


4 - Skills: I did the update you mentioned before...


P.S.:
Please notice this change in how skills will be auto-populated in a PC or NPC, this is something I did not explain, but it works in Genesys and SW:
When you create a new pc or npc, the skills list will be populated with all skills from the ruleset.
You can now delete skills, and it will NOT re-add them automatically IF you leave at least ONE skill.

This may be useful in some situations... for example in Star Wars, someone can remove the Age of Rebellion skills from their character if they want, it will not be added automatically
Also I thought, not sure if you want this, but you could for example remove all skills from an NPC except the skills that they should have (really not sure if you want this though? I was thinking specially on Minions)
Just maybe something we could talk about...



So as soon as you download the new version, I think these databases can be created:

- Careers
- Items
- NPCs
- Skills
- Species
- Special Abilities
- Talents

I still need to work on the Vehicles sheet for SW, so please do not add Vehicles for now.



Also a suggestion for the .mod file names...

Maybe start their names with:

Genesys_.....
Star_Wars_....

What do you think? maybe easier for people to identify what to download...

I have updated the Star Wars ruleset, you can download....

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

Awesome I am on it. Sounds good for the naming of the files.

Some things I noticed

Not a big thing but it would make it easier for Talent data entry if trees came right after rank as it appears in the books. As it right now the description is after Rank.
(Minor)I am not sure what to make of the Setting category. Since star wars is the only setting for this rule set it seems to not have a function.
Also a check box for Force Talent and Possibly Conflict Talent. For now I will just add it in Italics before the source and page number.
(Minor)The Star Wars background with stars cuts off on high res monitors.
The symbols still aren't showing when enter the proper syntax for talents and equipment.
Are the symbols for Force Dice, Force pip, Light Force, and Dark Force?
Bold still not match the font size with the rest of the non bold text.


Not sure if you missed the last 3 bullet points in the previous post or it is still to come in a later update.

johniba
October 13th, 2020, 13:56
Awesome I am on it. Sounds good for the naming of the files.

Some things I noticed

Not a big thing but it would make it easier for Talent data entry if trees came right after rank as it appears in the books. As it right now the description is after Rank.
(Minor)I am not sure what to make of the Setting category. Since star wars is the only setting for this rule set it seems to not have a function.
Also a check box for Force Talent and Possibly Conflict Talent. For now I will just add it in Italics before the source and page number.
(Minor)The Star Wars background with stars cuts off on high res monitors.
The symbols still aren't showing when enter the proper syntax for talents and equipment.
Are the symbols for Force Dice, Force pip, Light Force, and Dark Force?
Bold still not match the font size with the rest of the non bold text.


Not sure if you missed the last 3 bullet points in the previous post or it is still to come in a later update.

Ok here are my comments on some of those:


About the Talent field... yeah i was having a bug when that field was in the correct order, and I left it like that just because it was how it worked, but i will see how to fix and change it later.

I was thinking that the Setting Field could be used for "Edge of the Empire, Age of Rebellion....", let me know what you think

I will do that...

Oh ok, that is in the Star Wars Theme, i will see what the issue is, and talk to srbongo, since he is the creator of the theme...

Do you remember what fields that is happening? the description i think? I will have to work on this...

I think we should yes, i will check the code today. I still did not create a new Star Wars font containing the SW symbols yet, so you will still see Genesys symbols. For some cases like success it is ok, but for Advantages, since they are very different, it will be noticeable. I will later maybe next week try to create a new font specific for SW ruleset. It is not a big deal, since it will not impact the xml files, it is just visual.

I will work on that.

sevrick
October 13th, 2020, 14:55
Ok here are my comments on some of those:


About the Talent field... yeah i was having a bug when that field was in the correct order, and I left it like that just because it was how it worked, but i will see how to fix and change it later.

I was thinking that the Setting Field could be used for "Edge of the Empire, Age of Rebellion....", let me know what you think

I will do that...

Oh ok, that is in the Star Wars Theme, i will see what the issue is, and talk to srbongo, since he is the creator of the theme...

Do you remember what fields that is happening? the description i think? I will have to work on this...

I think we should yes, i will check the code today. I still did not create a new Star Wars font containing the SW symbols yet, so you will still see Genesys symbols. For some cases like success it is ok, but for Advantages, since they are very different, it will be noticeable. I will later maybe next week try to create a new font specific for SW ruleset. It is not a big deal, since it will not impact the xml files, it is just visual.

I will work on that.


Thanks for all the hard work you do to make this a reality. As far as the 5th bullet point I will get a more complete list of where they do and don't work.

As for the 2nd Bullet point. The way I am doing the modules is splitting them up into the 3 different lines. So you could leave them if for example you didnt want to deactivate a modules to filter them. In any case it doesnt hurt to leave them where they are and we can decide later.

sevrick
October 13th, 2020, 23:56
Here is the list of where the symbols work and where they don't

Working

NPC Abilities Description
NPC Notes Section
Story

Not Working

Talents
Items
Skills
Careers
Item Attachments
Special Abilities
Species
Quests
PC Notes
PC Actions Descriptions

johniba
October 14th, 2020, 00:14
Here is the list of where the symbols work and where they don't

Working

NPC Abilities Description
NPC Notes Section
Story

Not Working

Talents
Items
Skills
Careers
Item Attachments
Special Abilities
Species
Quests
PC Notes
PC Actions Descriptions


This is great! Thanks

Hurske
October 14th, 2020, 16:37
I love the ruleset so far johniba, thank you a lot for the work you are doing, about to have my first session in your version today. I have a couple questions, I am using the Star Wars part, is there a way to roll for ship weapons, or is that not quite implemented yet?

johniba
October 14th, 2020, 18:31
I love the ruleset so far johniba, thank you a lot for the work you are doing, about to have my first session in your version today. I have a couple questions, I am using the Star Wars part, is there a way to roll for ship weapons, or is that not quite implemented yet?

Hi Huske

Thanks!

Vehicle rolls (weapons, piloting) and combat (damage, critical damage) will come soon in an update, unfortunatelly not yet implemented

I am currently working on this...

sevrick
October 16th, 2020, 02:59
While entering items I just realized that it would be cool to have a place on a PC sheet to show equipped cybernetics. It could work like attachments. This isn't as high of a priority as other things but wanted to mention it while I thought of it. If you would have to create a new library to do it, it might not be worth it.

sevrick
October 17th, 2020, 15:24
The attachments for star wars could use a small change. You could remove Modifiers and add Base Modifiers and Modification Options.
Things of note

Also you forgot to change Warfare to Knowledge (Warfare). This should be changed before I can add NPCs, since I will have to re enter them after the change if I don't.
No box for entering silhouette for species or we could add it as a special ability.

sevrick
October 18th, 2020, 18:29
I have fixed the warfare rename my self as it was easy not sure if you want me to up load it to the cloud? All I changed was the data_common_sw.lua file and renamed the Warfare skill to Knowledge (Warfare).

johniba
October 18th, 2020, 22:00
I have fixed the warfare rename my self as it was easy not sure if you want me to up load it to the cloud? All I changed was the data_common_sw.lua file and renamed the Warfare skill to Knowledge (Warfare).

Ah its ok, I have also fixed that file, I will upload the ruleset again

sevrick
October 18th, 2020, 23:07
Issues

I noticed Encumbrance Threshold isn't being calculated properly on PC sheets.
PC sheets need to have bigger credit windows, the treasure section.

Hurske
October 19th, 2020, 00:38
Speaking of the encumbrance threshold, can we have a place to increase the value, to account for packs and bags and such.

johniba
October 19th, 2020, 00:51
Speaking of the encumbrance threshold, can we have a place to increase the value, to account for packs and bags and such.

Hey Huske, the ruleset will calculate accordingly if you wear a pack and add items inside, but I will leave a field so people can adjust, for any other cases.

For example:

Create an item, for example name it Backpack
Change the encumbrance field to: +4

Equip that backpack, you will notice that it subtracts 4 from the character encumbrance.

But in any case, later on I will add another field in the inventory tab near encumbrance so people can adjust the threshold, with a manual value, for lets say, cases where they have some house rules or their settings allow it.

johniba
October 19th, 2020, 00:52
Issues

I noticed Encumbrance Threshold isn't being calculated properly on PC sheets.
PC sheets need to have bigger credit windows, the treasure section.




I have fixed the threshold here in my current version and it will be fixed when i upload later this week.
Now when you say bigger window, what do you mean exactly? Do you mean a larger field for the description of each field?
Or do you mean the text field bellow? If you mean this one, the field actually expands the section, if you add more lines

Hurske
October 19th, 2020, 00:53
Aahh! Ok.

sevrick
October 19th, 2020, 01:30
Double post. oops

sevrick
October 19th, 2020, 01:32
I have fixed the threshold here in my current version and it will be fixed when i upload later this week.
Now when you say bigger window, what do you mean exactly? Do you mean a larger field for the description of each field?
Or do you mean the text field bellow? If you mean this one, the field actually expands the section, if you add more lines

I am running this in Unity. What I mean is, if the PCs have like 99,999 credits it gets cut off. Any more digits than that is unreadable.
40317

johniba
October 19th, 2020, 02:15
I am running this in Unity. What I mean is, if the PCs have like 99,999 credits it gets cut off. Any more digits than that is unreadable.
40317

ah got it!
I will make sure to expand that!
I will probably release a new version tomorrow and i will have this fixed by then

johniba
October 19th, 2020, 03:41
Hey @sevrick

Something I only noticed now that I will have to take care later when I am fixing fonts.
I dont know how I didnt pay attention to this, but several of the places where in the fonts we are using the dice and symbols are characters used in spanish and portuguese countries.
I am a bit ashamed to admit, since I live in Brazil, and I only noticed now about this.

I will have to relocate the characters. What this will mean is that any already entered data you have, will have to be edited.
Not a bit deal, I can provide the old versus new code for each symbol and it would be a matter of search and replace in the docs, but still... extra work and I am sorry for this.

I need to think where we can put this symbols in a way that possibly it will affect the least amount of people using it, meaning, I need to see if i can put them somewhere that even if it is used by another language in some country, it can be avoided (maybe uppercase letters, i dont know yet)

Just wanted to let you know, but this is something i will work on after i am done with vehicle support, so probably next week

I will keep you updated on this

40320

sevrick
October 19th, 2020, 04:01
Hey @sevrick

Something I only noticed now that I will have to take care later when I am fixing fonts.
I dont know how I didnt pay attention to this, but several of the places where in the fonts we are using the dice and symbols are characters used in spanish and portuguese countries.
I am a bit ashamed to admit, since I live in Brazil, and I only noticed now about this.

I will have to relocate the characters. What this will mean is that any already entered data you have, will have to be edited.
Not a bit deal, I can provide the old versus new code for each symbol and it would be a matter of search and replace in the docs, but still... extra work and I am sorry for this.

I need to think where we can put this symbols in a way that possibly it will affect the least amount of people using it, meaning, I need to see if i can put them somewhere that even if it is used by another language in some country, it can be avoided (maybe uppercase letters, i dont know yet)

Just wanted to let you know, but this is something i will work on after i am done with vehicle support, so probably next week

I will keep you updated on this

40320

No problem just get me the new codes for the symbols. I assume I will be able to find and replace the old symbols with the new.

sevrick
October 20th, 2020, 23:50
Well I wasn't sure I would find it but I did. An NPC with more than 5 ranks in a skill. The Hut Crime Lord on pg 406 of the Edge of the Empire Core Rule book, has 8 ranks in Resilience. That is pretty beastly.

johniba
October 21st, 2020, 01:01
Well I wasn't sure I would find it but I did. An NPC with more than 5 ranks in a skill. The Hut Crime Lord on pg 406 of the Edge of the Empire Core Rule book, has 8 ranks in Resilience. That is pretty beastly.

I assume that will only be for Star Wars, but I think I can come up with a ruleset option to allow for a higher number, both in SW and Genesys

I need to think of the best way to do this

sevrick
October 21st, 2020, 01:44
I assume that will only be for Star Wars, but I think I can come up with a ruleset option to allow for a higher number, both in SW and Genesys

I need to think of the best way to do this

Probably since I haven't come across higher than 5 in Genesys....so far.

johniba
October 21st, 2020, 10:36
Probably since I haven't come across higher than 5 in Genesys....so far.

I was checking in the official forums and found an interesting discussion:
https://community.fantasyflightgames.com/topic/91389-minion-skill-clarification/page/2/?tab=comments#comment-2303505

This looks like an exception. Now I wonder how I should make it.
Visually, adding 10 pips instead of 6 pips in the npc skill list will make it very bloaty (in my opinion)

I will do some tests and see what makes it acceptable.
One option I think is doing away with pips in the npc sheet: going back to numbers, but I like the pips so I will try other options
Another is just adding 5 more... but this will make all npc skills in all sheets have 10, and all this work for one npc feels wrong
Another option may be changing the look of the "off" pip to an empty image, and making it 10 pips. Visually it will not bloat, but will allow flexibility to have up to 10 in npcs...

I will test each, probably the last option will be the best...

sevrick
October 21st, 2020, 12:49
8 does seem ridiculous. If that is the only creature with an 8 ranks in a skill, I wouldn't mind just putting it at 5 and calling it a day. I could also add a note something like this:

"RAW says this NPC has 8 ranks in Resilience. This is likely a typo but unconfirmed. Use GM Discretion if you want to add more than 5."

Since most people seem to think it was a typo. If we come to find out there is another skill with higher than 5 ranks, that might change things. Still it's up to you.

johniba
October 23rd, 2020, 05:21
8 does seem ridiculous. If that is the only creature with an 8 ranks in a skill, I wouldn't mind just putting it at 5 and calling it a day. I could also add a note something like this:

"RAW says this NPC has 8 ranks in Resilience. This is likely a typo but unconfirmed. Use GM Discretion if you want to add more than 5."

Since most people seem to think it was a typo. If we come to find out there is another skill with higher than 5 ranks, that might change things. Still it's up to you.



Hey, so this is what I did.
For the npc sheet, I am raising the skills maximum from 5 to 10, and keeping maximum 5 to PCs

In the rules that I found, both SW and Genesys mention 5 is the maximum value a PC can have in a skill.
Nothing is said regarding npc skills. Genesys book does mention about minion groups of no more than 5 individuals per group ( possibly to keep their skill level fair) but that is not a hard cap, more a suggestion i believe

So, as I keep working on some stuff, I will only release this in the weekend, and will keep you all updated here

joeblack1863
October 23rd, 2020, 10:16
Hey, so this is what I did.
For the npc sheet, I am raising the skills maximum from 5 to 10, and keeping maximum 5 to PCs


@Johniba

Core Rulebook, page 173. 2nd Paragraph:

"Cybernetic enhancements and replacements generally increase skills or characteristics, providing raw bonuses to characters' abilities. The combination of purchased increases provided by cybernetics can increase a character's skill or characteristic one step above the normal maximum (seven for characteristics, six for skills)."

Table 9-2, spending experience (page 300 of the Core Rulebook):
"May spend experience to purchase ranks in any skill, up to rank 5"

So for PCs, my reading of this is that the Cap is 5, but can be raised to 6 for skills (7 for characteristics) when using cybernetics. So there may need to be some leeway on PC as well.

sevrick
October 23rd, 2020, 12:38
I have been thinking about what to do about the Premade Adventures. I have decided to keep the Adventures separate. I decided this for 2 reasons. 1st I can't see a time you would need more than 1 adventure open at a time. 2nd it give the GM the option for his eyes only when you have a core or supplement book you want your characters to see but not the adventure contained in it. Meaning 1 module for each adventure. Rather than clutter up the cloud with a ton of adventures I will package them.

Obviously I can't enter the text for the adventure, however I can setup the story structure and everything else. Let me know if you would rather me not add story entries.

johniba
October 23rd, 2020, 14:20
@Johniba

Core Rulebook, page 173. 2nd Paragraph:

"Cybernetic enhancements and replacements generally increase skills or characteristics, providing raw bonuses to characters' abilities. The combination of purchased increases provided by cybernetics can increase a character's skill or characteristic one step above the normal maximum (seven for characteristics, six for skills)."

Table 9-2, spending experience (page 300 of the Core Rulebook):
"May spend experience to purchase ranks in any skill, up to rank 5"

So for PCs, my reading of this is that the Cap is 5, but can be raised to 6 for skills (7 for characteristics) when using cybernetics. So there may need to be some leeway on PC as well.

Good point... so I should probably do it differently.
I will see another solution then...

johniba
October 23rd, 2020, 14:20
I have been thinking about what to do about the Premade Adventures. I have decided to keep the Adventures separate. I decided this for 2 reasons. 1st I can't see a time you would need more than 1 adventure open at a time. 2nd it give the GM the option for his eyes only when you have a core or supplement book you want your characters to see but not the adventure contained in it. Meaning 1 module for each adventure. Rather than clutter up the cloud with a ton of adventures I will package them.

Obviously I can't enter the text for the adventure, however I can setup the story structure and everything else. Let me know if you would rather me not add story entries.

I think that is a good idea sevrick, a separate mod file for each premade adventure....

joeblack1863
October 23rd, 2020, 14:21
@Sevrik,

I like this, it makes a lot of sense. As for the adding the story entries, I for one, would be grateful, as it would make it easier to fill in the text and to maintain a standardisation accross modules. You are also helping those, like me :-), who have difficulty with layout and organising our pages.

Xarax
October 24th, 2020, 16:13
@johniba not sure if this is on the list yet, but is there any plans to make the actions on the action tab of the Character sheet get that sharable button?

johniba
October 24th, 2020, 22:13
@johniba not sure if this is on the list yet, but is there any plans to make the actions on the action tab of the Character sheet get that sharable button?

Hi Xarax. I didnt really think of making them sharable. What do you mean by sharing those actions?

Xarax
October 25th, 2020, 03:17
Hi Xarax. I didnt really think of making them sharable. What do you mean by sharing those actions?

Those actions are kind of like where the spells go for dungeons and dragons, as well as other special abilities that you can set up like drinking potions and where you can set up certain effects on a character, or force other effects on to npcs or other tokens in combat. While Genesys does not have spells like dnd persay it would be very convenient to be able to drag and drop an action that has already been fully fleshed out from say one character sheet to another, or post the effects of an ability into the chat window with a simple drag and drop option. Just something I was noticing playing around with character creation. Thanks again for all you are doing with this!

sevrick
October 25th, 2020, 07:08
Somthing has been bothering me. I realize I have been creating the modules and exporting them then uploading the mod files to the cloud. This is all well and good except it's probubly a pain in the butt for you guys since your dealing with an exported file. In theory people who download this mod are going to have to add their own descriptions. Sure you can edit the library in the Campaign you are doing, but the changes don't carry over should you create a new campaign. I offer this solution:

Instead of me exporting it my self I zip the Campaign folder with detailed instructions on how to export the module yourself after you have entered the descriptions.
This would be alot cleaner solution for those downloading the modules. Also it would allow me to lay the ground work for people to export the modules with reference manuals using the Aurhor extension. I would of course give instructions for that as well. Of course I would add as much contant as I could to start you off same as always, minus the descriptions.

Let me know what everyone thinks. If everyone just wants to keep things simple I can just keep exporting them like normal too.

Also I am going to hold off uploading until the symbols problem is fixed.

johniba
October 26th, 2020, 02:21
Those actions are kind of like where the spells go for dungeons and dragons, as well as other special abilities that you can set up like drinking potions and where you can set up certain effects on a character, or force other effects on to npcs or other tokens in combat. While Genesys does not have spells like dnd persay it would be very convenient to be able to drag and drop an action that has already been fully fleshed out from say one character sheet to another, or post the effects of an ability into the chat window with a simple drag and drop option. Just something I was noticing playing around with character creation. Thanks again for all you are doing with this!

ahhh gotcha

I will see what i can do! It is completely possible, i will add to my to-do list

johniba
October 26th, 2020, 02:31
Somthing has been bothering me. I realize I have been creating the modules and exporting them then uploading the mod files to the cloud. This is all well and good except it's probubly a pain in the butt for you guys since your dealing with an exported file. In theory people who download this mod are going to have to add their own descriptions. Sure you can edit the library in the Campaign you are doing, but the changes don't carry over should you create a new campaign. I offer this solution:

Instead of me exporting it my self I zip the Campaign folder with detailed instructions on how to export the module yourself after you have entered the descriptions.
This would be alot cleaner solution for those downloading the modules. Also it would allow me to lay the ground work for people to export the modules with reference manuals using the Aurhor extension. I would of course give instructions for that as well. Of course I would add as much contant as I could to start you off same as always, minus the descriptions.

Let me know what everyone thinks. If everyone just wants to keep things simple I can just keep exporting them like normal too.

Also I am going to hold off uploading until the symbols problem is fixed.


Hey Sevrick.

I dont know if it is too much extra work, but how about both?
I mean we could keep the modules for people that just want it quick and ready for use... and a separate folder maybe, where we add those new files, and the instructions.


By the way a quick update on my status of my current work:

- I am 40% done with the vehicle system...
- Changed that skills limit to 10 now, so we will not have an issue even with special cases of 5+ skill
- Critical rolls: you can now add modifiers (using the FG modifier box)... so for example, if I want to add +20 before I roll critical (lets say, my weapon has a property that adds to the roll) it now works
(In the future I will implement a better way, and later on also when we work on automation, make this auto...)

I will push to finish some features to the vehicle system, and then I will upload this new version.
If it takes me too long, I will disable this work in progress in the vehicle, and upload, and then resume working on it :)

I will also do the modification in the symbols in the fonts, so that is why I am holding off on releasing

sevrick
October 26th, 2020, 02:52
Hey Sevrick.

I dont know if it is too much extra work, but how about both?
I mean we could keep the modules for people that just want it quick and ready for use... and a separate folder maybe, where we add those new files, and the instructions.


By the way a quick update on my status of my current work:

- I am 40% done with the vehicle system...
- Changed that skills limit to 10 now, so we will not have an issue even with special cases of 5+ skill
- Critical rolls: you can now add modifiers (using the FG modifier box)... so for example, if I want to add +20 before I roll critical (lets say, my weapon has a property that adds to the roll) it now works
(In the future I will implement a better way, and later on also when we work on automation, make this auto...)

I will push to finish some features to the vehicle system, and then I will upload this new version.
If it takes me too long, I will disable this work in progress in the vehicle, and upload, and then resume working on it :)

I will also do the modification in the symbols in the fonts, so that is why I am holding off on releasing

That's a good idea.

Also excited about the vehicle update. What is the status on the symbols. You mentioned I might have to edit some scripts?

johniba
October 26th, 2020, 04:13
That's a good idea.

Also excited about the vehicle update. What is the status on the symbols. You mentioned I might have to edit some scripts?

Ah no.. I mean the symbols will change code.
I will provide you with a list of "old"->"new" code, so you can replace all using an editor.

I will fix that in the next update too...

mossfoot
October 26th, 2020, 22:03
Is anyone working on adding the Android:Shadow of the Beanstalk or Realms of Terrinoth settings to this?

sevrick
October 26th, 2020, 23:09
Is anyone working on adding the Android:Shadow of the Beanstalk or Realms of Terrinoth settings to this?

If you mean adding a theme like the star wars no one I know of. If you mean as far as mechanics? You should be able to use any of those now with the Genesys ruleset.

johniba
October 26th, 2020, 23:52
Is anyone working on adding the Android:Shadow of the Beanstalk or Realms of Terrinoth settings to this?

Sevrick already Created .mod files with all info from those settings, and also we have extensions that you can activate, so that the character skills in the sheet are from their respective settings.
In the future we will no longer require the extension, but you can use them now, and they are available, in the repository:

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

johniba
October 26th, 2020, 23:56
Hey Sevrick

So I have been trying to work on the font, trying to change those codes to something else that would not affect accent characters, but I think for now this might be a bit beyond my skills
I tried moving them to another code, but it did not work properly

So I decided we will keep them as is: I will not move them, and languages like portuguese will be affected in some accented characters, but when the time comes that i learn enough about TTF unicode, I can fix that if it means it wont cause extra work

So You can continue to use those same codes to work on your files.

I will also make fonts for Star Wars (I need specially to add force die and symbols) and for now, if you are using the SW ruleset you will notice that symbols are still Genesys, and the force die and symbols are not showing any symbols but are characers.
That is fine, you can use it, and when i release the new ruleset version, it will display ok with no need for you to replace things.

I will probably release a new ruleset tomorrow, even if it means I wont release the vehicles feature fully now, because I did a lot of small fixes (finally fixes the font type size issue, the currency window size in the inventory, and a few other things)

mossfoot
October 27th, 2020, 06:08
Sevrick already Created .mod files with all info from those settings, and also we have extensions that you can activate, so that the character skills in the sheet are from their respective settings.
In the future we will no longer require the extension, but you can use them now, and they are available, in the repository:

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

When you say all info, you mean like equipment and vehicle stats and whatnot?

Edit: Downloaded and played around with it, sorry it took me a while to figure things out.

This is looking really good. I'm hoping to play in the Android setting in the future.

Will the Star Wars library be ported over as well? That's what I'm currently playing.

johniba
October 27th, 2020, 06:34
When you say all info, you mean like equipment and vehicle stats and whatnot?

Exactly, altough we do not provide any descriptions, to avoid copyright issues.
People still need the books, to read rules, descriptions etca, altough you can edit those into your own campaign

johniba
October 27th, 2020, 07:01
NEW RELEASE!!!! Genesys and Star Wars rulesets
Compatible with both FantasyGrounds Classic and Unity
P.S.: Dice rolls on the chat window in Unity currently has a small bug, showing a dice description and some numbers 0 in the end.
Please ignore these, as they are display bugs I will correct soon... they do not interfere with the dice results


(Please notice the vehicle combat is not active yet... it will come soon!)

Read below for details on this release:


Fixes (Genesys and SW):

1) Character Sheets
- PC and NPC skills in sheet can go up to 10 points now. By the rules no PC can have more than 5 points in a skill, but this was changed for special cases on NPCs (or for any house rules or custom settings that people break these official rules)
- Inventory tab: increased width for currency fields.
- Fixed Encumbrance Threshold (it should now calculate properly: Brawn + 5)


2) General
- Most fields now accept Genesys/SW Symbols and dice Symbols. You can type special characters and these will automatically be replaced with the correct symbols.
Please look at google drive, and download images: "Genesys Help" and "Star Wars Help" for a list of code you can use.
For example, while typing a description for a skill, talent, weapon etca... if you type (S), the ruleset will automatically replace with the "success" symbol.
Again, check the two images provided in google drive for a complete list.
40530
40531



- Fixed incorrect font sizes in some circumstances (normal, bold fonts not having the same size)

- Star Wars ruleset: added special fonts with Symbols and Dice Symbols.

3) Dice Rolling
- When rolling skills, characteristics, powers, etca from a character sheet, the Character portrait will display along with the Character name.

- CRIT Rolls: you can now use the "Modifier" box to add bonus to Crit rolls
For example, if you add "20" to the Modifier before rolling critical, the crit roll will add +20 to the result.
This is useful for example, when rolling critical with a special power on a weapon...


Rulesets Genesys and Star Wars are now compatible with the Extension "Better Menus"
https://www.fantasygrounds.com/forums/showthread.php?58226-Better-Menus-(CoreRPG-5E-etc)



ATTENTION - Remember if you are downloading the Star Wars ruleset you also need to download Genesys, as it is still used.

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

johniba
October 27th, 2020, 07:06
Hey Sevrick,

I decided on uploading the new version, even without the vehicle combat, because I think it will be specially useful for you, while you edit content to your modules.

johniba
October 27th, 2020, 07:30
Will the Star Wars library be ported over as well? That's what I'm currently playing.

Yes
Sevrick is working on that

sevrick
October 27th, 2020, 13:10
Hey Sevrick,

I decided on uploading the new version, even without the vehicle combat, because I think it will be specially useful for you, while you edit content to your modules.

Sounds good. I am almost done with the Edge of the Empire Core. I will upload the 3 core rulebooks 1st, then alternate adding supplements to them.

Also I noticed a couple of things. The Lightside and Darkforce die symbol is really small. I think it would be better if it was about the same size as force die. The failure and success look a little small too. Also there is no force die. Meaning the symbol used for commiting a force die. The Proficency I guess could double as the same symbol, but I guess without color not much can be done.

johniba
October 27th, 2020, 13:41
Sounds good. I am almost done with the Edge of the Empire Core. I will upload the 3 core rulebooks 1st, then alternate adding supplements to them.

Also I noticed a couple of things. The Lightside and Darkforce die symbol is really small. I think it would be better if it was about the same size as force die. The failure and success look a little small too. Also there is no force die. Meaning the symbol used for commiting a force die. The Proficency I guess could double as the same symbol, but I guess without color not much can be done.


That sounds great.

About the dice symbols: I will work on them to make them bigger for next release then.

You said there is no force die, what do you mean?

sevrick
October 27th, 2020, 16:00
That sounds great.

About the dice symbols: I will work on them to make them bigger for next release then.

You said there is no force die, what do you mean?

In the books a white octagon represents a force die anywhere a force power says Commit a force die. You can see this in the Enhance Force power tree. Now that being said a yellow octagon represents Proficiency dice.

As it stands now there is only a white octagon symbol which says is Proficiency. Untill we are able to add color you could just use the same symbol for both and rely on context. I think I remember you saying you were haveing trouble with getting color on the symbols?

johniba
October 27th, 2020, 16:47
In the books a white octagon represents a force die anywhere a force power says Commit a force die. You can see this in the Enhance Force power tree. Now that being said a yellow octagon represents Proficiency dice.

As it stands now there is only a white octagon symbol which says is Proficiency. Untill we are able to add color you could just use the same symbol for both and rely on context. I think I remember you saying you were haveing trouble with getting color on the symbols?

I had an idea, and went to check how formatted texts work:
Unfortunatelly there is no current way to create symbols with different colors.




<char_notes type="formattedtext">
<h></h>
<h>Special character codes</h>
<p>Use this special code and text will automatically replace with Genesys Symbols or Dice Symbols</p>
<p></p>
<p><b>Symbols:</b></p>
<p>ÿ - ÿ - Success</p>
<p>þ - þ - Triumph</p>
<p>ý - ý - Failure</p>
<p>ü - ü - Threat</p>
<p>û - û - Advantage</p>
<p>ú - ú - Despair</p>
<p></p>
<p><b>Dice Symbols</b></p>
<p>ö - ö - ability die</p>
<p>õ - õ - difficulty die</p>
<p>ô - ô - proficiency die</p>
<p>ó - ó - challenge</p>
<p>ò - ò - boost</p>
<p>ñ - ñ - setback</p>
</char_notes>


For example looking above, that is how internally the formatted text is stored..... it does not contain any color info.
I will see if there is any workaround, will let you know, but didnt want to raise your hopes

For now unfortunatelly, in order to differenciate from [P] Proficiency (white hexagonal symbol) we use the [F] symbol for Force Dice, which is a half white, half black circle

EDIT: yeah no way around it, who knows in the future FG enhances this allowing for color, but not now :(

VioletTendency
October 27th, 2020, 18:13
Out of curiosity, has anyone ever tried altering the actual 3D dice that get rolled in the game to look like Genesys dice? ;)

johniba
October 27th, 2020, 18:17
Out of curiosity, has anyone ever tried altering the actual 3D dice that get rolled in the game to look like Genesys dice? ;)

Ah yeah unfortunatelly that is not possible as the dice are hardcoded into FantasyGrounds... Who knows, maybe in the future they could implement something, it would be awsome

sevrick
October 27th, 2020, 19:28
That's ok proficiency as a symbol is very rare. In fact the only real place I see it is when describing the core dice mechanic.

mossfoot
October 28th, 2020, 02:03
Sounds good. I am almost done with the Edge of the Empire Core. I will upload the 3 core rulebooks 1st, then alternate adding supplements to them.

[Looks at his avatar]

"This is the way."

mossfoot
October 28th, 2020, 02:07
I gotta say, I'm excited at the prospect of moving my game over to this ruleset. The previous EotE set is good, but no longer updated, which means certain things will never be fixed or completed.

Here's hoping interest stays high in this one to keep you guys motivated :D

sevrick
October 28th, 2020, 02:17
[Looks at his avatar]

"This is the way."

Haha You know it. Friday can't come soon enough.

Saeval
October 28th, 2020, 09:12
Well this is amazing, I've spent the last hour reading through this forum and I'm super excited because my group has wanted to play this for a while. Something that I wanted to ask because you guys are all very knowledgeable in this, I'm trying to also play FFG's Legend of the 5 Rings on here and I found something on here that does just about everything I need except I get errors when it tries to load the dice because they're not standard numeric dice. The extension is based on the MoreCore ruleset and replicates everything except the dice.
https://www.fantasygrounds.com/forums/showthread.php?55139-Legend-of-the-Rings-5E-(WiP-Beta-Many-incomplete-things)

This is the extension in case anyone else is interested. I know you guys are hard at work on Genesys and Star Wars but if someone could point me in the right direction on how to replace the dice numbers with the symbols so I can get this working on Unity for our group.

johniba
October 28th, 2020, 14:58
Well this is amazing, I've spent the last hour reading through this forum and I'm super excited because my group has wanted to play this for a while. Something that I wanted to ask because you guys are all very knowledgeable in this, I'm trying to also play FFG's Legend of the 5 Rings on here and I found something on here that does just about everything I need except I get errors when it tries to load the dice because they're not standard numeric dice. The extension is based on the MoreCore ruleset and replicates everything except the dice.
https://www.fantasygrounds.com/forums/showthread.php?55139-Legend-of-the-Rings-5E-(WiP-Beta-Many-incomplete-things)

This is the extension in case anyone else is interested. I know you guys are hard at work on Genesys and Star Wars but if someone could point me in the right direction on how to replace the dice numbers with the symbols so I can get this working on Unity for our group.

I see on that thread you had issues, are those the same issues?

I would need a bit more information to try to figure out, maybe reply again to that thread, and let me know, i will also try to help when i have the time there, but i am sure Damned will be able to help

Saeval
October 28th, 2020, 15:21
It works using Fantasy Grounds Classic but Unity is much better and more stable for my group so we're trying to figure out why the dice work in Classic but not Unity. Legend of the 5 Rings spawned from Genesys with a simpler dice system so I was trying to figure out how you got the dice symbols to show up instead of the numbers. I have very limited knowledge with coding and programming and this is definitely beyond my capabilities. That extension was built with MoreCore as the base and I think it would be much easier if i could figure out how to build off of the Genesys system instead. The way the dice pools are created and rolled on Genesys are much more conducive as opposed to the way it's done in that extension.

Although something that is on that extension that is a smart idea for Genesys and subsequent systems built on it is on the character sheet there is a button (speech bubble icon) where after you press it, it will put out in chat the text of what the symbols of your dice pool resulted in. My players (and I) are very dumb and forgetful so having to not reference what the symbols mean everytime would be a huge boon. If there's a way to implement something like that it would be awesome.

40557

johniba
October 28th, 2020, 16:23
It works using Fantasy Grounds Classic but Unity is much better and more stable for my group so we're trying to figure out why the dice work in Classic but not Unity. Legend of the 5 Rings spawned from Genesys with a simpler dice system so I was trying to figure out how you got the dice symbols to show up instead of the numbers. I have very limited knowledge with coding and programming and this is definitely beyond my capabilities. That extension was built with MoreCore as the base and I think it would be much easier if i could figure out how to build off of the Genesys system instead. The way the dice pools are created and rolled on Genesys are much more conducive as opposed to the way it's done in that extension.

Although something that is on that extension that is a smart idea for Genesys and subsequent systems built on it is on the character sheet there is a button (speech bubble icon) where after you press it, it will put out in chat the text of what the symbols of your dice pool resulted in. My players (and I) are very dumb and forgetful so having to not reference what the symbols mean everytime would be a huge boon. If there's a way to implement something like that it would be awesome.

40557

The dice symbols use a clever way to create custom dice, and apply a different image to each side.
In FGU though, the dice numbers were still showing up in the middle of those symbols, so i ended up creating a ttf font with no characters, to trick us into thinking there are no numbers and so they show ok.

It is possible to create something similar for LFR, and it is actually even simpler than Genesys or SW since it does not have so many different dice.

I can definitelly have a look at this later, who knows we can even start working on a ruleset for it, after i am done with the features in sw and genesys.

I still want to rewrite the dice coding in genesys, because it is still not using 100% best practices, it still uses an old way to communicate dice rolls to the client machines.

(Who knows, maybe i could even one day extract this into a configurable extension, it is an idea....)


Can you maybe send me info on what i need to install so i can run a test on those?

Maybe lets take this conversation to private messages on the forum, and later on, we can create a topic even, so we do not mix with the ruleset information hehe

johniba
October 29th, 2020, 03:45
Hey Quick update!

So I made a ton of progress in the vehicle combat!
The PC can now enter any of his vehicles (soon also shared ones among players) and the stats all show up correctly. The ship stats are also linked, so if a vehicle suffers damage, it will display to everyone who is in the vehicle.
I still have work to do, but i think the most difficult part is behind me.
I will see if i can release this on the weekend

I have also done improvements in other places, which i think are small but nice stuff.... cant wait to share this update with you guys!

mossfoot
October 29th, 2020, 06:53
Hey Quick update!

So I made a ton of progress in the vehicle combat!
The PC can now enter any of his vehicles (soon also shared ones among players) and the stats all show up correctly. The ship stats are also linked, so if a vehicle suffers damage, it will display to everyone who is in the vehicle.
I still have work to do, but i think the most difficult part is behind me.
I will see if i can release this on the weekend

I have also done improvements in other places, which I think are small but nice stuff.... can't wait to share this update with you guys!

Oh wow, that is HUGE. Can't wait!

Saeval
October 29th, 2020, 07:02
Can you maybe send me info on what i need to install so i can run a test on those?

All you need is the updated version of the MoreCore ruleset and the L5R extension from that post.

I’m looking forward to seeing the extra stuff added to Genesys because this is such a cool system. I wish there was an official license agreement with FFG to make this an official ruleset because you guys have done amazing work and I would love to see the copyrighted information attached to all this stuff too.

One of my other players is really excited to run Star Wars so we’re going to start doing some data entry for the content module unless someone else releases something sooner and we can start adding the descriptive text for our home game.

sevrick
October 29th, 2020, 12:03
Hey Quick update!

So I made a ton of progress in the vehicle combat!
The PC can now enter any of his vehicles (soon also shared ones among players) and the stats all show up correctly. The ship stats are also linked, so if a vehicle suffers damage, it will display to everyone who is in the vehicle.
I still have work to do, but i think the most difficult part is behind me.
I will see if i can release this on the weekend

I have also done improvements in other places, which i think are small but nice stuff.... cant wait to share this update with you guys!

That's great. Is the changes to attachments for the star wars ruleset going to be in the next update?

johniba
October 29th, 2020, 13:54
That's great. Is the changes to attachments for the star wars ruleset going to be in the next update?

Yes, and I will also make sure to update the vehicle stats for star wars. There are some small differences, like the 4 defense boxes

VioletTendency
October 29th, 2020, 19:06
Obviously, the priority is on making everything work first, but is there at some point going to be different skins to make the SF themes look more SF and less fantasy?

johniba
October 29th, 2020, 19:13
Obviously, the priority is on making everything work first, but is there at some point going to be different skins to make the SF themes look more SF and less fantasy?

For sure, once I have spare time i would love to work on one, but I am not that good with creating beautiful interfaces.
There is already one Star Wars theme, created by SrB, and available in the google drive repository, and if someone else would like to create more, it is just a matter of jumping in.

40590

sevrick
October 29th, 2020, 23:41
Speaking of themes, what did the creator of the star wars theme say about 4k monitor support?

johniba
October 30th, 2020, 00:06
Speaking of themes, what did the creator of the star wars theme say about 4k monitor support?

No idea, someone need to contact him

mossfoot
October 30th, 2020, 04:28
For sure, once I have spare time i would love to work on one, but I am not that good with creating beautiful interfaces.
There is already one Star Wars theme, created by SrB, and available in the google drive repository, and if someone else would like to create more, it is just a matter of jumping in.

40590

Sorry, I'm still a bit of a noob when it comes to customizing the FG experience. You mean we could install different character sheets and they'll be compatible with this ruleset? Is it one of those things you'd get to checkmark to decide if you use it or not while creating a game? Also, where do I get it?

johniba
October 30th, 2020, 12:36
Sorry, I'm still a bit of a noob when it comes to customizing the FG experience. You mean we could install different character sheets and they'll be compatible with this ruleset? Is it one of those things you'd get to checkmark to decide if you use it or not while creating a game? Also, where do I get it?

I mean it is possible to customize the look of a ruleset, with an extension.


For example, there is one created for this already, that makes it look more like Star Wars (although it is not 100% reskin, the character sheet was not changed, but it is possible to change that also)
You can download that extension from the same link you downloaded the ruleset

Extensions could also change more than just the look, that is more complex requiring coding, too.

mossfoot
October 30th, 2020, 22:30
I mean it is possible to customize the look of a ruleset, with an extension.


For example, there is one created for this already, that makes it look more like Star Wars (although it is not 100% reskin, the character sheet was not changed, but it is possible to change that also)
You can download that extension from the same link you downloaded the ruleset

Extensions could also change more than just the look, that is more complex requiring coding, too.

Sorry I'm getting the terms all mixed up, I expect.

So an extension is what I'm looking for in terms of changing the look of things like character sheets without affecting the rest of the settings?

LordEntrails
October 30th, 2020, 23:54
Sorry I'm getting the terms all mixed up, I expect.

So an extension is what I'm looking for in terms of changing the look of things like character sheets without affecting the rest of the settings?
Rulesets define not only the rules and functions etc, but also the character sheets etc. (everything but data, which is stored in modules usually). Extensions extend and change the ruleset code. One of the things that is commonly done with extensions is to change the theme (look and feel) and the character sheet.

So what you will do to change the character sheet is to create an extension, and then set FG to load that extension when you load your campaign using this ruleset. There are several tutorials for creating extensions, on this forums, YouTube, and www.fg-con.com as well as some examples of changing character sheets for various rulesets. You'll probably want to start your own thread in the Workshop for discussing and getting help if you decide to create an extension to do this.

srbongo
October 31st, 2020, 15:13
Sorry I'm getting the terms all mixed up, I expect.

So an extension is what I'm looking for in terms of changing the look of things like character sheets without affecting the rest of the settings?

This is correct. If you wanted to get into it, a great place to start is GM Wintermute's stuff, which will point you in the right direction.

https://www.gmwintermute.com/

srbongo
October 31st, 2020, 15:15
For sure, once I have spare time i would love to work on one, but I am not that good with creating beautiful interfaces.
There is already one Star Wars theme, created by SrB, and available in the google drive repository, and if someone else would like to create more, it is just a matter of jumping in.

40590

Hey Johniba, is this picture current for the theme you have in the Drive? I could have sworn I updated those sidebar buttons...

srbongo
October 31st, 2020, 15:16
Edit, internet freaked out and double posted.

johniba
October 31st, 2020, 23:28
Hey Johniba, is this picture current for the theme you have in the Drive? I could have sworn I updated those sidebar buttons...

Yeah it is the latest one I have there

mossfoot
November 1st, 2020, 17:33
Rulesets define not only the rules and functions etc, but also the character sheets etc. (everything but data, which is stored in modules usually). Extensions extend and change the ruleset code. One of the things that is commonly done with extensions is to change the theme (look and feel) and the character sheet.

So what you will do to change the character sheet is to create an extension, and then set FG to load that extension when you load your campaign using this ruleset. There are several tutorials for creating extensions, on this forums, YouTube, and www.fg-con.com as well as some examples of changing character sheets for various rulesets. You'll probably want to start your own thread in the Workshop for discussing and getting help if you decide to create an extension to do this.

Auuugh! I bought Fantasy Grounds to reduce my GM workload!!! ;)

viresanimi
November 1st, 2020, 17:43
Auuugh! I bought Fantasy Grounds to reduce my GM workload!!!

It will. Massively.

johniba
November 1st, 2020, 17:52
Auuugh! I bought Fantasy Grounds to reduce my GM workload!!! ;)

With these rulesets and the databases Sevrick and other people share eventually, it will DRASTICALLY reduce workload, specially creating adventures.

And in all fairness, changing the theme of the ruleset is just a cosmetic thing, and not all that necessary to enjoy the game :)

LordEntrails
November 1st, 2020, 18:11
Auuugh! I bought Fantasy Grounds to reduce my GM workload!!! ;)
As others have said, it will. You can easily run ANY RPG just using the CoreRPG and it will help you run games at at least the same level of effort for running table top. But, it won't have a game specific theme or automation. The character sheet won't be "pretty" but it can be customized to have all the fields and dies rolls you want (again, it won't look like your game's official character sheet), but it works just fine.

If you want more than that, the MoreCore community extension has a more flexible character sheet, lots more rolls, and some automation. Then you have custom community rulesets like this one, that have the potential to have a look totally custom to the game being played and can support all sorts of automation.

In summary, look at function and capability, not appearances. Though customizing appearances can totally be done with FG (and even fairly easy, see https://fantasygrounds.com/forums/showthread.php?48071-GMW-Campaign-Toolkit-A-Theme-Builder-for-Fantasy-Grounds) its not where the program excels.

mossfoot
November 1st, 2020, 22:16
With these rulesets and the databases Sevrick and other people share eventually, it will DRASTICALLY reduce workload, specially creating adventures.

And in all fairness, changing the theme of the ruleset is just a cosmetic thing, and not all that necessary to enjoy the game :)

Oh, I know, I'm just being a whiny bitch ;) (by reducing workload, I was referring to the idea of making extensions when I'm wishing that people had already done that for me ;) )

But even with the no-longer-supported Edge of the Empire ruleset, I've been finding it a great help in GMing. Basically everything beyond what I'm currently getting is gravy... delicious delicious gravy.

johniba
November 1st, 2020, 22:33
NEW RELEASE!
Updated rulesets: Genesys and Star Wars - Compatible with Fantasy Grounds Classic and Unity

(Dont forget to download both, even if you are using only Star Wars)


Everything below applies to both rulesets: Genesys and Star Wars
Whenever something is specific to one, I will highlight that...


NEW FEATURES:

1) Vehicle Combat!

- Add one of more vehicles to the PC/NPC sheet
- Under inventory, locate the vehicle on the list, and click the "Enter Vehicle" button
This will activate the vehicle, and now you can see the vehicle sheet in the new vehicle tab
Please read "Limitations" below, for a few extra info...

Also, from the Vehicle tab in the PC/NPC sheet:
- You can roll for Vehicle control skill (it will automatically add Boost or Setback dice, according to Handling from the vehicle)
- Combat rolls from each vehicle weapon
- You can edit current Hull Trauma, and current System Strain
- Drag and drop Critical vehicle rolls
- You can Exit the vehicle, clicking the small "x" icon, on the left of the big blue "Vehicle" label...

2) Actions tab, extra feature!
- Create a new Action (click the start editing button at the bottom, then "Add Power"
- Give it a name, group, and (optional) a summary
- Right click it, and click "Add Action"
Previously only one option existed: "Add Skill Roll"
Now you can also have another one "Add Effect"
This new action is useful for adding an effect to a target, or yourself, and that Effect will show up in the combat tracker.
For now, Effects do nothing but it is still useful for tracking effects and their duration, during combat.


3) STAR WARS Ruleset: Vehicles now have Attachments....
4) STAR WARS Attachments:
Renamed database from "Item Attachments" to simply "Attachments"
Modified fields in the item attachment record, from:
Modifiers
to:
Base Modifiers
Modification Options


5) PC and NPC Skills:
- Please notice that now in order to edit skills in the PC/NPC sheet, you need to click the Edit button.
This will help with accidental clicks in the skills, adding or removing skill ranks
Also, raised maximum skill rank from 5 to 10....
Although the rules limit players to a maximum of 5, I have released this value up to 10 for GMs that want to house rule, or in situations where a special npc would have a higher rank in a skill

FIXES:
- Rolled dice results are prettier in the chat window. It now displays the character Icon, and also has a nicer frame around.
- PC/NPC no longer need to "equip" a weapon from the inventory, for it to show up in the combat tab.
- Several other small fixes (sorry cant remember them now)


Limitations:
These will be fixed soon....

1)
Cannot drag damage (damage results from chat window, for example "[Damage: 7]" into the vehicles.
Dragging damage this way will apply it to the character, instead
I will do something about this later...

2) In the PC/NPC tab for Vehicle, you can edit directly "Hull Trauma Current", and "System Strain Current", but you CANNOT edit, delete the lists (Weapons, Attachments, Critical Damage)
To do so, locate the Vehicle under Inventory, open the Vehicle link, and edit from there.
Again, I will work on this later.

3) PCs cannot yet share their vehicles, but the foundation in the code is ready! I will be updating this in a few days...
I will soon allow multicrew for players, and also Party Vehicles, which are always available to all players...

4) I still need to update the combat tracker to show up a line under the PC/NPC with stats on their current vehicle... this will come soon...




Download both rulesets from the link:
https://drive.google.com/drive/folders/1UNyE7f7qbI5It8cCHmoEoWSoSeVhWxR-?usp=sharing

sevrick
November 1st, 2020, 22:49
NEW RELEASE!
Updated rulesets: Genesys and Star Wars - Compatible with Fantasy Grounds Classic and Unity

(Dont forget to download both, even if you are using only Star Wars)


Everything below applies to both rulesets: Genesys and Star Wars
Whenever something is specific to one, I will highlight that...


NEW FEATURES:

1) Vehicle Combat!

- Add one of more vehicles to the PC/NPC sheet
- Under inventory, locate the vehicle on the list, and click the "Enter Vehicle" button
This will activate the vehicle, and now you can see the vehicle sheet in the new vehicle tab
Please read "Limitations" below, for a few extra info...

Also, from the Vehicle tab in the PC/NPC sheet:
- You can roll for Vehicle control skill (it will automatically add Boost or Setback dice, according to Handling from the vehicle)
- Combat rolls from each vehicle weapon
- You can edit current Hull Trauma, and current System Strain
- Drag and drop Critical vehicle rolls
- You can Exit the vehicle, clicking the small "x" icon, on the left of the big blue "Vehicle" label...

2) Actions tab, extra feature!
- Create a new Action (click the start editing button at the bottom, then "Add Power"
- Give it a name, group, and (optional) a summary
- Right click it, and click "Add Action"
Previously only one option existed: "Add Skill Roll"
Now you can also have another one "Add Effect"
This new action is useful for adding an effect to a target, or yourself, and that Effect will show up in the combat tracker.
For now, Effects do nothing but it is still useful for tracking effects and their duration, during combat.


3) STAR WARS Ruleset: Vehicles now have Attachments....
4) STAR WARS Attachments:
Renamed database from "Item Attachments" to simply "Attachments"
Modified fields in the item attachment record, from:
Modifiers
to:
Base Modifiers
Modification Options


5) PC and NPC Skills:
- Please notice that now in order to edit skills in the PC/NPC sheet, you need to click the Edit button.
This will help with accidental clicks in the skills, adding or removing skill ranks
Also, raised maximum skill rank from 5 to 10....
Although the rules limit players to a maximum of 5, I have released this value up to 10 for GMs that want to house rule, or in situations where a special npc would have a higher rank in a skill

FIXES:
- Rolled dice results are prettier in the chat window. It now displays the character Icon, and also has a nicer frame around.
- PC/NPC no longer need to "equip" a weapon from the inventory, for it to show up in the combat tab.
- Several other small fixes (sorry cant remember them now)


Limitations:
These will be fixed soon....

1)
Cannot drag damage (damage results from chat window, for example "[Damage: 7]" into the vehicles.
Dragging damage this way will apply it to the character, instead
I will do something about this later...

2) In the PC/NPC tab for Vehicle, you can edit directly "Hull Trauma Current", and "System Strain Current", but you CANNOT edit, delete the lists (Weapons, Attachments, Critical Damage)
To do so, locate the Vehicle under Inventory, open the Vehicle link, and edit from there.
Again, I will work on this later.

3) PCs cannot yet share their vehicles, but the foundation in the code is ready! I will be updating this in a few days...
I will soon allow multicrew for players, and also Party Vehicles, which are always available to all players...

4) I still need to update the combat tracker to show up a line under the PC/NPC with stats on their current vehicle... this will come soon...




Download both rulesets from the link:
https://drive.google.com/drive/folders/1UNyE7f7qbI5It8cCHmoEoWSoSeVhWxR-?usp=sharing

Can't wait to try this out. I am good to add vehicles to the library?

Edit: I noticed the Defense Zones still were not separated. I assume we need that worked out before I enter the Libraries.

johniba
November 1st, 2020, 22:52
Can't wait to try this out. I am good to add vehicles to the library?

Oh for Star Wars, gimme another day.
I will update tomorrow the part where it has 4 slots for defense, ok?

sevrick
November 2nd, 2020, 00:13
Oh for Star Wars, gimme another day.
I will update tomorrow the part where it has 4 slots for defense, ok?

Sounds good.

johniba
November 2nd, 2020, 01:26
Sounds good.

Hey Sevrick!

Actually, I just managed to finish the vehicle stats! Please have a look, and I think it is ok, but if you spot an error lemme know
If it looks ok, you can start creating those vehicles!

Just redownload the star wars ruleset, and you are all set

40680

sevrick
November 2nd, 2020, 02:55
Hey Sevrick!

Actually, I just managed to finish the vehicle stats! Please have a look, and I think it is ok, but if you spot an error lemme know
If it looks ok, you can start creating those vehicles!

Just redownload the star wars ruleset, and you are all set

40680

Awesome I will look it over tomarrow.

Pepor
November 2nd, 2020, 08:33
Nice job! Thanks!

viresanimi
November 2nd, 2020, 11:30
Great update!

This is all for Star Wars:

I got a question regarding careers and career specializations before I go nuts and convert my module from the old ruleset to this fantastic new one. I can of course find a way to write the career specializations in - would probably simply make it a special ability since that is a copy on the character which the career isn't (which I still think is an issue, but that is just me). However, if there are plans to make something for the career specializations, specifically the talent tree's, I would really like to know. I would hate to spend a few days typing it in, if there is something awesome in the pipeline.

I can't remember if I suggested this before: Why not have the various roll initiative buttons placed next to the "Next actor" button, on the combat tracker. Seems like that could be more convenient. By the way... do they work, or am I doing something wrong and I need to look deeper into it?

Regarding the skill list, it is great to see, that there is able room to go nuts with skill levels, if the game master feels the need for that. Personally I find the list to be a bit of a pain, since it is frankly very long. I find that I spend a lot of time scrolling, searching for skills.
I would just go for numbers instead of pips. The characteristics are in numbers, so... And the horizontal space saved could really be used for a second column. That would save a lot of time searching for skills.

Just my take on it.

Anyways. I'll go work on my own module now. Seems like this puppy is ready for some serious gaming, and thank you for that!


Vires Animi


P.S.: A suggestion for Genesys: Under the Talents banner, why not have 5 number fields, one for each tier of talent. So whenever you add a talent to a tier, you can just adjust the number. That way it is easy to keep track of how many talents you have bought for each tier.

sevrick
November 2nd, 2020, 11:45
I really like the look of the vehicles graphics. I noticed missing boxes on vehicles. I thought I would show a layout order that would be good for data entry as well as show missing boxes.


"Type" Could be changed to "Vehicle Type/Model" to mach the books.
Manufacturer
Maximum Altitude
Hyperdrive
Navicomputer
Sensor Range
Crew/Ship's Complement
Encumbrance Capacity
Passenger Capacity
Consumables
Cost
Rarity
Hard Points
Control Skill


The reason I put "Control Skill" at the bottom is it seems they way the books are displayed is more fluff stats toward the top and more important stats toward the bottom.

On the Defense Zone side of things a "-" should be allowed to be entered for ships that can't have shields in that slot.

One last thing were you still planning to have inventories for the ships, so we could move our gear to them to track?

Let me know what you think. Keep up the awesome work.

sevrick
November 2nd, 2020, 12:01
Also to any moderators out there I am confused as to where the line is for uploading things. I know full on descriptions are prohibited. Does that mean I should leave out the Base modifiers on attachments? If so does that mean I should leave off the Modification Options?

johniba
November 2nd, 2020, 12:49
I really like the look of the vehicles graphics. I noticed missing boxes on vehicles. I thought I would show a layout order that would be good for data entry as well as show missing boxes.


"Type" Could be changed to "Vehicle Type/Model" to mach the books.
Manufacturer
Maximum Altitude
Hyperdrive
Navicomputer
Sensor Range
Crew/Ship's Complement
Encumbrance Capacity
Passenger Capacity
Consumables
Cost
Rarity
Hard Points
Control Skill


The reason I put "Control Skill" at the bottom is it seems they way the books are displayed is more fluff stats toward the top and more important stats toward the bottom.

On the Defense Zone side of things a "-" should be allowed to be entered for ships that can't have shields in that slot.

One last thing were you still planning to have inventories for the ships, so we could move our gear to them to track?

Let me know what you think. Keep up the awesome work.

I will make a quick update on those, I think I can finish it today

Saeval
November 2nd, 2020, 13:47
This all looks amazing and I'm super excited to test this. Our group has decided to run a Star Wars game soon so I'm going over all the details. Some suggestions I would like to put forward for quality of life improvements and such.

- The skill list is pretty big and I love the pips so is it possible to add a tab on the character sheet just for skills to reduce scrolling needed?
- If so then we can use the extra space on the main page to have a dedicated area to fill in Duty, Obligation, or Morality and a place to track the score (and ranks above 100 for Duty). Any specializations we have or extras we purchased, as well as some other important campaign info like that might be used like party characters names or something.
- The notes section would be nice if we had some lines specifically to organize certain things every character would need like description (height, weight, so on) and a short summary of our motivations and/or obligations just so it's not a wall of text on the notes tab and easier to organize.

It's nice as a GM having a standard format character sheet to find the information for a character you're looking for or even explaining to newer players where to put some important information. Down the line we might even be able to get some of those parts of the character sheet linked to a tab on the Party sheet to easily reference Duty scores and Obligation scores for everyone so the GM can easily make the chart and roll for activation at the beginning of each session.

You guys have done amazing work on these rulesets and I want to help any way I can with feedback and ideas, keep up the great work guys,

johniba
November 2nd, 2020, 14:14
This all looks amazing and I'm super excited to test this. Our group has decided to run a Star Wars game soon so I'm going over all the details. Some suggestions I would like to put forward for quality of life improvements and such.

- The skill list is pretty big and I love the pips so is it possible to add a tab on the character sheet just for skills to reduce scrolling needed?
- If so then we can use the extra space on the main page to have a dedicated area to fill in Duty, Obligation, or Morality and a place to track the score (and ranks above 100 for Duty). Any specializations we have or extras we purchased, as well as some other important campaign info like that might be used like party characters names or something.
- The notes section would be nice if we had some lines specifically to organize certain things every character would need like description (height, weight, so on) and a short summary of our motivations and/or obligations just so it's not a wall of text on the notes tab and easier to organize.

It's nice as a GM having a standard format character sheet to find the information for a character you're looking for or even explaining to newer players where to put some important information. Down the line we might even be able to get some of those parts of the character sheet linked to a tab on the Party sheet to easily reference Duty scores and Obligation scores for everyone so the GM can easily make the chart and roll for activation at the beginning of each session.

You guys have done amazing work on these rulesets and I want to help any way I can with feedback and ideas, keep up the great work guys,


Hi Saeval,

Those are all great suggestions, I will write them down and see what I can do

EDIT: Actually I was about to work on adding duty, obligation, morality already, but i was going to put those in another different tab.
I used to have a skills tab, but removed. Now after your message, I see it will surely be a lot better to add that... and put duty, obligation, etca on the first tab

I will work on your suggestions today, so soon it will be available :)

Vhett
November 2nd, 2020, 17:15
Hey where can I get the modules for Star Wars?

viresanimi
November 2nd, 2020, 17:23
By the way. I discovered that when I copied text from my old ruleset module to the new one I am working on, it remembered all those special dice and other symbols. I was afraid had to replace them all. That is sooooo great!

Since you're moving the skills to a tab of its own, which may be a very smart idea, will you then make room for Chareer Specializations on the front page then? Remember, that in Star Wars, you have have more of those, unlike the base Career itself. Very eager to hear how career specializations will be handled!

sevrick
November 2nd, 2020, 18:30
Hey where can I get the modules for Star Wars?

I am working on them right now. I will add them to the cloud as soon as I get the vehicles in. Shouldn't be long. I plan on releasing the Core Rulebooks 1st, then alternate supplements from each core line.

Vhett
November 2nd, 2020, 20:22
I am working on them right now. I will add them to the cloud as soon as I get the vehicles in. Shouldn't be long. I plan on releasing the Core Rulebooks 1st, then alternate supplements from each core line.

Thanks! Will most definetly use it then!

johniba
November 2nd, 2020, 22:15
By the way. I discovered that when I copied text from my old ruleset module to the new one I am working on, it remembered all those special dice and other symbols. I was afraid had to replace them all. That is sooooo great!

Since you're moving the skills to a tab of its own, which may be a very smart idea, will you then make room for Chareer Specializations on the front page then? Remember, that in Star Wars, you have have more of those, unlike the base Career itself. Very eager to hear how career specializations will be handled!


Oh yes for sure, next step is adding those missing info from Star Wars, like specializations, force rate, obligation etca..

Later on, I will revamp the talents and specializations, adding threes :) (I have some fantastic ideas!)

johniba
November 2nd, 2020, 22:16
I am working on them right now. I will add them to the cloud as soon as I get the vehicles in. Shouldn't be long. I plan on releasing the Core Rulebooks 1st, then alternate supplements from each core line.

Hey Sevrick! Good timing... you can download the new version (Please download both Genesys.pak and StarWarsFFG.pak

I have added the missing vehicles fields, and also made a way to mark defense slots as disabled (notice the small checkboxes)

johniba
November 2nd, 2020, 22:23
NEW RELEASE!!!!
Fixes for both Genesys and Star Wars:

Please download BOTH rulesets (Genesys.pak and StarWarsFFG.pak


FIXES:
1 - GENESYS/STAR WARS: Small fixes to PC/NPC active vehicle (some fields were being linked to the incorrect database node, no big deal, but I wanted to keep things organized)

- STAR WARS:
1 - Vehicle sheet:
- Added missing fields, and also reorganized them to be displayed in the same order as in the books.
- Defense Slots: you can now Disable some defense slots, for those vehicles that do not have all four. To do so, it is very simple: just check/uncheck the small checkbox beside the respective slot...

2- Skills when populated to PC and NPC Sheets did not have proper category. Fixed now.
Unfortunatelly in order to fix this in existing PCs/NPCs, the easiest way is to delete all skills from the sheet, and restart FG.
It will recreate all skills with correct classification
Another option is to edit the skills, and add the categories in each one by hand...
You could also keep as is, as it does not affect gameplay, only visually in the character/npc skill list :(

40691
40692

Download both rulesets from the link below:
https://drive.google.com/drive/folders/1UNyE7f7qbI5It8cCHmoEoWSoSeVhWxR-?usp=sharing

johniba
November 2nd, 2020, 22:24
Hey Sevrick

Today I noticed an issue in the Star Wars ruleset, that made all skills in the sheet to not have proper Categories

Did you already create npcs in your module?
If yes, send me a copy and I will find out a way to fix the file... Sorry about it
The other way would be to delete all skills from all existing npcs/pcs, close and reopen FG... it will rebuild the skills... but I hope you dont need to do this....

johniba
November 2nd, 2020, 22:40
Great update!

This is all for Star Wars:

I got a question regarding careers and career specializations before I go nuts and convert my module from the old ruleset to this fantastic new one. I can of course find a way to write the career specializations in - would probably simply make it a special ability since that is a copy on the character which the career isn't (which I still think is an issue, but that is just me). However, if there are plans to make something for the career specializations, specifically the talent tree's, I would really like to know. I would hate to spend a few days typing it in, if there is something awesome in the pipeline.

I can't remember if I suggested this before: Why not have the various roll initiative buttons placed next to the "Next actor" button, on the combat tracker. Seems like that could be more convenient. By the way... do they work, or am I doing something wrong and I need to look deeper into it?

Regarding the skill list, it is great to see, that there is able room to go nuts with skill levels, if the game master feels the need for that. Personally I find the list to be a bit of a pain, since it is frankly very long. I find that I spend a lot of time scrolling, searching for skills.
I would just go for numbers instead of pips. The characteristics are in numbers, so... And the horizontal space saved could really be used for a second column. That would save a lot of time searching for skills.

Just my take on it.

Anyways. I'll go work on my own module now. Seems like this puppy is ready for some serious gaming, and thank you for that!


Vires Animi


P.S.: A suggestion for Genesys: Under the Talents banner, why not have 5 number fields, one for each tier of talent. So whenever you add a talent to a tier, you can just adjust the number. That way it is easy to keep track of how many talents you have bought for each tier.

Hey viresamiri, sorry forgot to reply earlier...

1) Career / specializations: definitelly do not start anything big right now.
If you need to input data, I would say just add some temporary info so it can be useful playing..
I will now rework the skills tab, and start adding missing Star Wars features.

I will soon start working on the talent and spec trees! They will have their own databases, and I want to make the experience nice, with actual trees :)

2) Initiative buttons: I will definitelly do that, and I did not forget about it. I actually have it listed in my todo list, on github :)

3) When I update the skills tab, I believe it will be a LOT better. Here is a quick spoiler:
I will actually go back to having a small number box to add the skill rank, and I will also list the preview dice of what you will roll (like you see in some community created character sheets
This will solve the problem of the large list, and also it will be much better in the eyes....

I will also try to see if I can again show skills separate by categories, in different columns

4) Talents... I will actually rework how we see that. I really want to improve the experience, maybe make the characters see the Talent Tree, and create / drag and drop talents there... and then the talent list in the character sheet would show them in a simple way, similar to what we have now....
I will start working on this soon :)



The more I work with these rulesets, the more i learn...
The vehicle feature is still missing small things (i want the vehicle to list under the actors in the combat tracker, and maybe a way to choose wheter you see the character, or the vehicle token in the map), but the things i did in the code I am actually very proud to have managed.
I am very excited to work on the talent and spec trees :)

viresanimi
November 2nd, 2020, 23:10
All that stuff sounds great. Can't wait.

sevrick
November 2nd, 2020, 23:22
This looks sweet. Some very small things to note.


Not a big deal right now but "Encumbrance Capacity" should go in between "Crew/Ship's Comp. and "Passenger Cap." Also "Consumables" should go in between "Passenger Capacity" and "Cost". It does make for faster data entry as I can just go down the line as I look at the ships stats.
When You enter and exit a vehicle it just says Entered and Exited Vehicle. If you plan on having it say in the chat when you exit or enter a vehicle you could have the characters name before it says Entered or Exited.
Vehicle attachment is missing a place to add "Compatible Silhouettes" for weapons.
I understand it may be a while but are you going to add inventories to the ships?


Some times I think I may come off a bit crazy at times but I tend to see small details. You are doing an great job.:) Any how I should be able to start the vehicle libraries with what I have. Although I might hold off adding weapons to vehicles until the "Compatible Silhouettes" for weapons can be added.

As far as the NPCs, Yes I will have to send you them. Do you just need the db.xml file or the whole campaign folder?

johniba
November 3rd, 2020, 00:08
This looks sweet. Some very small things to note.


Not a big deal right now but "Encumbrance Capacity" should go in between "Crew/Ship's Comp. and "Passenger Cap." Also "Consumables" should go in between "Passenger Capacity" and "Cost". It does make for faster data entry as I can just go down the line as I look at the ships stats.
When You enter and exit a vehicle it just says Entered and Exited Vehicle. If you plan on having it say in the chat when you exit or enter a vehicle you could have the characters name before it says Entered or Exited.
Vehicle attachment is missing a place to add "Compatible Silhouettes" for weapons.
I understand it may be a while but are you going to add inventories to the ships?


Some times I think I may come off a bit crazy at times but I tend to see small details. You are doing an great job.:) Any how I should be able to start the vehicle libraries with what I have. Although I might hold off adding weapons to vehicles until the "Compatible Silhouettes" for weapons can be added.

As far as the NPCs, Yes I will have to send you them. Do you just need the db.xml file or the whole campaign folder?


Not sure, maybe send campaign folder...

I will fix those things you mentioned tomorrow

sevrick
November 3rd, 2020, 01:40
One more thing to the list. The vehicles Encumbrance Capacity needs to expand the field of what can be entered. For instance The Lambda Class Shuttle Says: "200 (without passengers)".

sevrick
November 3rd, 2020, 12:04
Here is the Campaign Folder.

johniba
November 3rd, 2020, 13:05
Here is the Campaign Folder.

Alright, let me look into it and see how i can fix it quickly and i will send back to you

I will also work on the issues you reported in the previous replies

johniba
November 3rd, 2020, 17:01
Sevrick

I have fixed the npcs
Here is the zip file.

I am working on those things you mentioned, I have some questions:

- I changed order for "Encumbrance Capacity" field, and will upload when the other items are fixed too


- The "enter/exit" message for when entering or exiting a vehicle... I added this to my work in progress, will work on it later


- Vehicle attachment is missing a place to add "Compatible Silhouettes" for weapons.
What is the exact name of this field? I cant find in the EoTE book
Do you mean attachments is missing a field, or weapons?


- Adding inventory to vehicles will come soon too



- One more thing to the list. The vehicles Encumbrance Capacity needs to expand the field of what can be entered. For instance The Lambda Class Shuttle Says: "200 (without passengers)".

sevrick
November 3rd, 2020, 18:27
On page 271 of the Edge of the Empire Core Rulebook it actualy says "Size that can Mount it" I figured that might be too wordy and called it "Compatable Silhouettes".

johniba
November 3rd, 2020, 19:00
On page 271 of the Edge of the Empire Core Rulebook it actualy says "Size that can Mount it" I figured that might be too wordy and called it "Compatable Silhouettes".

ah ha, thanks.... i will add that...
what position in the window, you think?

sevrick
November 3rd, 2020, 19:19
ah ha, thanks.... i will add that...
what position in the window, you think?

Maybe just after price and Rarity. I am work right now so I cant realy see.

Edit: Yeah looks good to go after Rarity.

sevrick
November 3rd, 2020, 22:15
I did have a question why was the equipped, Carried status on equipment changed.

I would think that Equipped would be the weapons you want to show up as they are used frequently and the carried would be weapons you don't intend on using. For example looting blasters to sell later. As it is right now Equiped and carried show up on the combat sheet. I was just curious as to why this was changed.

johniba
November 3rd, 2020, 22:51
I did have a question why was the equipped, Carried status on equipment changed.

I would think that Equipped would be the weapons you want to show up as they are used frequently and the carried would be weapons you don't intend on using. For example looting blasters to sell later. As it is right now Equiped and carried show up on the combat sheet. I was just curious as to why this was changed.

I did it as a test. I wanted to see the impact of having all weapons available.
What do you think?
Think it is better the other way we had before? It is easy for me to turn that back on

Saeval
November 3rd, 2020, 22:55
I did it as a test. I wanted to see the impact of having all weapons available.
What do you think?
Think it is better the other way we had before? It is easy for me to turn that back on

I prefer being able to toggle equipped and carried so only the equipped weapons show up on the combat tab and carried still applies to encumbrance but that’s just me. It’s not that big a deal to me either way because it’s a minor issue

sevrick
November 3rd, 2020, 23:25
I prefer being able to toggle equipped and carried so only the equipped weapons show up on the combat tab and carried still applies to encumbrance but that’s just me. It’s not that big a deal to me either way because it’s a minor issue

I agree. Sometimes you don't want to see weapons you carry in the combat tracker.

johniba
November 3rd, 2020, 23:46
Sevrick.

I have fixed a few things, please redownload both rulesets.

Here is what i did in the star wars ruleset:

- I changed order for "Encumbrance Capacity"
- added a text field to the right of encumbrance, so you can add notes (like in the example of the lambda shuttle "(without passengers)") -- this way i keep encumbrance as a number, so in the future the ruleset has an easy way to warn when over encumbrance...
- Added to vehicle weapons: "Compatible Silhouettes"

P.S.: Weapons again need to be equiped, to show up in the combat tab

sevrick
November 4th, 2020, 00:20
Sevrick.

I have fixed a few things, please redownload both rulesets.

Here is what i did in the star wars ruleset:

- I changed order for "Encumbrance Capacity"
- added a text field to the right of encumbrance, so you can add notes (like in the example of the lambda shuttle "(without passengers)") -- this way i keep encumbrance as a number, so in the future the ruleset has an easy way to warn when over encumbrance...
- Added to vehicle weapons: "Compatible Silhouettes"

P.S.: Weapons again need to be equipped, to show up in the combat tab

Thanks this is awesome. It will definitely give me a lot to work on.

Edit: lol you are going to hate me. The Consumables still need to be moved after Passenger Capacity.;)

johniba
November 4th, 2020, 17:34
Thanks this is awesome. It will definitely give me a lot to work on.

Edit: lol you are going to hate me. The Consumables still need to be moved after Passenger Capacity.;)

LOL No problem... I will move it and let you know

EDIT: Done! You can just redownload the rulesets

sevrick
November 4th, 2020, 18:29
LOL No problem... I will move it and let you know

EDIT: Done! You can just redownload the rulesets

Awesome. I took off work today so I will be able to upload the Edge of the Empire Library today. Just finishing up the vehicles.

sevrick
November 4th, 2020, 19:38
Crap I just got to the Capital ships and noticed a missing Category. We need a "Starfighter Complement" to be placed right after "Ship's Complement", and "Vehicle Complement" after "Starfighter Complement". So basicly like this:

Order
Crew/Ship's Comp
Starfighter Complement
Vehicle Complement
Encumbrance Capacity

There is one more category that is introduced into Age of Rebellion, that being "Massive" This falls under a section called "Additional Rules". I realized that this category in it's self.

So I think you could do 1 of 2 things:
1st just add "Additional Rules" category just above the Main Description.
2nd You could just lump "Additional Rules as part of the Main Description."

Either way it doesn't matter to me.

sevrick
November 4th, 2020, 20:46
The Edge of the Empire Core Rulebook library is done and uploaded. I created a Folder called Libraries. You can just download the module in here like normal. If you want a long term solution to your libraries I have made another folder in there that has the Campaign folders. I have add instructions on how to add your own descriptions. Let me know if you have any questions.

Vhett
November 4th, 2020, 22:35
The Edge of the Empire Core Rulebook library is done and uploaded. I created a Folder called Libraries. You can just download the module in here like normal. If you want a long term solution to your libraries I have made another folder in there that has the Campaign folders. I have add instructions on how to add your own descriptions. Let me know if you have any questions.

That's awesome! Thank you for the work you guys are putting into this!

sevrick
November 4th, 2020, 23:12
I just thought of something. The campaign folder is a good idea only after I am completely done with the Libraries for that one. Otherwise with a new update it would overwrite all your changes. For now I will remove it to avoid confusion and headaches later for people updating not realizing it will over right there work.

When I feel there will be no more updates on a library I might consider uploading it again.

sevrick
November 4th, 2020, 23:57
Is there a way to add the ability to format the text in the "Modification Options" entry. I just think the weapon mods look neater in bullet format. There maybe others but for now that is the one I noticed.

johniba
November 5th, 2020, 04:03
Is there a way to add the ability to format the text in the "Modification Options" entry. I just think the weapon mods look neater in bullet format. There maybe others but for now that is the one I noticed.

Yes
I just updated that field, but you will have to edit the xml file to change the format in the existing records, like that one time you did before.


So for example:



<modification_options type="string">Text here</modification_options>

to:

<modification_options type="formattedtext"><p>Text here</p></modification_options>



So to fix your records, do a copy and replace all:



from:
<modification_options type="string">
to:
<modification_options type="formattedtext"><p>

And:

from:
</modification_options>
to:
</p></modification_options>

sevrick
November 5th, 2020, 11:24
Hmm that didn't work. I got this error.
Ruleset Error: windowcontrol: Database type mismatch for control (modification_options) in windowclass (item_attachment_main)

and the modification options are now overlaping the hard points required. I have rolled back the changes for now.

Also what about those new categories I mentioned in a previous post?

johniba
November 5th, 2020, 11:49
Hmm that didn't work. I got this error.
Ruleset Error: windowcontrol: Database type mismatch for control (modification_options) in windowclass (item_attachment_main)

and the modification options are now overlaping the hard points required. I have rolled back the changes for now.

Also what about those new categories I mentioned in a previous post?


I will add the missing fields today
If you send me your files again, i can fix it

sevrick
November 5th, 2020, 11:53
I will add the missing fields today
If you send me your files again, i can fix it

I just figured it out. Thanks

sevrick
November 5th, 2020, 12:26
Base Modifiers are not recognizing the star wars symbol syntax.

Also..
I noticed a missing Category. We need a "Starfighter Complement" to be placed right after "Ship's Complement", and "Vehicle Complement" after "Starfighter Complement". So basicly like this:

Order
Crew/Ship's Comp
Starfighter Complement
Vehicle Complement
Encumbrance Capacity

There is one more category that is introduced into Age of Rebellion, that being "Massive" This falls under a section called "Additional Rules". I realized that this category in it's self.

So I think you could do 1 of 2 things:
1st just add "Additional Rules" category just above the Main Description.
2nd You could just lump "Additional Rules as part of the Main Description."

Either way it doesn't matter to me.

johniba
November 5th, 2020, 16:24
Base Modifiers are not recognizing the star wars symbol syntax.

Also..
I noticed a missing Category. We need a "Starfighter Complement" to be placed right after "Ship's Complement", and "Vehicle Complement" after "Starfighter Complement". So basicly like this:

Order
Crew/Ship's Comp
Starfighter Complement
Vehicle Complement
Encumbrance Capacity

There is one more category that is introduced into Age of Rebellion, that being "Massive" This falls under a section called "Additional Rules". I realized that this category in it's self.

So I think you could do 1 of 2 things:
1st just add "Additional Rules" category just above the Main Description.
2nd You could just lump "Additional Rules as part of the Main Description."

Either way it doesn't matter to me.

- I have fixed the issue with "Base Modifiers"... actually now, ALL text fields accept that Genesys/Star Wars code substitution.
Also: you will notice now that when you "enter" a field containing text with special genesys/star wars code, it will temporarily revert back to the "[]/()" codes. I thought this feature would be nice to re-edit text, let me know what you think :)

- I have added "Starfighter Complement"

Regarding the Vehicle Complement:
In my opinion this is getting redundant. We already have a Crew/Ship complement, and no vehicle will have more than one field for this.
So I would say, use that field for crew or complement.
In case there are issues in the future, we can re-evaluate this.

- I have added the "Additional rules" field. Please fill these just like you would do with the weapon specials, meaning, for example type "Massive 1", and do not add extra descriptions.
For now people will have to either remember what each of these powers/rules mean, or use a Summary sheet or something, but in the future, I will make these fields work automatically, adding and removing dice etca...

You can redownload both rulesets....

viresanimi
November 5th, 2020, 17:55
Suggestion for the Star Wars ruleset:

On the Species sheet: Move the "Special Abilities" above the text field, so you have all the rules relevant data at the top. If there is a lot of text, the special abilities can be buried far down...

Just a thought.

sevrick
November 5th, 2020, 19:17
So here is how I have broken down the information.

Crew and ships complement are never used together or is either one or the other.

Crew is used to reference planetary vehicles and ships compliment is used for space vehicles. Both refer to the amount of people it can hold.

Starfighter Compliment is what type of space vehicles are stored on it.

Vehicle Compliment is what type of planetary vehicles are stored on it.

A good chunk of capital ships have all 3 categories seperate, such as the Imperial I-Class Star Destroyer on page 281 of the Age of Rebellion Core Rulebook. From the books they seperate all 3 categories.

I suppose you could rename starfighter comp to Starfighter/Vehicle comp and just combinde the 2 entries into one big one.

If you were to add both categories seperate, they there if you want them and if you don't, It doesn't show up saving space.

Still I will leave it up to you.:)

johniba
November 5th, 2020, 20:58
So here is how I have broken down the information.

Crew and ships complement are never used together or is either one or the other.

Crew is used to reference planetary vehicles and ships compliment is used for space vehicles. Both refer to the amount of people it can hold.

Starfighter Compliment is what type of space vehicles are stored on it.

Vehicle Compliment is what type of planetary vehicles are stored on it.

A good chunk of capital ships have all 3 categories seperate, such as the Imperial I-Class Star Destroyer on page 281 of the Age of Rebellion Core Rulebook. From the books they seperate all 3 categories.

I suppose you could rename starfighter comp to Starfighter/Vehicle comp and just combinde the 2 entries into one big one.

If you were to add both categories seperate, they there if you want them and if you don't, It doesn't show up saving space.

Still I will leave it up to you.:)

No, it makes sense now

I didnt find Vehicle Compliment and thought it was the same...

I will add that, and change the species order

johniba
November 5th, 2020, 22:29
I have added "Vehicle Complement", to the vehicle sheet, and in the Species sheet, changed the order as suggested...

You guys can download the new version...

I know the vehicle sheet in the character tab is looking too long, and I will see what I can do about it soon.
Also, the skills tab is back, but it will not remain that way. I will make it look better, with categories in different columns, and i will also add more fields in the main tab soon

sevrick
November 5th, 2020, 22:57
I have edited the Marauder-Class Assault Corvette and Nebulon-B Escort Frigate to now have a starfighter compliment.

sevrick
November 5th, 2020, 23:44
So this isn't as important but I was wondering is it an easy fix to allow for links to be added to a text box. For example I am filling out the Under-barrel Flame Projector. With it stats are given for the weapon it adds and I thought it would be cool if I just made the weapon in the library and add the link to in the Base Modifiers section.

I can wait for this. I was just wondering if it was a quick fix or more is required.

mossfoot
November 6th, 2020, 00:45
Man, I'm loving what I'm hearing about this. Seems like there will be a lot of features not currently available. Hopefully someone will set up a tutorial to walk noobs through the process ;)

johniba
November 6th, 2020, 03:10
Man, I'm loving what I'm hearing about this. Seems like there will be a lot of features not currently available. Hopefully someone will set up a tutorial to walk noobs through the process ;)

Yes

I am actually researching the rulebooks now, and writing down how to design a few missing things
So here is my imediate development, the one i will work in the next days:

- revamp the skills window (separate in columns/categories etca)
- create missing fields for star wars
- create obligation system (character, group, GM party sheet control and obligation rolls, etca)
- add some extra features in combat tracker (like show vehicles, add vehicle tokens both to vehicle sheet AND combat tracker....)

After I at least add missing stuff, i will record a tutorial video on how to use.

And after that, of course, continue to improve, because i want to make a really nice ruleset, and my future plans are:
- character builder that actually calculates xp...
- specializations trees
...

johniba
November 6th, 2020, 03:12
So this isn't as important but I was wondering is it an easy fix to allow for links to be added to a text box. For example I am filling out the Under-barrel Flame Projector. With it stats are given for the weapon it adds and I thought it would be cool if I just made the weapon in the library and add the link to in the Base Modifiers section.

I can wait for this. I was just wondering if it was a quick fix or more is required.

Can you tell me the book and page? I want to have a look
Normal text boxes cannot have links, only formatted ones, but i wanna make sure this is the best way, or if we can come up with a temporary way, before i add automations for that.

sevrick
November 6th, 2020, 04:04
Can you tell me the book and page? I want to have a look
Normal text boxes cannot have links, only formatted ones, but i wanna make sure this is the best way, or if we can come up with a temporary way, before i add automations for that.

Edge of the Empire core rulebook pg. 192.

I have been putting off mentioning somthing but I thought I better just incase fixing it may require re entering some libraries.
When entering [D] to get the difficulty symbol after it is done and the symbol appears it automatically apply spaces on each side. Is there any way to stop this from happening? I think it does this with all the symbols but the difficulty is more noticeable.

johniba
November 6th, 2020, 13:26
Edge of the Empire core rulebook pg. 192.

I have been putting off mentioning somthing but I thought I better just incase fixing it may require re entering some libraries.
When entering [D] to get the difficulty symbol after it is done and the symbol appears it automatically apply spaces on each side. Is there any way to stop this from happening? I think it does this with all the symbols but the difficulty is more noticeable.

Yes there is a way, i will have to fix the fonts, i will check that

Elvedui
November 6th, 2020, 16:32
i found the libraries...it should probably be described in the original post. Any idea when the other libraries will be completed realizing this is not someones full time job. Also, it seems that when i pull a species over the the character sheet it doesn't autopopulate the stats or skills?

johniba
November 6th, 2020, 17:28
i found the libraries...it should probably be described in the original post. Any idea when the other libraries will be completed realizing this is not someones full time job. Also, it seems that when i pull a species over the the character sheet it doesn't autopopulate the stats or skills?

I will update the original post, with a quick guide showing what to download

Ah yes, in an update soon, it will auto populate

sevrick
November 6th, 2020, 18:29
i found the libraries...it should probably be described in the original post. Any idea when the other libraries will be completed realizing this is not someones full time job. Also, it seems that when i pull a species over the the character sheet it doesn't autopopulate the stats or skills?

Yeah I made the folder thinking it would be more organized for the libraries to have their own folder.

johniba
November 6th, 2020, 18:39
I have updated the original post, with more useful info

Sevrick, please notice i have moved the Genesys libraries into a subfolder in google drive, and renamed the star wars one also.

johniba
November 6th, 2020, 21:27
Quick development status:

I have plans to revamp the skills tab, make it more appealing

I will however prioritize adding the missing features, and this weekend, I will work on adding:

Obligation, Duty, Morality, Force Rating, Force Powers
Improve the party sheet to add GM tools to monitor, and roll for the above features.

Saeval
November 6th, 2020, 21:31
I just want to say that you guys are amazing for putting so much work into this especially considering it’s not an officially licensed ruleset and all your hard work is much appreciated by the community. I’m so looking forward to playing in this ruleset and maybe even seeing some combat automation much further down the line

sevrick
November 6th, 2020, 22:26
Hey would you be able to tell me how you fixed the skills on the NPCs so I can edit my library with descriptions filled out already. I do have some programming background, so I don't think it should be too hard.

Edit: Also I am making a home brew random NPC Table for myself but I thought you all might want something like that too. Basically what I would do is make several tables like Species, Obligation, Equipment, Motivation and link them together. So with a push of 1 roll you would have an NPC.
If anyone is interested I could add it as a separate module.

johniba
November 6th, 2020, 23:23
Hey would you be able to tell me how you fixed the skills on the NPCs so I can edit my library with descriptions filled out already. I do have some programming background, so I don't think it should be too hard.
To fix the issue, you will need an editor that allows multiple cursors, like Atom

- open your db.xml file
- locate tag <npc> and cut from there, to </npc>
put that in a separate file, you will be editing that (the reason for doing this is to avoid editing the rest, with what i will explain)

Now, you can use an existing npc with correct tags, to search and replace and fix the npcs

here is an extract i did, you can use this



<skilllist>
<id-00001>
<career_skill type="number">0</career_skill>
<category type="string">General</category>
<characteristic type="string">AG</characteristic>
<name type="string">Coordination</name>
</id-00001>
<id-00002>
<career_skill type="number">0</career_skill>
<category type="string">General</category>
<characteristic type="string">CU</characteristic>
<name type="string">Skulduggery</name>
</id-00002>
<id-00003>
<career_skill type="number">0</career_skill>
<category type="string">Knowledge</category>
<characteristic type="string">IN</characteristic>
<name type="string">Knowledge (Underworld)</name>
</id-00003>
<id-00004>
<career_skill type="number">0</career_skill>
<category type="string">General</category>
<characteristic type="string">PR</characteristic>
<name type="string">Leadership</name>
</id-00004>
<id-00005>
<career_skill type="number">0</career_skill>
<category type="string">General</category>
<characteristic type="string">IN</characteristic>
<name type="string">Astrogation</name>
</id-00005>
<id-00006>
<career_skill type="number">0</career_skill>
<category type="string">General</category>
<characteristic type="string">BR</characteristic>
<name type="string">Athletics</name>
</id-00006>
<id-00007>
<career_skill type="number">0</career_skill>
<category type="string">General</category>
<characteristic type="string">AG</characteristic>
<name type="string">Piloting (Space)</name>
</id-00007>
<id-00008>
<career_skill type="number">0</career_skill>
<category type="string">General</category>
<characteristic type="string">IN</characteristic>
<name type="string">Mechanics</name>
</id-00008>
<id-00009>
<career_skill type="number">0</career_skill>
<category type="string">General</category>
<characteristic type="string">WI</characteristic>
<name type="string">Vigilance</name>
</id-00009>
<id-00010>
<career_skill type="number">0</career_skill>
<category type="string">General</category>
<characteristic type="string">IN</characteristic>
<name type="string">Computers</name>
</id-00010>
<id-00011>
<career_skill type="number">0</career_skill>
<category type="string">Combat</category>
<characteristic type="string">BR</characteristic>
<name type="string">Brawl</name>
</id-00011>
<id-00012>
<career_skill type="number">0</career_skill>
<category type="string">General</category>
<characteristic type="string">PR</characteristic>
<name type="string">Cool</name>
</id-00012>
<id-00013>
<career_skill type="number">0</career_skill>
<category type="string">General</category>
<characteristic type="string">PR</characteristic>
<name type="string">Negotiation</name>
</id-00013>
<id-00014>
<career_skill type="number">0</career_skill>
<category type="string">General</category>
<characteristic type="string">PR</characteristic>
<name type="string">Charm</name>
</id-00014>
<id-00015>
<career_skill type="number">0</career_skill>
<category type="string">General</category>
<characteristic type="string">WI</characteristic>
<name type="string">Coercion</name>
</id-00015>
<id-00016>
<career_skill type="number">0</career_skill>
<category type="string">General</category>
<characteristic type="string">IN</characteristic>
<name type="string">Medicine</name>
</id-00016>
<id-00017>
<career_skill type="number">0</career_skill>
<category type="string">General</category>
<characteristic type="string">CU</characteristic>
<name type="string">Perception</name>
</id-00017>
<id-00018>
<career_skill type="number">0</career_skill>
<category type="string">General</category>
<characteristic type="string">CU</characteristic>
<name type="string">Survival</name>
</id-00018>
<id-00019>
<career_skill type="number">0</career_skill>
<category type="string">Knowledge</category>
<characteristic type="string">IN</characteristic>
<name type="string">Knowledge (Core Worlds)</name>
</id-00019>
<id-00020>
<career_skill type="number">0</career_skill>
<category type="string">Combat</category>
<characteristic type="string">BR</characteristic>
<name type="string">Lightsaber</name>
</id-00020>
<id-00021>
<career_skill type="number">0</career_skill>
<category type="string">Knowledge</category>
<characteristic type="string">IN</characteristic>
<name type="string">Knowledge (Education)</name>
</id-00021>
<id-00022>
<career_skill type="number">0</career_skill>
<category type="string">Combat</category>
<characteristic type="string">BR</characteristic>
<name type="string">Melee</name>
</id-00022>
<id-00023>
<career_skill type="number">0</career_skill>
<category type="string">Combat</category>
<characteristic type="string">AG</characteristic>
<name type="string">Ranged (Heavy)</name>
</id-00023>
<id-00024>
<career_skill type="number">0</career_skill>
<category type="string">Knowledge</category>
<characteristic type="string">IN</characteristic>
<name type="string">Knowledge (Warfare)</name>
</id-00024>
<id-00025>
<career_skill type="number">0</career_skill>
<category type="string">Knowledge</category>
<characteristic type="string">IN</characteristic>
<name type="string">Knowledge (Xenology)</name>
</id-00025>
<id-00026>
<career_skill type="number">0</career_skill>
<category type="string">Combat</category>
<characteristic type="string">AG</characteristic>
<name type="string">Gunnery</name>
</id-00026>
<id-00027>
<career_skill type="number">0</career_skill>
<category type="string">Knowledge</category>
<characteristic type="string">IN</characteristic>
<name type="string">Knowledge (Outer Rim)</name>
</id-00027>
<id-00028>
<career_skill type="number">0</career_skill>
<category type="string">Knowledge</category>
<characteristic type="string">IN</characteristic>
<name type="string">Knowledge (Lore)</name>
</id-00028>
<id-00029>
<career_skill type="number">0</career_skill>
<category type="string">General</category>
<characteristic type="string">CU</characteristic>
<name type="string">Deception</name>
</id-00029>
<id-00030>
<career_skill type="number">0</career_skill>
<category type="string">Combat</category>
<characteristic type="string">AG</characteristic>
<name type="string">Ranged (Light)</name>
</id-00030>
<id-00031>
<career_skill type="number">0</career_skill>
<category type="string">General</category>
<characteristic type="string">CU</characteristic>
<name type="string">Streetwise</name>
</id-00031>
<id-00032>
<career_skill type="number">0</career_skill>
<category type="string">General</category>
<characteristic type="string">AG</characteristic>
<name type="string">Stealth</name>
</id-00032>
<id-00033>
<career_skill type="number">0</career_skill>
<category type="string">General</category>
<characteristic type="string">BR</characteristic>
<name type="string">Resilience</name>
</id-00033>
<id-00034>
<career_skill type="number">0</career_skill>
<category type="string">General</category>
<characteristic type="string">AG</characteristic>
<name type="string">Piloting (Planetary)</name>
</id-00034>
<id-00035>
<career_skill type="number">0</career_skill>
<category type="string">General</category>
<characteristic type="string">WI</characteristic>
<name type="string">Discipline</name>
</id-00035>
</skilllist>


The issue with the npcs is that they are missing the: "<category type="string">XXXXx</category>" tags

So now you will do this, in the file you put the npcs:

- search for a tag from one skill, for example:



<name type="string">Coordination</name>


In Atom, use "Find All"
This will actually highlight all tags at once.
Right click the file, and you will see it will have spawned one cursor in each line containing the above tag
Now, whatever you do in one cursor, will replicate to the others. Do this:

- move the cursor UP, UP
- Add a line between tags "career_skill" and "characteristic"
- paste the tag from the "example" file, with the apropriate category, for example:



<category type="string">General</category>


(continues in my next post)

johniba
November 6th, 2020, 23:24
Now what i will do is go to the top of the file, and double check, doing a normal search for the tag again:



<name type="string">Coordination</name>



And check each search to see it added it correctly

ATTENTION:
Be careful with tat "lightsaber!"
Since there is an item named lightsaber, before I edited that one, I search and replace the item light saber, renamed it to something else...
finished fixing the skills lightsaber, and later, replaced the temporary name back to lightsaber

The rest is normal

I know it looks confusing, i hope it makes sense. If it looks confusing, you could send the file to me and i can fix.

I could probably write down a script to fix that, but i thought it was quicker just to edit the file, like that.

johniba
November 6th, 2020, 23:26
Hey, I just realized, there is an easier way:

Search for:



<name type="string">Coordination</name>


Replace with:



<category type="string">General</category><name type="string">Coordination</name>


I just realized, i probably thought of doing that complicated way just to make the tags save in the same spot as the record would save when creating from the ruleset, but there is no difference.

Still, be careful with lightsaber items, rename those temporarily, first

johniba
November 6th, 2020, 23:27
I just want to say that you guys are amazing for putting so much work into this especially considering it’s not an officially licensed ruleset and all your hard work is much appreciated by the community. I’m so looking forward to playing in this ruleset and maybe even seeing some combat automation much further down the line

Thanks a lot! Yes it is hard work, but i am loving doing this, and also words like yours also help a lot

sevrick
November 7th, 2020, 00:55
So I think I got a handle on it. I had a question. In Genesys they add Social as skill type, which makes sense. This is probably because it wasn't thought of until Genesys. What would would you think about adding the Social category and add Charm, Coercion, Negotiation, Deception, and Leadership to it.

I know how to do it now so if need be I can edit the libraries myself now. If you were to change it I think it would be a simple matter of replacing General with Social in the.
Search
<category type="string">General</category><name type="string">Charm</name>
Replace
<category type="string">Social</category><name type="string">Charm</name>

johniba
November 7th, 2020, 01:01
So I think I got a handle on it. I had a question. In Genesys they add Social as skill type, which makes sense. This is probably because it wasn't thought of until Genesys. What would would you think about adding the Social category and add Charm, Coercion, Negotiation, Deception, and Leadership to it.

I know how to do it now so if need be I can edit the libraries myself now.

Do you mean on star wars?
I would like to keep it as faithful to the books as possible. So only if it is like that officially

sevrick
November 7th, 2020, 01:36
Fair enough. I am trying to make an extention for it but for some reason newly created npcs skill groups aren't changing.
I added the following to the data_common_sw.lua to this


<?xml version="1.0" encoding="iso-8859-1"?>
skilldata = {
-- GENERAL SKILLS
["Astrogation"] = {
characteristic = "IN",
description = "" , category = "General"
},
["Athletics"] = {
characteristic = "BR",
description = "" , category = "General"
},
["Computers"] = {
characteristic = "IN",
description = "" , category = "General"
},
["Cool"] = {
characteristic = "PR",
description = "" , category = "General"
},
["Coordination"] = {
characteristic = "AG",
description = "" , category = "General"
},
["Discipline"] = {
characteristic = "WI",
description = "" , category = "General"
},
["Mechanics"] = {
characteristic = "IN",
description = "" , category = "General"
},
["Medicine"] = {
characteristic = "IN",
description = "" , category = "General"
},
["Perception"] = {
characteristic = "CU",
description = "" , category = "General"
},
["Piloting (Planetary)"] = {
characteristic = "AG",
description = "" , category = "General"
},
["Piloting (Space)"] = {
characteristic = "AG",
description = "" , category = "General"
},
["Resilience"] = {
characteristic = "BR",
description = "" , category = "General"
},
["Skulduggery"] = {
characteristic = "CU",
description = "" , category = "General"
},
["Stealth"] = {
characteristic = "AG",
description = "" , category = "General"
},
["Streetwise"] = {
characteristic = "CU",
description = "" , category = "General"
},
["Survival"] = {
characteristic = "CU",
description = "" , category = "General"
},
["Vigilance"] = {
characteristic = "WI",
description = "" , category = "General"
},
-- COMBAT SKILLS
["Brawl"] = {
characteristic = "BR",
description = "" , category = "Combat"
},
["Melee"] = {
characteristic = "BR",
description = "" , category = "Combat"
},
["Ranged (Heavy)"] = {
characteristic = "AG",
description = "" , category = "Combat"
},
["Ranged (Light)"] = {
characteristic = "AG",
description = "" , category = "Combat"
},
["Gunnery"] = {
characteristic = "AG",
description = "" , category = "Combat"
},
-- KNOWLEDGE SKILLS
["Knowledge (Core Worlds)"] = {
characteristic = "IN",
description = "" , category = "Knowledge"
},
["Knowledge (Education)"] = {
characteristic = "IN",
description = "" , category = "Knowledge"
},
["Knowledge (Lore)"] = {
characteristic = "IN",
description = "" , category = "Knowledge"
},
["Knowledge (Outer Rim)"] = {
characteristic = "IN",
description = "" , category = "Knowledge"
},
["Knowledge (Underworld)"] = {
characteristic = "IN",
description = "" , category = "Knowledge"
},
["Knowledge (Xenology)"] = {
characteristic = "IN",
description = "" , category = "Knowledge"
},
--Social
["Charm"] = {
characteristic = "PR",
description = "" , category = "Social"
},
["Coercion"] = {
characteristic = "WI",
description = "" , category = "Social"
},
["Negotiation"] = {
characteristic = "PR",
description = "" , category = "Social"
},
["Deception"] = {
characteristic = "CU",
description = "" , category = "General"
},
["Leadership"] = {
characteristic = "PR",
description = "" , category = "General"
},
-- FORCE AND DESTINY
["Lightsaber"] = {
characteristic = "BR",
description = "" , category = "Combat"
},
-- AGE OF REBELLION
["Knowledge (Warfare)"] = {
characteristic = "IN",
description = "" , category = "Knowledge"
}
};


Then for the extension.xml file I added this:



<?xml version="1.0" encoding="iso-8859-1"?>

<root release = "3.0" version="3">
<properties>
<name>Star Wars Social Skill Group</name>
<version>1</version>
<author>Sevrick</author>
<description>Add the Social category to skills</description>
<loadorder>999</loadorder>

</properties>
<announcement text="Star Wars Social Skill Group by Sevrick."/>
<base>
<includefile source = "scripts/data_common_sw.lua" />
</base>
</root>

I have the correct folder structure. Not sure whats wrong.

Saeval
November 7th, 2020, 03:22
So with a push of 1 roll you would have an NPC.
If anyone is interested I could add it as a separate module.

This sounds awesome and I know would get plenty of mileage from my group

johniba
November 7th, 2020, 04:35
Fair enough. I am trying to make an extention for it but for some reason newly created npcs skill groups aren't changing.
I added the following to the data_common_sw.lua to this


<?xml version="1.0" encoding="iso-8859-1"?>
skilldata = {
-- GENERAL SKILLS
["Astrogation"] = {
characteristic = "IN",
description = "" , category = "General"
},
["Athletics"] = {
characteristic = "BR",
description = "" , category = "General"
},
["Computers"] = {
characteristic = "IN",
description = "" , category = "General"
},
["Cool"] = {
characteristic = "PR",
description = "" , category = "General"
},
["Coordination"] = {
characteristic = "AG",
description = "" , category = "General"
},
["Discipline"] = {
characteristic = "WI",
description = "" , category = "General"
},
["Mechanics"] = {
characteristic = "IN",
description = "" , category = "General"
},
["Medicine"] = {
characteristic = "IN",
description = "" , category = "General"
},
["Perception"] = {
characteristic = "CU",
description = "" , category = "General"
},
["Piloting (Planetary)"] = {
characteristic = "AG",
description = "" , category = "General"
},
["Piloting (Space)"] = {
characteristic = "AG",
description = "" , category = "General"
},
["Resilience"] = {
characteristic = "BR",
description = "" , category = "General"
},
["Skulduggery"] = {
characteristic = "CU",
description = "" , category = "General"
},
["Stealth"] = {
characteristic = "AG",
description = "" , category = "General"
},
["Streetwise"] = {
characteristic = "CU",
description = "" , category = "General"
},
["Survival"] = {
characteristic = "CU",
description = "" , category = "General"
},
["Vigilance"] = {
characteristic = "WI",
description = "" , category = "General"
},
-- COMBAT SKILLS
["Brawl"] = {
characteristic = "BR",
description = "" , category = "Combat"
},
["Melee"] = {
characteristic = "BR",
description = "" , category = "Combat"
},
["Ranged (Heavy)"] = {
characteristic = "AG",
description = "" , category = "Combat"
},
["Ranged (Light)"] = {
characteristic = "AG",
description = "" , category = "Combat"
},
["Gunnery"] = {
characteristic = "AG",
description = "" , category = "Combat"
},
-- KNOWLEDGE SKILLS
["Knowledge (Core Worlds)"] = {
characteristic = "IN",
description = "" , category = "Knowledge"
},
["Knowledge (Education)"] = {
characteristic = "IN",
description = "" , category = "Knowledge"
},
["Knowledge (Lore)"] = {
characteristic = "IN",
description = "" , category = "Knowledge"
},
["Knowledge (Outer Rim)"] = {
characteristic = "IN",
description = "" , category = "Knowledge"
},
["Knowledge (Underworld)"] = {
characteristic = "IN",
description = "" , category = "Knowledge"
},
["Knowledge (Xenology)"] = {
characteristic = "IN",
description = "" , category = "Knowledge"
},
--Social
["Charm"] = {
characteristic = "PR",
description = "" , category = "Social"
},
["Coercion"] = {
characteristic = "WI",
description = "" , category = "Social"
},
["Negotiation"] = {
characteristic = "PR",
description = "" , category = "Social"
},
["Deception"] = {
characteristic = "CU",
description = "" , category = "General"
},
["Leadership"] = {
characteristic = "PR",
description = "" , category = "General"
},
-- FORCE AND DESTINY
["Lightsaber"] = {
characteristic = "BR",
description = "" , category = "Combat"
},
-- AGE OF REBELLION
["Knowledge (Warfare)"] = {
characteristic = "IN",
description = "" , category = "Knowledge"
}
};


Then for the extension.xml file I added this:



<?xml version="1.0" encoding="iso-8859-1"?>

<root release = "3.0" version="3">
<properties>
<name>Star Wars Social Skill Group</name>
<version>1</version>
<author>Sevrick</author>
<description>Add the Social category to skills</description>
<loadorder>999</loadorder>

</properties>
<announcement text="Star Wars Social Skill Group by Sevrick."/>
<base>
<includefile source = "scripts/data_common_sw.lua" />
</base>
</root>

I have the correct folder structure. Not sure whats wrong.

Did you try to edit one of the existing extensions i created for terrinoth,android or crucible?

Also, soon, very soon this will not be needed anymore.
I will create a new database named: settings.
You will create a setting, and add a list of skills to it
On the character, you will drag and drop a setting, which will populate the sheet with those skills
This will probably arrive with the next upload.

So you will be able to create a module with skills and settings, freeely, without the need of an extension

sevrick
November 7th, 2020, 04:44
Sounds good I will wait for it till then.

mossfoot
November 7th, 2020, 05:44
Thanks a lot! Yes it is hard work, but i am loving doing this, and also words like yours also help a lot

Gotta keep adding my moral support (wish I had free time to help).

Fantasy Grounds and extensions like yours make roleplaying not only possible in these lockdown times, but even outside of it when adults have a hard time getting any kind of regular game time going. On top of that it speeds things up a lot, allowing GMs like me to spend more time keeping the story moving. So keep up the good work, everyone involved! :D

mossfoot
November 7th, 2020, 05:47
Did you try to edit one of the existing extensions i created for terrinoth,android or crucible?

Also, soon, very soon this will not be needed anymore.
I will create a new database named: settings.
You will create a setting, and add a list of skills to it
On the character, you will drag and drop a setting, which will populate the sheet with those skills
This will probably arrive with the next upload.

So you will be able to create a module with skills and settings, freeely, without the need of an extension

Wait, are you saying that if you wanted to create a unique world setting that doesn't quite fit the existing rulesets (like, maybe you want some Android mixed with your Terrinoth, or create something from scratch) then this would accommodate that?

johniba
November 7th, 2020, 09:51
Wait, are you saying that if you wanted to create a unique world setting that doesn't quite fit the existing rulesets (like, maybe you want some Android mixed with your Terrinoth, or create something from scratch) then this would accommodate that?

YES

That is my idea!

The Settings database will be something like this:

Name: name of the setting
List of skills: here you will add all skills from the database, that are from the setting
Notes: a long description for your setting


During character creation, the character sheet will have no skills.
The player will then choose a setting, this will populate the sheet with the skills.

When i create this, i will elimitate the need for extensions, and someone could create a module with a complete setting, be it official or not

It will also allow the GM to go crazy: want to have characters from different settings? Sure hehe

sevrick
November 7th, 2020, 14:06
I think my original question maybe not understood. I wasn't trying to create new skills. I was just trying to change Charm, Coercion, Negotiation, Deception, and Leadership from being in the "General" category to making a "Social" category on NPC character sheets.

While technically star wars doesn't separate them like that. I was looking to make an extension that allowed me to. Are you saying the setting button will allow this change?

johniba
November 7th, 2020, 15:36
I think my original question maybe not understood. I wasn't trying to create new skills. I was just trying to change Charm, Coercion, Negotiation, Deception, and Leadership from being in the "General" category to making a "Social" category on NPC character sheets.

While technically star wars doesn't separate them like that. I was looking to make an extension that allowed me to. Are you saying the setting button will allow this change?

TO make that work, you would have to have the skills in another module. The settings button will not work for that.

Also, when you create an npc and its skills is populated in the sheet, each skill there has a copy of the name, category. So even if you changed in an extension, it will not change the categories in existing npcs, only new ones

So, you would have to include your npcs in a different module, either re-edit them the way i explained in the xml, or create them from scratch


EDIT:

I just thought of a way to make this easier for you to create customized modules, or for any other reason people that also want to do that.
I will make it so when you drag a setting into a character/npc that already has the skills in the setting, so that those existing skills get updated with the new categories

That should help

mossfoot
November 7th, 2020, 18:04
YES

That is my idea!

The Settings database will be something like this:

Name: name of the setting
List of skills: here you will add all skills from the database, that are from the setting
Notes: a long description for your setting


During character creation, the character sheet will have no skills.
The player will then choose a setting, this will populate the sheet with the skills.

When i create this, i will elimitate the need for extensions, and someone could create a module with a complete setting, be it official or not

It will also allow the GM to go crazy: want to have characters from different settings? Sure hehe

Holy $#*! That's amazing, and ambitious. Good luck with that :D

mossfoot
November 7th, 2020, 18:06
I think my original question maybe not understood. I wasn't trying to create new skills. I was just trying to change Charm, Coercion, Negotiation, Deception, and Leadership from being in the "General" category to making a "Social" category on NPC character sheets.

While technically star wars doesn't separate them like that. I was looking to make an extension that allowed me to. Are you saying the setting button will allow this change?

That would be a nice feature. I am trying to use more Social Skills in my roleplaying (since I read about their expanded upon use in Genesys) and having them separate would help in that regard.

sevrick
November 7th, 2020, 23:08
I remember awhile back I mentioned how the npc tokens display on the npc sheets were very small. Can we make those a little bigger? :)

johniba
November 8th, 2020, 00:20
i think so, yes.
I will look into that

sevrick
November 8th, 2020, 17:53
Something I noticed about Attachments. There needs to be a way to show applied mods to a weapon. Right now it shows what possible mods can be applied but not which of them have been applied. Maybe something that asks how many mods can be applied to this attachment. Then it would add spaces for it with check boxes next to each mod. I am not exactly sure how to show it but, thought I would mention it.

Also the Additional Rules Category on vehicles, doesn't allow for Paragraph Types.

johniba
November 8th, 2020, 22:14
Something I noticed about Attachments. There needs to be a way to show applied mods to a weapon. Right now it shows what possible mods can be applied but not which of them have been applied. Maybe something that asks how many mods can be applied to this attachment. Then it would add spaces for it with check boxes next to each mod. I am not exactly sure how to show it but, thought I would mention it.

That looks a bit too complicated for now.
We need to find a simpler way. Maybe a field in the character's weapon that he can edit, and tell what mods he has.
Maybe the player, once he adds the attachment to the weapon, would edit the text to describe what it has.

If we dont be careful, this would become too complex, and maybe confusing too. Maybe in the future we could implement a better way.
We need to discuss this, maybe a future implementation.



Also the Additional Rules Category on vehicles, doesn't allow for Paragraph Types.
I changed the field from string to formatted text.

Please download the new SW ruleset version

You will have to edit your xml, sorry:

Replace:


<additional_rules type="string">


With:


<additional_rules type="formattedtext">

sevrick
November 8th, 2020, 22:53
Edge of the Empire Libraries


I fixed some typos
Fixed entries that didn't have page number references.
Also if your attachments were giving you an error message that is fixed now.
I applied Errata changes

sevrick
November 9th, 2020, 00:29
That looks a bit too complicated for now.
We need to find a simpler way. Maybe a field in the character's weapon that he can edit, and tell what mods he has.
Maybe the player, once he adds the attachment to the weapon, would edit the text to describe what it has.

If we dont be careful, this would become too complex, and maybe confusing too. Maybe in the future we could implement a better way.
We need to discuss this, maybe a future implementation.


I found a quick work around. It's pretty straight forward lol. Enter something like this in the Attachment after it is on your character

Balanced Hilt
Mod Options
* 1 Weapon Quality (Accurate +1) Mod. (Equipped 1 of 1)
* 1 Decrease encumbrance of weapon by one to a minimum of one Mod. (Failed)

johniba
November 9th, 2020, 00:36
I found a quick work around. Enter something like this in the Attachment after it is on your character

Balanced Hilt
Mod Options
* 1 Weapon Quality (Accurate +1) Mod. (Equipped 1 of 1)
* 1 Decrease encumbrance of weapon by one to a minimum of one Mod. (Failed)

So, as you know, I am working on those missing features, but at the same time, working on automatically adding characteristics from species, etca.
I ended up curious to see how 2E, 5E (the rulesets I always research the code to learn more) popup a window, asking for the user to select stuff.

And, looks like that is a very powerful window from CORE, which I am surprised I havent seen being used by a lot of rulesets...

Long story short:

I am working on automating some stuff, for example, those things like asking the user to select among the career skills which ones they want the free skill point(s), and this is very, very similar to what we are discussing here, about the mod options.

So, wait a couple of days, I am getting familiar with this dialog window from CORE, and I will work on a text parser, that will allow us all sorts of nice stuff.

I am also designing a way so that experience will be correctly calculated, effectivelly creating a way for the ruleset to have a character creation....

Saeval
November 9th, 2020, 00:48
That’s awesome, I’m running a 2e and also playing in another Pathfinder 2e game and the automated character creation and level up stuff is really cool. I can’t wait to see that in here and the new Talents stuff you’re working on

sevrick
November 9th, 2020, 02:13
Some time down the road I think it would be cool to add the ability to add custom dice to your skills. For example the ability to go to your skills and edit your perception skill to add a boost die everytime you roll, since you have uncanny senses.

sevrick
November 9th, 2020, 02:15
So, as you know, I am working on those missing features, but at the same time, working on automatically adding characteristics from species, etca.
I ended up curious to see how 2E, 5E (the rulesets I always research the code to learn more) popup a window, asking for the user to select stuff.

And, looks like that is a very powerful window from CORE, which I am surprised I havent seen being used by a lot of rulesets...

Long story short:

I am working on automating some stuff, for example, those things like asking the user to select among the career skills which ones they want the free skill point(s), and this is very, very similar to what we are discussing here, about the mod options.

So, wait a couple of days, I am getting familiar with this dialog window from CORE, and I will work on a text parser, that will allow us all sorts of nice stuff.

I am also designing a way so that experience will be correctly calculated, effectivelly creating a way for the ruleset to have a character creation....

That sounds so good. I am so excited about this.

mossfoot
November 9th, 2020, 17:23
Some time down the road I think it would be cool to add the ability to add custom dice to your skills. For example the ability to go to your skills and edit your perception skill to add a boost die everytime you roll, since you have uncanny senses.

Yeah, that would be great. :D

viresanimi
November 9th, 2020, 19:48
Some time down the road I think it would be cool to add the ability to add custom dice to your skills. For example the ability to go to your skills and edit your perception skill to add a boost die everytime you roll, since you have uncanny senses.


Seems to me that, that should be covered by Effects or Modifiers.

johniba
November 9th, 2020, 22:34
Some time down the road I think it would be cool to add the ability to add custom dice to your skills. For example the ability to go to your skills and edit your perception skill to add a boost die everytime you roll, since you have uncanny senses.

Yes for sure, I will open up something like that real soon.
I also want to do some automation, like the example you gave, some traits or even ongoing effects that will add things to the dice roll

johniba
November 9th, 2020, 22:36
Seems to me that, that should be covered by Effects or Modifiers.

Exactly, that is what I intend to do...

First I will finish adding missing fields to star wars, add some automation to character creation (like adding characteristics, and other stuff automatic, when selected), also a dialog box like in 5E asking the player to select skills, etca
After that, I will update my dice rolling code to make use of targetting, so that is a preparation for those things with effects etca

mossfoot
November 11th, 2020, 05:52
I'm guessing it's not likely, but is there any easy way to transfer the Edge of the Empire character sheets from here (https://www.fantasygrounds.com/forums/showthread.php?24151-Star-Wars-Edge-of-the-Empire-Age-of-Rebellion-Force-and-Destiny-v2-ruleset) to this ruleset? Or am I in for a lot of legwork?

viresanimi
November 11th, 2020, 10:54
I'm guessing it's not likely, but is there any easy way to transfer the Edge of the Empire character sheets from here (https://www.fantasygrounds.com/forum...iny-v2-ruleset) to this ruleset? Or am I in for a lot of legwork?

If you mean exporting the characters, I don't think that is possible.