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sevrick
November 11th, 2020, 11:15
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?

Possible yes. Practical No. I don't think it would be worth the time that would be taken away from working on the ruleset it self.

johniba
November 11th, 2020, 11:59
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?

Sorry, there is no way to import those.
In the beginning I was designing this ruleset to have the same data structure, but later in the process I saw it was holding me down on some new features.

Not to say it is not possible to write down code to convert it later, but i cannot afford time to work on something like that now, i am afraid

Djas Puhr
November 11th, 2020, 21:03
Thanks for your work on this Johniba, it looks excellent.

So in order to make dice pools so far, I click on the dice to add them to the die field and then hit the button to roll, is this the right way to do this?

Also, a few general questions for anyone who might know:

1) Is there a list of features somewhere to show what can be done particularly with this system?

2) Since the movement is abstract in nature, do most people use grids on maps to snap the tokens?

3) Also, has anyone found a way to import library information aside from the EotE stuff on the first post?

Thanks guys.

viresanimi
November 11th, 2020, 21:20
Since ranges are abstract, I have this setup in photoshop, where I can easily change the background to fit the story:

https://www.dropbox.com/s/o5htwx89yiyvvga/Range%20Band%20Cave%20Example.jpg?dl=0

Although I have idea regarding maps, but I have nothing firm in mind yet, sooo... Anyways. The above example has worked quite well so far in my star wars adventures. I hope this will inspire you.

Vires Animi

Djas Puhr
November 11th, 2020, 21:35
Interesting. So those range band fields are an overlay you put on top of an image?

While I realize that image may be an example, do you use pictures as maps? I can see where it might work with the right image.

In figuring out the range bands, is the distance for "medium range" measured from one "Medium" to the opposing "Engaged", or from one "Medium" to the opposing "Medium?" Sorry for the confusion.

sevrick
November 12th, 2020, 00:20
2) Since the movement is abstract in nature, do most people use grids on maps to snap the tokens?
I personaly don't use snap to grid but that is just me.

sevrick
November 12th, 2020, 00:24
3) Also, has anyone found a way to import library information aside from the EotE stuff on the first post?


Are you talking about making your own libraries? Or you talking about adding descriptions to the libraries?

sevrick
November 12th, 2020, 00:25
Since ranges are abstract, I have this setup in photoshop, where I can easily change the background to fit the story:

https://www.dropbox.com/s/o5htwx89yiyvvga/Range%20Band%20Cave%20Example.jpg?dl=0

Although I have idea regarding maps, but I have nothing firm in mind yet, sooo... Anyways. The above example has worked quite well so far in my star wars adventures. I hope this will inspire you.

Vires Animi
I have mentioned to Johniba a while back about adding an adjustable distance calculator... so to speak. Much like when you have the tokens locked and you want to move in Dnd or Pathfinder. It shows in feet but something might be done to change that to short, medium, Large, etc depending on how many squares you move. With the possibility of a way it to define how many squares = short range, how many for medium range, etc for purposes of maps with different scales.

Djas Puhr
November 12th, 2020, 01:59
Are you talking about making your own libraries? Or you talking about adding descriptions to the libraries?

Hey there! I was more asking about adding libraries that are already made. Sadly, I wouldn't know where to begin to make my own libraries or adventures.

As it stands right now, all I think I could get to work is maps and tokens, character sheets, the dice roller, and the basic library for the EotE core stuff in the link of the first post of this thread.

Does the combat tracker work to track initiative and effects on characters?

Are attacks and wounds automated like in a regular D&D game on FG? Sorry for the somewhat noobish questions, just trying to figure out what I can and cannot do with this so I know what I need to work on.

johniba
November 12th, 2020, 02:08
Thanks for your work on this Johniba, it looks excellent.

So in order to make dice pools so far, I click on the dice to add them to the die field and then hit the button to roll, is this the right way to do this?

Also, a few general questions for anyone who might know:

1) Is there a list of features somewhere to show what can be done particularly with this system?

2) Since the movement is abstract in nature, do most people use grids on maps to snap the tokens?

3) Also, has anyone found a way to import library information aside from the EotE stuff on the first post?

Thanks guys.

Yes, but you will usually want to add difficulty dice, and others, before you roll

1) Not yet, actually I will soon record a video, showcasing what we have so far. I was going to do it after i finish working on missing features, but I feel like I should do it before that, and maybe re-record as I add stuff

2) Not sure, but that is one aspect I want to see what i can improve, in the future.. I was thinking maybe adding graphical representations for distance, maybe tokens or arrows, i dont know, havent thought too much about this yet

3) I am afraid there is no easy way to import libraries from EotE ruleset.
If you dont have a lot of customizations, I would suggest you download the library that Sevrick has implemented. It contains data from the EotE book, so you would only need to recreate your custom npcs, and pcs

johniba
November 12th, 2020, 02:12
Hey there! I was more asking about adding libraries that are already made. Sadly, I wouldn't know where to begin to make my own libraries or adventures.

As it stands right now, all I think I could get to work is maps and tokens, character sheets, the dice roller, and the basic library for the EotE core stuff in the link of the first post of this thread.

Does the combat tracker work to track initiative and effects on characters?

Are attacks and wounds automated like in a regular D&D game on FG? Sorry for the somewhat noobish questions, just trying to figure out what I can and cannot do with this so I know what I need to work on.


The combat tracker does work with the Star Wars / Genesys mechanics for initiative. Effects are done using Fantasy Grounds default way, so you can add effects to pcs/npcs that are in the tracker.

The ruleset does not handle targetting yet, and so, it cannot apply damage to a targetted enemy, automatically. I will later implement that.
Currently, there are a few ways you can apply damage.
After you do a combat roll, you can either drag the damage result into the enemy in the map or combat tracker, or you can drag the damage token (which is a feature i copied from the old EoTE ruleset

Also notice there are tokens for critical damage you can drag into enemies.

johniba
November 12th, 2020, 02:14
I have mentioned to Johniba a while back about adding an adjustable distance calculator... so to speak. Much like when you have the tokens locked and you want to move in Dnd or Pathfinder. It shows in feet but something might be done to change that to short, medium, Large, etc depending on how many squares you move. With the possibility of a way it to define how many squares = short range, how many for medium range, etc for purposes of maps with different scales.

Yes, that is one of the ideas i want to explore, see if I can add configurable distances... so lets say, you could configure in the ruleset that a particular distance is short, long etca

sevrick
November 12th, 2020, 03:33
Hey there! I was more asking about adding libraries that are already made. Sadly, I wouldn't know where to begin to make my own libraries or adventures.

As it stands right now, all I think I could get to work is maps and tokens, character sheets, the dice roller, and the basic library for the EotE core stuff in the link of the first post of this thread.
Tomarrow I will work on a tutorial video on how best to do it. I did start to write instructions but I think a video will be much easier to explain.

Djas Puhr
November 12th, 2020, 04:17
Thanks again guys! If there's anything I can be of assistance with please do not hesitate to ask. I will continue to play around with it and advise if I pick up any issues. Looking forward to the vid Sevrick!

Saeval
November 12th, 2020, 05:49
I have a question on making a library. I want to add all the skill descriptions from my copy of pdf’s but if I export them it doesn’t export the skills from the ruleset after I change the descriptions. It seems like I would need to make my own skills and export them but the character sheet skills would not link to my new ones with the full descriptions.

Is there a way I can edit the descriptions of the skills permanently in the ruleset or have an exportable module so I can keep the work across multiple campaigns?

mossfoot
November 12th, 2020, 06:39
I had a chance to test some stuff with friends, one on a Mac, the other a PC, both on Classic. We were just playing around with the sheets, getting a feel for it for an eventual transfer.

I should note that both of them had issues upon arriving that rendered it unuseable, but in both cases restarting FG fixed it. First time installation jitters, I guess ;)

sevrick
November 12th, 2020, 12:13
I have a question on making a library. I want to add all the skill descriptions from my copy of pdf’s but if I export them it doesn’t export the skills from the ruleset after I change the descriptions. It seems like I would need to make my own skills and export them but the character sheet skills would not link to my new ones with the full descriptions.

Is there a way I can edit the descriptions of the skills permanently in the ruleset or have an exportable module so I can keep the work across multiple campaigns?

I will cover that in the tutorial video I am doing.

sevrick
November 12th, 2020, 23:30
Lol I made the video only to find out it was on my 4k monitor so it ended up being 2.3 gigs. I will have to figure a way to get it to you or reduce the size.

Edit: Ok I compressed it and put in a new Video Tutorial folder. Let me know if anything was unclear. It isn't exactly professional quality but it should get the information need across.

johniba
November 13th, 2020, 00:44
Lol I made the video only to find out it was on my 4k monitor so it ended up being 2.3 gigs. I will have to figure a way to get it to you or reduce the size.

Edit: Ok I compressed it and put in a new Video Tutorial folder. Let me know if anything was unclear. It isn't exactly professional quality but it should get the information need across.

Hey Sevrick, why dont you upload it to youtube?
I can upload, in case you dont have a channel

sevrick
November 13th, 2020, 00:57
Hey Sevrick, why dont you upload it to youtube?
I can upload, in case you dont have a channel

Yeah good idea. It's uploading now. I will remove the video from the cloud.

Makabriel
November 13th, 2020, 02:29
Just to bounce in since we're talking about custom libraries. I gave Johniba a couple of modules for the Trades of Terrinoth and Terrinoth Talents foundry books to add to the zip if he likes them enough. These would give you a good idea of how to make your own Talents, Careers, etc.

sevrick
November 13th, 2020, 11:03
Here is the quick video I made for updating and exporting library modules.

https://www.youtube.com/watch?v=A-zg6cjlfMw

Like I said let me know if there is anything unclear or that I missed.

Xarax
November 13th, 2020, 15:02
Great job with the video Sevrick.

The extension mentioned in the above video called author can be found here: https://www.fantasygrounds.com/forums/showthread.php?41833-Project-Author

sevrick
November 13th, 2020, 21:59
Great job with the video Sevrick.

The extension mentioned in the above video called author can be found here: https://www.fantasygrounds.com/forums/showthread.php?41833-Project-Author

Yeah I have been using it for the Genesys books and the ones I buy on the foundry. I will probubly figure away to do it with star wars as well.

sevrick
November 14th, 2020, 01:33
I have given some thought how I am going to do the Universal Books. Such as Rise of the Separatists. The plan is to Merge Rise of the Separatists and Collapse of the Republic into one module. This seems to make the most sense. However Allies and Adversaries, Gadgets and Gear, and Dawn of Rebellion will get their own module. The only book I don't own is the Starships and Speeders book. Unless I pay 300 bucks on ebay for the scalped price, I won't be able to add it. I hope they reprint it. :(

sevrick
November 15th, 2020, 19:30
As I have been adding huge capital ship I noticed something.I think it would be a good idea to add a Weapon Location category. Then be able to collapse that group while looking at the weapons. A good place to put it would be just before the Fire Arc category.

As an example here is what I am talking about. The Imperial I-Class Star Destroyer looks crazy.

41156

johniba
November 16th, 2020, 17:56
As I have been adding huge capital ship I noticed something.I think it would be a good idea to add a Weapon Location category. Then be able to collapse that group while looking at the weapons. A good place to put it would be just before the Fire Arc category.

As an example here is what I am talking about. The Imperial I-Class Star Destroyer looks crazy.

41156

Hmm, is there a weapon location information, on the ships in star wars?
Anyway, one thing I can easly do is order the list by Fire Arc and Name

For location, we would need the ship data to have that information, otherwise we are adding stuff that does not exist officially

sevrick
November 16th, 2020, 18:24
Hmm, is there a weapon location information, on the ships in star wars?
Anyway, one thing I can easly do is order the list by Fire Arc and Name

For location, we would need the ship data to have that information, otherwise we are adding stuff that does not exist officially

At the beginning of every ship weapon name has it. If you look at the image again you will see it say Aft-mounted or Forward-mounted.etc

Edit: Weapon Location doesn't always equal fire arc. But the ability to sort by fire arc and name could work.

sevrick
November 17th, 2020, 01:12
I get this Error when I select type in the vehicles:

Ruleset Error: windowcontrol: Database type mismatch for control (defense) in windowclass (reference_groupedlist_groupitem)
Script Error: [string "ref/scripts/ref_groupedlist_groupitem.lua"]:86: attempt to index local 'cField' (a nil value)

I wanted to see If I could filter creatures as vehicles from vehicles.

johniba
November 17th, 2020, 01:14
I get this Error when I select type in the vehicles:

Ruleset Error: windowcontrol: Database type mismatch for control (defense) in windowclass (reference_groupedlist_groupitem)
Script Error: [string "ref/scripts/ref_groupedlist_groupitem.lua"]:86: attempt to index local 'cField' (a nil value)

I wanted to see If I could filter creatures as vehicles from vehicles.

I will have a look....
I can probably easily fix this, and I will also see if I can release a few things i am working on.

sevrick
November 18th, 2020, 23:29
Edge of The Empire Libraries

Renamed Explosive and Ordinance to Explosives and Ordinance.
Add Force Sensitive Exile.
Removed Assasin Droid duplicate in Items.
Add/fixed more missing page numbers
Removed "(One gunner in BTL-S3)" on Ship's Compliment for the BTL-A4
Add missing "Twin Light Laser Cannons" to the Lambda Shuttle
Added Jetpack as a vehicle.
Added Captive Rancor creature vehicle stats per Stay on Target rules.

Age of Rebellion Libraries

Added Age of Rebellion Core Rulebook Libraries
Added Dewback creature from Stay on Target so it could be refrenced for Sandtrooper.


Also I added the thumbnails for any wanting to use them per the instructions I gave in the recent video on adding your own descriptions.

Lobosolo
November 19th, 2020, 01:13
Sevrick,

Should these two libraries be consider complete? I want to start adding descriptions, but I can hold off if you are still making additions or enhancements. Thank you for all the hard work!

sevrick
November 19th, 2020, 01:34
Sevrick,

Should these two libraries be consider complete? I want to start adding descriptions, but I can hold off if you are still making additions or enhancements. Thank you for all the hard work!

I plan on Added 3 main modules: Edge of the Empire, Age of Rebellion, Force and Destiny.
I will add the Splatbooks (https://en.wikipedia.org/wiki/Splatbook) to their corresponding Line.
I will add Adventure modules separate.
The universal splatbooks will have their own module. Except for the Clone Wars book I want to consolidate the 2 books into 1 module.

Sooo long story short. They will be updated constantly.

If you want to add your own description you can watch this video then if something changes you can reference the change-log I will add with each upload.
https://www.youtube.com/watch?v=A-zg6cjlfMw

Lobosolo
November 19th, 2020, 02:04
Oh ok. So if I export the descriptions on everything in there now, just keep the Template campaign and then make updates as you do and then export the complete template each time? I guess I was concerned about exporting the template (with descriptions) and then trying to keep track of what I described before and what I hadn't.

johniba
November 19th, 2020, 02:57
Guys, I think I have a way to develop a small utility that will help with updating descriptions.

I am thinking of a program that can extract descriptions you create from a module, and update another module.

So let me update the ruleset in the next days, and I can come up with a utility that will help us with that.

I am thinking that it could be something like this:

The utility would be able to extract all descriptions from a module, into a csv file.
When you get a new version of a module with no desc, you could use that file with the same utility, telling it to update that module with your csv file containing the descriptions


It is not hard to do, I can make it

sevrick
November 19th, 2020, 03:05
Guys, I think I have a way to develop a small utility that will help with updating descriptions.

I am thinking of a program that can extract descriptions you create from a module, and update another module.

So let me update the ruleset in the next days, and I can come up with a utility that will help us with that.

I am thinking that it could be something like this:

The utility would be able to extract all descriptions from a module, into a csv file.
When you get a new version of a module with no desc, you could use that file with the same utility, telling it to update that module with your csv file containing the descriptions


It is not hard to do, I can make it

That sound awesome and I wouldn't have to have 2 Campaigns for each module. 1 for uploading and one with descriptions.

johniba
November 19th, 2020, 03:31
Actually better than creating an external program...
I can create inside the ruleset, a way to export descriptions to an xml file, and later, import it.
That way, it will be easy for people to reimport their created descriptions.

Talking about libraries, I saw your video sevrick, but I was thinking, it would be easier if you provided the "campaign" with no desc, instead of the person having to create one, and copying records into it?
If that is not too much extra work, i mean.
That way, someone who wants to work on the descriptions could just download those, open as a campaign, edit the descrpitions, export (using the function i will create), and everytime they get a new version, they could simply open the new campaign version, reimport the descriptions, and export the campaign into a module

We can talk more about this, if you want

I think the function to export and import is not difficult for me to create

sevrick
November 19th, 2020, 11:17
Actually better than creating an external program...
I can create inside the ruleset, a way to export descriptions to an xml file, and later, import it.
That way, it will be easy for people to reimport their created descriptions.

Talking about libraries, I saw your video sevrick, but I was thinking, it would be easier if you provided the "campaign" with no desc, instead of the person having to create one, and copying records into it?
If that is not too much extra work, i mean.
That way, someone who wants to work on the descriptions could just download those, open as a campaign, edit the descrpitions, export (using the function i will create), and everytime they get a new version, they could simply open the new campaign version, reimport the descriptions, and export the campaign into a module

We can talk more about this, if you want

I think the function to export and import is not difficult for me to create

I am not sure I understand what you are saying. Do you mean the name of the groups such as "Edge of the Empire (No Description)" should be changed to just "Edge of the Empire".
If so yeah that is fine. The only reason I did that was so I could tell at a glance which records did and didn't have descriptions.

Hurske
November 19th, 2020, 15:20
Johniba, I'm loving the ruleset for my Edge of the Empire game in currently running. I have a question about an extension and possibly if you have any plans to implement this feature.

The extension allowed you, in the dice pool part of the interface, to click and add automatic symbols, the success/fails and advantage/threat. It's meant for talents or equipment that auto gave these results.

johniba
November 19th, 2020, 16:41
Johniba, I'm loving the ruleset for my Edge of the Empire game in currently running. I have a question about an extension and possibly if you have any plans to implement this feature.

The extension allowed you, in the dice pool part of the interface, to click and add automatic symbols, the success/fails and advantage/threat. It's meant for talents or equipment that auto gave these results.

Hi,

Yes that is intended, I will add that feature soon

Hurske
November 19th, 2020, 17:28
Awesome!

sevrick
November 19th, 2020, 22:53
I removed the (No Description) tag from the groups.

sevrick
November 20th, 2020, 02:08
When I delete an npc in the combat tracker in Unity I get this:
[ERROR] Script execution error: [string "ct/scripts/ct_entry.lua"]:97: attempt to index global 'windowlist' (a nil value)

It could be I had no PCs in the combat tracker at the time. Not sure.

Thoric
November 20th, 2020, 02:59
Hello,
In FGU, I am running a Pathfinder 2 game.

When i go into the library, click on the Core Rules and/or the APG and click on "Classs" a blank box opens up and I also get this error:
[error] Script execution error: [string "ref/scripts/ref_froupedlist.lua"\:141: attempt to index local 'rList'(a nil value)

sevrick
November 20th, 2020, 03:01
Hello,
In FGU, I am running a Pathfinder 2 game.

When i go into the library, click on the Core Rules and/or the APG and click on "Classs" a blank box opens up and I also get this error:
[error] Script execution error: [string "ref/scripts/ref_froupedlist.lua"\:141: attempt to index local 'rList'(a nil value)

Umm not sure what that has to do do with the star wars/Genesys ruleset.

Saeval
November 20th, 2020, 03:02
I think because it’s the same error message? There might be some overlap depending on what the base for the rulesets are.

Thoric
November 20th, 2020, 03:09
Umm not sure what that has to do do with the star wars/Genesys ruleset.
Sorry, wrong spot... thought it was the right spot to post.

Collegemerc
November 20th, 2020, 16:31
First, great ruleset!
So I am wondering if it is possible to somehow import the descriptions from Oggdude's character generator like how the SW ruleset on foundry does it.

johniba
November 20th, 2020, 16:35
First, great ruleset!
So I am wondering if it is possible to somehow import the descriptions from Oggdude's character generator like how the SW ruleset on foundry does it.

Hi,

Not at this point.
Sevrick is creating his own libraries, from the books directly.
Maybe in the future I will implement something to import from Oggdude's, but since we will have all data from the books (i know there are player created contend in oggdude's also) it is not a high priority

Collegemerc
November 20th, 2020, 16:40
Well until then, I can copy paste descriptions. Thank you for the quick reply!

sevrick
November 20th, 2020, 22:23
First, great ruleset!
So I am wondering if it is possible to somehow import the descriptions from Oggdude's character generator like how the SW ruleset on foundry does it.

Also from what I understand eventually you won't need Ogg Dudes character creator as well as this ruleset. This was mainly because I had to reference my characters specialization tree. It may even surpass it with the new FG feature on character creation windows.

mossfoot
November 21st, 2020, 04:30
So is there a way to tell what the current state of completion is for this in each of the genres/rulesets/settings?

viresanimi
November 21st, 2020, 11:49
So is there a way to tell what the current state of completion is for this in each of the genres/rulesets/settings?


I would say: Download and take a look. And follow this thread. Some great discussions here and if you see something that could be better, please share it.

Wise Orc Tavern
November 21st, 2020, 13:51
I want to start saying a big Thanks, or Congrats, not sure which one should come first or which one evoke a greater feeling.
Really amazing work. Truly grateful. I always bet in FG from the start, and this is why. Did I said thank you already?

Ok, I am using FGC, and I am using the extension to change the background to a Space Theme (Star Wars Theme). I am having an issue where not the whole tabletop shows the space theme. The Lower part of the screen is just black, and I was not able to fix it.
Normally I wouldn't bother with such a small thing, but I was told to report bugs, so here I am, giving my 50 cents contribution to make this even better.

So does anyone else reported that already? How can I fix it?

Thank you for your great work.

mossfoot
November 21st, 2020, 20:49
I would say: Download and take a look. And follow this thread. Some great discussions here and if you see something that could be better, please share it.

I'm always trying to keep up to date, but it's easy to lose track after a while. I thought maybe there would be a way to keep track of progress on the front page?


Oh, how do we track vehicles tied to players on the Combat Tracker (or is that not implemented yet?)

Also, am I doing something wrong with the Theme? I'm getting the rectangular hologramatic navigation icons on the right hand side instead of the rounded ones with simple images on it (as shown in the test images on the front page). Has it been changed over, is there a way to choose between them?

pauljmendoza
November 21st, 2020, 20:56
First off, thank you guys for all this work, it's amazing!
But I do have a few questions. First off, are there additional steps do I need to use the SW Dice Symbols as seen in the png, or is that implemented yet? I still see either the old Genesys symbols, or a question mark diamond symbol, etc. Do I need a matching font installed? Also, the symbols are super tiny, as is the main font used. Is there a way I can increase of change that font size?

Next question, what are the plans for all the open space on the main sheet? It's pretty open right now. (I am assuming there will be more things) Would it be possible to put the career field on it's own line? So that there is space for more than a couple of entries. Maybe even add the entries for age, gender, description, perhaps an expanding field for background or origin info? I know that usually goes in notes, but I'd love the see the front page have more info.

Last question, how are you implementing specialization trees? I was imagining a window with five rows of four tiny fields where you could drag and drop (eventually) the appropriate talent, with a few fields at the top to allow details specialization name, career, etc. The row dropped into could tabulate the cost?

johniba
November 21st, 2020, 21:53
I'm always trying to keep up to date, but it's easy to lose track after a while. I thought maybe there would be a way to keep track of progress on the front page?


Oh, how do we track vehicles tied to players on the Combat Tracker (or is that not implemented yet?)

Also, am I doing something wrong with the Theme? I'm getting the rectangular hologramatic navigation icons on the right hand side instead of the rounded ones with simple images on it (as shown in the test images on the front page). Has it been changed over, is there a way to choose between them?

I will record a video showing the existing features in the rulesets.
Maybe I can also list the existing features, in the main page, and keep that updated


Also about the vehicle in combat tracker, yes it is coming soon.

The theme issue, I can have a look but i am not the developer. I think it is easy to fix, I will see what i can do

johniba
November 21st, 2020, 21:56
First off, thank you guys for all this work, it's amazing!
But I do have a few questions. First off, are there additional steps do I need to use the SW Dice Symbols as seen in the png, or is that implemented yet? I still see either the old Genesys symbols, or a question mark diamond symbol, etc. Do I need a matching font installed? Also, the symbols are super tiny, as is the main font used. Is there a way I can increase of change that font size?

Next question, what are the plans for all the open space on the main sheet? It's pretty open right now. (I am assuming there will be more things) Would it be possible to put the career field on it's own line? So that there is space for more than a couple of entries. Maybe even add the entries for age, gender, description, perhaps an expanding field for background or origin info? I know that usually goes in notes, but I'd love the see the front page have more info.

Last question, how are you implementing specialization trees? I was imagining a window with five rows of four tiny fields where you could drag and drop (eventually) the appropriate talent, with a few fields at the top to allow details specialization name, career, etc. The row dropped into could tabulate the cost?

I dont understand your question about the symbols? If you are using the star wars ruleset, you should see star wars symbols, the fonts are included.
Make sure to download the latest version of both Genesys and Star Wars rulesets....
Also, make sure yours campaign is using the star wars ruleset and not genesys, if you want to see the star wars symbols and of course, have all the ruleset additions


Please give me an example of your issue so i can look

If you are talking about adding symbols to the text in description fields: the ruleset has a feature where you can type special combinations and it will come up with the symbols for you

For example, you could type:

"Add [B] to ranged combat rolls, also 2 (A) automatically on results"
This will automatically replace [B] with a symbol for the boost dice, and (A) will be replaced with the Advantage symbol


Go to the repository:
https://drive.google.com/drive/u/0/folders/1UNyE7f7qbI5It8cCHmoEoWSoSeVhWxR-

Download a file named: "Star Wars Help.png"
It has all the code replacements



The open space yes it will be filled up, with the missing features i am working on (obligation, force etca)

And about specialization and talent trees? Yeah I plan on implementing something very user friendly, and visual, i want it to look as close as to what you see in real sheets and in the books.

Initially it will not calculate experience, but i am developing taking into consideration, and i will add that later on.

My idea is to have specialization trees easy to create. That will allow Sevrick to populate the libraries with the official ones, but will also allow gms and players to come up with original ones...

sevrick
November 21st, 2020, 22:08
Johniba did you get my 2nd PM with the link? No sure what it is going. It might be a bug or something.

pauljmendoza
November 21st, 2020, 22:45
Here are screenshots of the font codes I entered, and the results after I lock the file:

https://flic.kr/p/2k94QtL

https://flic.kr/p/2k94Qun

mossfoot
November 21st, 2020, 22:53
I will record a video showing the existing features in the rulesets.
Maybe I can also list the existing features, in the main page, and keep that updated

That would be very helpful, especially for newer people just finding this or those who only infrequently check on updates.



Also about the vehicle in combat tracker, yes it is coming soon.

Woot! :D



The theme issue, I can have a look but i am not the developer. I think it is easy to fix, I will see what i can do

That's strange. It's not that the hologramatic file folder look is bad, but the simple circle icons are pretty crisp and clean and might be preferable for my players.

I've been playtesting this further with a friend, and the functionality (other than ship combat) is definitely at a point where we'll be making the move to this once we finish our current adventure/scenario and are moving onto the next.

Samzagas
November 22nd, 2020, 05:04
Sorry to bother, but I've been searching the thread and I can't find the answer to whenever or not it was implemented the possibility to have a "party" ship.

sevrick
November 22nd, 2020, 05:27
Sorry to bother, but I've been searching the thread and I can't find the answer to whenever or not it was implemented the possibility to have a "party" ship.

The old rule set had a party ship. So far this ruleset makes it so eveyone has their own vehicle attached to their character sheet. Just give all the players the stats for the party ship. It may make sense in the future to have a party ship once vehicle inventory is a thing. That way everyone will have a shared view of the ships inventory.

Samzagas
November 22nd, 2020, 05:51
Ok, thanks

mossfoot
November 22nd, 2020, 05:59
The old rule set had a party ship. So far this ruleset makes it so eveyone has their own vehicle attached to their character sheet. Just give all the players the stats for the party ship. It may make sense in the future to have a party ship once vehicle inventory is a thing. That way everyone will have a shared view of the ships inventory.

Right now what I have planned to do is simply designate the Captain as the one whose Ship I modify during combat, but others will have the ship stats as well to access stuff like rolling vehicle weapons.

However, I wonder if it would be possible to "link" a specific vehicle so that all people using it share the same info (ie damage).

Not just a single "party" ship feature, but cross linking any unique vehicle (so, for example, a copy of a Correllian Corvette made unique with a specific ID or ticked box).

Saeval
November 22nd, 2020, 06:10
They have some good ship mechanics and coding in the Starfinder ruleset. You can link multiple people to the same ship sheet for ship combat and stuff. If you need to “borrow” some code instead of fabricating from scratch it might be a good place to look

viresanimi
November 22nd, 2020, 16:38
I've been thinking.

I'm not using this yet. To play star wars I mean, and had a go at it, to see what is holding me back. And really it comes down to: Career specializations. You can't really make a character yet. Well. Completely that is. It occured to me, that all the bells and whistles that are coming are all good and fine and I cannot wait for them. But give me the option of those specializations and I am good and ready to make some space fantasy stories.

OH.. and the ability to add automatic success, failure, triumph, and despair to rolls. Pretty important too. There was an extention for that in the old ruleset. You may be able to take the code from that. Dunno.

Other that than, this is really fantastic.

johniba
November 22nd, 2020, 17:42
Sorry to bother, but I've been searching the thread and I can't find the answer to whenever or not it was implemented the possibility to have a "party" ship.

I have created the code for that, but did not release yet.
It should be in the next release, this week

johniba
November 22nd, 2020, 17:43
They have some good ship mechanics and coding in the Starfinder ruleset. You can link multiple people to the same ship sheet for ship combat and stuff. If you need to “borrow” some code instead of fabricating from scratch it might be a good place to look

I have created something like that.
We can have party ships, and also players can share their ships, and other people can join, so it is very flexible
I did not enable that in the current release yet, but it should be available this next week

johniba
November 22nd, 2020, 17:49
Here are screenshots of the font codes I entered, and the results after I lock the file:

https://flic.kr/p/2k94QtL

https://flic.kr/p/2k94Qun



Ok,


What window is that?
I tested here, and although i see a spacing issue with some of the symbols, and i have to fix that, The symbols displayed are ok.

Are you sure you are using the star wars ruleset, and not the genesys one?

Also, make sure you did not unzip an old ruleset and left it in the ruleset directory, that will also be an issue.

johniba
November 22nd, 2020, 17:51
I've been thinking.

I'm not using this yet. To play star wars I mean, and had a go at it, to see what is holding me back. And really it comes down to: Career specializations. You can't really make a character yet. Well. Completely that is. It occured to me, that all the bells and whistles that are coming are all good and fine and I cannot wait for them. But give me the option of those specializations and I am good and ready to make some space fantasy stories.

OH.. and the ability to add automatic success, failure, triumph, and despair to rolls. Pretty important too. There was an extention for that in the old ruleset. You may be able to take the code from that. Dunno.

Other that than, this is really fantastic.

ok

I am prioritizing:
- party ship
- career specs
- missing features in the main sheet(obligation etca)
- automatic success, failure, etca...

If you have a link for the extension, let me know

viresanimi
November 22nd, 2020, 18:15
Seems very sensible. Can't wait!!!

As for the extension, I believe this is the one that works: https://www.fantasygrounds.com/forums/showthread.php?39414-Star-Wars-Edge-of-the-Empire-Dicebox-Extension

I hope this helps.

sevrick
November 22nd, 2020, 18:29
Hey Johniba I know you have been busy but you may have missed this but I posted this. Not sure if you saw it.



When I delete an npc in the combat tracker in Unity I get this:
[ERROR] Script execution error: [string "ct/scripts/ct_entry.lua"]:97: attempt to index global 'windowlist' (a nil value)

It could be I had no PCs in the combat tracker at the time. Not sure.


Thanks for your hard work BTW :)

johniba
November 22nd, 2020, 19:01
Hey Johniba I know you have been busy but you may have missed this but I posted this. Not sure if you saw it.



When I delete an npc in the combat tracker in Unity I get this:
[ERROR] Script execution error: [string "ct/scripts/ct_entry.lua"]:97: attempt to index global 'windowlist' (a nil value)

It could be I had no PCs in the combat tracker at the time. Not sure.


Thanks for your hard work BTW :)

Thanks man

I will look into this

pauljmendoza
November 22nd, 2020, 19:27
So weird!
Here are better screenshots of the entered font codes, and the results I am getting when I click outside the field. Also, you can see what I have loaded as far as modules and such. I replaced everything this morning with fresh files from a new zip download, and I do not extract into the fantasy grounds folders themselves, and am using the star wars ruleset, however, the genesys one also shows up when loading. Also, when I click back into the field to edit, the (A) symbol always becomes a (A+)

https://flic.kr/p/2k9k1TV
https://flic.kr/p/2k9ph3d

I wonder what I am doing wrong here, or if something else is affecting it.
Thank you for your time!!

johniba
November 22nd, 2020, 19:55
So weird!
Here are better screenshots of the entered font codes, and the results I am getting when I click outside the field. Also, you can see what I have loaded as far as modules and such. I replaced everything this morning with fresh files from a new zip download, and I do not extract into the fantasy grounds folders themselves, and am using the star wars ruleset, however, the genesys one also shows up when loading. Also, when I click back into the field to edit, the (A) symbol always becomes a (A+)

https://flic.kr/p/2k9k1TV
https://flic.kr/p/2k9ph3d

I wonder what I am doing wrong here, or if something else is affecting it.
Thank you for your time!!



hmmm, I think the issue is with the extension changing the theme. It is probably overwriting the font information and or files.
Where did you download that one? Looks different from the one I have
Do you have a link?


Also, it is ok to see both genesys and star wars text information in the chat window when you load it (work very similar to how dnd5 does, and other rulesets), dont worry that is expected

pauljmendoza
November 22nd, 2020, 20:00
I am using the link at the beginning of this thread. Is there another one?
https://drive.google.com/drive/folders/1UNyE7f7qbI5It8cCHmoEoWSoSeVhWxR-

johniba
November 22nd, 2020, 20:09
I am using the link at the beginning of this thread. Is there another one?
https://drive.google.com/drive/folders/1UNyE7f7qbI5It8cCHmoEoWSoSeVhWxR-

Ah ha, i see...
I asked you to check if you had unzipped files, and i am the one with an unzipped old extension here :P

So, the new version of that theme is causing the issue.
For now, maybe disable it, I will have a look at the issues


EDIT: No, the issue is not in the extension either. There are differences in FGUnity, and I need to check why it is not using the proper fonts.

pauljmendoza
November 22nd, 2020, 20:35
Weird! Glad you found something.

johniba
November 23rd, 2020, 04:42
Weird! Glad you found something.

Yeah

I found out something weird with FGU... it handles international characters differently when recording in the database.
I did a lot of tests and came up with a solution, which I will apply when i fix this issue you reported.

mossfoot
November 23rd, 2020, 08:56
ok

I am prioritizing:
- party ship
- career specs
- missing features in the main sheet(obligation etca)
- automatic success, failure, etca...

If you have a link for the extension, let me know

What is the Treasure section of the character sheet intended for? Right now I'm using it to track credits and obligation, but there are more fields than that.

Will the party ship be addable to the individual vehicle pages of characters? And will it be linked so that if I add damage on one sheet it shows up in all?

For some reason when I add a player token to a map from a character sheet it won't bring up the character sheet when I click it. Only if I drag it from the combat tracker. Intentional?


Some spitballing. In theory, couldn't all XP spent be tracked when actually raising stuff like skills and talents? Like if a character is locked in at creation and you raise your piloting from 3 to 4 as a career skill, it would only allow it if you have 20 unspent XP and then mark it off?

sevrick
November 23rd, 2020, 17:00
For some reason when I add a player token to a map from a character sheet it won't bring up the character sheet when I click it. Only if I drag it from the combat tracker. Intentional.
From what I understand, that is how it works other offical rulesets such as pathfinder and dnd 5e. I could be wrong.

Saeval
November 23rd, 2020, 18:11
All effects and targeting happen through the combat tracker. Dragging a token directly from your character sheet creates an unlinked copy of the token only. If you want to actually track combat stuff and effects then you need to add all your players to the combat tracker and then drag from there to the map.

You should have no reason to remove them anyway so you could just leave them there and clear the initiative values after combat.

mossfoot
November 23rd, 2020, 19:03
All effects and targeting happen through the combat tracker. Dragging a token directly from your character sheet creates an unlinked copy of the token only. If you want to actually track combat stuff and effects then you need to add all your players to the combat tracker and then drag from there to the map.

You should have no reason to remove them anyway so you could just leave them there and clear the initiative values after combat.

Thanks, guys. I'll remember that. The more I play with it the more I figure out. We decided to move ahead with the conversion early, so I expect to have more questions ;)

sevrick
November 24th, 2020, 00:25
Star Wars Ruleset Question
As I have been adding more and more content I am starting to see with multiple sources clutter up the groups. I also realized that your campaign stuff goes here as well and it can be hard to find your stuff in the sea of groups that are created. Especially if you have all 3 modules active. So I was thinking what if we renamed "Setting", that currently isn't being used, and rename it to "Source". Then allow all the categories to be filtered by Source and that way it wouldn't clutter the groups.

johniba
November 24th, 2020, 20:17
Star Wars Ruleset Question
As I have been adding more and more content I am starting to see with multiple sources clutter up the groups. I also realized that your campaign stuff goes here as well and it can be hard to find your stuff in the sea of groups that are created. Especially if you have all 3 modules active. So I was thinking what if we renamed "Setting", that currently isn't being used, and rename it to "Source". Then allow all the categories to be filtered by Source and that way it wouldn't clutter the groups.

We can definitelly add a filter for setting, and I can rename it to Source if needed, but I always thought setting would be like "Edge of the Empire, Age of Rebellion, Force and Destiny..." anyway.
I am soon adding a feature that will allow us to have skill list based on setting.
Looking at the old ruleset it was hardcoded, if you character belonged to one of the 3 main settings (or call it whatever), the skills were listed as needed.
Since I am always taking into consideration genesys, I am developing in a way both will benefit

I would use Setting as such... imagine as if you would with genesys ("Terrinoth, Android...."), but as i described with the 3 star wars settings.

Now for the groups, I understand it will start to get bigger, but that is quite common, for example, with Dnd5
I have A LOT of DND5 content, and I actually dont mind the big list

So what I propose is... lets see how it goes.
After you finish with 3 libraries, lets test and discuss this.

I can always change it like you said, or maybe in another way we can think about


Now, about the next release

I still need a lot of work to make the specialization trees to work, so what i will do is finish more stuff and release this weekend possibly, some other things

I have fixed the issue in FGU with fonts and the star wars symbols (I actually found out the hard way that internally FGU handled international code differently) and also improved readability
I will later recreate the fonts again... I always look at DND5 as a reference, and I will be frank, I still dont like how FGU displays fonts, but the last patches have done a lot with readability.

I will probably recreate the fonts again sometime in the future, but for now, the current build i am working on, I think looks a lot better!

I will also add some new features *morality, obligation etca) and see if i can activate the vehicles showing up in the combat tracker

I am also almost done with the ability to add advantages, disad, success etca, as requested, in the dice pool :)

So, lots of small fixes, and nice things coming soon, and this will allow me to feel better having released things, and focus on the big challenges, like spec trees

johniba
November 24th, 2020, 20:32
What is the Treasure section of the character sheet intended for? Right now I'm using it to track credits and obligation, but there are more fields than that.
Yeah, you got it right

For the treasure section, you mean in the character sheet, right?
So those are to input money.
The "boxed" field is the description of the monetary value (credits, dollars, etca) and the underlined field is where you enter values.
This is default in core and other rulesets

The big underline after that is a catch all field, you can use to describe other stuff that are not inventory items or money, or anything else you need to keep track that does not have a place yet.



Will the party ship be addable to the individual vehicle pages of characters? And will it be linked so that if I add damage on one sheet it shows up in all?
Yes. I have developed the vehicle system taking this into consideration
Imagine that the active ship in the character sheet is directly linked to the vehicle node.
If more than one player have it opened, anything updated in that vehicle will imediatelly update for all players to see, since they are already looking at the same node.
This is very different from how it works in the old ruleset, where the vehicle was a node inside the character sheet, and as far as i know, i havent seen any rulesets doing it this way


This is how it will work:
- In your inventory you will have a section for:
Your ships (this is already in the version you are using)
Public ships (these will be other PC ships that are shared)
Party Ships

So you will be able to mark one of your personal ships as "public"
If you do that, the ship will be displayed in the "Public Ships" list, for all other players

In the Party Sheet, the GM will be able to have one of more ships, think of this as permanent public ships

Now, for any of the above ships, if you make it your current ship (clicking ENTER SHIP), it will display the ship stats in your vehicle tab

And YES, if you drag damage into the character sheet, it will automatically damage the current ship, be it yours, or a public ship

This will also be very useful when i manage to let GM and players drag a ship into the combat map.

Imagine that you are in your ship, you have made it public, and two other friends entered it

That ship token will be ONE token on the map.. The token will display a small icon for each ship member, so visually you know who is in the ship
This will be very useful for a lot of things, including distributing damage to ship crew, like in critical damage....

So when i am developing, some things are not yet done, but the code and database i am already laying the foundation for the advanced stuff i just described.





For some reason when I add a player token to a map from a character sheet it won't bring up the character sheet when I click it. Only if I drag it from the combat tracker. Intentional?

Working as designed, this is how FG works



Some spitballing. In theory, couldn't all XP spent be tracked when actually raising stuff like skills and talents? Like if a character is locked in at creation and you raise your piloting from 3 to 4 as a career skill, it would only allow it if you have 20 unspent XP and then mark it off?

So, us humans imagine how it works, but translating to code is a big more complicated.
There are sure a lot of ways to do it, but the way i am designing, i think, will be good.

I dont want to complicate the character sheet with a button where the player will have to decide if the char is in character creation mode, or not.
What i thought about is internally i will have child nodes that will break down what skills came from experience, what came from talents, career

This will also help tremendously with the specialization tree.

I will explain it more in detail when i am actually doing it, since for now, it is only on paper, and will probably improve before i put it on code.

johniba
November 24th, 2020, 20:38
Seems very sensible. Can't wait!!!

As for the extension, I believe this is the one that works: https://www.fantasygrounds.com/forums/showthread.php?39414-Star-Wars-Edge-of-the-Empire-Dicebox-Extension

I hope this helps.

YES, this helps a lot!
I will be adding this feature to the ruleset and i think it will be available on the next release

sevrick
November 24th, 2020, 22:12
Why not just make the character sheets universal? I mean why make Edge of the Empire character sheets different from Age of Rebellion sheets. If you are a Hired Gun you don't have to take lightsaber because it is on the character sheet. On the other hand he may branch into one that has it.

If it is about Obligation, Duty, and Morality, you can technically have all 3 anyway.

Maybe I am missing somethings. I will go ahead and do what you had in mind. I assume it will tie into the code in the long run.

pauljmendoza
November 25th, 2020, 00:55
I think so as well, universal sheets are the way to go. I have players with all three - Obligation, Duty, and Morality.

johniba
November 25th, 2020, 01:52
Why not just make the character sheets universal? I mean why make Edge of the Empire character sheets different from Age of Rebellion sheets. If you are a Hired Gun you don't have to take lightsaber because it is on the character sheet. On the other hand he may branch into one that has it.

If it is about Obligation, Duty, and Morality, you can technically have all 3 anyway.

Maybe I am missing somethings. I will go ahead and do what you had in mind. I assume it will tie into the code in the long run.


Sorry, what do you mean?
The character sheets are universal.
The only thing is, the skills available will reflect each setting, just like it is in the old ruleset, but in a better way.
Now for obligation, duty and morality, all characters will have these, per official rules of when you merge all settings.

If you guys think we should keep all skills from all settings as it is now, I can also leave as is, and only change it in genesys

sevrick
November 25th, 2020, 02:43
Sorry, what do you mean?
The character sheets are universal.
The only thing is, the skills available will reflect each setting, just like it is in the old ruleset, but in a better way.
Now for obligation, duty and morality, all characters will have these, per official rules of when you merge all settings.

If you guys think we should keep all skills from all settings as it is now, I can also leave as is, and only change it in genesys

Just to make sure we are on the same page I was thinking of using the Setting as a filter to tell where the entry came from. Not strictly limited to the 3 core lines.

For example If I had a weapon entry "Sidewinder Gun" in the Setting, or Source if you will, I would put "Dangerous Covenants". From what I gather you are saying is you wouldn't have this but have it say "Edge of the Empire", because it is a book from that line. If this is the case I am not sure of the benefit it would be to have it just be one of the 3 lines. The content is already split up this way into modules. If you only wanted to see "Edge of the Empire" you could simply close the other 2 modules.

Since you wanted to have a Setting category I assumed it was because you wanted to reference it somewhere later. Based on your earlier post I thought it was to make character sheets for each setting.

johniba
November 25th, 2020, 03:33
Just to make sure we are on the same page I was thinking of using the Setting as a filter to tell where the entry came from. Not strictly limited to the 3 core lines.

For example If I had a weapon entry "Sidewinder Gun" in the Setting, or Source if you will, I would put "Dangerous Covenants". From what I gather you are saying is you wouldn't have this but have it say "Edge of the Empire", because it is a book from that line. If this is the case I am not sure of the benefit it would be to have it just be one of the 3 lines. The content is already split up this way into modules. If you only wanted to see "Edge of the Empire" you could simply close the other 2 modules.

Since you wanted to have a Setting category I assumed it was because you wanted to reference it somewhere later. Based on your earlier post I thought it was to make character sheets for each setting.

Hmm ok, I think I understand what you mean. So you will have the Edge of the empire library module, and it will contain data from books for that line/setting, and then you use the setting field as a Source field, where you tell from which book it comes from.
Then we can add a filter maybe, in the database windows, so people can filter.

It makes a lot of sense, sorry it took me some time to understand.

OK I think go ahead then, you can enter that info into the field, and I will rename it in the windows....


EDIT: Please wait and dont edit that field.
I will have to create a new one, since the way the record windows show them are hardcoded it seems

Let me work on this, I will add a Source field to the records

sevrick
November 25th, 2020, 04:12
Hmm ok, I think I understand what you mean. So you will have the Edge of the empire library module, and it will contain data from books for that line/setting, and then you use the setting field as a Source field, where you tell from which book it comes from.
Then we can add a filter maybe, in the database windows, so people can filter.

It makes a lot of sense, sorry it took me some time to understand.

OK I think go ahead then, you can enter that info into the field, and I will rename it in the windows....


EDIT: Please wait and dont edit that field.
I will have to create a new one, since the way the record windows show them are hardcoded it seems

Let me work on this, I will add a Source field to the records

Thx. Will do. When all is said and done it should be easier to navigate the libraries.

Wise Orc Tavern
November 26th, 2020, 16:50
Hi, I am not sure you answered me about the theme error I was getting, but unless I missed I think you didn't. You said you would take a look into it, although you were not the creator of it.
Since I don't know who is, I will just report here that the issue is related with the UI. If I set /scaleui 100 everything works fine, but if I lower it to 80 as I was using that's when it breaks.
As I said it's just a minor issue, I am just answering my own question in case anyone stumble on the same thing.

I see that you already have the Age of Rebellion library on Drive, should I avoid using it or can I go forward?

johniba
November 26th, 2020, 17:55
Hi, I am not sure you answered me about the theme error I was getting, but unless I missed I think you didn't. You said you would take a look into it, although you were not the creator of it.
Since I don't know who is, I will just report here that the issue is related with the UI. If I set /scaleui 100 everything works fine, but if I lower it to 80 as I was using that's when it breaks.
As I said it's just a minor issue, I am just answering my own question in case anyone stumble on the same thing.

I see that you already have the Age of Rebellion library on Drive, should I avoid using it or can I go forward?

I have applied a small fix, please download the new extension and let me know if it fixed, ok?

And the library, I think yes you can use it

Wise Orc Tavern
November 26th, 2020, 19:16
Yes, you fixed it. Perfect.
I will start testing this on the coming weekend. Seems amazing.

Thank you.

joeblack1863
November 26th, 2020, 23:04
@Johniba,

Hi, quick bug report, ignore if you already know about this:

Core Ruleset v3.3.12A (FGU)
Genesys ruleset V0.95 (downloaded from dropbox 26/11/2020)
Android: Shadow of the Beanstalk (latest version)

Extension: Better Menus - CoreRPG version 1.1 (Downloaded today)

Steps to Replicate:
1. Load Campaign
2. Open Character Selection and Create empty character (no need to fill anything in)
3. Open Combat Tracker.
4. Drag and drop character to combat tracker.
5. Right click on character in combat tracker and delete.

Creates the following error:
[11/26/2020 11:00:27 PM] [ERROR] Script execution error: [string "ct/scripts/ct_entry.lua"]:97: attempt to index global 'windowlist' (a nil value)

NOTE: Error still happens without Better Menus installed.

Joe

johniba
November 27th, 2020, 03:38
@Johniba,

Hi, quick bug report, ignore if you already know about this:

Core Ruleset v3.3.12A (FGU)
Genesys ruleset V0.95 (downloaded from dropbox 26/11/2020)
Android: Shadow of the Beanstalk (latest version)

Extension: Better Menus - CoreRPG version 1.1 (Downloaded today)

Steps to Replicate:
1. Load Campaign
2. Open Character Selection and Create empty character (no need to fill anything in)
3. Open Combat Tracker.
4. Drag and drop character to combat tracker.
5. Right click on character in combat tracker and delete.

Creates the following error:
[11/26/2020 11:00:27 PM] [ERROR] Script execution error: [string "ct/scripts/ct_entry.lua"]:97: attempt to index global 'windowlist' (a nil value)

NOTE: Error still happens without Better Menus installed.

Joe



Hey, so that error was reported by Sevrick a while ago, and now that i tested it, i think it is pretty nasty, enough for me to release a quick fix

Also as a bonus, you guys get a small new feature in the ruleset, in the dicepool,hehe

I have already uploaded new versions for genesys and star wars, you can redownload and test, let me know if you have any issues

I will also create a new post informing what is in the release

johniba
November 27th, 2020, 03:50
NEW RELEASE

I know I said I will make a new release on the weekend, where I am adding missing features, but I decided to make a quick release fixing some issues

Also, as a bonus, check the new feature in the dice pool: you can now add automatic success, failure, advantages and disadvantages



DETAILS in the release:

Genesys / Star Wars:

1) You can now add automatic Success, Failure, Advantage and Disadvantage to your dice rolls!


Bug Fixes for Fantasy Grounds Unity:

Genesys and Star Wars
1) Fixed font size: several fonts were very small, they are now the same size as you will see in other rulesets. (I will still recreate these fonts in the near future, I think they are too "thin", so I will create new and better looking fonts soon)
2) Fixed several issues where the symbols were not being replaced automatically with the replacement codes (like for example "(S), [A]", etca)
3) Fixed error in combat tracker that showed up when you deleted a pc/npc from the tracker.


Star Wars:
1) Fixed an issue where Genesys dice and dice symbols were showing up instead of Star Wars symbols


Extensions:
1) Fixed an issue in the StarWars theme extensions, where the "starfield" in the background was not displayed properly in 2k or higher resolutions, or using scaleui 80


As always, please download the latest versions of both rulesets from the link below (remember you still need the genesys ruleset if you intend to use star wars)


updated files:

Genesys.pak
StarWarsFFG.pak

Extensions Star Wars => Theme_StarWars.ext

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

Urqy
November 27th, 2020, 06:02
@Johniba,
I ran a quick test with the updated Genesys ruleset and I no longer get that error with either PCs or NPCs when deleting them from the combat tracker. I also did several test rolls with the new dice feature and it worked very smoothly. This was not an in depth test of either, but my initial results are the feature and the fixes are working as intended. Thanks!

joeblack1863
November 27th, 2020, 09:06
@Johniba,
I ran a quick test with the updated Genesys ruleset and I no longer get that error with either PCs or NPCs when deleting them from the combat tracker. I also did several test rolls with the new dice feature and it worked very smoothly. This was not an in depth test of either, but my initial results are the feature and the fixes are working as intended. Thanks!

Reran my original test then did the same as above (in FGU). Error was gone and I love the the new dice feature, nice work and thank you!

Joe

johniba
November 27th, 2020, 12:16
Reran my original test then did the same as above (in FGU). Error was gone and I love the the new dice feature, nice work and thank you!

Joe

Thanks a lot, Joel and Urqy!

pauljmendoza
November 28th, 2020, 19:30
I was wondering if the Triumph and Despair symbols could be added to the available symbols in the dice pool box. I think it's rare, but those can be added to rolls via some talents or situations.

johniba
November 29th, 2020, 00:41
I was wondering if the Triumph and Despair symbols could be added to the available symbols in the dice pool box. I think it's rare, but those can be added to rolls via some talents or situations.

Yes it is possible, and I even thought of doing that.
I will do it

Xarax
November 29th, 2020, 02:08
While on the subject is it possible to get those extra symbols and or bonus dice to roll automatically with certain skills? Or is that going to be handled when status effects become a thing?

johniba
November 29th, 2020, 05:48
While on the subject is it possible to get those extra symbols and or bonus dice to roll automatically with certain skills? Or is that going to be handled when status effects become a thing?

I do want to make both.
What I want to do is move the weapons from the combat tab into the actions tab, make it similar to dnd5, where you can see your weapons, and click a button, and customize the roll, adding dice and symbols

That will be in an update soon, and later on, when i start working on automations and effects, people wont need to do that for most things

Xarax
November 29th, 2020, 15:26
I do want to make both.
What I want to do is move the weapons from the combat tab into the actions tab, make it similar to dnd5, where you can see your weapons, and click a button, and customize the roll, adding dice and symbols

That will be in an update soon, and later on, when i start working on automations and effects, people wont need to do that for most things

Awesome. Thank you again for all the work you are doing with this! Looking forward to these updates. If the is anything the community can do to help please let us know. That goes for you too @sevrick!

sevrick
November 29th, 2020, 16:03
Awesome. Thank you again for all the work you are doing with this! Looking forward to these updates. If the is anything the community can do to help please let us know. That goes for you too @sevrick!

Thanks. I was gone for a bit over Thanksgiving weekend. I should be back at it monday. Force and Destiny is all most done. The only thing it's missing is the Adversaries. So shouldn't be too much longer.:)

johniba
November 30th, 2020, 03:45
I am still adding the missing fields, and I will see if I can release in the middle of the week.

sevrick
November 30th, 2020, 11:45
I played in a game and realized something that was missing. It wouldn't nice to have a unidentified name for NPCs. I was the player and the GM put this Red lightsaber wielding foe I have never seen before into the encounter and it said His name. I laughed as he hid his name and it said Unidentified Creature" instead. It was prety funny.

johniba
November 30th, 2020, 12:52
I played in a game and realized something that was missing. It wouldn't nice to have a unidentified name for NPCs. I was the player and the GM put this Red lightsaber wielding foe I have never seen before into the encounter and it said His name. I laughed as he hid his name and it said Unidentified Creature" instead. It was prety funny.


I will check why unidentified is not working...

viresanimi
November 30th, 2020, 14:35
I think a unidentified field, just like on images and other npc sheets would be advisable, but it seems to me, that the issue was a forgetful storyteller! hi hi.

Xydonus
November 30th, 2020, 15:22
The Star Wars ruleset is looking great. Am still using the FG:C Star Wars ruleset for my games, have so much manual data input in that version that doesn't justify a move over just yet. But am already loving the icon graphics within the UI.

Do have a question about the Starship Menu/Base that was in the top-left corner of the other SW Ruleset. Is there any plans to implement that? That was a pretty nifty organizational tool to have for keeping track of the player starship, their inventory on the ship and other such effects. It's going to be the thing that I miss most I feel.

Urqy
November 30th, 2020, 22:52
On the unidentified field, it does work. You can set an NPC to unidentified (either on the encounter sheet or from the combat tracker) and it will show up as "Unidentified Creature." I think what Sevrick is asking about is an ability on the NPC sheet to change the unidentified name from a generic "Unidentified Creature" to something else such as "Red light saber wielding foe". Correct me if I'm wrong on the intent Sevrick.

sevrick
December 1st, 2020, 03:14
On the unidentified field, it does work. You can set an NPC to unidentified (either on the encounter sheet or from the combat tracker) and it will show up as "Unidentified Creature." I think what Sevrick is asking about is an ability on the NPC sheet to change the unidentified name from a generic "Unidentified Creature" to something else such as "Red light saber wielding foe". Correct me if I'm wrong on the intent Sevrick.

Yes actualy your right. I figured it would work similar to the way items do. As far as names goes. I suppose you could make the argument for the description as well but not as vital.

johniba
December 2nd, 2020, 01:49
The Star Wars ruleset is looking great. Am still using the FG:C Star Wars ruleset for my games, have so much manual data input in that version that doesn't justify a move over just yet. But am already loving the icon graphics within the UI.

Do have a question about the Starship Menu/Base that was in the top-left corner of the other SW Ruleset. Is there any plans to implement that? That was a pretty nifty organizational tool to have for keeping track of the player starship, their inventory on the ship and other such effects. It's going to be the thing that I miss most I feel.

We will make use of the Party sheet from Fantasy Grounds.
I am improving it to list party ships (yeah you will be able to have multiple ships), where it will list not only party ships, but all ships that have players in it, so, it will be better than it was in classic sw ruleset

The rest of the info will also be in the party sheet: obligation, duty, morality (with the ability for the GM make rolls on those)

I am currently working on adding obligation, duty, morality to characters, to add vehicles into the combat tracker, and implementing those features in the party sheet.

johniba
December 2nd, 2020, 01:51
Yes actualy your right. I figured it would work similar to the way items do. As far as names goes. I suppose you could make the argument for the description as well but not as vital.

Yes, it works from there, but I will add the ID button in the npc sheet

I will do that now so I can release this feature, but i will later recreate the whole npc sheet.
I want it to have a look similar to reference npc cards :)

mossfoot
December 3rd, 2020, 06:21
Quick question - this ruleset is both FGC and FGU compatible. I'm testing out the FGU Ultimate with a three month subscription with my group to see if we want to make the switch. Is it easy to swap my info campaign info over or not? It seems to be, but I'm worried I might end up missing something critical.

(hey, is there some way to make FGU full screen instead of just maximized window???)

Agamon
December 3rd, 2020, 15:51
Quick question - this ruleset is both FGC and FGU compatible. I'm testing out the FGU Ultimate with a three month subscription with my group to see if we want to make the switch. Is it easy to swap my info campaign info over or not? It seems to be, but I'm worried I might end up missing something critical.


Yep, you can transfer from Classic to Unity. Just not from Unity to Classic.

As for fullscreen, not sure, I play stretched over 2 screens.

johniba
December 3rd, 2020, 15:52
Quick question - this ruleset is both FGC and FGU compatible. I'm testing out the FGU Ultimate with a three month subscription with my group to see if we want to make the switch. Is it easy to swap my info campaign info over or not? It seems to be, but I'm worried I might end up missing something critical.

(hey, is there some way to make FGU full screen instead of just maximized window???)

Officially the databases are not compatible.
I dont know for sure, it could be possible to export parts of the campaign, but i would advise against.

About the full screen, man, i have the same question, i dont know

Agamon
December 3rd, 2020, 15:55
Officially the databases are not compatible.
I dont know for sure, it could be possible to export parts of the campaign, but i would advise against.


Ah, maybe my info only applies to the 5e ruleset...

johniba
December 3rd, 2020, 16:02
Ah, maybe my info only applies to the 5e ruleset...

You may be correct, yes

So I came back here to add that maybe mossfoot could do a test, try to copy his campaign to a FGClassic demo and test it

Even if there are incompatibilities, I am sure it would be possible to move the important stuff over, like encounters, npcs, pcs etca

The library sevrick creates is compatible in both, and I encountered only one situation where the data is different between classic and unity, and that is international characters, but even that, our rulesets here can handle (I made a small code improvement for that)

So, yeah maybe test it

mossfoot
December 3rd, 2020, 16:37
You may be correct, yes

So I came back here to add that maybe mossfoot could do a test, try to copy his campaign to a FGClassic demo and test it

Even if there are incompatibilities, I am sure it would be possible to move the important stuff over, like encounters, npcs, pcs etca

The library sevrick creates is compatible in both, and I encountered only one situation where the data is different between classic and unity, and that is international characters, but even that, our rulesets here can handle (I made a small code improvement for that)

So, yeah maybe test it

I have been. Not a live test, but I moved the campaign over and had a look. So far it seems to be good. Characters have been moved and are still linked to their respective players. Images are there. The pins on images linked to NPCs and Quests are still there. But, as I said, it's not a live test with players. I'll let you know how that works out after the weekend.

Oh, also, obviously I only moved the campaign and tokens over... I redownloaded and reinstalled all the relevant rulesets and mods and whatnot, just so I didn't accidentally move some FGC files over by mistake.

sevrick
December 3rd, 2020, 16:38
When I create Libraries I do it with Classic. As for me I havent run into any issues loading them in FGU.

pauljmendoza
December 3rd, 2020, 17:47
I had a question about making a custom Star Wars character sheet/theme. What tutorials or resources could I use to make one for this ruleset. I've done it way back but for old Fantasy Grounds (art assets are easy, I'm an artist by trade) so I'd like to tackle one for this.

Also, is there any way to increase the font size in unity, extension or otherwise? My players, and myself, have horrible eyesight and the minute size of both the type and the special symbols are really eye-strain inducing. It's not anyone's fault, we're just all old.

mossfoot
December 3rd, 2020, 17:54
I had a question about making a custom Star Wars character sheet/theme. What tutorials or resources could I use to make one for this ruleset. I've done it way back but for old Fantasy Grounds (art assets are easy, I'm an artist by trade) so I'd like to tackle one for this.

Also, is there any way to increase the font size in unity, extension or otherwise? My players, and myself, have horrible eyesight and the minute size of both the type and the special symbols are really eye-strain inducing. It's not anyone's fault, we're just all old.


So did I, but I realized in settings you can change the size of the UI. Default is 100%, but I found 150% to be about on par with what FGC used to be.

pauljmendoza
December 3rd, 2020, 17:58
So did I, but I realized in settings you can change the size of the UI. Default is 100%, but I found 150% to be about on par with what FGC used to be.

Would this increase the special characters size as well?

pauljmendoza
December 3rd, 2020, 17:59
Also, where in settings do I do this?

johniba
December 3rd, 2020, 21:44
Would this increase the special characters size as well?

yes, as they are part of a true type font

johniba
December 3rd, 2020, 22:35
Hey everyone, so I would like to get your opinion on this as it will change how i develop motivations, obligation etca

Look at the example screenshot.
I am currently reworking the main tab, which will include what was in the Abilities one, and also initiative, experience, but most importantly, it will show Motivation (and also obligation etca for Star Wars)

For Motivation, and the other Star Wars fields, I was not sure if I should break down the description into two fields, for example like:

Type: Desire
Description: lalalalala

Or if I leave how it is in the screenshot.

The main difference is that if it is a single text, people would have to enter the type of motivation in the description (like in the screenshot), but if I separate into two fields, they would type that separately, and in the list view, it would be two columns (like for example how skills are)

What do you all think?

41637

I could also release it this way, as one field, we could test it and change if needed (easier to add a field than remove, as it would not clutter the database, but it is a small thing really)

pauljmendoza
December 3rd, 2020, 23:12
I like the two fields idea, and to be honest the more places where text formatting and bullet points can be done the better.

Samzagas
December 4th, 2020, 00:06
Looks nice, but it lacks a place to indicate the motivation's value.

Xarax
December 4th, 2020, 03:18
Looks nice, but it lacks a place to indicate the motivation's value.

^^This. Star Wars uses a numerical value to determine whether or not an obligation, duty and (I can't remember the force and Destiny one) comes up that particular session. These also are in flux so they need to be able to be changed quite easily. Maybe put 2 fields in experience (1 for earned xp and one for spent xp) and extend out the motivation tab to fill out the rest of the character sheet right under the Experience. More space to type, less cramped, etc.

johniba
December 4th, 2020, 04:29
Looks nice, but it lacks a place to indicate the motivation's value.

That example is from genesys, yes the star wars one will have the motivations value field

johniba
December 4th, 2020, 04:31
^^This. Star Wars uses a numerical value to determine whether or not an obligation, duty and (I can't remember the force and Destiny one) comes up that particular session. These also are in flux so they need to be able to be changed quite easily. Maybe put 2 fields in experience (1 for earned xp and one for spent xp) and extend out the motivation tab to fill out the rest of the character sheet right under the Experience. More space to type, less cramped, etc.

Yeah I am still on the fence if adding that on the right side was a good idea
Adding more fields like type, value... will make more sense to move initiative and experience somewhere else. I will rework this

sevrick
December 4th, 2020, 11:37
Yeah I am still on the fence if adding that on the right side was a good idea
Adding more fields like type, value... will make more sense to move initiative and experience somewhere else. I will rework this

Also having the talents on this page rather than having their own, I can see it getting cluttered real fast. Not sure how far along you are from specialization trees but I know if I put my star wars character on this sheet it would be a sea of talents.

BTW I am for the format:
Type: Desire
Description: lalalalala
If talents were moved to it's own tab it would give more room for this as well.

One other thing. Either Equipment type for attachments need to be expanded to allow Lightsabers and Lightsaber Crystals or add a subtype for attachments.

Agamon
December 4th, 2020, 14:31
Also, where in settings do I do this?

It's in the Advanced tab in Settings. There's also a chat command /ui

johniba
December 4th, 2020, 16:08
Also having the talents on this page rather than having their own, I can see it getting cluttered real fast. Not sure how far along you are from specialization trees but I know if I put my star wars character on this sheet it would be a sea of talents.

BTW I am for the format:
Type: Desire
Description: lalalalala
If talents were moved to it's own tab it would give more room for this as well.

One other thing. Either Equipment type for attachments need to be expanded to allow Lightsabers and Lightsaber Crystals or add a subtype for attachments.


Hi Sevrick

Makes sense.

I willl remove talents from that tab, add it back to the abilities tab (rename it probably to talents)
And also add those things you mentioned

Wise Orc Tavern
December 5th, 2020, 09:35
Personally I would prefer if each one had their own field, their own Header. I would put them in the notes tab exactly like the Ideals/Bonds/Flaws from D&D 5E, and maybe only one field at the first page, the Motivation Field with only the name and value for Duty and Obligation.

Let me give you my reasoning, since I believe that is the important part.

1. The one thing that makes things looks better in my opinion, is a "proper field". The feeling that something is cannon/official comes from everything having their own place. Recently, during a character creation session with my players, all of them preferred to build their characters in Ogg Dude and them just copy them here. I don't like that, I want them to get involved and excited with FGU/SWmodule. I want them to be proud they have access to this. I do understand why they did it. A better library for now comes in hand, but I think if we give each part their own field, would be a step forward. I think players need to love and trust their sheets, and so in the balance of: content fields x the better it looks lies what we are searching for.

2. I have had players with different levels of visual disability - the one thing all of them agree is that the lateral bar on characters sheets on FG are absurd. It is too small to read, and they usually just memorize the order. So having a specific field on the first page would be very helpful. Leaving the description in other hand on another tab leaves us with more space for information on the first page. No one needs to read the description of their duty or anything concept related all the time, rarely once or twice after character creation.

Questions:

1. Is there a place on the sheet to write down specializations?

2. I remember reading somewhere, many months ago that Unit would give us the opportunity to change the font in the same line, like letting me change from Headers to list or whatever without changing the entire line. I don't see here this. Did they forgot about that, a better editing/formatting tool, or am I missing something?

Edit: Is there a reason why skills are not sorted alphabetically?

Xarax
December 5th, 2020, 15:29
2. I have had players with different levels of visual disability - the one thing all of them agree is that the lateral bar on characters sheets on FG are absurd. It is too small to read, and they usually just memorize the order. So having a specific field on the first page would be very helpful. Leaving the description in other hand on another tab leaves us with more space for information on the first page. No one needs to read the description of their duty or anything concept related all the time, rarely once or twice after character creation.


I don't particularly mind where on the character sheet this goes, but it does make sense to have the ability to put the description inside a button that can be opened from the sheet wherever it gets put. Saves space elsewhere on the sheet (no sense having the information written down somewhere and then have to go hunting elsewhere on the sheet to find it) and someone with more skill with this thing then me can eventually include a table where hopefully the Duty, Obligation, etc can be automatically either rolled for or dragged and dropped onto the character sheet.



Edit: Is there a reason why skills are not sorted alphabetically?


I too would like the ability to toggle between organizing the skills between organizing the skills alphabetically and organizing the categories alphabetically, organizing the attributes used alphabetically and organizing the skills based on how large or small the dice pool is. I have no idea how much work is involved in this for Johniba, but if it is a simple fix this is a feature I would love to see.

mossfoot
December 5th, 2020, 20:34
So I'm testing it in Unity and I have two unwanted things happening I notice straight away and can't seem to switch off. The first is very bad dice rolling sound FX... which I can live without. The second is this...

41685

Why is there text above the dice roll icons and results? It clutters things up! Is this just a Unity thing or the last update or is there something I can do to turn it off?

johniba
December 5th, 2020, 21:34
Personally I would prefer if each one had their own field, their own Header. I would put them in the notes tab exactly like the Ideals/Bonds/Flaws from D&D 5E, and maybe only one field at the first page, the Motivation Field with only the name and value for Duty and Obligation.

Let me give you my reasoning, since I believe that is the important part.

1. The one thing that makes things looks better in my opinion, is a "proper field". The feeling that something is cannon/official comes from everything having their own place. Recently, during a character creation session with my players, all of them preferred to build their characters in Ogg Dude and them just copy them here. I don't like that, I want them to get involved and excited with FGU/SWmodule. I want them to be proud they have access to this. I do understand why they did it. A better library for now comes in hand, but I think if we give each part their own field, would be a step forward. I think players need to love and trust their sheets, and so in the balance of: content fields x the better it looks lies what we are searching for.

2. I have had players with different levels of visual disability - the one thing all of them agree is that the lateral bar on characters sheets on FG are absurd. It is too small to read, and they usually just memorize the order. So having a specific field on the first page would be very helpful. Leaving the description in other hand on another tab leaves us with more space for information on the first page. No one needs to read the description of their duty or anything concept related all the time, rarely once or twice after character creation.

Questions:

1. Is there a place on the sheet to write down specializations?

2. I remember reading somewhere, many months ago that Unit would give us the opportunity to change the font in the same line, like letting me change from Headers to list or whatever without changing the entire line. I don't see here this. Did they forgot about that, a better editing/formatting tool, or am I missing something?

Edit: Is there a reason why skills are not sorted alphabetically?

Thank you for your feedback.
This is in my opinion one of the most important things people can do here to help me.
I am not a designer, and also I can only extrapolate some things from personal experience, and so feedback and explanations like these are very important.

OK, so lets break this down:

1 - Not yet. I am currently adding missing information like obligation, motivation etca, and later I will add specializations
Initially it will be just a place to list what specs your character has, but I will later create the spec tree. I want it to replicate how you see it in the official sheets, and in the books, so it becomes second nature using it.

2 - You cannot change a font, like you would do in a text editor, like selecting a different typefont and size. When formatting and creating rulesets, one type of field we can make is named formatedtext.
This formatedtext is a multinine box (like the ones you will see in descriptions in records like talents, items etca, and also the notes field in the character sheet.)
For those fields you as a user can right click and change the formatting in words and paragraphs, like changing characters to bold, italic, bold-italic... and also changing paragraphs to Title, lists, and a few others.
It is not as feature rich as an editor, and personally i would really like FG to give us more flexibility, but this is what we have.

So, if you see a multiline field in the genesys/star wars ruleset, try right clicking and see if it gives you the option to format things, but bear in mind, this is something we have to code, we need to explicitly make a field a formatted text field.


About the skills list:
It is still undergoing changes.
Initially I had all skills listed alphabetically, later I changed to order by Category first, and alphabetical by name second.

Have you seen how skills are listed in the old star wars ruleset? I wanted to go back to that, to make them separate lists by categories
But hearing your feedback on separate columns for things in the sheets, makes me thing about this even more, if I should do it or not.
Maybe I could add a button to allow players to choose if they want all skills listed alphabetically, or if they want by category

On the matter of separate fields and lists for motivation, obligation etca, dont worry that is what we will have.
Also most important of all, remember this is not set in stone.
As soon as I release something, please check it out, and give me your feedback

The idea is to make something that people will fully enjoy.

You also mention like how people now prefer to build their character on external apps like the ogg website, and I can totally understand
But like you said, yes it is my intention to make this something that will compel people into creating their char directly into the ruleset.
The idea being that once you start it up, you will not feel the need to use anything else to create your char, or play.

For now we dont have any calculations on experience, or anything, but believe me when I say it is in my plans, and the way I design the data structure and the code, take into consideration this next step in the development, soon

johniba
December 5th, 2020, 21:43
I don't particularly mind where on the character sheet this goes, but it does make sense to have the ability to put the description inside a button that can be opened from the sheet wherever it gets put. Saves space elsewhere on the sheet (no sense having the information written down somewhere and then have to go hunting elsewhere on the sheet to find it) and someone with more skill with this thing then me can eventually include a table where hopefully the Duty, Obligation, etc can be automatically either rolled for or dragged and dropped onto the character sheet.



I too would like the ability to toggle between organizing the skills between organizing the skills alphabetically and organizing the categories alphabetically, organizing the attributes used alphabetically and organizing the skills based on how large or small the dice pool is. I have no idea how much work is involved in this for Johniba, but if it is a simple fix this is a feature I would love to see.



So about the obligation, duty....
I am currently moving talents to their own tab, like it was before, and the "front" or main page of the sheet will list motivation, obligation, duty etca only

For those, what we will have is something like this:

Imagine each of the one above will have a header (like that blue header bar), and bellow it, the list
For the list, we will have fields:

For example for obligation, we will have the columns:

Name
Magnitude (numeric field)


We will also have a button that once clicked, will open a window with more details, this is where you have the big description field, where you can explain what that obligation means in detail, for example


For Skills, so I will see how I can add a way to make the user able to choose how they want it listed, but for now maybe I can go back to displaying as alphabetical?

johniba
December 5th, 2020, 21:46
So I'm testing it in Unity and I have two unwanted things happening I notice straight away and can't seem to switch off. The first is very bad dice rolling sound FX... which I can live without. The second is this...

41685

Why is there text above the dice roll icons and results? It clutters things up! Is this just a Unity thing or the last update or is there something I can do to turn it off?

That text is very annoying, and from what Moon Wizard explained, cannot be toggled off.
Althoutgh they said it cannot be removed, I want to make further tests later and see if I can trick FGUnity to hide that. For now I am sorry, we have to live with it.
For dice sounds, someone told me it could be toggled off? I need to see if I can find out how to do it.

YEah, that text is very annoying and i really hate it that we dont have an easy way to turn off

Xarax
December 5th, 2020, 21:53
For Skills, so I will see how I can add a way to make the user able to choose how they want it listed, but for now maybe I can go back to displaying as alphabetical?

Personally Alphabetically was best for my view but the ability to choose that on the fly would be a great feature. That said, feel free to put it at the bottom of the list as I know there are still a bunch of other projects in program that you are working on. Thanks again @johniba!

mossfoot
December 5th, 2020, 22:14
That text is very annoying, and from what Moon Wizard explained, cannot be toggled off.
Althoutgh they said it cannot be removed, I want to make further tests later and see if I can trick FGUnity to hide that. For now I am sorry, we have to live with it.
For dice sounds, someone told me it could be toggled off? I need to see if I can find out how to do it.

YEah, that text is very annoying and i really hate it that we dont have an easy way to turn off

Oh, so those are Unity specific issues... got it. Hopefully you'll learn of a way around it :)

I couldn't find a dice sound toggle myself. It doesn't seem to be an issue in any of the menus.


Thanks for all the feedback, and just wanted to thank you for your continuing efforts on this. Looking forward to what comes next!

mossfoot
December 5th, 2020, 22:20
Personally Alphabetically was best for my view but the ability to choose that on the fly would be a great feature. That said, feel free to put it at the bottom of the list as I know there are still a bunch of other projects in program that you are working on. Thanks again @johniba!

Alphabetical is best, but also clustered by groups. The way Star Wars has it (General, Knowledge, Combat) is fine. It would be nice if there were headers above each category for quicker visual reference (or trying to fit in two columns so we can see everything at once).

As a short term solution... what if the Combat category was renamed Weapons? That would shunt it to the bottom of the page and feel more like the standard character sheet order? If I were to edit that way myself, it shouldn't have any impact on anything, right?

sevrick
December 5th, 2020, 23:18
Edge of The Empire

Added appropriate subtype to each ship weapon.
Renamed the Twi'lek Special Ability to match that of the Force and Destiny Core Rulebook.
Changed Plentary Defense Force Trooper from having 3 frag grenades to 2.
Added page number for Jetpack Vehicle.
Linked Captive Rancor vehicle stats to NPC stat.

Age of Rebellion Libraries

Changed the subtype of Frag Grenade, Missile Tube, Stun Grenade, and Thermal Denotator to "Explosives and Ordinance".
Removed Extra instance of Repli-Limb Prosthetic (organ)
Add missing entry in Superior Armor Customization. (Use With).
Added appropriate subtype to each ship weapon.

Force and Destiny Libraries

Add Force and Destiny Core Rulebook Libaries

Suggested Changes/Additions

Add a type filter for NPCs for a search. This would be used to filter NPCs such as Creatures, Imperial Forces, Droids, etc.
Add a Silhouette stat. Normally I would say to just put it in the abilities area but having it's own entry would prep for automation comparing size differences, etc.


You will see some tags at the end of names of NPCs. This is temporary until I decided how to fix them or am waiting on a fix.

Also I will remove the "No Des" from everything when an exporting/import feature is available.

sevrick
December 6th, 2020, 14:55
I will hold off adding more until there is a place for me to add a source. That way I wont have to go back and add it later. I will still have to go back and add it for the core rulebooks though.

Also it would he a good idea to have a box next to the source for a page number. That way people could still have a page reference and a description.

mossfoot
December 11th, 2020, 21:55
Wow, this is the longest I've ever waited for an update or comment to be added. Must be the holidays! ;)

Xarax
December 11th, 2020, 22:03
@mossfoot you got me all excited that something was happening here!

sevrick
December 12th, 2020, 00:20
@mossfoot you got me all excited that something was happening here!

rofl same here I check it almost every 2 hours.

pauljmendoza
December 12th, 2020, 01:03
Hah! Same.

Urqy
December 13th, 2020, 16:47
@Sevrick How do you see the item qualities working once automation becomes a thing with the character sheets? For instance, "Accurate 1" should add a blue die (Boost die) to the dice pool for a hunting rifle. Would you do that through effects added to the player?

sevrick
December 13th, 2020, 22:03
@Sevrick How do you see the item qualities working once automation becomes a thing with the character sheets? For instance, "Accurate 1" should add a blue die (Boost die) to the dice pool for a hunting rifle. Would you do that through effects added to the player?

I assume it will be through effects. You will have to ask Johniba on that one.

sevrick
December 13th, 2020, 22:20
I found a bug where the weapons don't show up on the vehicle tab after entering the vehicle.

Edit: Ok they really buggy not sure what is going on with the weapons. I can't change the shields in the vehicle tab. When I change it on the ship stats it's self, the weapons appear blank.

Also I noticed while playing I own a IG-100 Droid and I need a place to put him so I can edit his stats and things when needed. You could add a place like the vehicle but for NPC's. You wouldn't need to give it's own tab like the vehicles but just have it under inventory for player own/controlled NPCs.

johniba
December 14th, 2020, 00:06
Wow, this is the longest I've ever waited for an update or comment to be added. Must be the holidays! ;)

Hi

Terribly sorry it is taking so long.
One of the culprits is my work for sure, and I will soon release some new stuff, I promisse

On top of that, in january i will be on vacation, meaning most of my time will be paying games AND coding the rulesets, so I plan to make up for it then

Not to say I will not release new stuff soon though :0

johniba
December 14th, 2020, 00:08
@Sevrick How do you see the item qualities working once automation becomes a thing with the character sheets? For instance, "Accurate 1" should add a blue die (Boost die) to the dice pool for a hunting rifle. Would you do that through effects added to the player?

What I plan to do is add a routine that when you are using equipment, and the dice pool is to be populated, it will read and parse the special field in the equipment, adding dice to the rolls

That is for things that add to the roll, and other stuff will probably work as sevrick said, by adding effects, and reading those when dice are being evaluated by the ruleset.

I will be working on automation probably on january

GamingChaplain
December 15th, 2020, 04:01
Noob question - Is this the latest and greatest for FFG SW on Fantasy? I got it from the first thread, and I didn't read all 116 thread pages to see if there was an update.
https://drive.google.com/drive/folders/1UNyE7f7qbI5It8cCHmoEoWSoSeVhWxR-
I'm trying to set up an online since we are locked down, again, and like most can't meet in person.

johniba
December 15th, 2020, 13:54
Noob question - Is this the latest and greatest for FFG SW on Fantasy? I got it from the first thread, and I didn't read all 116 thread pages to see if there was an update.
https://drive.google.com/drive/folders/1UNyE7f7qbI5It8cCHmoEoWSoSeVhWxR-
I'm trying to set up an online since we are locked down, again, and like most can't meet in person.

Yep

That is it, the latest one. The download link will always be the same (or ate least until we move to something better)

Let us know if you have any trouble setting up, we can help

sevrick
December 17th, 2020, 01:24
Not sure if you knew this but when you type (A) then lock the record it shows the advantage as it should but when I unlock it again the (A) changes to (A+) when I lock it again it stays (A+) instead of showing the symbol.

pauljmendoza
December 17th, 2020, 06:54
Not sure if you knew this but when you type (A) then lock the record it shows the advantage as it should but when I unlock it again the (A) changes to (A+) when I lock it again it stays (A+) instead of showing the symbol.

That happens for me as well.

johniba
December 17th, 2020, 17:31
Not sure if you knew this but when you type (A) then lock the record it shows the advantage as it should but when I unlock it again the (A) changes to (A+) when I lock it again it stays (A+) instead of showing the symbol.

ahhh yes i fixed that in the current build i am working on, but thanks a lot for this report
it will be fixed when i upload it soon

Sorry it is taking so long, i am almost with more free time, and i will provide an update next week for sure.

After that, i will probably pause for the end of the year, but january i will be on vacation and will work more on the updates too!

mossfoot
December 18th, 2020, 04:26
ahhh yes i fixed that in the current build i am working on, but thanks a lot for this report
it will be fixed when i upload it soon

Sorry it is taking so long, i am almost with more free time, and i will provide an update next week for sure.

After that, i will probably pause for the end of the year, but january i will be on vacation and will work more on the updates too!


We appreciate all your hard work on this! Thank you, and Merry Christmas/Happy Holidays! :D

Xarax
December 19th, 2020, 17:11
bug report: Script Error: [string "scripts/manager_action_dice.lua"]:1257: bad argument #1 to 'pairs' (table expected, got nil)

got this from trying to add a critical injury token to a pc. It rolled dice but no result was shown. Is there a way to connect a table that I've already made to that token or no?

gonroth
December 19th, 2020, 17:45
Hey firstly tks for making and still working so hard on perfecting this awesome extension.

Quick question; how would I go about editing the description of the critical hits. I can't seem to find their location.

punisher5150
December 19th, 2020, 18:35
Just wanted to wish everyone here a Merry Christmas and/or Happy Holidays! I can't believe how much this has grown since way back when I first attempted to get Star Wars ported over to UNITY. I was struggling just to get the dice and fonts working, and then I found out johniba was working on a Genesys CoreRPG ruleset! Realizing this would kill two birds with one stone, I stepped back and watched the excitement as this thing grew daily. Sevrick jumped in almost immediately and started the settings for Genesys. srbongo refined the Star Wars desktop and now we have a working ruleset for both systems that gets better every day! Thanks to all those involved. Also a shout out to Trenloe and the creators of the original Star Wars EotE ruleset for Fantasy Grounds!

pauljmendoza
December 19th, 2020, 21:21
Just wanted to wish everyone here a Merry Christmas and/or Happy Holidays! I can't believe how much this has grown since way back when I first attempted to get Star Wars ported over to UNITY. I was struggling just to get the dice and fonts working, and then I found out johniba was working on a Genesys CoreRPG ruleset! Realizing this would kill two birds with one stone, I stepped back and watched the excitement as this thing grew daily. Sevrick jumped in almost immediately and started the settings for Genesys. srbongo refined the Star Wars desktop and now we have a working ruleset for both systems that gets better every day! Thanks to all those involved. Also a shout out to Trenloe and the creators of the original Star Wars EotE ruleset for Fantasy Grounds!

Totally, thank you everyone working on this and the past versions of this ruleset. My players unknowingly think you as well.

sevrick
December 20th, 2020, 15:10
Hey firstly tks for making and still working so hard on perfecting this awesome extension.

Quick question; how would I go about editing the description of the critical hits. I can't seem to find their location.

scripts/data_common_sw.lua

Since the ruleset is allways changing not sure if it would worth it to change the descriptions right now. Still if you wanted to you could make an extension for or extract the ruleset into a folder and make a copy of data_common_sw.lua edit it where it says "See page etc..." inside the <P></P>, then replace and package it up. Make sure to change the ziped file to a .pak file. If you did it this way you could keep a copy of the edited data_common_sw.lua somewhere on your computer and just replace it after an update each time. Keep in mind that if Johniba makes changes to that script in an update it may not work until the changes are copied as well.

Hardbushido
December 21st, 2020, 15:54
any advice on the easiest way to make Improved library mods? should i make a new campaign and copy all the talents etc to make a new mod that i can now move to other campaigns. i tried just making the changes to the original which worked but when i created a new game it reverted back to the original. basically trying to create a mod with the descriptions.

Hardbushido
December 21st, 2020, 16:21
or a way to parce books we've purchased from drivethrurpg?

Xarax
December 21st, 2020, 19:29
Sevrick has put together all the basic libraries (without descriptions due to copyright) and they should be available on the same drive as the Genesys framework. He also posted a video on the best way to fill in those libraries with the info in the book for personal use using a program found on other forums called author.

Hardbushido
December 21st, 2020, 19:36
is there a link to the video. i tried youtubing sevrick and i didn't see it. i have the no des mods and while they are awesome. i like to see info in game and want to make mods from other books as well.

Xarax
December 21st, 2020, 19:39
Sevrick's video:
https://www.youtube.com/watch?v=A-zg6cjlfMw
Author forum:
https://www.fantasygrounds.com/forums/showthread.php?41833-Project-Author

Hardbushido
December 21st, 2020, 20:15
awesome, yeah so he is suggesting what i originally said by making a fresh campaign and literally coping everything over. then adding the changes to the copy. thank you for finding those links.

johniba
December 23rd, 2020, 13:41
Guys sorry i didnt have time to reply to some questions here.

After xmas I will have more free time, and i will release some updates then, and on january i will be on vacation and will work full steam on adding features!

If I dont talk to you guys before xmas... I wish you all merry xmas and a fantastic new year

viresanimi
December 23rd, 2020, 15:55
Enjoy the holidays Johniba!

sevrick
December 23rd, 2020, 16:05
No problem at all Johniba have a good vaction.

I have decided to go ahead and work on supplements. So look for Dangerous Covenants supplement added in the next few days.

pauljmendoza
December 23rd, 2020, 18:05
Merry Christmas to you as well!!

Xarax
December 30th, 2020, 21:22
Anyone else feeling like this?

https://imgflip.com/i/4s2edy

Merry Christmas and Happy New Year!

Hardbushido
January 4th, 2021, 15:40
just fyi if you go through the trouble of changing the criticals in the ruleset it only works with the base ruleset. when you add the RoT, SotB, ect extensions the extension will overwrite the critical table of the core; so you have to change the criticals in those as well. Which is nice i guess if you wanted different crits specifically for a setting. And now that i know this, the extention is easier to work with if you are trying to find the script to change the crits as opposed to the ruleset. and smaller to share.

mossfoot
January 8th, 2021, 08:07
A thought that occurred to me for a feature (here or other rulesets). What if you could easily change the background wallpaper for setting images? Like access your images folder to choose something that will be take up the whole background, but not be a window that gets in the way? I could see using cityscapes or forests or deserts to help set a mood that way.

damned
January 8th, 2021, 08:48
That is what decals are for.

srbongo
January 8th, 2021, 14:09
A thought that occurred to me for a feature (here or other rulesets). What if you could easily change the background wallpaper for setting images? Like access your images folder to choose something that will be take up the whole background, but not be a window that gets in the way? I could see using cityscapes or forests or deserts to help set a mood that way.


I too would suggest looking at Decal extensions in order to do this. If you have the Star Wars theme for FFG, you can open that extension and see the decal used and even change it.

mossfoot
January 8th, 2021, 21:59
Sorry, I wasn't aware of this. Can you point me in the right direction of how to do this? A walkthrough somewhere?

sevrick
January 8th, 2021, 23:07
Edge of The Empire Libraries

Add Dangerous Covenants Source Book.
Added Force Powers to Emperors Hand
Added Juvenile version of Captive Rancor
Changed Heavy Ion Cannon damage from 6 to 7 and Crit from 3 to 4.

Force and Destiny Libraries

Add Juvenile Version of Creatures

sevrick
January 8th, 2021, 23:11
For right now the source book entries are in the groups section. When Johniba adds support for Source as a filter feature they will update them so they no longer appear in the groups section but can be filtered instead. This will avoid a lot of clutter. You can imagine what it would look like if you had every single source book appear as a group on top of your groups for your campaign.

sevrick
January 8th, 2021, 23:11
No way to remove the Species link on NPC sheets.
Move Hard Point box in items to right after encumbrance and before price.
Move Price box before Encumbrance.
Need Encumbrance Box for Attachments as well as rearranged placement of boxes as such:
Price, Encumbrance, HP Required, Rarity. This will make it easier to enter information straight from the books as that is the order they in the books.
The ability to add NPCs to PC sheets, so a player would have access to a droid or pet. It's true a GM can share a statblock of an NPC but in no way can he make any edits to it.

LordEntrails
January 9th, 2021, 01:31
Sorry, I wasn't aware of this. Can you point me in the right direction of how to do this? A walkthrough somewhere?
See the Decal Tutorial on this page; https://www.fg-con.com/free-downloads/

mossfoot
January 9th, 2021, 05:57
Thanks! Should be very helpful!

johniba
January 9th, 2021, 15:34
Hi Guys!

Sorry for disapearing, just wanted to add a quick message here.

I am alive and well haha, and i am working on the rulesets... i promise i will release an update soon!

johniba
January 9th, 2021, 15:36
just fyi if you go through the trouble of changing the criticals in the ruleset it only works with the base ruleset. when you add the RoT, SotB, ect extensions the extension will overwrite the critical table of the core; so you have to change the criticals in those as well. Which is nice i guess if you wanted different crits specifically for a setting. And now that i know this, the extention is easier to work with if you are trying to find the script to change the crits as opposed to the ruleset. and smaller to share.

Ah yes sorry about that!

So one thing i am making is, for the next update i will be adding basic descriptions (still making a bit generic, so to avoid any copyright issues), but i will also make it easier to update those, without having to resort to editing the ruleset files or extensions.

johniba
January 9th, 2021, 15:39
For right now the source book entries are in the groups section. When Johniba adds support for Source as a filter feature they will update them so they no longer appear in the groups section but can be filtered instead. This will avoid a lot of clutter. You can imagine what it would look like if you had every single source book appear as a group on top of your groups for your campaign.

YES
That will be available really soon in the next days, when i upload a new version!

So here is how it will work:

I am adding a Source field, where you can input the source book/page
I will remove the Setting field from Star Wars ruleset, but will keep it in genesys... so genesys will have both setting and source...
That way in genesys we can still input setting (like we have in the books) and also a source, in case the record came from an official book (or even from a community generated contend pdf)

I will also be adding filters in the database pages, so it can hopefully be used to search for info

Makabriel
January 10th, 2021, 02:58
A couple of things we noticed playing today. Suggestions or requests. Maybe instructions if we're missing things.


1) On the combat tracker: How can players marked themselves as "done". The "next turn" button doesn't do anything. The question mark icon shows, but only the GM can mark a player done.
2) How do you do effects on powers? Or just effects period. From a player standpoint, can we put an effect on our character that adds a boost dice to all rolls, etc?

Xarax
January 10th, 2021, 23:58
Hi Guys!

Sorry for disapearing, just wanted to add a quick message here.

I am alive and well haha, and i am working on the rulesets... i promise i will release an update soon!

As always Johniba rabidly excited, thankful for the work your putting in, and practicing being patient as possible till it's ready.

sevrick
January 11th, 2021, 22:31
Added the Trouble Brewing adventure from the Edge of the Empire Core Rulebook. Obviously I couldn't add any detailed information. Instead I added all the formatting for it and indicated where all the information can be entered. It is also in a format that is Author friendly. Note that the same formatting scheme won't necessarily be the same across all adventures. I added a folder in the star wars modules, so you can download them there.

mossfoot
January 12th, 2021, 03:21
Added the Trouble Brewing adventure from the Edge of the Empire Core Rulebook. Obviously I couldn't add any detailed information. Instead I added all the formatting for it and indicated where all the information can be entered. It is also in a format that is Author friendly. Note that they same formatting scheme won't necessarily be the same across all adventures. I added a folder in the star wars modules, so you can download them there.

Gonna be interested to check that out. Might teach me a thing or two about how to stage/set up my own adventures on FGU.

sevrick
January 14th, 2021, 11:58
Edge of The Empire Libraries

Added Hired Gun Obligations Table

Age of Rebellion Libraries

Add Forged in Battle sourcebook

sevrick
January 15th, 2021, 00:00
I had a cool idea. What if you added filter call it Starting Character Allotment. It would filter out items that are Restricted and Items that are no more that 500 credits. You could a modifier to filter items of 1,500 or less if they started with a +5 Obligation. Also 3,000 if they started with +10 Obligation.

Edit:
Thinking about this more and you could just add 2 filters; 1 that checks weither an item is restricted or not and 1 that let's you filter by cost. For example you would be able add you own cost into the filter and show all items 1000 or less. This would be more functional for more than just character creation.

mossfoot
January 17th, 2021, 02:45
Added the Trouble Brewing adventure from the Edge of the Empire Core Rulebook. Obviously I couldn't add any detailed information. Instead I added all the formatting for it and indicated where all the information can be entered. It is also in a format that is Author friendly. Note that the same formatting scheme won't necessarily be the same across all adventures. I added a folder in the star wars modules, so you can download them there.

Sorry, where do I find this? I just added all the updates, but can't find Trouble Brewing anywhere. How to I get to it?

sevrick
January 17th, 2021, 05:40
Sorry, where do I find this? I just added all the updates, but can't find Trouble Brewing anywhere. How to I get to it?

I made a new folder in the same place you find the libraries. I thought It might help avoid clutter. Should find it there.

mossfoot
January 17th, 2021, 17:59
I made a new folder in the same place you find the libraries. I thought It might help avoid clutter. Should find it there.

Huh... not sure what I'm doing wrong. Downloaded the latest files, look in Libraries while in the main game, can't find anything. I go to Modules and it's just the AoE, EoE, and F&D libraries to load.

Side note: are the effects of Attachments going to be added to the game directly at some point? For example, a Blaster with a Blaster Articulating Module gets a Setback die added to the roll automatically?

Urqy
January 17th, 2021, 19:02
On the Google Drive, if you click on "Libraries-Star Wars" you will find AoR, FaD, EotE and a new folder called "Adventures." It's inside that folder.

sevrick
January 17th, 2021, 22:06
Yeah the way the cloud does folders makes it not obvious there is a folder there unless you know where to look.

mossfoot
January 18th, 2021, 04:33
On the Google Drive, if you click on "Libraries-Star Wars" you will find AoR, FaD, EotE and a new folder called "Adventures." It's inside that folder.

Ahhhh, thanks. Missed it!

sevrick
January 23rd, 2021, 23:51
Just checking in to see how things are progressing. Also I noticed the NPCs don't have their stats labeled underneath wounds strain and defense. For example Ranged Defense or Melee Defense

johniba
January 24th, 2021, 09:40
Just checking in to see how things are progressing. Also I noticed the NPCs don't have their stats labeled underneath wounds strain and defense. For example Ranged Defense or Melee Defense

Sorry for the lack of updates.
I am working on an update real soon, it will not have the specialization tree yet, but i want to finish other things before I focus on that.
I want to add the missing fields from star wars in the character sheet, also finish missing vehicle features that make combat easier, and a few other things.

I will check about the npc stats....

sevrick
January 25th, 2021, 00:00
Edge of The Empire Libraries

Added Motivations Tables
Changed Macrobinoculars rarity from 1 to 2.
Renamed and merged some subtypes.
Fixed some links stats of droids linking to NPC sheet.

Age of Rebellion Libraries

Added Motivations Tables
Fixed some links stats of droids linking to NPC sheet.

Force and Destiny Libraries

Added Knights of Fate source book to the libraries.
Add ranks to Feint Talent

Trouble Brewing
Made a few correction on some typos and misc changes.

johniba
January 26th, 2021, 13:59
So Sevrick

For the "reference" field here is what I am thinking

I will actually make it like:

"Reference" - "Page" (two separate fields)

This will make it easier to provide filters in the database windows (for example, I could open the Items database, and in the bottom select a particular book as reference and filter and show results from that.

For Star Wars, I will remove the "settings" field, but for Genesys I will ALSO keep the new fields (Reference, Page)

I think the idea is that we could use Reference+page, instead of the placeholder description information (like you do "please look at page x of book y)

In the future, I will try to implement an easy way for exporting into a module with an option to not export descriptions (this could possibly make your life easier, Sevrick)

And also, it will allow me to maybe work on an easy way for people to populate those description fields, maybe using a spreadsheet... but i will talk more about this later.

So for now, I am working on a next version of the rulesets where the missing fields will be available, and then work on improvements (spec trees, auto calc of experience, character building etca)

sevrick
January 26th, 2021, 19:17
So Sevrick

For the "reference" field here is what I am thinking

I will actually make it like:

"Reference" - "Page" (two separate fields)

This will make it easier to provide filters in the database windows (for example, I could open the Items database, and in the bottom select a particular book as reference and filter and show results from that.

For Star Wars, I will remove the "settings" field, but for Genesys I will ALSO keep the new fields (Reference, Page)

I think the idea is that we could use Reference+page, instead of the placeholder description information (like you do "please look at page x of book y)

In the future, I will try to implement an easy way for exporting into a module with an option to not export descriptions (this could possibly make your life easier, Sevrick)

And also, it will allow me to maybe work on an easy way for people to populate those description fields, maybe using a spreadsheet... but i will talk more about this later.

So for now, I am working on a next version of the rulesets where the missing fields will be available, and then work on improvements (spec trees, auto calc of experience, character building etca)

That sounds awesome. Especially with option not to export descriptions. As you can imagine my Campaign folder is getting quite full.

Xarax
January 29th, 2021, 02:51
Came across a few items for a low priority wish list as I am trying to use the system to run a magic heavy campaign:


There is no spells tab (getting kind of crowded on the bar already so i don't know if there is an easy fix). Maybe subdividing Special abilities might be able to work, but I have no idea.
There is no way to drag and drop spells from anywhere onto the character sheet (I would assume the actions tab). This hopefully is something that could be implemented fairly easily looking at the D&D 5e frame work as that allows you to drag and drop spells from the list onto your character sheet, with all the information, attack rolls, effects, etc carried over nice and simple.
Because of the way that spells end up working in Genesys many of the spell effects stack on one another, raising the difficulty of the spell to be cast and adding to the difficulty making it progressively harder. In practice I see the easiest way to cast such a spell using this system woud not be to have a button for Roll Arcana + difficulty but having a way to add the difficulty of multiple spells to the dice pool. (initial difficulty + attack spell difficulty + Blast spell difficulty + fire spell difficulty) + arcana skill = dice pool for fireball.



As i mentioned this is low priority wish listing, not all genres need magic to work smoothly for their setting and anyone who REALLY wants to can just combine all those components and set up "Fireball" as ready to go action... hmmm... that may actually work better and have each player create a story or note that functions as their spell book and any commonly used combinations is what they fill their action bar with...

All this said, @johniba, thank you so much for all the work your putting into this and I hope we haven't become a chore for you.

@everyone else, am I over thinking this? Does anyone recommendations on how they are getting magic running smoothly? Thanks in advance for your feedback!

johniba
January 30th, 2021, 14:59
Came across a few items for a low priority wish list as I am trying to use the system to run a magic heavy campaign:


There is no spells tab (getting kind of crowded on the bar already so i don't know if there is an easy fix). Maybe subdividing Special abilities might be able to work, but I have no idea.
There is no way to drag and drop spells from anywhere onto the character sheet (I would assume the actions tab). This hopefully is something that could be implemented fairly easily looking at the D&D 5e frame work as that allows you to drag and drop spells from the list onto your character sheet, with all the information, attack rolls, effects, etc carried over nice and simple.
Because of the way that spells end up working in Genesys many of the spell effects stack on one another, raising the difficulty of the spell to be cast and adding to the difficulty making it progressively harder. In practice I see the easiest way to cast such a spell using this system woud not be to have a button for Roll Arcana + difficulty but having a way to add the difficulty of multiple spells to the dice pool. (initial difficulty + attack spell difficulty + Blast spell difficulty + fire spell difficulty) + arcana skill = dice pool for fireball.



As i mentioned this is low priority wish listing, not all genres need magic to work smoothly for their setting and anyone who REALLY wants to can just combine all those components and set up "Fireball" as ready to go action... hmmm... that may actually work better and have each player create a story or note that functions as their spell book and any commonly used combinations is what they fill their action bar with...

All this said, @johniba, thank you so much for all the work your putting into this and I hope we haven't become a chore for you.

@everyone else, am I over thinking this? Does anyone recommendations on how they are getting magic running smoothly? Thanks in advance for your feedback!



The Actions tab works as a spells, powers etca tab...

Here is a step by step on how to create a spells section there:

- Open your character sheet;
- Go to tab "Actions";
- At the bottom, click the "Edit" icon (the red circle);
- Click on the "Add Power" button;

A "Powers" section will open up. You can customize it anyway you want, for example, creating a Spells section. Here is an example

So after you clicked the Add Power, you will notice it created a line for you to fill up some info. Do it like this:

- The first field is populated with text "<new power>". Edit this and give it a name (for example Fireball);
- To the right of that field, if you hover your mouse, a popup tip will say "Ability Group". Edit this field to a name you want to give to this group of powers.
In our example, edit it as "Spells";
- As soon as you move to the last field, notice that now the header in the group will say "Spells". It is because you named the group!
- Now, on the "last" field, if you move your mouse over it, it says in the tip "Ability Summary". This is where you enter a detailed description of the power/spell etca.
You can use the special characters like [D], [A].... (S), etca for automatic substitution of dice and dice symbols...

Now, the next part you will add a "dice pool" to your spell. This is the part I believe is kinda hidden, and most people would not realize it exists!
- right click your "power/spell"
- Select "Add Action", and then "Add Skill Roll"
A new line with some fields will show up, fill up like this:
- In the first field, type the EXACT name of the skill to roll... for example, "Arcana"
- on difficulty, add a number, this will be how many difficulty dice will be rolled... for example, 2;
- For range, click until the correct range for this spell is showed, for example, "S", for short


Repeat clicking "add power" or the new "+" sign in the "Spells" bar, to add more spells
Finish by clicking the "Edit" button at the bottom again

In the future, I will make this tab more detailed, adding automatic damage rolls, etca...

I hope it is useful as it is, for now...

P.S.: I made a quick and very crude tutorial on this right now:
In the future I will make a full ruleset tutorial...


https://www.youtube.com/watch?v=RXDPGM1CPdM

P.S.(2): You can right click and add more than one "dice roll" for each spell/power, for example for spells that you have different modifiers and in case you dont want to have a complete separate spell record, but only different dice rolls+difficulties
For now I would also add the special effects of the spells in the description (for example Fireball - Blast 1)... later on i will improve this


P.S.(3): By the way, you guys are not a chore! Your feedback inspire me to go on!
Thank you for the patience waiting for the next release

Liberiton
February 5th, 2021, 00:01
Love the work so far by everyone! Was enjoying the Starwars fg classic version but we have migrated to Unity and I ran into an issue:

I am moving my players characters from classic to unity version. Working the inventory and running into an error: [ERROR] window: Control (encumberancethreshold_label) anchoring to an undefined control (encumberancethreshold) in windowclass (charsheet_inventory_contents)

It doesn`t stop anything and it all calculates just fine, but whenever I load the inventory pages it freaks. Gets bothersome. Any advice?

Also, I noticed the ship icon in the upper left is now gone? Can I get that back somehow?

[Edit] - It does this when I create a whole new character as well instead of calling from exported ones.

sevrick
February 5th, 2021, 14:54
Love the work so far by everyone! Was enjoying the Starwars fg classic version but we have migrated to Unity and I ran into an issue:

I am moving my players characters from classic to unity version. Working the inventory and running into an error: [ERROR] window: Control (encumberancethreshold_label) anchoring to an undefined control (encumberancethreshold) in windowclass (charsheet_inventory_contents)

It doesn`t stop anything and it all calculates just fine, but whenever I load the inventory pages it freaks. Gets bothersome. Any advice?

Also, I noticed the ship icon in the upper left is now gone? Can I get that back somehow?

[Edit] - It does this when I create a whole new character as well instead of calling from exported ones.

Did you check and make sure items added to the character has a valid encumbrance value. I know decimals, and things like +1, as well as normal numerical numbers work.

I would make sure there are no letters.
Not sure if it matters but make sure the character has a Brawn rating entered.
I would also make sure you have the latest update for Genesys and Star Wars Ruleset.
Uncheck an extra extensions just incase they are interfering.
Create a new item after updating and see if it works

I will see if I have the same problem when I get off of work.

mossfoot
February 6th, 2021, 17:26
Hey, johniba, just a thought. When you update the ruleset in the future, can you update the first post indicating when the most recent update was (and maybe a list of most recent feature additions?) That way people checking in after a while can ensure they have the most recent version?

Liberiton
February 6th, 2021, 21:21
No letters or special characters except for +. The extra extensions aren`t doing it either.

I think it is all due to the import of the FG Classic characters. Found the error (attached image) and it says couldn`t find template (linkednumber) in class (charsheet_inventory_contents).

Also adding a brawn to the new character fixed the error it was receiving. Looks like I need to recreate them manually as the imported file is missing an inventory class. Thanks for your help!

johniba
February 7th, 2021, 00:54
No letters or special characters except for +. The extra extensions aren`t doing it either.

I think it is all due to the import of the FG Classic characters. Found the error (attached image) and it says couldn`t find template (linkednumber) in class (charsheet_inventory_contents).

Also adding a brawn to the new character fixed the error it was receiving. Looks like I need to recreate them manually as the imported file is missing an inventory class. Thanks for your help!



Hi, so did you create this character manually, or did you import it? I mean the old ruleset data and the new rulesets are not compatible.
In the beginning i was trying to keep the same structure, but down the line i noticed it was holding back the development, and I had to stop that, so unfortunatelly there is no way (for now) to import data

johniba
February 7th, 2021, 00:55
Hey, johniba, just a thought. When you update the ruleset in the future, can you update the first post indicating when the most recent update was (and maybe a list of most recent feature additions?) That way people checking in after a while can ensure they have the most recent version?

Hi, I will do for sure. I hope I can release something soon, my work is currently taking a lot of my time, but i will soon release a few improvements and missing features, and fixes and I will make sure to properly give new version numbers to make them easier to identify

Makabriel
February 7th, 2021, 02:08
Any plans to add modifiers? We're running into a LOT of situations that would be nice to have something that automatically adds Setback dice to rolls, etc.

LordEntrails
February 7th, 2021, 03:32
Johniba, you do know major changes are coming to the CoreRPG ruleset? I think the changes are being driven by changes to the core engine as well. Please make sure you check out the recent threads in the Laboratory to make sure you know what's coming. I would have for an active ruleset like this to be caught by surprise.

johniba
February 7th, 2021, 13:02
Johniba, you do know major changes are coming to the CoreRPG ruleset? I think the changes are being driven by changes to the core engine as well. Please make sure you check out the recent threads in the Laboratory to make sure you know what's coming. I would have for an active ruleset like this to be caught by surprise.

Hi,

Yes I will make sure to keep up to date in the news over there.

One good thing is that while developing this ruleset I made sure to avoid touching any core code...
I do have a few places, but they are easy to update. From the beginning my idea was to not mess around with core

P.S.: Tested today and so far, the ruleset is already compatible and working with the test updates.
I have some small things to make it behave like core and other official rulesets after the changes (for example, the "add (+)" button needs to be always visible, but the good news is that not messing around with the core code is paying off...

I will keep an eye on the development to make sure we go through a smooth transition with genesys and star wars rulesets, as soon as the updates go live

johniba
February 7th, 2021, 13:03
Any plans to add modifiers? We're running into a LOT of situations that would be nice to have something that automatically adds Setback dice to rolls, etc.

YEs that will be added later on.
I am focusing on adding missing fields to the character sheets, and finishing up the vehicle support for combat tracker, and after we are no longer missing basic features, i will work on adding quality of life and automations

Xarax
February 7th, 2021, 14:57
You are the best Johniba! Really appreciate the work you are doing! Thanks so much! Ran my first session using the system and it handled everything we threw at it. Looking forward to whatever and whenever comes next!

johniba
February 7th, 2021, 23:27
You are the best Johniba! Really appreciate the work you are doing! Thanks so much! Ran my first session using the system and it handled everything we threw at it. Looking forward to whatever and whenever comes next!

Thanks a lot!
Remember to make notes for suggestions... most of the best features always come from those :)

Xarax
February 8th, 2021, 18:42
Notes for quality of Life updates based on gameplay:

Would be very nice to be able to drag and drop die pool configurations from the character sheet to the quickbar. We have a melee guy and unless he's fighting a nemesis his dice pool will always be two difficulty.
Actions, that can be dragged and dropped from one sheet to another like spells in the 5e framework, I have mentioned before would be very nice.
When effects are up and running not only will that be extremely helpful but would start to feel like we are really using a luxury product.
Having a window pop up when an attack roll generates (A)(A) or more is rolled if the weapon used has an activated ability (ie. Blast, or stun) would be very cool. (no idea what the coding for that looks like but offering suggestions).
Targeting and auto damage calculation - Soak = wounds applied (probably a long way down the list, but I had a player ask about it last session so i'll mention here).
One thing i ALWAYS forget is applying Setback for defense. If there is a way targeting can cover that so that I don't have to manually remember to tell the players to add a setback if their target has ranged or melee defense 1 would be amazing.
One thing I did notice (and i hope this wont cause trouble for Sevrick) for items, the price field is accepting commands for dice [D] (S) and converting them into the dice symbols. Cool and all and I love that we can do that but it causes a problem when you are inputting items that are Forbidden. Restricted is fine and (R) looks like it should. (F) of course renders as the failure symbol and adds a little confusion. For now everything forbidden is typed ( F ).
Personal and vehicle tokens seem to be connected to a table that does not exist. I have the tables populated elsewhere but perhaps a way to drag and drop the tables into the tokens once we populate our own onto the tokens so that there are no issues with copyright? (no way am I an expert of that).


If you'd prefer these suggestions to be put into a DM let me know, but I will certainly continue making suggestions for these as we come across things in game. Thanks again for all you are doing!

sevrick
February 9th, 2021, 18:27
I know I mentioned it before but the thing I am looking forward to is vehicles with their own inventory. I am in a game right now where my characters inventory is getting bloated.

Xarax
February 9th, 2021, 18:29
I know I mentioned it before but the thing I am looking forward to is vehicles with their own inventory. I am in a game right now where my characters inventory is getting bloated.

Party Sheet Inventory for the win! Anything the party doesn't have on them in assumed to be on the vehicle aka in the party sheet inventory. That will be nice though!

sevrick
February 9th, 2021, 23:02
Party Sheet Inventory for the win! Anything the party doesn't have on them in assumed to be on the vehicle aka in the party sheet inventory. That will be nice though!

The party sheet as I understand it is for dividing out loot for the players. Also I have a freighter, a speeder, and Repulsar lift the holds 10 encumbrance. Need more than just one place. Also with an inventory you could total encumbrance. You would also be able to get as detailed as you like by haveing locations.

johniba
February 10th, 2021, 00:01
The party sheet as I understand it is for dividing out loot for the players. Also I have a freighter, a speeder, and Repulsar lift the holds 10 encumbrance. Need more than just one place. Also with an inventory you could total encumbrance. You would also be able to get as detailed as you like by haveing locations.

We will have individual inventory for each vehicle... i only need to make sure i dont screw up, since vehicles can be shared, it will mean you will be able to move an item from a character into someone else's vehicle.
I am thinking of a way to make it easy to find stuff, i will see...

Xarax
February 10th, 2021, 02:25
The party sheet as I understand it is for dividing out loot for the players. Also I have a freighter, a speeder, and Repulsar lift the holds 10 encumbrance. Need more than just one place. Also with an inventory you could total encumbrance. You would also be able to get as detailed as you like by haveing locations.
There is another good idea. Party sheet, that actually calculates encumbrance. Again not sure what sort of wizardry this requires or if it's messing with core, but as long as we are comparing notes for desired features...

Atreides Ghola
February 12th, 2021, 17:28
Hey folks,

I'm sorry, I was unable to find the information I'm looking for in the 124 pages of this thread:

Is there a way for me as a GM to add dice to my players' dice pools? So as I add setback dice and challenge dice, I can combine my pool with theirs for the roll?

At this point, all I've been able to find is the Dicepool Tracker.

Thanks

johniba
February 12th, 2021, 17:54
Hey folks,

I'm sorry, I was unable to find the information I'm looking for in the 124 pages of this thread:

Is there a way for me as a GM to add dice to my players' dice pools? So as I add setback dice and challenge dice, I can combine my pool with theirs for the roll?

At this point, all I've been able to find is the Dicepool Tracker.

Thanks

Currently there is no way to do that, but you just game me an idea!

For now, you need to tell the player to add the dice.

You can monitor and see players dice pools: right click the dice pool bellow chat, and there is an option to see dice pool from players.

I will see what i can do to add a feature so GMs can add dice to their pools

Atreides Ghola
February 12th, 2021, 17:59
Currently there is no way to do that, but you just game me an idea!

For now, you need to tell the player to add the dice.

You can monitor and see players dice pools: right click the dice pool bellow chat, and there is an option to see dice pool from players.

I will see what i can do to add a feature so GMs can add dice to their pools

Haha, glad my question was inspirational!

Thanks for getting back to me so fast; I'm running my first (ever) session of Edge of the Empire tonight, and wanted to check just to make sure.

mossfoot
February 15th, 2021, 18:33
If I might ask, there's one feature that would be very handy and that would be the ability to add bonuses to modified equipment that automatically add itself to a dice pool.

This would most apparently come out in things like weapons, either modified or with inherent special features providing boosts or setbacks as needed.


However, the thought occurred to me that maybe a special feature could be added to the Inventory as well at some point. Imagine there being a special button available on the inventory list outside of Number, Encumbrance, and so on, maybe a die button like what you have on the Combat page for weapons. Clicking this button could perhaps do one of two things - either it would use the appropriate skill with modifications added or (and I think this might be better) just add the relevant modifier to the dice pool.

Say, for example, you have a special medical piece of equipment that reduces the difficulty of a task. You need to make a Hard Medicine roll, so you set up your dice pool, but you remember to use that piece of equipment. Clicking the die would take away one Difficulty die. Likewise if it was a piece of equipment that simply added a boost to your roll, that's what it would do instead.


Another idea: how to add armor and shield effects to a situation. Right now it seems there is no way to have the armor or shield setback die directly affect a die roll. Instead, you have to remember to add it yourself.

BUT, what if the Combat Tracker was modified so that after the damage is rolled and you drag the damage over to the appropriate character, the appropriate Setback die or dice are rolled and the damage reduced appropriately (plus a revised result shown on the text screen, which would be important since it might affect whether or not they get a critical). Would that be doable?

The fun thing about that is that it would actually remind players that those shield/armor dice exist, but also would directly show you whether it was responsible for saving your bacon (keeping you from hitting your wound threshold, or preventing a crit from happening)

johniba
February 15th, 2021, 20:33
If I might ask, there's one feature that would be very handy and that would be the ability to add bonuses to modified equipment that automatically add itself to a dice pool.

This would most apparently come out in things like weapons, either modified or with inherent special features providing boosts or setbacks as needed.


However, the thought occurred to me that maybe a special feature could be added to the Inventory as well at some point. Imagine there being a special button available on the inventory list outside of Number, Encumbrance, and so on, maybe a die button like what you have on the Combat page for weapons. Clicking this button could perhaps do one of two things - either it would use the appropriate skill with modifications added or (and I think this might be better) just add the relevant modifier to the dice pool.

Say, for example, you have a special medical piece of equipment that reduces the difficulty of a task. You need to make a Hard Medicine roll, so you set up your dice pool, but you remember to use that piece of equipment. Clicking the die would take away one Difficulty die. Likewise if it was a piece of equipment that simply added a boost to your roll, that's what it would do instead.


Another idea: how to add armor and shield effects to a situation. Right now it seems there is no way to have the armor or shield setback die directly affect a die roll. Instead, you have to remember to add it yourself.

BUT, what if the Combat Tracker was modified so that after the damage is rolled and you drag the damage over to the appropriate character, the appropriate Setback die or dice are rolled and the damage reduced appropriately (plus a revised result shown on the text screen, which would be important since it might affect whether or not they get a critical). Would that be doable?

The fun thing about that is that it would actually remind players that those shield/armor dice exist, but also would directly show you whether it was responsible for saving your bacon (keeping you from hitting your wound threshold, or preventing a crit from happening)


It has always been my plan to add automation, something that will get die and symbols, and add and subtract them automatically to a roll, based on an item's properties, talents, or effects.

I am of course currently adding missing features, things we need either in the character sheet and/or combat tracker, and I still have the plans to add those automations

HOWEVER.... your post actually gave me an idea, something that will be in between a completely automatic system (imagine the dnd5 ruleset and how it automates a lot of stuff), and not having things...

Your idea is really good, maybe I can make those visual reminders, so of course in the future the ruleset itself could handle lets say, adding automatically dice and modifiers to the dice pool or the roll, BUT, if I add buttons to the equipments, and even maybe a quick list of modifiers (for example, talents, effects etca) that would remind players, so that they could click it, add to the roll...

And when they roll, below the results, a quick reminder showing what was added (a description of the modifiers)

Yes your ideas are actually gonna help us have a better Quality of Life while playing!

So I know, its been quite some time now since i released something, and i will soon, but let me say, thanks for these suggestions, because I believe I can come up with something like you are suggesting, quite soon...


I am making notes so i will work on this after i release the "missing fields and vehicle support" update :)

mossfoot
February 16th, 2021, 17:33
Glad to have been inspiring, but can you clarify the mechanic you're talking about for compromise solution?

Would it be like shooting your modified blaster and the die roll not only comes up but a notification on the screen reminding you "Add Boost Die for Smart Targeting" (for example)?

Would you have to both set up your Medicine roll first and then go to your Inventory and click on your "Special Medkit X" and it would tell you straight away what the bonus is, which you then modify manually?

Just trying to visualize what you have in mind.

PjToledo91
February 16th, 2021, 18:40
Hello, When I install the Star Wars Theme in the above collection there's not change to the Class, Spells, Backgrounds, Races and Feats icons, Have I downloaded something incorrectly?

Xarax
February 16th, 2021, 19:35
Those categories were added (believe) after the theme was created and I don't think the theme has been updated to latest version.

sevrick
February 20th, 2021, 04:07
When I use the Genesys ruleset, I keep getting an error in FGU a special ability on a character it says:
[ERROR] Script execution error: [string "referencerraicialtrait"]:5 attempt to index field 'subwindow' (a nil value)

mossfoot
February 21st, 2021, 17:33
Seems like the latest FGU update broke the extension's icons? None of the graphics show up for the various buttons (Characters, Items, NPCs, etc..) just text. Happened on two computers, anyone else?

sevrick
February 21st, 2021, 18:03
Oops double post

sevrick
February 21st, 2021, 18:04
You might try Better Menus extension untill its fixed. I my self actualy prefer this as it gives me more screen realastate, but might not be for everyone.

https://www.fantasygrounds.com/forums/showthread.php?58226-Better-Menus-(CoreRPG-5E-etc)

Atreides Ghola
February 21st, 2021, 19:10
The update this past week removed all sidebar icons in FGU, afaik; it’s not an error.

mossfoot
February 21st, 2021, 23:04
I'm actually fine with the icons being removed. Frees up visible space.

Xarax
February 22nd, 2021, 18:12
Pro tip discovered through play: Number your character's talents in the listing on the main page according to rank. this will create a 'piramid' that you can figure out what you need to add to it at a glance. Happy gaming!

johniba
February 25th, 2021, 17:07
Hey guys I am looking at the errors caused in the latest update, I will fix them in the next coming days and provide a patch

johniba
February 25th, 2021, 17:09
Seems like the latest FGU update broke the extension's icons? None of the graphics show up for the various buttons (Characters, Items, NPCs, etc..) just text. Happened on two computers, anyone else?

Yeah like others said, it is not an error.
FGC and FGU now show the sidebar as a strip of buttons only with text. I find it is actually better, gives more space to important things on screen

johniba
February 25th, 2021, 17:10
When I use the Genesys ruleset, I keep getting an error in FGU a special ability on a character it says:
[ERROR] Script execution error: [string "referencerraicialtrait"]:5 attempt to index field 'subwindow' (a nil value)

Apart from this issue, let me know if anyone get any error messages.
When i tested I could not find any issues caused by the update in core rpg

mossfoot
February 28th, 2021, 18:33
So I can't seem to hide my dice rolls from my players, either from using the eye icon by the dice, or switching it off on the Options part of the side menu.

Am I missing something? Is this an update issue?