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sevrick
March 1st, 2021, 23:37
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

Did you try with a PC character sheet? Because I know I don't get the error with the NPC sheet.

sevrick
March 3rd, 2021, 14:10
Sorry guys I know it's been awhile since the last module update. I have been working on somthing big for modules moving forward. Suns of Fortune will be next and the test run to see what you all think about it. I also will release another tutorial video explaining how it works.

If everyone would rather have it the way it was I can always revert back.

Xarax
March 3rd, 2021, 20:52
So I have no idea if this has to do with the changes to the Fantasy Grounds layout in Classic or the Genesys framework but I cannot seem to help my players add tabs to their HUD. Things like Item Attachments, and a few others just aren't there and there doesn't appear to be a way to add them like their use to be in the Library Tab. Anyone else having this trouble?

Update: I am dumb. For anyone who is wondering how to add buttons to the new UI, the button to do so is in options labeled SIDEBAR. I think it use to be in library which is why I was confused. Carry on.

Xarax
March 3rd, 2021, 21:24
Alright next question: does anyone happen to have the FG Theme - Futuristic (https://www.fantasygrounds.com/store/product.php?id=SWKTHEME_FUTURISTIC) by Joshua Watmough? If so does anyone know if it works with the Genesys Framework? This theme looks amazing for Shadow of the Beanstalk and other Computer Centric Settings but I only want it if it works (or can easily be made to work) on this framework. Anyone have experience on this one?

Ps. Thanks to Johniba and Sevrick for all their hard work making these frameworks take shape and come to life!

wndrngdru
March 3rd, 2021, 21:42
Alright next question: does anyone happen to have the FG Theme - Futuristic (https://www.fantasygrounds.com/store/product.php?id=SWKTHEME_FUTURISTIC) by Joshua Watmough? If so does anyone know if it works with the Genesys Framework? This theme looks amazing for Shadow of the Beanstalk and other Computer Centric Settings but I only want it if it works (or can easily be made to work) on this framework. Anyone have experience on this one?


I just loaded it up and I would say that, while it probably doesn't break anything, it doesn't work well. The graphical elements that the ruleset adds are not included in the theme so it's disjointed. I wouldn't enjoy the experience, personally.

EDIT: That said. Smiteworks has a very generous return policy. Try it out and see if you like it. If you don't, request a refund.

Xarax
March 3rd, 2021, 21:49
Thanks for the quick reply @wndrngdru What kind of graphical elements are you referring to?

mossfoot
March 4th, 2021, 23:30
I have no idea if this is a feature that could be added here, or if it's an add on available some otherr way, but I really need a better way to minimize windows.

I know it's right there on the dial, but with Windows and whatnot, we're kind of hard-wired to look at the top right of the window for an answer... myself and all of my players always end up closing windows and then having to hunt and/or share them again later.

Is there a way to add a minimize button to windows next to the close button?



An error I did notice - when adding a Special Ability, I get a Script Execution Error pop up on my screen.



One other questions (definitely not ruleset related) - when adding a token to my maps, the images start off REALLY small. Is there a way to change the default on that?

Xarax
March 4th, 2021, 23:46
One other questions (definitely not ruleset related) - when adding a token to my maps, the images start off REALLY small. Is there a way to change the default on that?
Setting up the grid before you drop tokens sets the approximate size of the tokens you drop.
Right click on the map I think at 6oclock is set the grid. Drag a square the size you want your tokens. After that the token dragged to the map should be the right size.

Additionally you need to pull your token either from the combat tracker or the token below the the listing on your created encounter. You can grab the big one from encounter but that one will be really small typically.

Hope that helps!

Saeval
March 4th, 2021, 23:50
You can also unlock the map to open up the options (little lock symbol in the top right corner) and then you can set the grid and change the line color and opacity if it’s too strong or weak. You can even make it invisible if you want so the tokens will always be the size you want but you don’t have to see the grid.

Xarax
March 4th, 2021, 23:52
You can also unlock the map to open up the options (little lock symbol in the top right corner) and then you can set the grid and change the line color and opacity if it’s too strong or weak. You can even make it invisible if you want so the tokens will always be the size you want but you don’t have to see the grid.

This I did not know. Very nice.

mossfoot
March 5th, 2021, 19:34
You can also unlock the map to open up the options (little lock symbol in the top right corner) and then you can set the grid and change the line color and opacity if it’s too strong or weak. You can even make it invisible if you want so the tokens will always be the size you want but you don’t have to see the grid.

Thanks for that. That helped a lot.

Xarax
March 8th, 2021, 20:56
Been a while since we've heard from you Johniba. Hope all is well! Anything we can do, let us know! Your work on this is greatly appreciated and is bringing friends together from around the country. Thanks so much for all your doing.

mossfoot
March 8th, 2021, 22:43
Yeah, I was about to ask as well! Looking forward to the next update :)

Saeval
March 11th, 2021, 21:47
Hopefully everything is going well, you guys have been doing amazing work and I can't wait to see what's coming in the next update.

johniba
March 12th, 2021, 19:54
Yeah sorry for the lack of updates, I really want to release some new features, and I will probably keep doing like I did so far and release regularly in small chunks

I know its been a long time, but dont worry i am working on the updates :)

Also in a few days I should finally receive my core star wars books and this will help me work on the features.

I will see if i can release a new version this week, add those missing fields in the character sheet for star wars.

And then i will focus on finishing the vehicles/starships so they show up in combat tracker etca

Xarax
March 12th, 2021, 20:59
anything we can do Johniba let us know! We are all really thankful that this is being worked on at all, and excited for whatever comes next.

johniba
March 14th, 2021, 18:36
anything we can do Johniba let us know! We are all really thankful that this is being worked on at all, and excited for whatever comes next.

Thanks a lot!

I am trying to clean up, finish adding missing fields and after that I will be free to improve features.

So next release I will probably just be adding the missing fields in SW sheets, and also a couple of fields that will be for referencing book/pages, instead of using the description field (this will help with work from those shared libraries, and also in the future, I want to make it easier for people to be able to sync descriptions they create, with updated libraries)

So I am working on it and will probably be releasing sometime this week

After that, I will add features to the combat tracker, vehicle system, party sheet (add info like shared vehicles, and character sheet info relevant for the GM)

And then, I also have a big list of features to add, but i will see if I post a list later...

sevrick
March 15th, 2021, 13:46
Something that has always bothered me about the Star Wars rules is that Silhouette are not always clear. Usually Silhouette 1 and 2 are the ones in question. If it isn't one of those it usually says. Since I have been making Juvenile versions of the creatures and making vehicle stats I need to know the starting Silhouette. So I have been going through just the creatures and adding Silhouette sizes based on the description, Star Wars Wiki and try to use my best judgement. I used to think that if Silhouette isn't shown it was 1. Until I saw this from page 71 of Savage Spirits. "If not specified otherwise in its riding mount profile, the silhouette is 2.

Do you all want me to continue doing that or not add Silhouette if it is not shown?

Another option is just tagging those silhouettes that I have use my best judgement on. Like "Silhouette 1 (Not RAW)" that way you will know right away what is and isn't RAW.

Saeval
March 15th, 2021, 13:49
Do you all want me to continue doing that or not add Silhouette if it is not shown?

I say there’s nothing wrong with clarity. It will help people not as familiar with the system and keeping a standard reference for size across all entries is probably a good habit to keep. Even if most are the standard silhouette of 2.

johniba
March 16th, 2021, 04:54
Something that has always bothered me about the Star Wars rules is that Silhouette are not always clear. Usually Silhouette 1 and 2 are the ones in question. If it isn't one of those it usually says. Since I have been making Juvenile versions of the creatures and making vehicle stats I need to know the starting Silhouette. So I have been going through just the creatures and adding Silhouette sizes based on the description, Star Wars Wiki and try to use my best judgement. I used to think that if Silhouette isn't shown it was 1. Until I saw this from page 71 of Savage Spirits. "If not specified otherwise in its riding mount profile, the silhouette is 2.

Do you all want me to continue doing that or not add Silhouette if it is not shown?

Another option is just tagging those silhouettes that I have use my best judgement on. Like "Silhouette 1 (Not RAW)" that way you will know right away what is and isn't RAW.

In my opininon, if there is no silhouette info, it means it is a default one, it does not matter.
So I dont think you need to add them, since it is not needed.

I actually fixed sihoulette and a few other fields that were showing up even when there was no value in the record ( i will be releasing soon)

sevrick
March 16th, 2021, 13:54
In my opininon, if there is no silhouette info, it means it is a default one, it does not matter.
So I dont think you need to add them, since it is not needed.

I actually fixed sihoulette and a few other fields that were showing up even when there was no value in the record ( i will be releasing soon)

Doing some looking I found the 2 following book references on the matter.

Page 71 of Savage Spirits. "If not specified otherwise in its riding mount profile, the silhouette is 2.
Page 212 of the Edge of the Empire Core Rulebook. "The most important thing to remember is that most characters are silhouette 1.

Looking at the examples of silhouette 1 they provide, they are all humanoid species. Which lead me to believe that the humanoid adversaries are mostly silhouette 1. If it is the case that all adversaries that don't have a silhouette is 1 then there are things that are brought into question like the Carrion Spat on page 19 of Suns of Fortune, which says in description:

"Once tamed and used to both saddle and rider, carrion spats make excellent mounts, especially in rough or mountainous country where their innate sense of balance and wide-splayed feet allow them to move through. broken terrain with ease."

Yet there silhouette is not listed. That would make them a silhouette 1 and un ridable, despite the description. The key wording in savage spirits I think is "riding mount profile". I suppose that I could assume all adversaries with no silhouette would be 1 and if it has any mention or hint of being ridable in the description, up it to 2. Also I do think that having an actual place besides special abilities for silhouette would be better.

sevrick
March 17th, 2021, 00:37
For now I am going to just use my best judgement, other wise I will never release the updated libraries. If we feel the need to change it later I can. I just want to get it out there, lol.

johniba
March 17th, 2021, 14:10
For now I am going to just use my best judgement, other wise I will never release the updated libraries. If we feel the need to change it later I can. I just want to get it out there, lol.

I trust on your judgement, you did a really good research and are much more familiar with all the data :)

By the way, the next release I will have those "Source Book / Page" fields... so we can use them instead of description. I think that will make your like easier to export without description (I am also looking at an easy way to specify you dont want description exported)

sevrick
March 17th, 2021, 15:17
I trust on your judgement, you did a really good research and are much more familiar with all the data :)

By the way, the next release I will have those "Source Book / Page" fields... so we can use them instead of description. I think that will make your like easier to export without description (I am also looking at an easy way to specify you dont want description exported)

That sounds awesome. BTW while you are figuring out how to export. See if you can apply it to story entries. I have made a little demo for Refrence Manuals and what it would look like. I only did this for Suns of Fortune. If it was possible to export entire story entries people could add full page text from the books on their own time and not have to worry about updates overwriting it.

I know in the past this came up and I decided not to do it because it might be too much trouble. Since you have come up with a way to import export descriptions it might not be such a pain anymore.

viresanimi
March 17th, 2021, 17:43
By the way, the next release I will have those "Source Book / Page" fields... so we can use them instead of description.

So what if you've put that text in for personal use?

And is the specialization tree's coming soon, or should I continue to put them in as text?

sevrick
March 18th, 2021, 02:18
Edge of The Empire Libraries

Added Suns of Fortune source Book (With a demo of what it could look like when the Reference Manuals are added)
Add Blast Knucklers from Dangerous Covenants
Removed Descriptions from Species Abilities.
Changed Drugs and Poisons category to Drugs, Poisons, and Consumables
Added Silhouette sizes to creature stat blocks when not given. (I had to use some judgement calls in this area. Let me know if you think a silhouette should be changed.)
Gave mount and Juvenile stats to creatures that did not have them.

Age of Rebellion Libraries

Fix Anti-Personnel Mine Typo
Added a some missing Juvenile versions of creatures.

Force and Destiny Libraries

Change all Lightsaber Attachments Equipment Type from Either Lightsaber or Lightsaber Crystal to Weapon. (It turns out you can't drag an attachment on to a weapon otherwise)
Fixed NPCs with tags on them describing a problem.
Made small changes to mount stats.
Added a several missing Juvenile versions of creatures.

Xarax
March 18th, 2021, 02:39
Very cool Sevrick. Thanks for all the hard work on this!

johniba
March 18th, 2021, 04:46
So what if you've put that text in for personal use?

And is the specialization tree's coming soon, or should I continue to put them in as text?


Oh no you can continue to use Description sure, I only mean that, for sharing modules publicly, like the ones Sevrick does, it will be easier for him to not send descriptions...


I will not be releasiong the spec trees in the next upload, I am afraid.
I am though adding quite a few things, like some other missing fields in the sheets, vehicle on combat tracker, and also hopefuly on the Party Sheet.

After I fix these things, I will add specializations and spec trees

Saeval
March 18th, 2021, 08:28
I'm starting to fill in all the descriptions because I'm going to run a Weird Wars style game soon and I was wondering if there was anyway to edit the critical hit chart. I don't see it anywhere and when I apply a crit it rolls on a hidden chart but has no description of the effect and it would be a pain to look it up every time. Is there some way in the game to do it or make a rollable table visible to the GM to edit?

sevrick
March 18th, 2021, 13:47
I'm starting to fill in all the descriptions because I'm going to run a Weird Wars style game soon and I was wondering if there was anyway to edit the critical hit chart. I don't see it anywhere and when I apply a crit it rolls on a hidden chart but has no description of the effect and it would be a pain to look it up every time. Is there some way in the game to do it or make a rollable table visible to the GM to edit?

Ok I have added a Geneys Critical Hit Descriptions extension to the Genesys extensions folder. Although it is just a template and will have to be edited manually by you.

What you need to do is:

Open the extension as a zipped folder and extract it to some where on your computer.
Go to the extracted files and navigate to data_common_genesys.lua that should be in the scripts folder.
Open it with notpad or notpad++.
Search for critical_injury_result_data
From there you will see all the critical injuries listed there. Replace everything in-between <p> and </p> with your own descriptions. It will say something like, "See page 115 Genesys Core Rulebook." by default.
Once your done save and select all the files in the extracted folder right click and select "Send to" then "Compressed (zipped) folder".
Rename it what you want then click off it.
Next change the .zip to .ext if there is a prompt say yes.
Finally move that file that to your extensions folder in Fantasy Grounds.


When you load up you campaign look for the extension "Genesys Critical Hit Descriptions" and check it and you should be good to go.

Also keep in mind things might change based on how Johniba updates the ruleset and you might have to re-enter them should any significant changes be made to the "data_common_genesys.lua" file.

johniba
March 18th, 2021, 14:07
Ok I have added a Geneys Critical Hit Descriptions extension to the Genesys extensions folder. Although it is just a template and will have to be edited manually by you.

What you need to do is:

Open the extension as a zipped folder and extract it to some where on your computer.
Go to the extracted files and navigate to data_common_genesys.lua that should be in the scripts folder.
Open it with notpad or notpad++.
Search for critical_injury_result_data
From there you will see all the critical injuries listed there. Replace everything in-between <p> and </p> with your own descriptions. It will say something like, "See page 115 Genesys Core Rulebook." by default.
Once your done save and select all the files in the extracted folder right click and select "Send to" then "Compressed (zipped) folder".
Rename it what you want then click off it.
Next change the .zip to .ext if there is a prompt say yes.
Finally move that file that to your extensions folder in Fantasy Grounds.


When you load up you campaign look for the extension "Genesys Critical Hit Descriptions" and check it and you should be good to go.

Also keep in mind things might change based on how Johniba updates the ruleset and you might have to re-enter them should any significant changes be made to the "data_common_genesys.lua" file.

Follow Sevrick's instruction for now.

I have actually added descriptions to critical rolls and they will be by default available on next release of the ruleset (i dont think that will be an issue)

Saeval
March 18th, 2021, 20:24
Thank you guys for all the help. I'm still in the planning stages of this campaign since my current one hasn't finished yet. If the critical descriptions are going to be added next update I'll hold off but I'm glad I can edit them. I'm sure there's a few games where I'll want to change some of the effects and edit the chart so I'll save that info as well. Do you have a place where you write up what you're working on and what suggestions you might look into? I know when my players get into this system they're going to really dive deep into it.

johniba
March 18th, 2021, 21:52
Thank you guys for all the help. I'm still in the planning stages of this campaign since my current one hasn't finished yet. If the critical descriptions are going to be added next update I'll hold off but I'm glad I can edit them. I'm sure there's a few games where I'll want to change some of the effects and edit the chart so I'll save that info as well. Do you have a place where you write up what you're working on and what suggestions you might look into? I know when my players get into this system they're going to really dive deep into it.

yeah i am sure i will upload something this next week, worst case scenario lemme know if your campaign is before that, i can do something here

Saeval
March 21st, 2021, 06:42
yeah i am sure i will upload something this next week, worst case scenario lemme know if your campaign is before that, i can do something here

Oh I'm good for a while, I'm just in the planning stages of this campaign and my current one won't be done for a few months. I appreciate all the hard work you guys are putting in to make this ruleset something great. It's shaping up to be better than a lot of the paid rulesets available on the marketplace and that's without copyrighted info. I'm looking forward to seeing what kinds of things you have in store for the next few updates.

sevrick
March 22nd, 2021, 16:54
Just wanted to say thanks for everyone for there support. It helps to know people out there like the libraries.

Right now I am working on Stay on Target. After that will be a Force and Destiny splat book. Let me know which FaD splat book you would prefer, if any.

mossfoot
March 23rd, 2021, 06:33
Would there be any point in categorizing for things like Gadgets and Gear or Spaceships and Speeders? I know most of that stuff is from other books, though, but is all of it? What about Allies and Adversaries?

sevrick
March 23rd, 2021, 13:45
Would there be any point in categorizing for things like Gadgets and Gear or Spaceships and Speeders? I know most of that stuff is from other books, though, but is all of it? What about Allies and Adversaries?

I plan on getting to those eventually. Most of the things in them are reprints from other books. There is a few new things here and there. The thing is I plan on making most of them into their own module, as such I would like the ruleset be a bit more grounded before I get to those.

mossfoot
March 29th, 2021, 19:51
Hey Johniba, hope your interest in this isn't waning! I'm really looking forward to more updates :D

sevrick
March 30th, 2021, 01:16
Edge of The Empire Libraries

Minor Consistency Changes
Removed Module Demo (Not of useable anyway in it's current condition, so I removed it)

Age of Rebellion Libraries

Added Stay on Target Source Book.
Removed Dewback from the Vehicles section. (Moved to NPC stat block)
Fixed Typo for Table 1-2 Title.
Replaced Descriptions in the species section with page numbers.

Force and Destiny Libraries

Replaced Descriptions in the species section with page numbers.

Xarax
March 30th, 2021, 14:50
Thanks for all your work on this Johniba and Sevrick. We all appreciate the time you take to do what you do! I wish there was more we could do to help!

kessler25
March 31st, 2021, 14:54
Thanks for all your work on this Johniba and Sevrick. We all appreciate the time you take to do what you do! I wish there was more we could do to help!

New guy jumping in to second this motion. I hadn't played Star Wars/ Genesys in a few years but this setup prompted me to dust off the ol' character sheets and get back to work battling the Empire. Much thanks to a job well done.

johniba
April 3rd, 2021, 01:22
New guy jumping in to second this motion. I hadn't played Star Wars/ Genesys in a few years but this setup prompted me to dust off the ol' character sheets and get back to work battling the Empire. Much thanks to a job well done.

Hey thanks for dropping by and also for using the ruleset.

I am working on it this week and hope to release a new version soon... adding some missing stuff from the character sheets and some new features :)

johniba
April 4th, 2021, 02:12
NEW RELEASE!
Hi everyone here is a list of everything in this new version:

- Both rulesets from now on will have updated version numbers. You will notice that on opening them in FG, the versions will be in the format v2021-04-03 (year-month-day)
I hope this will make it easier for everyone to check if they have the latest versions.
I will always put the current version in the original topic, on the first page of this thread.

Unless noted, all updates below apply to both Genesys and Star Wars Ruleset



1) - Fixes:
1.1 - Fixed several instances where an add (+) icon was displayed, even though the record is read only
1.2 - Fixed critical tables, included descriptions

2) Improvements:
2.1 - Character/NPC sheets
- Talent list now shows Tier (Genesys only)
Talent list is ordered by Tier and Name. Hopefuly this will make it easier for Genesys players to see how many talents from each tier they have.
Soon when we have our Talent and Specialization Trees, this will get even better!

- Added Motivation to character sheet
(For Star Wars, I will soon add the missing Obligation, Duty, Morality, Force Rating.... but on the next release, sorry)

2.2- Databases
- Added new fields: "Source" and "Source Page".
These are to be used to make reference to which Book and page that record is from.
This way we no longer use the "Description" field for that, and in the future I will create a way for users to be able to keep their updated list of descriptions for all records, so they will be able to update the latest downloaded modules, with that.

- Removed "Setting" field from databases (SW only) as this field does not make sense in the Star Wars ruleset (the field still exists in Genesys)

- Added new database "Setting" (Genesys only)
For now this database is not in use, but this will allow GMs to create their own Settings, and list skills that are available on them.
Players will then, on character creation, select the Setting their character will be on, and the skills will be populated in their sheets.
With this we will not need an extension if you want to play on a specific setting, be it an official release (Android, Terrinoth, etca) or a fan created one.

2.3 Quality of life improvement
Added a small "book" icon to several sections. Double clicking this icon will open the related database, so users and GMs can easly populate their sheets
For users, this means that they almost never need to configure and open databases in the sidebar, while playing.
(Let me know what you guys think of this feature, and please give suggestions on more stuff that can improve the usage of the rulesets!)




P.S.:
As I said there is more to come! I will see if I can release more regularly again.
What I am currently working for the next release:

- adding duty, obligation, etca to character sheets, and also party sheet (so the GM can make rolls)
- add vehicle info under character/npcs in the combat tracker, and improve usage for game sessions
- add party vehicle in party sheet, and also enable vehicle sharing/multicrew


Files updated
I have updated both Genesys and Star Wars ruleset files

Genesys.pak
StarWarsFFG.pak

You can download them here:

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

johniba
April 4th, 2021, 02:18
Hey Sevrick!

On the latest release, here are some highlights I think will help you.

Please make use of the two new fields "Source" and "Source page" (notice that source page is the field showing to the right of Source)
This will free up the description fields.

Soon I will make a new feature that hopefuly will help you share new modules...
I intend to create a new database that will contain all record descriptions, and before you export a module, you will be able to automatically remove describtions before exporting.
This will also have a feature for end users to keep a database of their own descriptions and everytime they download your latest modules, they will have an easy way to "sync" their descriptions into the new modules.

Notice all database windows now have a filter by Source, so people will be able to show for example, only items from a particular book.
Please let me know what you think and if there are things to improve.

I also removed the Setting field from Star Wars, as requested since it did not make sense to exist there.


I have a lot of work in progress, but I think a new release was LONG overdue, and I want to release regular again, like I did before, instead of a long pause between releases!

viresanimi
April 4th, 2021, 05:18
Just had a quick glance at it. It looks very good and I can't wait for what is next. All the vehicle stuff sounds very cool and I am looking forward to those specializations!

Keep up the excellent work!

sevrick
April 4th, 2021, 05:30
This looks great. I will get to work right away on moving the page numbers to the proper locations. This means I will be able to reduce the clutter in the groups.

Saeval
April 4th, 2021, 06:06
I'm so glad to see all the cool things being worked on and the critical injury chart making it in to this. I'm not sure if it's just me or if it's a bug in the ruleset but whenever I open a Species Ability I get an error message. I have no extensions and a fresh game started and it still happens.

[Error] Script execution error: [string "referenceracialtrait"]:5: attempt to index field 'subwindow' (a nil value)

Just want to see if it can be replicated and that people are aware of it.

johniba
April 4th, 2021, 06:19
I'm so glad to see all the cool things being worked on and the critical injury chart making it in to this. I'm not sure if it's just me or if it's a bug in the ruleset but whenever I open a Species Ability I get an error message. I have no extensions and a fresh game started and it still happens.

[Error] Script execution error: [string "referenceracialtrait"]:5: attempt to index field 'subwindow' (a nil value)

Just want to see if it can be replicated and that people are aware of it.


I tried to reproduce this but it did not happen here

In what ruleset is that happening to you, Genesys or Star Wars?

Do you have any library modules opened?


You said you created a new game, you mean a completely new campaign, right?

Can you give me all steps so I can try to reproduce?

Oh also lemme know if you are on FG Classic or Unity

sevrick
April 4th, 2021, 06:19
I'm so glad to see all the cool things being worked on and the critical injury chart making it in to this. I'm not sure if it's just me or if it's a bug in the ruleset but whenever I open a Species Ability I get an error message. I have no extensions and a fresh game started and it still happens.

[Error] Script execution error: [string "referenceracialtrait"]:5: attempt to index field 'subwindow' (a nil value)

Just want to see if it can be replicated and that people are aware of it.

I have had this same issue.

johniba
April 4th, 2021, 06:35
In the current code I am working on, I have just managed to add a feature I know we discussed several times:

Adding Species/Archetype to the character sheet automatically copies from that records all Attributes, Starting XP, Special Abilities, etca, into the character sheet.


This actually will also help me in the future to create a proper "character creation" feature.
We will soon be able to have the ruleset automatically calculate experience :)

Saeval
April 4th, 2021, 06:53
In the current code I am working on, I have just managed to add a feature I know we discussed several times:

Adding Species/Archetype to the character sheet automatically copies from that records all Attributes, Starting XP, Special Abilities, etca, into the character sheet.


This actually will also help me in the future to create a proper "character creation" feature.
We will soon be able to have the ruleset automatically calculate experience :)

That’s awesome, it would make it so much easier on my players if the species/races could do that so I can just upload the ones I want for my setting and they can just drag and drop.

johniba
April 4th, 2021, 07:57
I tried to reproduce this but it did not happen here

In what ruleset is that happening to you, Genesys or Star Wars?

Do you have any library modules opened?


You said you created a new game, you mean a completely new campaign, right?

Can you give me all steps so I can try to reproduce?

Oh also lemme know if you are on FG Classic or Unity



Ah I just found the issue, in FG Unity

I should be able to fix this in no time

I am going to bed, tomorrow I will fix a few other cosmetic issues in FG Unity, and see if i can release something new

Xarax
April 4th, 2021, 14:31
This is awesome Johniba, really appreciate these updates and looking forward to what comes next.

I am a huge fan of the book icons that link to the respective buttons. I am sure my players will really appreciate that feature! Already it is so much easier to get around while building the character.

The new way that you did the talents is a great start but still there is no easy way to show in the pyramid any talents that are ranked. It can still be done, but the current way the rank is shown makes it difficult to see the "pyramid".

The drag and drop of the critical tokens give me an error message: Script Error: [string "scripts/manager_action_dice.lua"]:1260: bad argument #1 to 'pairs' (table expected, got nil). Did the fix get baked into this update or do we still need to use Sevrick's work around?

Just as aside, I am running the futuristic theme overlay on the Genesys Classic framework. I am noticing that there are certain fields that have been forced to make their text be black even though other areas default the text color to white. Places that I have noticed this is the case is:

The actual vehicles Tab on the character sheet and the npc sheet
The word "experience" on the notes tab as well as the numbers generated in total, spent, and remaining boxes in the character sheet
The word "initiative" in the combat tab on the character sheet and the npc sheet.
the class skill check boxes and the skill rank circles on the Skills tab on the character sheet and the npc sheet.
The number in the ranked box on the talents section of the main tab of the character and npc sheet.
the story titles in in the story tab.

Sorry to be a pain, this is purely cosmetic, and low priority. That said, I think will go a long way to making this framework play nice with other themes and FG products.

Thanks so much for all the work you are doing on this Johniba and Sevrick.

sevrick
April 4th, 2021, 16:13
So far I noticed that Attachments, NPCs, and Tables don't have a Source box.

johniba
April 4th, 2021, 16:27
This is awesome Johniba, really appreciate these updates and looking forward to what comes next.

I am a huge fan of the book icons that link to the respective buttons. I am sure my players will really appreciate that feature! Already it is so much easier to get around while building the character.

The new way that you did the talents is a great start but still there is no easy way to show in the pyramid any talents that are ranked. It can still be done, but the current way the rank is shown makes it difficult to see the "pyramid".

The drag and drop of the critical tokens give me an error message: Script Error: [string "scripts/manager_action_dice.lua"]:1260: bad argument #1 to 'pairs' (table expected, got nil). Did the fix get baked into this update or do we still need to use Sevrick's work around?

Just as aside, I am running the futuristic theme overlay on the Genesys Classic framework. I am noticing that there are certain fields that have been forced to make their text be black even though other areas default the text color to white. Places that I have noticed this is the case is:

The actual vehicles Tab on the character sheet and the npc sheet
The word "experience" on the notes tab as well as the numbers generated in total, spent, and remaining boxes in the character sheet
The word "initiative" in the combat tab on the character sheet and the npc sheet.
the class skill check boxes and the skill rank circles on the Skills tab on the character sheet and the npc sheet.
The number in the ranked box on the talents section of the main tab of the character and npc sheet.
the story titles in in the story tab.

Sorry to be a pain, this is purely cosmetic, and low priority. That said, I think will go a long way to making this framework play nice with other themes and FG products.

Thanks so much for all the work you are doing on this Johniba and Sevrick.

I will start working on the talent and specialization trees soon. I also noticed an issue in FGU where the Talent Tier number is cropped. I am going to fix that.

Criticals: yes the latest update already has criticals and critical descriptions, there is no need for a workaround/extension anymore
Are you still getting that error, in the new update? Are you using any extensions? FGU or FGC?

Im gonna check that extension and see...
Although we have some ruleset specific font/image configs, I can see if the fix is easy to do

johniba
April 4th, 2021, 16:28
So far I noticed that Attachments, NPCs, and Tables don't have a Source box.

Ah yes, npcs dont have it yet, I will add that field in the npc sheet today.
Also will add to those missing databases, thanks

Xarax
April 4th, 2021, 18:17
Criticals: yes the latest update already has criticals and critical descriptions, there is no need for a workaround/extension anymore
Are you still getting that error, in the new update? Are you using any extensions? FGU or FGC?


I was getting the error both before and after the update, using FGC. Error Script is included above if that helps. Thanks so much.

Xarax
April 4th, 2021, 19:02
I will start working on the talent and specialization trees soon. I also noticed an issue in FGU where the Talent Tier number is cropped. I am going to fix that.

I don't know if it is an easy fix but if it could be set up when increasing the rank of a tier 1 would generate a tier 2 of the same name? Just an idea, no idea if it's practical. Thanks again!

johniba
April 4th, 2021, 20:05
I don't know if it is an easy fix but if it could be set up when increasing the rank of a tier 1 would generate a tier 2 of the same name? Just an idea, no idea if it's practical. Thanks again!

What do you think about this:

Lets say I have a Tier 1 Rank 1 talent...
I drag another copy of the same Talent into the character sheet, from the database....
The ruleset sees that, and automatically create the new talent there, like you said rank 2 now... so now it lists two lines with the same talent, but one rank1, one rank 2

I think when I do this, it would probably be better to sort the talent list back to Name instead of rank
Then I can add a summary below talent, showing how many from each tier the character has

Saeval
April 4th, 2021, 20:14
You could also have 5 header lines under the Talents section for each Tier, you drop your tier 1 under that section and tier 2 under the next one and so on. But if you drop a tier 1 under the tier 2 or 3 heading it will change the rank to the same tier you put it in. Having a line separating each of the Tiers will make it easy to count how many talents under each tier without needing too much fancy coding for organization

Xarax
April 4th, 2021, 21:17
What do you think about this:

Lets say I have a Tier 1 Rank 1 talent...
I drag another copy of the same Talent into the character sheet, from the database....
The ruleset sees that, and automatically create the new talent there, like you said rank 2 now... so now it lists two lines with the same talent, but one rank1, one rank 2

I think when I do this, it would probably be better to sort the talent list back to Name instead of rank
Then I can add a summary below talent, showing how many from each tier the character has

I think this would work but I would leave it sorted by tier rather than name.

Saeval's suggestion could work well too!

johniba
April 4th, 2021, 23:10
Notes for quality of Life updates based on gameplay:

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!

Hi, I am going back on the thread and looking for all suggestions and issues reported that I might have missed.

This one here I dont understand what you mean, can you maybe give me more details?

I ran a test here, Opened one of the Token packs I have, and dragged a common character token from there into a vehicle belonging to a character

This is how it is displayed in the database:

<token type="token">tokens/dwarf_female_rogue_a_01.png@Character Tokens</token>

So it stores just like a normal token from the character.

Maybe I didnt understand your question...

johniba
April 4th, 2021, 23:11
I think this would work but I would leave it sorted by tier rather than name.

Saeval's suggestion could work well too!

Ok, we can play around with some ideas. I will see what i can implement, we can test and improve until we see it is good :)

Xarax
April 4th, 2021, 23:25
Hi, I am going back on the thread and looking for all suggestions and issues reported that I might have missed.

This one here I dont understand what you mean, can you maybe give me more details?

I ran a test here, Opened one of the Token packs I have, and dragged a common character token from there into a vehicle belonging to a character

This is how it is displayed in the database:

<token type="token">tokens/dwarf_female_rogue_a_01.png@Character Tokens</token>

So it stores just like a normal token from the character.

Maybe I didnt understand your question...

My apologies. This is referring to the Character and Vehicle Critical Hit Tokens, which I neglected to mention in my post--not character and vehicle tokens which is what I wrote...

johniba
April 5th, 2021, 02:14
My apologies. This is referring to the Character and Vehicle Critical Hit Tokens, which I neglected to mention in my post--not character and vehicle tokens which is what I wrote...

Ah! ok... So in the last update, I have decided to add descriptions to critical results, so for now we are fine. In the future I will try to create a customizable table, if people want to create their own critical tables...

johniba
April 5th, 2021, 02:41
NEW RELEASE!
Version 2021-04-04

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


Fixes:
- Item and Item Attachments: Price field in will no longer convert special code (like "(F)" for example) into Genesys/SW symbols. This is so we can use (F), (R) in that field, to represent "Restricted", etca
- PC and NPC Combat tab: Removed "underline" format from Special text (this affected FG Unity only)
- Added missing fields: Source and Source page to Attachments, NPCs, and Tables database records
- fixed an error message when clicking on a Special Ability record (FG Unity only issue)


Improvements:
-- Character and NPC Sheets: When dragging and dropping Species/Archetype into the character or npc sheet, it will automatically copy from that Species record all Attributes, Starting XP, Special Abilities, etca, into the sheet.
-- Star Wars only: Items and Item Attachments: rearranged order of fields in the record sheet, to make it easier to enter information from the books (using the same order as they are displayed in the books)
-- Star Wars only: Item Attachments: added "Emcumbrance" field. (please notice encumbrance from attachments is not yet being calculated in the character sheet... i will fix this in the next release)

- Character Sheet: Improved the layout in Notes tabs. Added More fields to notes tabs (gender, age, height, build, hair, eyes, notable features...)
- NPC Sheet: Improved the layout in Notes tabs. Added Source/Source Page fields to notes tab.


As always, you can download the updates here:

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


Updated files:
- Genesys.pak
- StarWarsFFG.pak

P.S.: Always remember to download BOTH rulesets if you intend to use Star Wars

P.S.2: I have already started to update the rulesets to make them compatible with the FG Unity Themes that FantasyGrounds is selling in their Store (for example the Future Theme)
This is actually really good, as testing these themes help me in fixing some layout and themes in Genesys/SW rulesets :)

viresanimi
April 5th, 2021, 09:06
Here's my two cents regarding keepning track of talents:

I would have a simple bar at the top of the talents window, with 5 number fields. Tier 1 - 5 labels. As long as number 1 is higher than 2 and so on, you're good. It doesn't even have to be automatic really, you just need an easy way to track things, as you add them.

This is for genesys only. If we get any way to keep track of specializations, it shouldn't be necessary.

sevrick
April 5th, 2021, 18:43
NEW RELEASE!
Version 2021-04-04

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


Fixes:
- Item and Item Attachments: Price field in will no longer convert special code (like "(F)" for example) into Genesys/SW symbols. This is so we can use (F), (R) in that field, to represent "Restricted", etca
- PC and NPC Combat tab: Removed "underline" format from Special text (this affected FG Unity only)
- Added missing fields: Source and Source page to Attachments, NPCs, and Tables database records
- fixed an error message when clicking on a Special Ability record (FG Unity only issue)


Improvements:
-- Character and NPC Sheets: When dragging and dropping Species/Archetype into the character or npc sheet, it will automatically copy from that Species record all Attributes, Starting XP, Special Abilities, etca, into the sheet.
-- Star Wars only: Items and Item Attachments: rearranged order of fields in the record sheet, to make it easier to enter information from the books (using the same order as they are displayed in the books)
-- Star Wars only: Item Attachments: added "Emcumbrance" field. (please notice encumbrance from attachments is not yet being calculated in the character sheet... i will fix this in the next release)

- Character Sheet: Improved the layout in Notes tabs. Added More fields to notes tabs (gender, age, height, build, hair, eyes, notable features...)
- NPC Sheet: Improved the layout in Notes tabs. Added Source/Source Page fields to notes tab.


As always, you can download the updates here:

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


Updated files:
- Genesys.pak
- StarWarsFFG.pak

P.S.: Always remember to download BOTH rulesets if you intend to use Star Wars

P.S.2: I have already started to update the rulesets to make them compatible with the FG Unity Themes that FantasyGrounds is selling in their Store (for example the Future Theme)
This is actually really good, as testing these themes help me in fixing some layout and themes in Genesys/SW rulesets :)

Thanks for this. I am so glad to see another update. With the next library release I should have all the descriptions emptied out and ready for an import/export feature, along with Endless Vigil Source book.

johniba
April 5th, 2021, 19:13
Thanks for this. I am so glad to see another update. With the next library release I should have all the descriptions emptied out and ready for an import/export feature, along with Endless Vigil Source book.

Hi Sevrick

By the way, how much work is it giving you to empty the descriptions before exporting?
I ask you this because I could add a hidden command so you can use, and it would empty all descriptions, before exporting.

It is not a full feature for the next stuff I want to make, but maybe it would be faster then the process you do now?

Let me know and I can do here.

sevrick
April 5th, 2021, 21:30
Hi Sevrick

By the way, how much work is it giving you to empty the descriptions before exporting?
I ask you this because I could add a hidden command so you can use, and it would empty all descriptions, before exporting.

It is not a full feature for the next stuff I want to make, but maybe it would be faster then the process you do now?

Let me know and I can do here.

I should be fine. It just involves going through each record I have made. Deleting the description then pasting the current source and enter the page numbers. It is a lot of entries to go through but takes like 5 seconds for each record.
Having a command delete the descriptions would shave off 2 seconds tops, because I still have to add the source and page number. Also I can easily check my work to see if I missed any though the filter.

johniba
April 5th, 2021, 21:48
I should be fine. It just involves going through each record I have made. Deleting the description then pasting the current source and enter the page numbers. It is a lot of entries to go through but takes like 5 seconds for each record.
Having a command delete the descriptions would shave off 2 seconds tops, because I still have to add the source and page number. Also I can easily check my work to see if I missed any though the filter.

Ah ok, but what i mean is, you have your own personal database, with full descriptions, and you have to delete all descriptions, when you want to export a new module, isnt it?

What i was thinking is this:

- You would have your libraries, full with descriptions, and lets say you want to export a new public module, without descriptions

With the temp solution i am thinking you would:

- Make a copy of the campaign to another directory
- Open that campaign
- Run a command (for example '/delete_descriptions'). This would go through all records and automatically remove all descriptions
- you would then just export from that module


So everytime you work on a new module to export, you could do it straight from your personal data

sevrick
April 6th, 2021, 00:03
Ah ok, but what i mean is, you have your own personal database, with full descriptions, and you have to delete all descriptions, when you want to export a new module, isnt it?

What i was thinking is this:

- You would have your libraries, full with descriptions, and lets say you want to export a new public module, without descriptions

With the temp solution i am thinking you would:

- Make a copy of the campaign to another directory
- Open that campaign
- Run a command (for example '/delete_descriptions'). This would go through all records and automatically remove all descriptions
- you would then just export from that module


So everytime you work on a new module to export, you could do it straight from your personal data

Oh yeah in that case that would be nice. I thought you were just talking about adding something just to help modify the current libraries.

One other thing when you export/import can you inport and export links. Because sometime I like putting links in the descriptions for NPCs like Droids that reference it's Item record to see how much they cost and their rarity.

sevrick
April 6th, 2021, 00:44
I was wondering weather or not to add the (Unique) tag after the name of NPCs that are ...well unique, Such as Gustip who is a Major Domo on Drall. So instead of it saying "Gustip" for the name it would say "Gustip (Unique)". This could be helpful if your are looking for a generic NPC and you want to be able to quickly identify named NPCs.

Let me know if this is something you all would prefer.

P.S. I don't know if it is possible but Johniba might be able to add box to filter out things with a specific name. For example you would type "(Unique)" and the search bar would search all but records with that tag. Maybe get even fancier and search by characteristics as well. Imagine creating a character and you want to find all species that have a Brawn of 3. Or you want to find all species that don't have a 1 in Willpower.

P.S. 2 Also you could add a subtype to NPC to allow for filters things like Creatures, Imperials, Droids, Etc.. Also adding an unidentified NPC name box.

johniba
April 6th, 2021, 02:04
Oh yeah in that case that would be nice. I thought you were just talking about adding something just to help modify the current libraries.

I think exporting npcs/pcs will also export their notes, and links from those notes, doesnt it?

One other thing when you export/import can you inport and export links. Because sometime I like putting links in the descriptions for NPCs like Droids that reference it's Item record to see how much they cost and their rarity.

If I add code to remove descriptions, those links would go away.
Maybe in the notes tab for npcs I could add a separate note, so you could add links....

johniba
April 6th, 2021, 02:05
I was wondering weather or not to add the (Unique) tag after the name of NPCs that are ...well unique, Such as Gustip who is a Major Domo on Drall. So instead of it saying "Gustip" for the name it would say "Gustip (Unique)". This could be helpful if your are looking for a generic NPC and you want to be able to quickly identify named NPCs.

Let me know if this is something you all would prefer.

P.S. I don't know if it is possible but Johniba might be able to add box to filter out things with a specific name. For example you would type "(Unique)" and the search bar would search all but records with that tag. Maybe get even fancier and search by characteristics as well. Imagine creating a character and you want to find all species that have a Brawn of 3. Or you want to find all species that don't have a 1 in Willpower.

P.S. 2 Also you could add a subtype to NPC to allow for filters things like Creatures, Imperials, Droids, Etc.. Also adding an unidentified NPC name box.

I have to explore the possibilities of the search fields. I have a feeling they are very limited, but maybe following your idea, we could add some fields like subtype and that could also help with the unique tag... maybe as a subtype, or even another entirely different field.

I will look into this

johniba
April 6th, 2021, 02:10
NEW RELEASE!
Version 2021-04-05

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


Fixes:
-- Character Sheet: Emptying the Species/Archetype and Career fields will now remove the linked database entry from the field.
-- NPC Sheet: Emptying the Species/Archetype field will now remove the linked database entry from the field.


Improvements:
-- Character/NPC sheets: removed combat tab, and added Initiative and Weapons to the Actions tab.
-- Character/NPC sheets: reorganized tab order (Actions is the last tab, hopefuly making it easier to always move to that tab, during combat, etca...)
-- Character sheet: Reorganized list order to show Criticals first


As always, you can download the updates here:

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


Updated files:
- Genesys.pak
- StarWarsFFG.pak

P.S.: Always remember to download BOTH rulesets if you intend to use Star Wars

mossfoot
April 6th, 2021, 18:12
Huzzah! Thanks for this!

k7e9
April 6th, 2021, 21:34
I've tried to search but cannot find the answer. We've recently started using Fantasy Grounds for Edge of the Empire (Star Wars). Is there any way you can modify rolled dice for the Signature Abilities Unmatched Fortune (smuggler) and Unmatched Calibration (technician)? Unmatched Fortune gives a character the ability to change the dice face of one or two dice after rolling, and with Unmatched Calibration you can re-roll two to four dice from a pool.

sevrick
April 6th, 2021, 22:09
I've tried to search but cannot find the answer. We've recently started using Fantasy Grounds for Edge of the Empire (Star Wars). Is there any way you can modify rolled dice for the Signature Abilities Unmatched Fortune (smuggler) and Unmatched Calibration (technician)? Unmatched Fortune gives a character the ability to change the dice face of one or two dice after rolling, and with Unmatched Calibration you can re-roll two to four dice from a pool.

Not as of yet that involves some automation. Which will come later down the road. How much automation will be implemented, I can not say.

mossfoot
April 7th, 2021, 18:24
Oh, is there a trick for the GM hiding dice rolls, or does that still need to be added in. Right now I can only hide percentage rolls, but my players see all my narrative dice rolls regardless of the setting.

(hell if it's not a feature, but there's a mod that might help, like something that hides ALL GM rolls, that would be appreciated)

sevrick
April 7th, 2021, 19:26
Oh, is there a trick for the GM hiding dice rolls, or does that still need to be added in. Right now I can only hide percentage rolls, but my players see all my narrative dice rolls regardless of the setting.

(hell if it's not a feature, but there's a mod that might help, like something that hides ALL GM rolls, that would be appreciated)

In the settings you should be able enable the gm tower. Although I am not sure if it works with this ruleset or not. The way its supposed to work is you drag the dice onto it.

Other than that I think I saw an eye icon near the chat window that might work.

johniba
April 7th, 2021, 19:52
In the settings you should be able enable the gm tower. Although I am not sure if it works with this ruleset or not. The way its supposed to work is you drag the dice onto it.

Other than that I think I saw an eye icon near the chat window that might work.

GMs can hide dice rolls clicking the small "eye" icon in the Genesys dicebox below the chat window.
I believe there could be an issue with FG Unity not working with that, so I will investigate today!

EDIT: Yes I found the issue with the die rolls showing even when the GM selected to hide them.
I will fix this soon

johniba
April 7th, 2021, 23:11
NEW RELEASE!
Version 2021-04-07


Fixes:
-- This update Fixes an issue in FG Unity where the GM could not select a die roll to be hidden


As always, you can download the updates here:

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


Updated files:
- Genesys.pak


P.S.: Even if you are using Star Wars, download the above file as it will fix the issue in Star Wars ruleset too!

P.S.2: The option to show/hide GM die rolls can be toggled from the Dicebox below the chat window, clicking the small "eye" icon.
That option will be remembered by the ruleset, next time you open your campaign.

sevrick
April 8th, 2021, 02:44
There is a weird bug with the skills. There is a box with no label and apparently copies what is entered there into the place where you enter the name of the skill. It seems rather redundant.

johniba
April 8th, 2021, 03:56
There is a weird bug with the skills. There is a box with no label and apparently copies what is entered there into the place where you enter the name of the skill. It seems rather redundant.

ahhh Good catch!
I was just about to upload a new version, let me remove that extra box!

johniba
April 8th, 2021, 05:26
NEW RELEASE!
Version 2021-04-07b

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


Fixes:
-- Skill database: Removed extra "title" field from the window.
-- Fixed an issue in FG Unity where the GM could not select a die roll to be hidden

Improvements:
-- Character sheet:
- Main Tab now shows "Critical Injuries", "Motivation"
- Star Wars: Added on main tab: Obligation, Duty, Morality (for now morality does not have triggers, etca, I will add soon!)
- Added Abilities tab, showing "Special Abilities", "Talents" and Soon it will show Specializations (optional for Genesys, default for Star Wars)


-- NPC sheet:
- Main tab now shows "Critical Injuries"
- Added Skills tab
- Added Abilities tab, showing "Special Abilities", "Talents"


As always, you can download the updates here:

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


Updated files:
- Genesys.pak
- StarWarsFFG.pak

P.S.: Always remember to download BOTH rulesets if you intend to use Star Wars

Saeval
April 8th, 2021, 12:16
Small quality of life improvement I think would help, under the actions tab where the weapons are you have the stats for damage, critical, and range but there's no reference text above denoting what each column stands for. It might be nice for newer players to have the columns labeled for damage, crit, & range as an easy reference.

Also for something down the road it would be nice to have a spot to drop some boost and/or setback dice next to some equipment that adds to the dice pool automatically when attacking with that weapon. Or having an automation field on an item itself using the special character codes or something that applies those dice to the pool when using the item. Like if you have a Balanced Hilt knife it would have a section in the item field where you add [B] and it automatically adds a boost die when attacking with that weapon. Some will need to be done manually like a scope but some add blanket bonuses regardless of range or other factors.

johniba
April 8th, 2021, 12:50
Small quality of life improvement I think would help, under the actions tab where the weapons are you have the stats for damage, critical, and range but there's no reference text above denoting what each column stands for. It might be nice for newer players to have the columns labeled for damage, crit, & range as an easy reference.

Also for something down the road it would be nice to have a spot to drop some boost and/or setback dice next to some equipment that adds to the dice pool automatically when attacking with that weapon. Or having an automation field on an item itself using the special character codes or something that applies those dice to the pool when using the item. Like if you have a Balanced Hilt knife it would have a section in the item field where you add [B] and it automatically adds a boost die when attacking with that weapon. Some will need to be done manually like a scope but some add blanket bonuses regardless of range or other factors.

Oh yes I forgot to add that in this release, I will add soon, it is on my todo list here for the next one.

I will also soon add a much requested feature, a way to add more dice to the weapon rolls, so you dont have to add dice each time (for example, adding dice related to talents, difficulty etca)

sevrick
April 8th, 2021, 13:46
I know it's extra but I did have an idea about cybernetics. You could add a category in the inventory tab, after the Equipment tab but before vehicles, a Cybernetics tab. Where your applied Cybernetics. You could even add a number to show you how many Cybernetics are left available for your character. I know that for the most part the max is equal to your brawn, Ganks and Cyber Tech being the exceptions.

Jelk
April 9th, 2021, 12:59
Hello,

First of all, thank you for your great work, i've been lurking it since day one and what you have done, both Johniba and Sevrick is off the charts.
I've been a long time Star Wars pen & paper player, then Roll20.

I am now in the process of adapting a Shadowrun setting to Genesys, using your ruleset, and I am going to have a test run soon.
What made me go " faster " on the idea, is the Setting field you are about to implement.

I already use the field for the stuff I create, do you think it will "adapt" once the full Setting feature is released?

Also, when I, as a GM, miss click and add a Story point, the only way to remove it is to clear the pile? Or did I miss anything?

And one last thing, one thing useful for the GM in Roll20 was the ability for the GM to add difficulty dices to the player.
Do you think it could be achieved through the Dicepool tracker you added? I am not Requesting to add the possibility, just to know if you think this could be a thing.

Once again Thanks a lot to all of you !

sevrick
April 9th, 2021, 15:53
Also, when I, as a GM, miss click and add a Story point, the only way to remove it is to clear the pile? Or did I miss anything?
No you didnt miss anything. Maybe Johniba could add remove story point to the radial options to go along side the clear pile.

johniba
April 9th, 2021, 18:54
No you didnt miss anything. Maybe Johniba could add remove story point to the radial options to go along side the clear pile.

Great suggestion! Should be easy to do, i will see what i can do for next release.

johniba
April 9th, 2021, 19:03
Hello,
I am now in the process of adapting a Shadowrun setting to Genesys, using your ruleset, and I am going to have a test run soon.
What made me go " faster " on the idea, is the Setting field you are about to implement.

I already use the field for the stuff I create, do you think it will "adapt" once the full Setting feature is released?


Yes, it should work.

I know is causes a bit of confusion but there are two "setting" things.
One is the Setting field you see in several windows, like under items, career, etca

That field is mostly for reference, so people can look at that and know it is recommended for that or those particular settings

Another one is the new Setting database.
The setting database is where you create a new record for a Setting (in your case, shadowrun)

Currently there is a description field, that you can describe the setting, but most importantly below that, is where you will list all Skills for that setting

You can populate that skill list by dragging skills from the Skills database.

So right now in the Genesys ruleset, when you create a new character, you may have noticed it already comes with a lot of skills.

That will change soon.

What will happen is in a future release (maybe even the next one!) the ruleset will check:

- Is there one or more Setting records in the setting database?
-> NO: it will do as it is today, and will auto populate the character skill list with the default skills
-> YES:Instead of populating the new character with all default skills, it will ask the player to select one setting, and drag it into the character sheet.
That will populate the skill list with those skills

The attached screenshot is an example for a Setting (do not mind the skills there, i didnt really select the correct skills for Terrinoth)

45584

In time, I will improve this, maybe adding more stuff to the setting, maybe listing available career, etca

Also when I introduce this, those extensions we made available for some settings like terrinoth, android... will not be needed anymore




And one last thing, one thing useful for the GM in Roll20 was the ability for the GM to add difficulty dices to the player.
Do you think it could be achieved through the Dicepool tracker you added? I am not Requesting to add the possibility, just to know if you think this could be a thing.

I am working on adding that soon :)

Jelk
April 10th, 2021, 01:06
Great news, thanks for every answer.
One bug i found dabbling with vehicles tonight.

When you remove critical on vehicles they all come back whenever a new one is added, and the added 10 / critical still happen.

johniba
April 10th, 2021, 03:02
Great news, thanks for every answer.
One bug i found dabbling with vehicles tonight.

When you remove critical on vehicles they all come back whenever a new one is added, and the added 10 / critical still happen.



Ah yes! I have it written down to fix that.
A workaround is to open the vehicle window from the inventory right now, that should work, but i will fix soon

Jelk
April 10th, 2021, 09:49
The workaround is more than enough for now.
We will do a test with 5 players tonight, will let you know if we find anything going wrong.

johniba
April 10th, 2021, 16:30
The workaround is more than enough for now.
We will do a test with 5 players tonight, will let you know if we find anything going wrong.

Sounds great! Let me know of any bugs or suggestions!

By the way, editing hull damage, etca should be fine directly from the vehicle tab.

I am currently working on finishing the vehicle implementation: adding it to the combat track, and also part sheet, sharing vehicles etca

sevrick
April 10th, 2021, 16:40
Am not sure if it is possible but would it be possible to add the linked tokens to the import/export function? I mean if I wanted to add tokens to all my NPCs but be able to export it before an update and then import them back in after.

Xarax
April 10th, 2021, 17:12
I go away for 1 week and i've got three updates to read through when I get back! you guys are amazing. @Johniba, the Character sheet already looks better, the dice icons in the Future Theme are much more visible now and I really like the new Actions Tab. Initiative Rolls, Right at the very top, weapons next, and actions after that, all of it is very nice. I love the auto population for the species archetype (more automation please) and the Notes tab is nicely fleshed out as well.

Some old business: I am still getting the error message when I attempt to drag and drop the personal critical token onto characters or npcs. It rolls the dice but whatever chart is connected to, does not appear to be present in my framework. Do I have to start a new campaign for this to populate? Do i need to apply Sevrick's work around, or am i just doing something wrong?

EDIT: Tried Loading up a brand new campaign, still could not get the vehicle critical, or the personal critical to work.

Thanks again for all the work you are doing on this!

@Jelk Welcome and I too am running Shadowrun using this framework!

johniba
April 10th, 2021, 18:19
Am not sure if it is possible but would it be possible to add the linked tokens to the import/export function? I mean if I wanted to add tokens to all my NPCs but be able to export it before an update and then import them back in after.

I think so, I will put this on my list of ToDo... as I think this will fit with the way I want to implement some export/import stuff!

johniba
April 10th, 2021, 18:29
I go away for 1 week and i've got three updates to read through when I get back! you guys are amazing. @Johniba, the Character sheet already looks better, the dice icons in the Future Theme are much more visible now and I really like the new Actions Tab. Initiative Rolls, Right at the very top, weapons next, and actions after that, all of it is very nice. I love the auto population for the species archetype (more automation please) and the Notes tab is nicely fleshed out as well.
LOL yeah I got a burst of ideas and got more time to work again on this!
Currently working on revamping the combat tracker, adding vehicles there aswell, after that finishing some stuff and I already have ideas to start working on some other quality of life/automations...





Some old business: I am still getting the error message when I attempt to drag and drop the personal critical token onto characters or npcs. It rolls the dice but whatever chart is connected to, does not appear to be present in my framework. Do I have to start a new campaign for this to populate? Do i need to apply Sevrick's work around, or am i just doing something wrong?

EDIT: Tried Loading up a brand new campaign, still could not get the vehicle critical, or the personal critical to work.

I remember you guys were doing some workaround, did you by any chance create an extension, to customize your critical list?
If yes, make sure to disable the extension, and let me know what happens.

So about your issue, also send me if you are using FGC or FGU, and the error message...

Xarax
April 10th, 2021, 18:37
I have not applied the Sevrick patch at all, as you mentioned that you were hoping add that as a feature soon. This is the Error I get: Script Error: [string "scripts/manager_action_dice.lua"]:1296: bad argument #1 to 'pairs' (table expected, got nil) Thanks so much Johniba!

sevrick
April 11th, 2021, 01:51
Edge of The Empire Libraries

Consolidated Subcategries for Security & Espionage equipment.
Removed Duplicate NPC stat "Gustip"
Removed Duplicate Blast Knuckles
Moved Page and sources to proper place.

Age of Rebellion Libraries

Consolidated Subcategries for Security & Espionage equipment.
Moved Page and sources to proper place.

Force and Destiny Libraries

Added Endless Vigil Source Book to the library.
Fixed Subtype Typo on Scanning and Surveillance.
Consolidated Subcategries for Security & Espionage equipment.
Added Vechile Modifications (Can't believe these haven't been in there all along)
Moved Page and sources to proper place.
Removed any left over mounts that were in the vehicles section. They are now on the NPCs them selves.


Important
Keep in mind I removed the "(No Des)" tag on the name of the file. So unless you want duplicates you should delete the old libraries before replacing them with the new. I figured there is no need now to differentiate between ones with and ones without since an Import/Export feature is in the works.

Urqy
April 11th, 2021, 02:11
Hey Xarax are you getting this error while playing Star Wars? I've tried to replicate it in FGU using only the Genesys ruleset (current) and it seems to work.

Xarax
April 11th, 2021, 03:51
I am using Classic Fantasy Grounds Genesys Ruleset.

Xarax
April 11th, 2021, 05:03
Think I found it my issue. I had some other Settings loaded that seemed to be interfering with the critical roll tokens being added properly. Unchecking those settings seems to have done it. Now however I am having difficulty with the setting skills I am using for this campaign loaded instead of the default Genesys one. Having them there doesn't seem to be enough... is there another box somewhere that needs to be checked?

Saeval
April 11th, 2021, 05:14
Think I found it my issue. I had some other Settings loaded that seemed to be interfering with the critical roll tokens being added properly. Unchecking those settings seems to have done it. Now however I am having difficulty with the setting skills I am using for this campaign loaded instead of the default Genesys one. Having them there doesn't seem to be enough... is there another box somewhere that needs to be checked?

That’s a feature that will be added very soon to the ruleset. They’re playing around with some ideas for the settings tab to be able to import your own skill lists and more stuff tied to that.

I imagine the setting skill lists will be coming very soon and then additional functionality with that tab will come later. We’re also getting more vehicle automation very soon too which is awesome for my WWII style occult horror game because I’ll be using tanks and zeppelins as important story factors

johniba
April 11th, 2021, 10:19
Think I found it my issue. I had some other Settings loaded that seemed to be interfering with the critical roll tokens being added properly. Unchecking those settings seems to have done it. Now however I am having difficulty with the setting skills I am using for this campaign loaded instead of the default Genesys one. Having them there doesn't seem to be enough... is there another box somewhere that needs to be checked?

Hi Xarax, glad to see you managed to fix your issue.
If you remember the settings you changed, and if you could let me know I would be glad, maybe it is something I can fix to avoid that happening again.

Now regarding the skills you mentioned, I will see if I can add that feature in today's release later...

johniba
April 11th, 2021, 10:23
I have been working on some updates for the combat tracker.

Mostly I added vehicles to them. For now most of the benefits are for the GM, but I will also add some extra info on the combat tracker for players to see

For now here is a screenshot of how it is looking....

I am very happy with some stuff, that i believe will make specially the life of the GM easier, being able to roll for NPC combat weapons, vehicle control, or vehicle weapons, without having to open each npc sheet.

45637

Jelk
April 11th, 2021, 11:01
The new Tracker definitely looks great.
The game went pretty well yesterday as we tested a lot of mechanics.
One issue we had is with the combat tracker.

I see on your screenshot that you have the same. You cannot use the "Next Actor" button and you have the flag with the "?" on it which means I could not, once it happen, attribute the turn to anyone.
Once this shows up, trying to give anyone the "turn" flag modifies their init.
From the testing I done it seems that this happens as soon as i click once on Next Actor. After this this happen everytime.
After more testing i was thinking it might ask you for which PC gets the turn, for example, but it acts inconsistently and the init modification seems weird.


This is the main issue we had, appart from this everything went well.

johniba
April 11th, 2021, 12:31
The new Tracker definitely looks great.
The game went pretty well yesterday as we tested a lot of mechanics.
One issue we had is with the combat tracker.

I see on your screenshot that you have the same. You cannot use the "Next Actor" button and you have the flag with the "?" on it which means I could not, once it happen, attribute the turn to anyone.
Once this shows up, trying to give anyone the "turn" flag modifies their init.
From the testing I done it seems that this happens as soon as i click once on Next Actor. After this this happen everytime.
After more testing i was thinking it might ask you for which PC gets the turn, for example, but it acts inconsistently and the init modification seems weird.


This is the main issue we had, appart from this everything went well.


I am not sure if I understood what you explained, but there are two things:

- Currently only the GM can click on the "?" icons, to confirm the beginning of a PC/NPC turn (I am going to improve that soon, allowing PCs to click "?", if the turn is supposed to be for a PC)
- The actors switching places is not an error. It is the way I implemented how genesys/star wars handles initiative.

I was going to try to explain this here, but I think it would sound more confusing, so instead I will record a video explaining it better.

Maybe I misunderstood what you said, but I am interested to see, maybe it is a bug

Jelk
April 11th, 2021, 13:05
Thank you for those explanations, I tested it right now with what you said and it does work as advertise.
This is better than I expected and a great way to implement it.

The more I use the setting, the more I enjoy it.

Xarax
April 11th, 2021, 14:34
Hi Xarax, glad to see you managed to fix your issue.
If you remember the settings you changed, and if you could let me know I would be glad, maybe it is something I can fix to avoid that happening again.

Now regarding the skills you mentioned, I will see if I can add that feature in today's release later...

There were a pair of extensions that were being used, one was a custom one I had made using old code and the other was (I think) one that you our Sevrick made for Android. I had both of them running simultaneously but when I got rid of them both, there were no more problems with the critical hit chart. I didn't try to add a second one to see if it auto added the +10 to the next roll but it seemed to work. As I mentioned after that though the new NPCs created no longer had the setting skill set anymore. Excited for the next update and the new combat tracker looks great!

johniba
April 11th, 2021, 16:40
There were a pair of extensions that were being used, one was a custom one I had made using old code and the other was (I think) one that you our Sevrick made for Android. I had both of them running simultaneously but when I got rid of them both, there were no more problems with the critical hit chart. I didn't try to add a second one to see if it auto added the +10 to the next roll but it seemed to work. As I mentioned after that though the new NPCs created no longer had the setting skill set anymore. Excited for the next update and the new combat tracker looks great!

Ahhh I see! Yes those extensions for android, terrinoth, keyforge will break the critical system as it is now.
I will have to remove them, and also put some warning not to use them anymore.

I will wrap up some updates I am doing, and I will also enable the new Setting system, and see if I can upload today

sevrick
April 11th, 2021, 17:04
I am now going back over the Genesys Libraries and updating them to bring them more in line with the changes. As far as the critical hit extensions if Johniba has developed a better way they could be deleated so as to avoid problems.

Xarax
April 11th, 2021, 18:09
@Sevrick @Johniba you guys are the best! Thanks so much for all your hard work to make our games awesome!

sevrick
April 11th, 2021, 22:29
Started playing a game and notice the character sheets have Morality but Conflict is missing.

Also I think it would be helpful to give talents Subtypes. This would come in handy if someone wanted to tag their talents as Defense, Offensive, Social, etc. That way you could filter out the sea of talents to all applicable to your current situation.

Small complaint the Label "Name" is in all caps on character sheets.

johniba
April 11th, 2021, 23:39
Started playing a game and notice the character sheets have Morality but Conflict is missing.

Also I think it would be helpful to give talents Subtypes. This would come in handy if someone wanted to tag their talents as Defense, Offensive, Social, etc. That way you could filter out the sea of talents to all applicable to your current situation.

Small complaint the Label "Name" is in all caps on character sheets.

I will be adding later those missing fields.

I will also check about those other items you mentioned

EDIT: I fixed here NAME to Name... it will be available when i release the next version

johniba
April 11th, 2021, 23:43
NEW RELEASE!
Version 2021-04-11

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


Fixes:
-- Character/NPC sheet: Abilities tab -> Weapons: added header for weapon list


Improvements:
-- Character/NPC: message when entering or exiting a vehicle is more descriptive ("Joe: Entered Millenium Falcon")

-- Combat Tracker: lots of improvements!
For the GM combat tracker there are a lot of new features:
- When an NPC o Character is in a vehicle, you can now see the vehicle info.
- For NPCs, there is also an easy way to roll for vehicle skill check, or even use one of the vehicle's weapons.
(I will be adding the npcs weapons later too...)
For now the Player's version of the combat tracker will only display player stats (no npc stats for players to see) but I will implement some new stuff later


-- Genesys: Setting database
GMs can now create their own Setting(s), and list the available skills. When a player creates a new character, they will be given the option to select either the Default skills, or one of the Settings available.
That will populate the character sheet with the skills.

Players can also drag and drop one of the Settings from the settings database into their character sheet, which will also acomplish the same.

If no Setting is available, Genesys ruleset will behave like before, and just populate the character sheet with the default skills


P.S.: Currently if you have a vehicle with critical damage, instead of removing the critical damage from the Character sheet's Vehicle tab, make sure to open the vehicle record (from inventory), and deleting the critical from there.
I will be fixing this soon
Other info from the vehicle, like strain, hull damage, you can edit like normal, from the tab.
P.S.2: Genesys ruleset no longer requires the extensions we created for Terrinoth, Android, Keyforge...
Those are obsolete, and if you are using, disable them from your campaign.
(Keeping them enable will not cause any issues with the new ruleset versions, they will not be used if enabled though)



As always, you can download the updates here:

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


Updated files:
- Genesys.pak
- StarWarsFFG.pak

Always remember to download BOTH rulesets if you intend to use Star Wars



Screenshots:

New Setting creation:
45662

Character creation, if there is one of more Settings available:

45663
45664


New combat tracker:

45665



With the current implementation of vehicles in the combat tracker, although I still have a lot to improve and add stuff there (and I am already working on them)
now my priority will be:

- Finish implementing Morality, Duty etca and add the missing fields to the character sheets
- Improve the Party Sheet (and also add ways for the GM to handle Duty, Morality etca from there!)
- I will also add Party Vehicles, and also enable finally players to share vehicles, and even multicrew

I am also testing the possibility to add Vehicle Tokens to the combat tracker!

johniba
April 11th, 2021, 23:44
Hey Sevrick

Please take a look at the new "Setting" database from the notes above.

I think it would be really cool if you could add some to the libraries you created for Genesys, like for example add the Terrinoth setting to the terrinoth database, and also then the ones to android, keyforge to each one...
:)

johniba
April 11th, 2021, 23:52
Ahhh I see! Yes those extensions for android, terrinoth, keyforge will break the critical system as it is now.
I will have to remove them, and also put some warning not to use them anymore.

I will wrap up some updates I am doing, and I will also enable the new Setting system, and see if I can upload today

hey Xarax... the new setting system is available, let me know how it works

sevrick
April 12th, 2021, 00:11
Hey Sevrick

Please take a look at the new "Setting" database from the notes above.

I think it would be really cool if you could add some to the libraries you created for Genesys, like for example add the Terrinoth setting to the terrinoth database, and also then the ones to android, keyforge to each one...
:)

I am on it :)

johniba
April 12th, 2021, 00:38
Hey Sevrick

I downloaded your latest libraries for SW, they dont seem to list any Special Ability records...
Werent they there before?

sevrick
April 12th, 2021, 01:24
Hey Sevrick

I downloaded your latest libraries for SW, they dont seem to list any Special Ability records...
Werent they there before?

No I didn't add them, not to star wars anyway, because I wasn't sure what to add. I mean any special abilities are already on the species themselves. If you have an idea on a way to use them I am open to suggestions.

johniba
April 12th, 2021, 02:35
No I didn't add them, not to star wars anyway, because I wasn't sure what to add. I mean any special abilities are already on the species themselves. If you have an idea on a way to use them I am open to suggestions.

No, its fine... i thought it was an error :)

Xarax
April 12th, 2021, 02:39
-- Combat Tracker: lots of improvements!
For the GM combat tracker there are a lot of new features:
- When an NPC o Character is in a vehicle, you can now see the vehicle info.
- For NPCs, there is also an easy way to roll for vehicle skill check, or even use one of the vehicle's weapons.
(I will be adding the npcs weapons later too...)
For now the Player's version of the combat tracker will only display player stats (no npc stats for players to see) but I will implement some new stuff later

This is really very cool and I am really looking forward to this being implemented for the NPC's weapons. Having those rolls at my finger tips will be a whole new level of awesome and speed for milling through my NPC's turns. "They will learn to fear the blinding turn speed of my minions!"



GMs can now create their own Setting(s), and list the available skills. When a player creates a new character, they will be given the option to select either the Default skills, or one of the Settings available.
That will populate the character sheet with the skills.

Players can also drag and drop one of the Settings from the settings database into their character sheet, which will also acomplish the same.

If no Setting is available, Genesys ruleset will behave like before, and just populate the character sheet with the default skills
The Setting application is a great addition! All my hard work trying to figure out how to code these skills is no longer necessary! SWEET! A few things I noticed about it:

When the window popped up to choose which set of setting skills to choose from it defaulted to being behind the new NPC window, instead of in front of it. I have no idea how easy a fix this would be but I think it should definitely be pulled to the front of the display if possible.
A tab in the actual big setting menu to set a skill set as a campaign default would also be very nice so that the window could be dispensed with entirely. Again, no idea how easy that would be to implement.
IF the first and second options here are not feasible or easy to implement I would suggest that instead of the Hyperlink book on the skills Banner bringing you to the Skills button it would instead bring menu to choose which setting should be applied.

Keep up the great work Johniba and thanks again! Can't wait to see what is next.

johniba
April 12th, 2021, 04:22
This is really very cool and I am really looking forward to this being implemented for the NPC's weapons. Having those rolls at my finger tips will be a whole new level of awesome and speed for milling through my NPC's turns. "They will learn to fear the blinding turn speed of my minions!"


The Setting application is a great addition! All my hard work trying to figure out how to code these skills is no longer necessary! SWEET! A few things I noticed about it:

When the window popped up to choose which set of setting skills to choose from it defaulted to being behind the new NPC window, instead of in front of it. I have no idea how easy a fix this would be but I think it should definitely be pulled to the front of the display if possible.
A tab in the actual big setting menu to set a skill set as a campaign default would also be very nice so that the window could be dispensed with entirely. Again, no idea how easy that would be to implement.
IF the first and second options here are not feasible or easy to implement I would suggest that instead of the Hyperlink book on the skills Banner bringing you to the Skills button it would instead bring menu to choose which setting should be applied.

Keep up the great work Johniba and thanks again! Can't wait to see what is next.

hey thanks hehe

Those are great ideas, i will see what i can do!

Jelk
April 12th, 2021, 14:31
Just created the whole set of skills I use for the Shadowrun Ruleset and added it to the setting to test it out.
It worked perfectly.

I am using a large screen, so the window actually appeared correctly and not behind the Character window, so everything went well.

Do you think it may be able able to sort this window like the Character sheet window is sorted, per category? May help to make sur you did not miss an import.

On a side note that is not precisely in the scope of this ruleset, but as you are creating it, you or Sevrick might have the answer.
I would like to add some "rules" easy to open for reference. I can create these as Notes, but i cannot find a way to export notes. Would you happen to have a workaround ?

Thanks again !

srbongo
April 12th, 2021, 14:35
Just created the whole set of skills I use for the Shadowrun Ruleset and added it to the setting to test it out.
It worked perfectly.

I am using a large screen, so the window actually appeared correctly and not behind the Character window, so everything went well.

Do you think it may be able able to sort this window like the Character sheet window is sorted, per category? May help to make sur you did not miss an import.

On a side note that is not precisely in the scope of this ruleset, but as you are creating it, you or Sevrick might have the answer.
I would like to add some "rules" easy to open for reference. I can create these as Notes, but i cannot find a way to export notes. Would you happen to have a workaround ?

Thanks again !

Notes are tied into specific Campaigns, they're not really exportable. I would suggest making Story entries.

Saeval
April 12th, 2021, 14:35
On a side note that is not precisely in the scope of this ruleset, but as you are creating it, you or Sevrick might have the answer.
I would like to add some "rules" easy to open for reference. I can create these as Notes, but i cannot find a way to export notes. Would you happen to have a workaround ?

Thanks again !

I’m doing the same thing for my WWII Occult Horror game and what I’ve done is I’ve made them as story entries grouped under a number series before the title (1.1 Background info, 1.2 misc. info, etc) so when I export the story entries as a module I can import it into a new campaign, then drag and drop those story entry links onto the notes and it copies the whole entry.

Naurthoron
April 12th, 2021, 15:21
You can also copy/paste the "notes" xml tag from a campaign db.xml file to another

Jelk
April 12th, 2021, 16:05
Thanks for all the inputs.

Xarax
April 12th, 2021, 19:24
@Johniba Noticed something that got missed. (F) is still creating Failure symbols in the price of Vehicles. Looks good everywhere else.

Jelk
April 12th, 2021, 23:21
When someone joins my game, they do not see the symbols for dices, failure etc, they see some character combination. I tried with a local second connection and it worked for me. I only load the standard ruleset and my own setting.
Any idea what can cause it ?

johniba
April 13th, 2021, 04:11
When someone joins my game, they do not see the symbols for dices, failure etc, they see some character combination. I tried with a local second connection and it worked for me. I only load the standard ruleset and my own setting.
Any idea what can cause it ?

I can check that

Are you on FGC or FGU?

What screen was that?

Jelk
April 13th, 2021, 09:42
My bad for not being explicit enough.
In any description like skill description field, ability and such, when i use the [] dices symbols or the () results symbols it feels like it does not load forsome players and they get things like ÿ etc...

I use FGU and have no access to FGC to try.

johniba
April 13th, 2021, 13:10
My bad for not being explicit enough.
In any description like skill description field, ability and such, when i use the [] dices symbols or the () results symbols it feels like it does not load forsome players and they get things like ÿ etc...

I use FGU and have no access to FGC to try.

Ah dont worry about FGC, i asked only so i can check where the issue showed up for you first, it is usually a tip on how to locate it and replicate.

I will check that out, and fix :)

I think I have an idea on what it could be.

sevrick
April 14th, 2021, 02:36
Some things to think about is there is only a spot for a career not specializations. Also with multiple specializations you should be able to link to those specializations. Of course this all could get fleshed out when you start working on trees. I have to say the trees are what I am looking forward most. Especially since playing a force user in my game. :)

Moralities value shouldn't be tied to one strength or weakness, since you can have multiple Moralities and there won't be 2 different values. I hope that makes sense.

One other thing I get an error when I am in the combat tracker.

Script execution error: [String "ct/scripts/ct entry.lua"]200: attempt to index global 'v defense fore' (a nil value)

I notice I can trigger it again if I toggle the vehicles on and off.

johniba
April 14th, 2021, 03:09
Some things to think about is there is only a spot for a career not specializations. Also with multiple specializations you should be able to link to those specializations. Of course this all could get fleshed out when you start working on trees. I have to say the trees are what I am looking forward most. Especially since playing a force user in my game. :)

Moralities value shouldn't be tied to one strength or weakness, since you can have multiple Moralities and there won't be 2 different values. I hope that makes sense.

One other thing I get an error when I am in the combat tracker.

Script execution error: [String "ct/scripts/ct entry.lua"]200: attempt to index global 'v defense fore' (a nil value)

I notice I can trigger it again if I toggle the vehicles on and off.

For the specializations and trees, i have something in mind already...

I will finish the other easier fields first, like morality etca, and focus my attention on trees

Now about that error, i will try to reproduce it, thanks

johniba
April 14th, 2021, 03:18
Sevrick I cant seem to be able to reproduce the error, can you try something for me?

Are you on FGC or FGU? Star Wars or Genesys?
I guess you updated both rulesets, right?
You said it happens when you toggle on/off, you mean that button at the top that toggles all vehicles at once?

And also, let me know if you are using a vehicle/npc from your libraries, tell me the name of them, i will try using the same here.

sevrick
April 15th, 2021, 00:37
Sevrick I cant seem to be able to reproduce the error, can you try something for me?

Are you on FGC or FGU? Star Wars or Genesys?
I guess you updated both rulesets, right?
You said it happens when you toggle on/off, you mean that button at the top that toggles all vehicles at once?

And also, let me know if you are using a vehicle/npc from your libraries, tell me the name of them, i will try using the same here.

I am using FGU Star Wars. I have the latest updated ruleset. Yes the space ship icon. When I toggle either one it does it.

I didn't even have a vehicle on the character.

Also I created a new character to see if it was a problem with the character.

Also I am getting an error when clicking the skills tab that says

Script execution error: [String "campaign/scripts/char_skillist.lua"]:168: attempt to index local 'aSystemskillist' (a nil value)

Not sure if it is related.

Urqy
April 15th, 2021, 01:31
In an attempt to help isolate the bug, I don't get that error when using FGU, Genesys, with just the Core Rulebook and Expanded Players guide loaded. Rulesets are current. Clicking on the spaceship icon with and without a ship loaded works ok.

johniba
April 15th, 2021, 02:04
In an attempt to help isolate the bug, I don't get that error when using FGU, Genesys, with just the Core Rulebook and Expanded Players guide loaded. Rulesets are current. Clicking on the spaceship icon with and without a ship loaded works ok.
Ah thanks, that helps narrow down


I think that it could be a vehicle in the star wars library that does not have one of the shield fields recorded on it.
I can update the code to verify for it before linking in the window, but i would never know for sure if i fixed

johniba
April 15th, 2021, 02:12
I am using FGU Star Wars. I have the latest updated ruleset. Yes the space ship icon. When I toggle either one it does it.

I didn't even have a vehicle on the character.

Also I created a new character to see if it was a problem with the character.

Also I am getting an error when clicking the skills tab that says

Script execution error: [String "campaign/scripts/char_skillist.lua"]:168: attempt to index local 'aSystemskillist' (a nil value)

Not sure if it is related.

That error is really strange

Did you by any chance configure your FGU to use anything different from the Live version? (check screen)

45750


I cant seem to reproduce any of the two issues.

Are you using the Star Wars theme? if yes, are you using the latest version available?

Did you download both latest Genesys and Star Wars? That error could be because you do not have the latest genesys

sevrick
April 15th, 2021, 03:03
That error is really strange

Did you by any chance configure your FGU to use anything different from the Live version? (check screen)

45750


I cant seem to reproduce any of the two issues.

Are you using the Star Wars theme? if yes, are you using the latest version available?

Did you download both latest Genesys and Star Wars? That error could be because you do not have the latest genesys

Yes I redownload everything just to be sure. I tried removing all extensions and unloading all libraries.

I checked I am using the Live version. Also created a new Campaign and made a quick test character and got the same result.

Furthermore I tested it FGC still same result.

Not sure if it matters but I recently installed
wpdmtp.inf at C:\Windows\INF\
while trying to fix some problems related to another program. Would that effect it?

johniba
April 15th, 2021, 13:41
Yes I redownload everything just to be sure. I tried removing all extensions and unloading all libraries.

I checked I am using the Live version. Also created a new Campaign and made a quick test character and got the same result.

Furthermore I tested it FGC still same result.

Not sure if it matters but I recently installed
wpdmtp.inf at C:\Windows\INF\
while trying to fix some problems related to another program. Would that effect it?



Do you have this error in FGC too, or just the one about the vehicles?
Script execution error: [String "campaign/scripts/char_skillist.lua"]:168: attempt to index local 'aSystemskillist' (a nil value)

I will redownload everything here too... and run a test

johniba
April 15th, 2021, 13:50
Hey Sevrick, I found the issue!

omg I uploaded an outdated version by mistake, I only managed to get the error once i downloaded the .pak versions i had uploaded

I am so sorry for this, can you please redownload both .pak and test?

I will also post a Release notes here, just so everyone redownloads

I had some other fixes, I was holding off a bit to update some more things, but i will release this, and later release again in the weekend :)

johniba
April 15th, 2021, 13:51
RELEASE NOTES:

Version 2021-04-15

Fixes:
-- All text boxes/fields: When editing text, special Genesys/Star Wars symbols will no longer revert back to their special code (Like "(T)"" for example), unless you double click the text.
This is to try to fix an issue where a Player, connected to the GM, would sometimes not see the special dice symbols when opening a record like Skill, Talent etca, and would instead see international character symbols like ("ÿ")
-- Character sheet: Changed header from NAME, to Name
-- Vehicle sheet: Cost field will no longer convert special characters like "(F)" into genesys/star wars dice symbols
-- NPC Sheet: skills now list by: category -> name (just like in the PC sheets)
-- Genesys: Settings record: skills now list by: category -> name

Improvements:
- (Star Wars) Character/NPC sheets: Changed the background graphics for characteristics.





P.S.: Currently if you have a vehicle with critical damage, instead of removing the critical damage from the Character sheet's Vehicle tab, make sure to open the vehicle record (from inventory), and deleting the critical from there.
I will be fixing this soon



As always, you can download the updates here:

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


Updated files:
- Genesys.pak
- StarWarsFFG.pak

Always remember to download BOTH rulesets if you intend to use Star Wars

Jelk
April 15th, 2021, 16:03
Just tested with the new release, the player still do not see the symbols.
FGU, both with latest releases.

johniba
April 15th, 2021, 20:12
Just tested with the new release, the player still do not see the symbols.
FGU, both with latest releases.

Hi Jelk, can you do me a favor?

Can you give me the steps you are executing on the test?
For example what libraries you are using (if any) and if you are using libraries, what records you tested

If you are creating the records, let me know, and i will follow the steps and create the same here and test

If possible, try to give me all the steps...

I tried here, installed FGU in another computer, connected to my main one, I still could not reproduce the error, so I will have to wait your steps

mossfoot
April 15th, 2021, 21:00
Inventory tracking issue. This can't be right, can it?

45773

kessler25
April 15th, 2021, 21:06
Hello all! I remember reading some chatter about ways to add Boost dice to Skill rolls. (Example: Command talent allowing the user to add Boost dice to Leadership rolls). Did that become an official thing or is there a trick you've found to make this easy besides remembering and adding to the dice pool manually? Please and thank you (I'm even good with a reference to the post number).

johniba
April 15th, 2021, 21:09
Inventory tracking issue. This can't be right, can it?

45773

Hi, do you mean the total encumbrance? I will need to check this

johniba
April 15th, 2021, 21:11
Hello all! I remember reading some chatter about ways to add Boost dice to Skill rolls. (Example: Command talent allowing the user to add Boost dice to Leadership rolls). Did that become an official thing or is there a trick you've found to make this easy besides remembering and adding to the dice pool manually? Please and thank you (I'm even good with a reference to the post number).

Hi, this is on my to do list, I will eventually add a way to automatically add dice based on specials from weapons, and from talents and special abilities, but I need to finish up with the combat tracker, and talent/spec tree, and then i will focus on adding automation to stuff like that :)

That got me thinking, I really should create at least a list of features that the rulesets have now, and what are planned, i will do that soon

johniba
April 15th, 2021, 21:32
Inventory tracking issue. This can't be right, can it?

45773

Ah I think I just fixed that issue, should be in the next update :)

For now use this workaround: if the total encumbrance does not update when dragging an item, just click the icon to change it from Carried to something else, and then back to carried, and it should calculate

kessler25
April 15th, 2021, 22:46
Sounds like a plan! Yeah team!

sevrick
April 16th, 2021, 00:43
Seems to be working now thanks.

Jelk
April 16th, 2021, 01:12
I am working with a Custom library i am doing from scratch.
I only load the Genesys pak and then my library.

I use symbols and dices with (T) or [S] for example, in the description and free text fields.
This also happen with Story files shared with the player.

I tried to load up a fresh campaign and clearing the player's cache, did not work.
On the other hand, it is working when i log as a client.

I do use the Cloud, but it is just for the server handshake so nothing on that part i guess.

If you need me to send you the library i created, i PM you a google drive link to it.

johniba
April 16th, 2021, 18:28
I am working with a Custom library i am doing from scratch.
I only load the Genesys pak and then my library.

I use symbols and dices with (T) or [S] for example, in the description and free text fields.
This also happen with Story files shared with the player.

I tried to load up a fresh campaign and clearing the player's cache, did not work.
On the other hand, it is working when i log as a client.

I do use the Cloud, but it is just for the server handshake so nothing on that part i guess.

If you need me to send you the library i created, i PM you a google drive link to it.

Thanks, this will definitelly help me find the bug!

I will test using this today

johniba
April 18th, 2021, 23:20
I am working with a Custom library i am doing from scratch.
I only load the Genesys pak and then my library.

I use symbols and dices with (T) or [S] for example, in the description and free text fields.
This also happen with Story files shared with the player.

I tried to load up a fresh campaign and clearing the player's cache, did not work.
On the other hand, it is working when i log as a client.

I do use the Cloud, but it is just for the server handshake so nothing on that part i guess.

If you need me to send you the library i created, i PM you a google drive link to it.

I tested your library and tried to replicate the issue you reported.
I used FGU, connected two computers, one hosting and the other as a client
I could not see any issues

You mentioned not all players experienced the problem, only some. Can you try to get some more information from those that had issues?

What are the records they see as an issue? like let me know specifically if they opened a particular skill record, and if it was from the database in the sidebar, or from their own character.

I cant seem to see the issue here....

Jelk
April 18th, 2021, 23:59
I tried to test with 3 people creating characters today. They all had the issue.
After reading your comment i rebooted FG and asked a friend to connect and test to get screenshots.

It worked for him where it was not working 2 hours earlier for anyone a brand new campaign.

This gave me the idea to test the behavior.
Before that they always connected to me after i switched to this campaign from the campaign i use to create the library.

I then switched campaign, the player joined, the symbols worked again.
I tried modifying, exporting then launching the campaign, symbols worked again.

I do not have another person to test, but .... That behavior is strange.
I will check with other players during the week.
Thank you for trying all that though.

johniba
April 19th, 2021, 02:23
My bad for not being explicit enough.
In any description like skill description field, ability and such, when i use the [] dices symbols or the () results symbols it feels like it does not load forsome players and they get things like ÿ etc...

I use FGU and have no access to FGC to try.

You know I just read your last message, and then it hit me... I went back and re-read your initial message.

I think we have been chasing the wrong culprit.

If your friend sees things like ÿ instead of the special symbols, the issue is not with your library or the special codes or symbols... the issue could be a theme!

So here is how it works...

In order to make Fantasy Grounds be able to show those special dice symbols, I had to create a new TTF font.
The ruleset replaces the original FantasyGrounds fonts with those.

The thing is... if someone uses a theme and that theme replace the font in any way, it will cause issues.

Can you check with your friend if they are using any themes (except the star wars one we provide as that one has the fonts)?

Not sure if that could be it... but at this point i am trying to think of everything, heh

And again thanks a lot for all your tests

Saeval
April 19th, 2021, 02:52
This is good to know, I plan on using the Wizard Desk theme from Fantasy Grounds, I’ll have to check and make sure it doesn’t interfere with the special characters.

johniba
April 19th, 2021, 03:12
This is good to know, I plan on using the Wizard Desk theme from Fantasy Grounds, I’ll have to check and make sure it doesn’t interfere with the special characters.

I checked a few here, none of them caused issues:

Dark, futuristic, light, all worked

so for now i would say it would be an odd one or the other that would specifically change a font..

Worst case scenario, i can always create a special extension that could be loaded on top of a theme, and force the theme to use my fonts and make the symbols work hehe

Jelk
April 19th, 2021, 09:32
You know I just read your last message, and then it hit me... I went back and re-read your initial message.

I think we have been chasing the wrong culprit.

If your friend sees things like ÿ instead of the special symbols, the issue is not with your library or the special codes or symbols... the issue could be a theme!

So here is how it works...

In order to make Fantasy Grounds be able to show those special dice symbols, I had to create a new TTF font.
The ruleset replaces the original FantasyGrounds fonts with those.

The thing is... if someone uses a theme and that theme replace the font in any way, it will cause issues.

Can you check with your friend if they are using any themes (except the star wars one we provide as that one has the fonts)?

Not sure if that could be it... but at this point i am trying to think of everything, heh

And again thanks a lot for all your tests

I will check with them, but I am 99% positive they do not use theme.
It may be completely FG related and not Ruleset related though.

For example when i modified some text to Bold, exported the module then launched a new session with the module loaded for the players, they could not see the symbols nor the bold i changed.
When my player seen the symbols yesterday, he also saw all the bold, underlined and such that were added.

sevrick
April 20th, 2021, 03:11
Hey Johniba I was wondering if you could add text to the chat for Hits and misses shown after the Name of the Weapon.

This is for people who use syrinscape to trigger sounds based on what appears in chat.

For Example:
For a hit
Corellian Cutlass [Hit] - Melee etc....
For a miss
Corellian Cutlass [Miss] - Melee etc....

This would let anyone using the syrinscape extension Say when ever you see "Corellian Cutlass [Hit]" play sound "Melee Hit"

johniba
April 20th, 2021, 04:19
Hey Johniba I was wondering if you could add text to the chat for Hits and misses shown after the Name of the Weapon.

This is for people who use syrinscape to trigger sounds based on what appears in chat.

For Example:
For a hit
Corellian Cutlass [Hit] - Melee etc....
For a miss
Corellian Cutlass [Miss] - Melee etc....

This would let anyone using the syrinscape extension Say when ever you see "Corellian Cutlass [Hit]" play sound "Melee Hit"

That is a fantastic idea!
I will work on that

jeffencourt
April 20th, 2021, 18:25
Hi,

I've been using the star wars ruleset for some time now, and for some reason when i add my players to the combat tracker their names dont show up. The NPC's names show up fine. I'm probably missing something, but im not sure what it is. Anyone else having this issue? Thanks

johniba
April 21st, 2021, 14:57
Hi,

I've been using the star wars ruleset for some time now, and for some reason when i add my players to the combat tracker their names dont show up. The NPC's names show up fine. I'm probably missing something, but im not sure what it is. Anyone else having this issue? Thanks

Hi,

Can you give me a few more details?
Are you using FGClassic or FGUnity?

What version of the rulesets are you using?

jeffencourt
April 21st, 2021, 17:31
Hi,

Can you give me a few more details?
Are you using FGClassic or FGUnity?

What version of the rulesets are you using?

I'm using FGU, the rule set is v 2021-04-15.
Hope this helps! Thanks

mossfoot
April 21st, 2021, 18:44
Just a suggestion - I don't think it's officially listed in any library, but it wouldn't hurt to add "Fists" into the weapons so that players can add that for combat purposes ;)

johniba
April 21st, 2021, 19:46
Just a suggestion - I don't think it's officially listed in any library, but it wouldn't hurt to add "Fists" into the weapons so that players can add that for combat purposes ;)

I agree, lets see what Sevrick thinks

johniba
April 21st, 2021, 19:47
I'm using FGU, the rule set is v 2021-04-15.
Hope this helps! Thanks

Hey Jeffencourt,

While updating the combat tracker today, I found the issue, and I believe I fixed this!

I will upload a new version today, so if you can please download the rulesets and let me know if it fixed for you

johniba
April 22nd, 2021, 00:20
NEW RELEASE!
Version 2021-04-21

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


Fixes:
-- Character/NPC inventory: fixed an issue where sometimes when dragging an item into the inventory, it would not update total encumbrance.
-- Combat Tracker: fixed issue where sometimes PC names would not display in the tracker.

Improvements:
-- Combat Tracker: Players can now click the "?" icon to choose if they want to activate their turn, if the combat tracker is asking for a player to go next.
The current player having finished their turn can also click the "Turn complete" button, to signal the end of turn.
Only GMs remain with the power to select NPC turns to activate.

-- Combat Tracker:
GMs can now toggle to see NPC combat actions. For now it is showing equipment weapons only (I will expand this later with custom powers also)




P.S.: Currently if you have a vehicle with critical damage, instead of removing the critical damage from the Character sheet's Vehicle tab, make sure to open the vehicle record (from inventory), and deleting the critical from there.
I will be fixing this soon



As always, you can download the updates here:

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


Updated files:
- Genesys.pak
- StarWarsFFG.pak

Always remember to download BOTH rulesets if you intend to use Star Wars

sevrick
April 22nd, 2021, 00:39
I agree, lets see what Sevrick thinks

Couldn't Hurt. I will add it as "Unarmed Attack".

Xarax
April 22nd, 2021, 21:43
Thanks for all the work that your doing on this Johniba and Sevrick. Any preview on what is being worked on next?

johniba
April 22nd, 2021, 22:27
Thanks for all the work that your doing on this Johniba and Sevrick. Any preview on what is being worked on next?

Hi yes

I am now going to add Morality, Duty and obligation in the Party sheet, to help GMs
Also adding missing fields related to those and also force, into the character sheets


Finishing that, I will work on Specialization, Talent Trees

sevrick
April 23rd, 2021, 01:46
Thanks for all the work that your doing on this Johniba and Sevrick. Any preview on what is being worked on next?

I am currently updating all the Geneys Libraries to current Framework version. Also I forgot to add Random Setting Tables from Genesys Expanded Players Guide. So I will be adding that as well.

After that probubly start Special Modifications Source book.

sevrick
April 23rd, 2021, 13:37
I noticed after going back over vehicles in the Genesys Expanded Players Guide, that there is several vehicles that have additional information in relation to encumbrance.

For example the Cargo Plane says "Encumbrance Capacity: 120 (or 30 Passengers)"

You could add 2nd box to enter that information so that if you plan on using the encumbrance value for calculations this box will be unaffected.

srbongo
April 23rd, 2021, 14:54
Using the 4-21 ruleset in FGU for Star Wars, the Hull Threshold; Strain Threshold; and Armor fields in the CT aren't reporting values from the entered vehicle for characters - is there an order to do this that I'm doing wrong?

Edit: I see now that the screenshot I was looking at has an NPC using these fields, I'll assume that the CT linking to the Character's entered vehicle hasn't been added yet. :D Thanks!

jeffencourt
April 23rd, 2021, 17:06
Hey Jeffencourt,

While updating the combat tracker today, I found the issue, and I believe I fixed this!

I will upload a new version today, so if you can please download the rulesets and let me know if it fixed for you

Thank you for nailing this down so quick!

johniba
April 23rd, 2021, 17:55
I noticed after going back over vehicles in the Genesys Expanded Players Guide, that there is several vehicles that have additional information in relation to encumbrance.

For example the Cargo Plane says "Encumbrance Capacity: 120 (or 30 Passengers)"

You could add 2nd box to enter that information so that if you plan on using the encumbrance value for calculations this box will be unaffected.

That is a good idea, I will see that I add an extra box below for extra info

johniba
April 23rd, 2021, 17:57
Thank you for nailing this down so quick!

Thanks :)

johniba
April 23rd, 2021, 18:01
Using the 4-21 ruleset in FGU for Star Wars, the Hull Threshold; Strain Threshold; and Armor fields in the CT aren't reporting values from the entered vehicle for characters - is there an order to do this that I'm doing wrong?

Edit: I see now that the screenshot I was looking at has an NPC using these fields, I'll assume that the CT linking to the Character's entered vehicle hasn't been added yet. :D Thanks!

AH HA! You found a bug! I didnt notice that error! I will fix this and update it today!

srbongo
April 23rd, 2021, 19:20
AH HA! You found a bug! I didnt notice that error! I will fix this and update it today!

Awesome, excited to see it!

sevrick
April 23rd, 2021, 21:03
That is a good idea, I will see that I add an extra box below for extra info

Well not so much Below as beside the encumbrance value. Just to make that clarification. :)

Also some of the vehicles have extra info much like the "Additional Rules" section that was added to the star wars ruleset. You could just add it to Genesys as well. Or you could just make a part of the description.

johniba
April 24th, 2021, 01:02
Well not so much Below as beside the encumbrance value. Just to make that clarification. :)

Also some of the vehicles have extra info much like the "Additional Rules" section that was added to the star wars ruleset. You could just add it to Genesys as well. Or you could just make a part of the description.

Sounds good... i will add it on genesys, and it will spill over to star wars also
EDIT: ah just noticed it was already in star wars :)

johniba
April 24th, 2021, 02:21
NEW RELEASE!
Version 2021-04-23

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


Fixes:


Improvements:
-- (Genesys) Vehicle sheet: added an extra field for extra encumbrance notes, near the original encumbrance field. (Star Wars Ruleset already had this)
-- Combat Tracker: Fixed an issue where vehicle Hull Trauma, System Strain, Armor and Defense would not update from the character sheet.





P.S.: Currently if you have a vehicle with critical damage, instead of removing the critical damage from the Character sheet's Vehicle tab, make sure to open the vehicle record (from inventory), and deleting the critical from there.
I will be fixing this soon



As always, you can download the updates here:

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


Updated files:
- Genesys.pak
- StarWarsFFG.pak

Always remember to download BOTH rulesets if you intend to use Star Wars

srbongo
April 24th, 2021, 13:55
Pretty awesome to see this moving along, I'll have to do those updates to the Star Wars theme when I get the chance here. Thanks for keeping it up! One request, to add a button for the NPC vehicle's control skill to the combat tracker? Perhaps next to the rollable attributes section?

johniba
April 24th, 2021, 14:10
Pretty awesome to see this moving along, I'll have to do those updates to the Star Wars theme when I get the chance here. Thanks for keeping it up! One request, to add a button for the NPC vehicle's control skill to the combat tracker? Perhaps next to the rollable attributes section?

Oh it is already there.

Notice that you can expand a section containing the control skill and vehicle weapons for each npc, clicking a toggle button (rocket icon)

46036

P.S.: I have to fix the alignment on the weapons title bar

srbongo
April 24th, 2021, 14:59
Oh it is already there.

Notice that you can expand a section containing the control skill and vehicle weapons for each npc, clicking a toggle button (rocket icon)

46036

P.S.: I have to fix the alignment on the weapons title bar

It was far too early this morning for me to be posting at all, let alone be looking for expandable bars :p

Thanks mate!

Jelk
April 25th, 2021, 06:43
We had a game last night, we had a little issue with the Combat Tracker and the Initiative.
Playing on Genesys Ruleset, custom setting, FGU.

On init when players had multiple same init, the first person had their turn to play, but the others were skipped.
I have 3 players at 1.01
I moved them to 1.01, 1.02 etc. and it went ok, but same init causes conflict it seems, as the ruleset seems to skip the said init altogether.

johniba
April 25th, 2021, 22:07
We had a game last night, we had a little issue with the Combat Tracker and the Initiative.
Playing on Genesys Ruleset, custom setting, FGU.

On init when players had multiple same init, the first person had their turn to play, but the others were skipped.
I have 3 players at 1.01
I moved them to 1.01, 1.02 etc. and it went ok, but same init causes conflict it seems, as the ruleset seems to skip the said init altogether.

Ah thanks for the report, I will fix this

johniba
April 26th, 2021, 01:14
We had a game last night, we had a little issue with the Combat Tracker and the Initiative.
Playing on Genesys Ruleset, custom setting, FGU.

On init when players had multiple same init, the first person had their turn to play, but the others were skipped.
I have 3 players at 1.01
I moved them to 1.01, 1.02 etc. and it went ok, but same init causes conflict it seems, as the ruleset seems to skip the said init altogether.

hey Jelk, I managed to find a solution for that issue, please download the latest version and let me know if it works, ok?

Thanks a lot for finding this bug :)

johniba
April 26th, 2021, 01:14
NEW RELEASE!
Version 2021-04-25

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


Fixes:
- Combat Tracker: fixed an issue with initiative that when two actors had the same init value, selecting the next one to take action would skip the
other's next turn.
Also added a "tiebreaker" to the initiative rolls: now in case of a tie, PCs act first (as per the rules in the core books).
This is how initiative is calculated:
- Each success adds one, and each advantage adds 0.01 to the init result. The ruleset also adds a tiebreaker value to the final result.
So for example:
Joe rolled two successes and one advantage in his init roll.
His roll result will show up as: 2.01x (where x will be the tiebreaker value, this is an automatic value the ruleset will add)

Also please notice, if a GM wants to manually change a Init value from a PC or NPC in the combat tracker, make sure NOT to add the same value as from another entry, as that would cause the issue with one of them skipping a turn.



Improvements:
None

P.S.: Currently if you have a vehicle with critical damage, instead of removing the critical damage from the Character sheet's Vehicle tab, make sure to open the vehicle record (from inventory), and deleting the critical from there.
I will be fixing this soon



As always, you can download the updates here:

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


Updated files:
- Genesys.pak

Please download the Genesys.pak even if you are using Star Wars

sevrick
April 27th, 2021, 13:36
Hey I was wondering if there was a way to make the Encounter system work with minions proper. What I mean is the ability to add minions to an encounter and have the proper tokens show up to be placed based on the number of minions. Rivals and Nemesis work just fine since they are one entity and therefore get one token. Without this if you add a minion group of 4 it will still only produce 1 token to place on the map. I know I mentioned this in the past but I thought it worth restating.

Saeval
April 27th, 2021, 17:45
The way I was going to handle it is just make the token larger to take up a 2x2 or even a 3x3 area of the grid as a “squad” group. As some of them die off I’ll just reduce the size of the token at certain thresholds.
I wish there was an easy way to set the size of the NPC automatically though. Like a spot on the NPC sheet for Silhouette that would automatically bump them up to a 2x2 or 3x3 at certain sizes. So they can see how much bigger a creature is compared to them on a grid map.

sevrick
April 27th, 2021, 19:29
The way I was going to handle it is just make the token larger to take up a 2x2 or even a 3x3 area of the grid as a “squad” group. As some of them die off I’ll just reduce the size of the token at certain thresholds.
I wish there was an easy way to set the size of the NPC automatically though. Like a spot on the NPC sheet for Silhouette that would automatically bump them up to a 2x2 or 3x3 at certain sizes. So they can see how much bigger a creature is compared to them on a grid map.

Yeah I am not a fan of that approach. I would much rather have each minon have his own token. It makes things clear on where everyone is. Done your way you would have to cluster them all together. You couldn't split them up but all be part of the same minion group.

That's why it would be nice if there was a way to tell FG that when you add a minion group to an encounter it adds a number of tokens equal to the group number. Then I can spread the minion group around if I want. People who like doing just one token can still do that. All they have to do is add one to the map from the encounter. The best of both worlds.:)

johniba
April 27th, 2021, 21:21
Hey I was wondering if there was a way to make the Encounter system work with minions proper. What I mean is the ability to add minions to an encounter and have the proper tokens show up to be placed based on the number of minions. Rivals and Nemesis work just fine since they are one entity and therefore get one token. Without this if you add a minion group of 4 it will still only produce 1 token to place on the map. I know I mentioned this in the past but I thought it worth restating.

I promise I will have a look into this, but I am not confident it will translate well into the combat map.

Here is the thing, I dont think genesys and star wars work well with maps and tokens, it is an abstract system, much like world of darkness, but sure people will always try to use maps and tokens/minis.

The issue I see is that even if I change the code in the map system in fantasy grounds, allowing one map token for each minion in a group, they will still show up as one individual line in the combat tracker.
I dont know if that will break immersion on a group, if players look at the tracker and see 1 line representing the minion group, and in the map they see multiple tokens.

Also mechanically, a minion group work as an individual, the group only has one action, and also players targetting them target the group itself, and not an individual.

I think we have to open a discussion, we definitelly can think of something, and maybe look if other virtual tabletops work on this solution in any way...

So I will say I will definitelly leave this open for discussion and a possible feature after i am done with some other stuff

johniba
April 27th, 2021, 21:24
The way I was going to handle it is just make the token larger to take up a 2x2 or even a 3x3 area of the grid as a “squad” group. As some of them die off I’ll just reduce the size of the token at certain thresholds.
I wish there was an easy way to set the size of the NPC automatically though. Like a spot on the NPC sheet for Silhouette that would automatically bump them up to a 2x2 or 3x3 at certain sizes. So they can see how much bigger a creature is compared to them on a grid map.

That is definitelly an idea.

I think we need to work on improving the map system overall. One thing for example is target and distance. FG works with a numerical system, and I have been researching if it is possible to translate that into the Genesys/Star Wars distance mechanic, like melee, close, far... stragegic....

Maybe we can come up with a set of configurations, like standards in a map: default size for a creature being 1 square, minions taking multiple squares.... distance being translated to x number of squares being close, far....

johniba
April 27th, 2021, 21:27
Yeah I am not a fan of that approach. I would much rather have each minon have his own token. It makes things clear on where everyone is. Done your way you would have to cluster them all together. You couldn't split them up but all be part of the same minion group.

That's why it would be nice if there was a way to tell FG that when you add a minion group to an encounter it adds a number of tokens equal to the group number. Then I can spread the minion group around if I want. People who like doing just one token can still do that. All they have to do is add one to the map from the encounter. The best of both worlds.:)

What about the combat tracker? would it be ok to have one line for the minion group there?

I think maybe what i need is examples on how people work with their minions in their tables... do you guys represent minions individually (if you use maps) or one token? Do you describe the minion group in a certain way when they move?
Do you let them move individually, like one minion moves to a person, another to another person... i imagine that could get complicated in a table real fast... if people are using maps

johniba
April 27th, 2021, 21:47
On the topic of improvements, while looking at the code for the combat tracker, and map tokens, I saw some potential for some cool things

I think I will try to add Effects soon, some implementation similar to what DND5 has

If you look at that ruleset, the Effects window has that part that is similar to Core, where you can create your own effects, but it also has some default ones.
Using the default ones on an actor (pc/npc) in the combat tracker or in the map, will add the effect to that actor, and already add the duration etca.

In dnd5 of course they already have code that automates stuff like giving penalties to rolls, or bonuses to rolls, resistances....

I will eventually code that into genesys/sw, but I think it would be pretty quick for me to at least create the initial part: having all default effects someone can have.

That could speed up gameplay, where the GM can add an effect, without having to worry about creating it manually, and adding duration.

That would also pave the way for me to allow players and GMs to customize actions: not only adding dice (for example lets say you want to add 2 difficulty dice, 1 boost dice to a particular weapon because of talent bonuses etca), but also add effects that would automatically go to a target


So here is how developing would look like.
- Step 1: develop the default effects: GMs will be able to just drag those into an actor.
- Step 2: allow players/GMs to customize actions, so that effects would either automatically do into their targets, or they could simply click the effect from their action, and it would apply to the target
- Step 3: code automation (this will take time, I need to rework the dice system to allow targetting, and also code the automation part for rolls..)

Step 1 is quick to do... and I think I will work on this soon after I work on spec trees


There is also the matter of the map

So in DND5, when someone has an effect, there is a small icon that displays at the bottom. This I would code in Step 1 too...
But I am thinking I can also make an icon show up to represent a pc/npc is inside a vehicle.

I will initially only do that, but eventually I also want to allow for the vehicle itself to have its own token.

So imagine we will not only have pcs/npcs but also vehicles.

After that first version of the code that will show up the small icon representing that actor is in a vehicle, I want to improve the code.
Later instead of just that icon, I want to actually display the vehicle token there. So imagine for example a PC will have a small token attached, showing the vehicle itself.

Also the vehicle on the map will have a small icon representing the actor that is on it (and in the case of multiple players on the same vehicle, multiple icons)

That will open up another cool improvement:

Since we would have a vehicle token on the map, dropping a critical damage on that vehicle, if it is that kind of critical that damages all crew, the ruleset could automatically apply damage to all people inside the vehicle.


Sure all of this above will require multiple versions of the code, but at this point I feel confident I can pull this off, with the stuff I learned to do in FG :)

I want to hear from you guys what you think/suggest about this... since this is still in the idea phase, not yet something I am working on

sevrick
April 27th, 2021, 23:26
OK I probably didn't explain myself very well.

Maps in Genesys and Star Wars
I use maps to help my players visualize the combat area, while yes this system is abstract and is much easier to run without a map than most games, having a map saves me time explaining where everything is and presents them with possible tactical options I didn't think of. PCs can say I want to move here and I say "That's about short range." and they move. With that conformation of distance they can easily determine range bands at the scale of the current map.
Minions with individual tokens
In Star Wars and Genesys minions do act as 1 entity for purposes of effecting its stats. Now if minions were just one token it would mean the minion group is forced to be in the same location as if they were all bound together by rope or something. To me that isn't very realistic or helps with being able to visualize the combat. However rules kept the same and there were a token for each minion they could set up ambushes and get a better representation of what actually should the PCs be seeing.

If PC made an attack and killed 2 minions in one attack he would narrative it thus "I Shoot the minion in the head then turn and blast the one to my right and he falls off the cliff." Minions were in separate locations but still no rules were changed. Everything can be explained narratively if the PC manages to kill more than one minion, even if they aren't sandwiched together.
This has come up before but I have had a PC disarm a minion rather than disarm all 4 minions I simply downgraded the minion attack next round as if there was 1 less minion than there really was. While this case isn't RAW per-say it seems more thematic and realistic.
As far as having them move, If they move I have the minion group spend a maneuver. Then I move each token separately. If I want to move even just one of the minions the group still collectively uses a maneuver.

Combat Tracker
As far as the combat tracker representing 1 group and having the separate tokens show on the map, that is fine. The tokens would be purely visual reference. You could put all the stats on the combat tracker minion if reference was needed. It just could be me but I don't think it's a stretch to think that new players would understand the concept minion groups and how it works vs visually.
Encounter Creation
Not sure if people know this but built into FG is the Encounters tab. This lets you store encounters ahead of time, and save there position on the map. It does this by allowing you to drag an npc onto a newly created encounter, which then generates a token for that npc. You then drag the token it made onto the map to where this npc should be when the PCs come across it. Then you can link that encounter to your story entry where this encounter happens. All you have to do is click the down arrow and the map is populated. (The NPCs show up invisible by default just incase they were hiding.
The thing is when you do this for Rivals and Nemeses it works just fine. When you add a minion it only generates 1 token. I suppose I could go to assets folder and make copies of the token, which I have been doing, but that really removes the purpose of having encounters setup ahead of time if you are still having to drag tokens on the map your self whenever a combat happens with a minion group.
Closing
I understand if it is too much work or not possible. It is a feature that would be awesome to have if it isn't too much work needed to make it happen.:)

Xarax
April 28th, 2021, 00:14
I think I will try to add Effects soon, some implementation similar to what DND5 has

This would be an amazing addition. I have long been hoping that effects would make their way to the top of the to do list. I am forever forgetting to add black dice to attacks for defense, blue die for aiming, accurate 1, etc. I completely endorse this plan. I love everything about this plan and if there is any way I can assist in making this plan happen please let me know. You do amazing work Johniba! With this automation added it would be a huge quality of life update for people in the DM seat.


Also the vehicle on the map will have a small icon representing the actor that is on it (and in the case of multiple players on the same vehicle, multiple icons)

This is a super cool idea. Again I fully endorse and offer whatever non-coding aid I can provide.



Since we would have a vehicle token on the map, dropping a critical damage on that vehicle, if it is that kind of critical that damages all crew, the ruleset could automatically apply damage to all people inside the vehicle.


I will never say no to automation. NEVER! DO YOU HEAR ME! NEVER!!! Outbursts aside this is a really awesome plan Johniba. Really looking forward to what comes next after automation! Personally hoping for a better system to do spells as the current action tab is a giant text wall for my poor casters!

johniba
April 28th, 2021, 00:32
OK I probably didn't explain myself very well.

Maps in Genesys and Star Wars
I use maps to help my players visualize the combat area, while yes this system is abstract and is much easier to run without a map than most games, having a map saves me time explaining where everything is and presents them with possible tactical options I didn't think of. PCs can say I want to move here and I say "That's about short range." and they move. With that conformation of distance they can easily determine range bands at the scale of the current map.
Minions with individual tokens
In Star Wars and Genesys minions do act as 1 entity for purposes of effecting its stats. Now if minions were just one token it would mean the minion group is forced to be in the same location as if they were all bound together by rope or something. To me that isn't very realistic or helps with being able to visualize the combat. However rules kept the same and there were a token for each minion they could set up ambushes and get a better representation of what actually should the PCs be seeing.

If PC made an attack and killed 2 minions in one attack he would narrative it thus "I Shoot the minion in the head then turn and blast the one to my right and he falls off the cliff." Minions were in separate locations but still no rules were changed. Everything can be explained narratively if the PC manages to kill more than one minion, even if they aren't sandwiched together.
This has come up before but I have had a PC disarm a minion rather than disarm all 4 minions I simply downgraded the minion attack next round as if there was 1 less minion than there really was. While this case isn't RAW per-say it seems more thematic and realistic.
As far as having them move, If they move I have the minion group spend a maneuver. Then I move each token separately. If I want to move even just one of the minions the group still collectively uses a maneuver.

Combat Tracker
As far as the combat tracker representing 1 group and having the separate tokens show on the map, that is fine. The tokens would be purely visual reference. You could put all the stats on the combat tracker minion if reference was needed. It just could be me but I don't think it's a stretch to think that new players would understand the concept minion groups and how it works vs visually.
Encounter Creation
Not sure if people know this but built into FG is the Encounters tab. This lets you store encounters ahead of time, and save there position on the map. It does this by allowing you to drag an npc onto a newly created encounter, which then generates a token for that npc. You then drag the token it made onto the map to where this npc should be when the PCs come across it. Then you can link that encounter to your story entry where this encounter happens. All you have to do is click the down arrow and the map is populated. (The NPCs show up invisible by default just incase they were hiding.
The thing is when you do this for Rivals and Nemeses it works just fine. When you add a minion it only generates 1 token. I suppose I could go to assets folder and make copies of the token, which I have been doing, but that really removes the purpose of having encounters setup ahead of time if you are still having to drag tokens on the map your self whenever a combat happens with a minion group.
Closing
I understand if it is too much work or not possible. It is a feature that would be awesome to have if it isn't too much work needed to make it happen.:)

Hey sevrick, thanks a lot for this detailed explanation and sharing of your playthrough.
Actually I believe adding the ability to have multiple tokens for the same actor representation in the combat tracker could be fairly easy to pull off... I will check how much effor it envolves, but i think it might not be much, and i could add this soon!

johniba
April 28th, 2021, 00:34
This would be an amazing addition. I have long been hoping that effects would make their way to the top of the to do list. I am forever forgetting to add black dice to attacks for defense, blue die for aiming, accurate 1, etc. I completely endorse this plan. I love everything about this plan and if there is any way I can assist in making this plan happen please let me know. You do amazing work Johniba! With this automation added it would be a huge quality of life update for people in the DM seat.



This is a super cool idea. Again I fully endorse and offer whatever non-coding aid I can provide.



I will never say no to automation. NEVER! DO YOU HEAR ME! NEVER!!! Outbursts aside this is a really awesome plan Johniba. Really looking forward to what comes next after automation! Personally hoping for a better system to do spells as the current action tab is a giant text wall for my poor casters!

I am going to revisit the actions tab, I think it is a part of the sheet i do need to improve more and more.

Any suggestions are welcome

Now about the other stuff, yeah i can do that soon!

Saeval
April 28th, 2021, 00:47
If you’ve looked at the Savage World ruleset they have the combat tracker with the ability to group enemies together in the same initiative.

They use a card system so this “minion group” has one designated as the lead and they hold the initiative card of the 8 of diamonds for example, then all the other minions in that group are listed right under the lead for ease of reference but they can all move independently on the map.
If you could do something like that while tying together their pool of HP or something that could work. They would all have the same stats so it wouldn’t matter where the attack originates from on the combat tracker.
We build our dice pools semi manually anyway so you would just add your difficulty dice based on range from which one you designate as the “lead” attacker that turn.

When it comes to maps and scaling my group prefers the more tactical aspect of actual movement and range instead of range bands so for my group I’m just going to be converting the ranges into a hard measurement and give them about 5-6 squares of movement. So I don’t have to worry about rangelands relative to different characters and they have a more specific measurement for distances for powers and guns.

Plus I have a ton of gridded maps and it’s so much easier for us to just do standard grid combat. My players are dumb and don’t like learning multiple systems and they’re most familiar with D&D/Pathfinder so that’s what I try to base combat movement and measurement off of. But I’m slowly opening them up to try new systems

viresanimi
April 28th, 2021, 11:36
I am sorry to harp on this, but the only thing I really care about is the character specialization trees for star wars. Why? It's a basic thing needed to create a character, which should take priority over super cool features that we would all love to have. I love all the things discussed and fully support it, but I just can't use this yet.

Effects and modifiers would be a great thing. Keeping track of that in the old star wars system was a real pain, I dealt with using custom small tokens, next to the character / npc tokens on my maps. If nothing else, if I could just have the descriptions of effects on tokens, even that would be a major upgrade.

sevrick
April 28th, 2021, 12:33
I am sorry to harp on this, but the only thing I really care about is the character specialization trees for star wars. Why? It's a basic thing needed to create a character, which should take priority over super cool features that we would all love to have. I love all the things discussed and fully support it, but I just can't use this yet.

Effects and modifiers would be a great thing. Keeping track of that in the old star wars system was a real pain, I dealt with using custom small tokens, next to the character / npc tokens on my maps. If nothing else, if I could just have the descriptions of effects on tokens, even that would be a major upgrade.

While this may be true but ultimately it's up to Johniba. Sometimes other things have to take priority because it effects the code in a certain way. Not saying it does in this case, but sometimes it matters what comes 1st.

johniba
April 28th, 2021, 14:58
I am sorry to harp on this, but the only thing I really care about is the character specialization trees for star wars. Why? It's a basic thing needed to create a character, which should take priority over super cool features that we would all love to have. I love all the things discussed and fully support it, but I just can't use this yet.

Effects and modifiers would be a great thing. Keeping track of that in the old star wars system was a real pain, I dealt with using custom small tokens, next to the character / npc tokens on my maps. If nothing else, if I could just have the descriptions of effects on tokens, even that would be a major upgrade.

Yes just to confirm, I am working first on specialization and talent trees....

Adding description to effects to the tokens is a small fix, and i will do quickly before trees, but i will not work on the other effects stuff (custom effects etca) not until i finish trees

So here is the plan:

- small update to add effects icons and description of effects when you hover the mouse over them in the token
- specialization/talent trees


After that, i will work on improving the map and effects

johniba
April 28th, 2021, 15:01
While this may be true but ultimately it's up to Johniba. Sometimes other things have to take priority because it effects the code in a certain way. Not saying it does in this case, but sometimes it matters what comes 1st.

That is true.

Some things tie up my hands, for example, I have to update some parts of the code related to the die roll so the code understands targeting, before i work on some small automation, like adding setback dice automatically to the dice pool, when attacking a target

sevrick
April 29th, 2021, 00:35
Not sure if it matters but I noticed that some of the NPCs in Secrets of the Crucible have Motivations in there stat block. As of yet there isn't a place to put that information.

johniba
April 29th, 2021, 14:13
Not sure if it matters but I noticed that some of the NPCs in Secrets of the Crucible have Motivations in there stat block. As of yet there isn't a place to put that information.

Hi Sevrick

That is an easy one for me to add, i will do for the next update

Xarax
April 29th, 2021, 19:23
As far as magic and the action tab is concerned I think being able to shrink down the spell descriptions into a clickable button would be an excellent first step. The 5e code for spells seems like it might be a good place to start.

After that, it would be great if instead of setting up a roll for a specific spell ability on each line setting a group of spells so that everything under Y category will default to X skill. That way the player can quickly go down the list and add difficulty to the roll. I want to use an attack spell (click), with empowered (click) and deadly (click).

Lastly (and this is pure wish listing to fit a house rule), being able to set up each of these buttons with their own dice and not just their own difficulty. In my house rule, if a caster wants to tack on a addition to a spell that they are not familiar with they absolutely can but instead of adding difficulty to the to the roll they add challenge. This could also be helpful in adding automatic boost or setback to specific rolls due to gear or equipment.

Thanks for including us in the process Johniba! Hope this all helps.

Jelk
April 30th, 2021, 16:19
Johniba, one of my player is asking if replacing the rolled dices with the actual Genesys dices would be something hard to code.
They are asking this because they think they would be able to do the models for the dices, if it can help.

I don't know if it would be hard on your side, just said i would ask as they proposed.

mossfoot
April 30th, 2021, 17:13
Johniba, one of my player is asking if replacing the rolled dices with the actual Genesys dices would be something hard to code.
They are asking this because they think they would be able to do the models for the dices, if it can help.

I don't know if it would be hard on your side, just said i would ask as they proposed.

If possible, that would be awesome. :D

Perhaps that question should be thrown out to the larger mod community here - perhaps someone has done something in another ruleset that can be adapted?

Building on this - I'm wondering if it's possible to add a way to hide dice roles from players. Right now they always see any narrative dice roll results. Only percentile rolls can be hidden.

sevrick
April 30th, 2021, 18:02
If possible, that would be awesome. :D

Perhaps that question should be thrown out to the larger mod community here - perhaps someone has done something in another ruleset that can be adapted?

Building on this - I'm wondering if it's possible to add a way to hide dice roles from players. Right now they always see any narrative dice roll results. Only percentile rolls can be hidden.

Yes the eye icon near the chat window should hide the dice roll.

johniba
May 1st, 2021, 04:24
Johniba, one of my player is asking if replacing the rolled dices with the actual Genesys dices would be something hard to code.
They are asking this because they think they would be able to do the models for the dices, if it can help.

I don't know if it would be hard on your side, just said i would ask as they proposed.

This has been asked before and unfortunatelly the FG Devs said the dice models are hard coded.
I would love for them to have some way for us to customize those dice in the future, but for now it is not possible, I am afraid

johniba
May 1st, 2021, 04:26
If possible, that would be awesome. :D

Perhaps that question should be thrown out to the larger mod community here - perhaps someone has done something in another ruleset that can be adapted?

Building on this - I'm wondering if it's possible to add a way to hide dice roles from players. Right now they always see any narrative dice roll results. Only percentile rolls can be hidden.

Do you mean for the GM to hide dice rolls? That is in the rulesets already... the little eye icon in the dicebox, below the chat window.

johniba
May 1st, 2021, 04:27
As far as magic and the action tab is concerned I think being able to shrink down the spell descriptions into a clickable button would be an excellent first step. The 5e code for spells seems like it might be a good place to start.

After that, it would be great if instead of setting up a roll for a specific spell ability on each line setting a group of spells so that everything under Y category will default to X skill. That way the player can quickly go down the list and add difficulty to the roll. I want to use an attack spell (click), with empowered (click) and deadly (click).

Lastly (and this is pure wish listing to fit a house rule), being able to set up each of these buttons with their own dice and not just their own difficulty. In my house rule, if a caster wants to tack on a addition to a spell that they are not familiar with they absolutely can but instead of adding difficulty to the to the roll they add challenge. This could also be helpful in adding automatic boost or setback to specific rolls due to gear or equipment.

Thanks for including us in the process Johniba! Hope this all helps.

Including buttons to minimize them is easy, actually the code I used is based on the dnd5 code for that, so i can easly add it.
I will see if I can improve that, your suggestions are really nice

mossfoot
May 1st, 2021, 06:18
Do you mean for the GM to hide dice rolls? That is in the rulesets already... the little eye icon in the dicebox, below the chat window.

It never seems to work! I will try again next session to double check, but as I stated before, it ONLY seems to work with my precentile dice. With Narrative dice, regardless of how the eye icon is set, it has been showing the players the results of my roll.

mossfoot
May 1st, 2021, 06:20
This has been asked before and unfortunatelly the FG Devs said the dice models are hard coded.
I would love for them to have some way for us to customize those dice in the future, but for now it is not possible, I am afraid

Hmmm hard coded to change the EXISTING dice... but couldn't new dice models be added? Not reskinning the ones they currently have but creating new models entirely separate from the ones currently in game?

sevrick
May 1st, 2021, 14:28
It never seems to work! I will try again next session to double check, but as I stated before, it ONLY seems to work with my precentile dice. With Narrative dice, regardless of how the eye icon is set, it has been showing the players the results of my roll.

We ran into this problem while playing before. Make sure you have the eye settings set before adding dice to the pool. If you change it while the dice are in the pool it will not work.

johniba
May 1st, 2021, 17:25
It never seems to work! I will try again next session to double check, but as I stated before, it ONLY seems to work with my precentile dice. With Narrative dice, regardless of how the eye icon is set, it has been showing the players the results of my roll.

I did fix the code a few releases ago so please test again and let me know

johniba
May 1st, 2021, 17:27
Hmmm hard coded to change the EXISTING dice... but couldn't new dice models be added? Not reskinning the ones they currently have but creating new models entirely separate from the ones currently in game?


I think moonwizard himself answered this question saying it was not possible but it was a while ago and I still have hopes one day maybe FG implements a wat

sevrick
May 3rd, 2021, 13:09
All Genesys Libraries

Moved source and page numbers to there proper place.
Deleted description that were accidently added to the tables.
Added a Setting to each NPC.
Removed "(No Descriptions)"
Removed the "No Des" Tag from the file name of the Library.
Added random settings Tables to the Genesys Core Rulebook.


Remember to delete your old Libraries to avoid duplicates

kessler25
May 3rd, 2021, 14:30
A Jedi's work, sevrick. Much thanks.

viresanimi
May 3rd, 2021, 14:56
Phenomenal work Sevrick.

kessler25
May 5th, 2021, 01:22
46338

Kazallo
May 5th, 2021, 01:35
Hello! This is my first time posting on the FG forums. This ruleset is incredible. Having 5E like tables for gear, the automated roll calculator, the combat tracker Genesys style, and even the extra steps of having attachments to not only gear, but vehicles as well! I am really looking forward to restarting a Space Opera game with my group using it.

However, with all that said, I noticed after scaling the UI to 125-150, the dice and symbols get quite blurred. Some of my players (myself included) usually need it scaled up due to FGs standard font size. Is this something I can swap out with image files, or is this strictly controlled via the ruleset?

johniba
May 5th, 2021, 04:55
Hello! This is my first time posting on the FG forums. This ruleset is incredible. Having 5E like tables for gear, the automated roll calculator, the combat tracker Genesys style, and even the extra steps of having attachments to not only gear, but vehicles as well! I am really looking forward to restarting a Space Opera game with my group using it.

However, with all that said, I noticed after scaling the UI to 125-150, the dice and symbols get quite blurred. Some of my players (myself included) usually need it scaled up due to FGs standard font size. Is this something I can swap out with image files, or is this strictly controlled via the ruleset?


Hi welcome to the thread! Happy to see you like the rulesets
About the images, it is possible to create an extension to replace images, but let me take a look into this, maybe i can incorporate higher rez images, and improve this in FGU, without you needing to work on it

Kazallo
May 5th, 2021, 05:51
Hi welcome to the thread! Happy to see you like the rulesets
About the images, it is possible to create an extension to replace images, but let me take a look into this, maybe i can incorporate higher rez images, and improve this in FGU, without you needing to work on it

That'd be awesome! Thank you for looking into it.

sevrick
May 7th, 2021, 02:52
I have been coming up with some ideas around Crafting. Some possibilities are:

You could add a subtype to Attachments. I would use this for tagging attachments that for grouping 1 advantage bonuses together and 2 advantage together and so on.
You could add another numeric box for required advantage.
Or something else you had in mind.

You could add a system in game for crafting. Something similar to the new ways to create characters in other official modules. For now I will hold off adding advantage options as attachments until you have made a decision. Have you had any ideas when it comes to implementing this?

Right now I am adding Templates as Items and adding a subtype as "Templates (Brawl and Melee)" for example. So if you are crafting something you could find and filter what you need relatively quickly.

mossfoot
May 7th, 2021, 03:02
Do you mean for the GM to hide dice rolls? That is in the rulesets already... the little eye icon in the dicebox, below the chat window.

I tested it out multiple times in different variations. The results are the same:

With the eye symbol crossed out, the percentile dice rolls do not show up on player screens. However, narrative dice will always show results on the players screens, regardless of if the eye is crossed out or not, regardless if whether the dice are added before changing the eye setting or after.

Xarax
May 7th, 2021, 15:55
You could add a subtype to Attachments. I would use this for tagging attachments that for grouping 1 advantage bonuses together and 2 advantage together and so on.
You could add another numeric box for required advantage.
Or something else you had in mind.


I think this would be a really good idea. Star Wars especially makes extensive use of the hard point system, and the genesys system I am currently using makes use of it too. I would definitely appreciate seeing this.

sevrick
May 7th, 2021, 20:04
I think there is an opportunity here to kill several birds with one stone. The Genesys Expanded Players Guide has these quick adversary templates. Star wars has crafting templates.

What if you made a new category called "Templates" When creating a new Template you would define the type of template. The template would then populate with the pertinent boxes, much in the same way Items work. You would then add all the changes this template makes to the thing of its type.

For example if I am looking to create a Energy Pistol I would look up the item, which I will add. I make my roll with 3 advantage I would then look at the 3 advantage templates and choose Destructive. The template I would have made ahead of time would only have in it +1 in the damage section. I could drag the template over the Item and it would apply the changes in addition too the damage that is already there. You could also store the template link and name on the item to show how it was altered in crafting. These would be separate from Atachments since you cant alter changes made in crafting, but you can always take off attachments. So there would have to be some sort of distinction between the two. You wouldn't have to have NPC templates be as detailed as character sheets, just enough entries to be able to apply any changes to a PC/NPC stat block. I would be cool to be able to drag talents or weapons with their links onto the template.

If you did this it would apply to so many other things in genesys and star wars. In Geneys you could do the same thing only with NPCs. Not to mention custom made templates such as Zombie template that can be added to any NPC.

You could even remove Special Abilties category and use it for templates instead.

Adding a stat block that adds on rather then replacing it would be the main objective of having templates.

Yes this might be alot of work but let me know what you think? :)

Xarax
May 7th, 2021, 21:11
I think you are correct @Sevrick. This does seem like a way that we could kill quite a few birds with one stone. Statuses? Check. Bonus and Difficulty dice as a result of armor? Check. Bonuses due to weapons or attachments? Check. Templates added to a PC or NPC... it certainly seems like a really good way to go. In a game as a player in a starfinder game using Roll 20 (not my game, not my choice) however, the character sheet has a section for "Buffs" that allows you to set up anything that would affect your character positive or negative. They also have a convenient check box to activate or deactivate that particular item. Until it is need again. Might be a good place to start looking at code, maybe?

Whatever is decided I can't wait for whatever is next.

sevrick
May 7th, 2021, 23:23
I think you are correct @Sevrick. This does seem like a way that we could kill quite a few birds with one stone. Statuses? Check. Bonus and Difficulty dice as a result of armor? Check. Bonuses due to weapons or attachments? Check. Templates added to a PC or NPC... it certainly seems like a really good way to go. In a game as a player in a starfinder game using Roll 20 (not my game, not my choice) however, the character sheet has a section for "Buffs" that allows you to set up anything that would affect your character positive or negative. They also have a convenient check box to activate or deactivate that particular item. Until it is need again. Might be a good place to start looking at code, maybe?

Whatever is decided I can't wait for whatever is next.

Not sure we are talking about the same thing. It seems you are talking about temporary status effects. I am talking about having the ability to make custom loadouts ahead of time that you can slap on a Weapon, Armor, Item, or NPC. Adding status effects to PC's would probably be different as they are temporary.

Xarax
May 7th, 2021, 23:30
Not sure we are talking about the same thing. It seems you are talking about temporary status effects. I am talking about having the ability to make custom loadouts ahead of time that you can slap on a Weapon, Armor, Item, or NPC. Adding status effects to PC's would probably be different as they are temporary.

I think what you are suggesting could be tooled to do both.

sevrick
May 7th, 2021, 23:58
Just realized you could add Cybernetics as Templates as well, and it would fit rather nicely since it isn't exactly an attachment.

sevrick
May 8th, 2021, 02:48
Edge of The Empire Libraries

Add Special Modifications Source Book.
Removed Left over Descriptions in Attachments.

Age of Rebellion Libraries

Removed Left over Descriptions in Attachments.

Force and Destiny Libraries

Added Lightsaber Hilt Templates to Items from Endless Vigil.
Removed Left over Descriptions in Attachments.


If you want to search for crafting templates they will be tagged in the Subtype as "Template (Insert Item Type Here)". As for the lightsaber crafting stats for the lightsabers that are assumed to have Illum crystals, I thought it was redundant to have them as well as the hilts with out the crystal when all you would need to do is add the Illum crystal if you wanted those stats. Should Johniba decide to add Templates they should be ready for that feature should the time come.

The descriptions on the "Works with" section on attachments, got too descriptive so as to blur the line between what's allowed and not so to be on the safe side I removed them. Sorry :(

Xarax
May 8th, 2021, 20:09
@johniba just realized that there is no motivation tab on the NPCs. Granted It probably wont be used too often however, for the recurring villains and big bad guys might help to have a place for that just like on a normal PC.

sevrick
May 8th, 2021, 21:09
@johniba just realized that there is no motivation tab on the NPCs. Granted It probably wont be used too often however, for the recurring villains and big bad guys might help to have a place for that just like on a normal PC.

I already menstioned this to Johniba since Secrets of the Crucible has NPCs with motivations.

johniba
May 10th, 2021, 14:11
I already menstioned this to Johniba since Secrets of the Crucible has NPCs with motivations.

Yes, I will add those to npcs, should be quite easy

I have already written this in my todo list, should be up on next version


Sorry for the lack of updates this week, I should be sending a new version soon

sevrick
May 10th, 2021, 15:00
Hey Johniba just wondering what you thought about the templates idea on the previous post page.

Saeval
May 10th, 2021, 22:41
I'm setting up to run an introductory game for my group soon and I'm curious how everyone handles Force Powers for the Star Wars game. Should I add them under the Special Abilities tab since it doesn't seem to be used at the moment or should I put them into the Talents tab under a different group since that's how they are purchased? Are there any plans to use the Special Abilities tab in the future for things that might complicate this down the road?
I'm going to save this as a data module so I can reuse it so any suggestions would be helpful.

sevrick
May 10th, 2021, 23:27
I'm setting up to run an introductory game for my group soon and I'm curious how everyone handles Force Powers for the Star Wars game. Should I add them under the Special Abilities tab since it doesn't seem to be used at the moment or should I put them into the Talents tab under a different group since that's how they are purchased? Are there any plans to use the Special Abilities tab in the future for things that might complicate this down the road?
I'm going to save this as a data module so I can reuse it so any suggestions would be helpful.

The way I do it for now is add it as a special ability. If It was force move I would name it something like this:

"Force Power: Move" Then I would make use of headers a bold to show what I have as far as upgrades.

Saeval
May 11th, 2021, 01:23
The way I do it for now is add it as a special ability. If It was force move I would name it something like this:

"Force Power: Move" Then I would make use of headers a bold to show what I have as far as upgrades.

That makes sense to me, that’s pretty in like with what I was thinking originally. I’m looking forward to seeing what new updates with the Talents section is coming too.

mossfoot
May 16th, 2021, 18:35
As opposed to actively removing duplicate items/vehciles/etc from the library, would there be a way to program this so that it will merge duplicates and simply list all the sources for them.

That is, instead of

Backpack / Edge of the Empire
Backpack / Age of Rebellion
Backpack / Force and Destiny

it would show up as

Backpack / EotE-AoR-FaD

sevrick
May 16th, 2021, 19:05
As opposed to actively removing duplicate items/vehciles/etc from the library, would there be a way to program this so that it will merge duplicates and simply list all the sources for them.

That is, instead of

Backpack / Edge of the Empire
Backpack / Age of Rebellion
Backpack / Force and Destiny

it would show up as

Backpack / EotE-AoR-FaD
Probubly not worth the coding it would take if it was even possible. Or Unless I completely change the way modules work.

I will probubly leave it the way it is for several reasons.

1st If I was to make only one item it would have to go into 1 of the 3 modules. Making it confusing and in organized.
2nd Some of the duplicate items have different descriptions from source to source.
3rd The duplicates are minimal since the majority of them are from the core rulebooks.

Also I am not sure at what point duplicates become a problem. If it is clutter you are worried about there are many ways of filtering out what you want. Doing it the way I am there is no confusion about where these duplicates are coming from. If you want a backpack simply type backpack in the search and choose which source it comes from.

It might be possible to only show only one when looking at it in a table format. That would something you would have to ask Johniba, but he has a lot of work to do and I don't think this would be a wise investment of his time.