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johniba
May 19th, 2021, 18:51
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

I am afraid FG does not have a way to do that, but I will try to put in our to-do list for the future, who knows we may find a clever way to do something.

johniba
May 19th, 2021, 18:52
Hi everyone

Sorry for the lack of updates, I will not be able to post much on the next week, but I promisse I will come back full steam... and release more stuff

Xarax
May 19th, 2021, 21:25
Hi everyone

Sorry for the lack of updates, I will not be able to post much on the next week, but I promisse I will come back full steam... and release more stuff

No worries Johniba. We are all just excited that this is still a live project. Thanks so much for the work you are putting into this and if there is anything else we can do besides being patient, let us know!

mossfoot
May 20th, 2021, 06:25
Yep, we're just glad for the support. It's functional enough for my needs that everything you come up with is a bonus, but often a very helpful bonus :)

Saeval
May 20th, 2021, 06:48
We all appreciate the imm Mae amount of work you guys put into this, it’s better than some of the actual official rulesets on the store. Don’t burn yourself out because it’s already a great product. I’m looking forward to what you’re working on next. I’m especially curious what you’re going to do for the Talents page for Genesys and Star Wars.

bazutti
May 22nd, 2021, 18:30
So if we download these files, and update descriptions with book text - what happens when you release an update? Do our descriptions get overwritten when we refresh your files?

Saeval
May 22nd, 2021, 18:43
So if we download these files, and update descriptions with book text - what happens when you release an update? Do our descriptions get overwritten when we refresh your files?

You might have to search this thread since there’s so many posts but there’s a detailed description and a video on how to copy these into your own data module and then add your descriptions so when the originals update it won’t change your new modules. Then you can just make small changes as you need to.

sevrick
May 22nd, 2021, 21:22
So if we download these files, and update descriptions with book text - what happens when you release an update? Do our descriptions get overwritten when we refresh your files?

As of now when I release updates to the libraries your descriptions will get overwritten. For now your best bet would be to hold off on adding descriptions until Johniba is able to apply the Import/Export function planned.

I know it's a hassle but what I do is add the descriptions to the game I am running on a as needed basis, after dragging what I need over from the libraries.

sevrick
May 23rd, 2021, 19:39
Hey guys just thought I would let you know what's going on with my updates and future plans and home made project involving star wars and this ruleset.

Awhile back I asked if anyone was interested in my random NPCs project. Some said they were so with Johnibas permission I will add it to the modules. That project has now expanded to include random weapons, items, gear, and vehicles tables. In order to do this I need a database of all equipment ever released for this system and organize it by Rarity and price so that I may then assign appropriate percentages on chances to get. By the time I am done you should be able to roll up random shops on the fly and have it populate based on where the shop is. For example a core world is more likely to have rarer goods available then say an outer rim world. You could also use this as random a random treasure table not unlike DnD.

I have been compiling this list as I add each supplement to the libraries. I have been getting behind in this, and so have been taking some time to get caught up.

Also the next update will have a lot of consistency and typo fixes along with Cyphers and Masks. I am embarrassed as to just how many I found. That should come out some time before the end of this week.

Saeval
May 23rd, 2021, 21:15
That’s amazing! The random equipment generator would be so helpful for me. It would let me generate random loot for some areas as well as some smaller stores that have limited products.

mossfoot
May 24th, 2021, 02:56
Hey guys just thought I would let you know what's going on with my updates and future plans and home made project involving star wars and this ruleset.

Awhile back I asked if anyone was interested in my random NPCs project. Some said they were so with Johnibas permission I will add it to the modules. That project has now expanded to include random weapons, items, gear, and vehicles tables. In order to do this I need a database of all equipment ever released for this system and organize it by Rarity and price so that I may then assign appropriate percentages on chances to get. By the time I am done you should be able to roll up random shops on the fly and have it populate based on where the shop is. For example a core world is more likely to have rarer goods available then say an outer rim world. You could also use this as random a random treasure table not unlike DnD.

I have been compiling this list as I add each supplement to the libraries. I have been getting behind in this, and so have been taking some time to get caught up.

Also the next update will have a lot of consistency and typo fixes along with Cyphers and Masks. I am embarrassed as to just how many I found. That should come out some time before the end of this week.

I am loving these ideas! I find relying on a player's rolls to find items to be a bit on the painful side, having a set store inventory is more fun for me as a GM.

Xarax
May 24th, 2021, 03:00
Hey guys just thought I would let you know what's going on with my updates and future plans and home made project involving star wars and this ruleset.

Awhile back I asked if anyone was interested in my random NPCs project. Some said they were so with Johnibas permission I will add it to the modules. That project has now expanded to include random weapons, items, gear, and vehicles tables. In order to do this I need a database of all equipment ever released for this system and organize it by Rarity and price so that I may then assign appropriate percentages on chances to get. By the time I am done you should be able to roll up random shops on the fly and have it populate based on where the shop is. For example a core world is more likely to have rarer goods available then say an outer rim world. You could also use this as random a random treasure table not unlike DnD.

I have been compiling this list as I add each supplement to the libraries. I have been getting behind in this, and so have been taking some time to get caught up.

Also the next update will have a lot of consistency and typo fixes along with Cyphers and Masks. I am embarrassed as to just how many I found. That should come out some time before the end of this week.

This is a very cool idea Sevrick. Very Smooth. Hope there is one eventually for the core or even just a template on how to do it ourselves with our own material. Top notch stuff!

bazutti
May 24th, 2021, 14:27
As of now when I release updates to the libraries your descriptions will get overwritten. For now your best bet would be to hold off on adding descriptions until Johniba is able to apply the Import/Export function planned.

I know it's a hassle but what I do is add the descriptions to the game I am running on a as needed basis, after dragging what I need over from the libraries.

It's all good! We're still running the game on Classic. There's a few more things I'd like to see before making the jump to Unity. You guys are really doing a great job!

sevrick
May 24th, 2021, 20:35
This is a very cool idea Sevrick. Very Smooth. Hope there is one eventually for the core or even just a template on how to do it ourselves with our own material. Top notch stuff!

I can upload the open office spreadsheet with the list of all the equipment grouped by Rarity and price so people can add their own values to percentage rolls if they choose. As soon as Its complete that is.

sevrick
May 27th, 2021, 00:30
So is there a way to set a default setting for NPC skills in Genesys. Because right now as it stand you have to click which setting it is everytime you create an NPC. Also any NPC you are making is going to have the same setting.

johniba
May 27th, 2021, 15:50
So if we download these files, and update descriptions with book text - what happens when you release an update? Do our descriptions get overwritten when we refresh your files?

In addition to what other have replied here, I do have a plan to create a feature in the ruleset that will make backing up and restoring the descriptions you do, to make it easier to update modules.

For now unfortunatelly, there is no automatic or easy process.

johniba
May 27th, 2021, 15:51
Hey guys just thought I would let you know what's going on with my updates and future plans and home made project involving star wars and this ruleset.

Awhile back I asked if anyone was interested in my random NPCs project. Some said they were so with Johnibas permission I will add it to the modules. That project has now expanded to include random weapons, items, gear, and vehicles tables. In order to do this I need a database of all equipment ever released for this system and organize it by Rarity and price so that I may then assign appropriate percentages on chances to get. By the time I am done you should be able to roll up random shops on the fly and have it populate based on where the shop is. For example a core world is more likely to have rarer goods available then say an outer rim world. You could also use this as random a random treasure table not unlike DnD.

I have been compiling this list as I add each supplement to the libraries. I have been getting behind in this, and so have been taking some time to get caught up.

Also the next update will have a lot of consistency and typo fixes along with Cyphers and Masks. I am embarrassed as to just how many I found. That should come out some time before the end of this week.

hey Sevrick sure go ahead!

The only thing I would suggest is that any homemade/custom stuff would go into a separare module, so it will make it easy for people to choose what they want :)

johniba
May 27th, 2021, 15:54
So is there a way to set a default setting for NPC skills in Genesys. Because right now as it stand you have to click which setting it is everytime you create an NPC. Also any NPC you are making is going to have the same setting.

Right now here is how the ruleset behaves:

- If there are no setting records (either in the campaign itself or through opened modules), it will use the default list (how it worked before)
- If the ruleset finds only one setting, it will use that one.
- If there are more than one setting record, it will present you with the popup window to choose one.

I think I will create a ruleset configuration, so the GM can choose a default one, to skip the popup, for the next version

sevrick
May 27th, 2021, 17:14
Right now here is how the ruleset behaves:

- If there are no setting records (either in the campaign itself or through opened modules), it will use the default list (how it worked before)
- If the ruleset finds only one setting, it will use that one.
- If there are more than one setting record, it will present you with the popup window to choose one.

I think I will create a ruleset configuration, so the GM can choose a default one, to skip the popup, for the next version

Hmm it seems to still asks even if there is one setting, because it ask if you want the default or, in my case Realms of Terrinoth. I think it my count the default setting as 1 and the Realms of Terrinoth as the 2nd and so asks.

viresanimi
June 1st, 2021, 10:50
I got a problem and for the life of me, I cannot remember if I ever got an answer to this, so.... help!

So ever so slowly I've been working on setting up my own module to get some Star Wars action going but the dice symbols DO NOT WORK for players. Instead of seeing a symbol, they see "normal" ascii symbols. Was this ever addressed and I am dumb forgetting, or this an issue for others? Any idea why this happens? Does it matter we use different language setup for our keyboards, since we're from different countries?

Thanks

EDIT: Thought I should clarify, that the symbols that do not work, is in text, not chat. For instance any talent, with a description with the dice symbols in it, will look... not right.

sevrick
June 4th, 2021, 02:37
I know it's not a big deal but the Melee and Ranged Defense are inversed. Meaning Ranged Defense is where melee should be and melee defense is where ranged defense should be. Normally I wouldn't say anything but it invites mistakes when do data entry.

Edit: Remember awhile back when someone asked for attachments for gear. Well I just found out that Cyphers and Masks (Pg. 58) has Gear with attachments. They do this by making the Hard Points Required at 0. So I think it would be a good idea to implement what you created as an optional rule for Geneys, for Star Wars but since it's part of the Official rules make part of the Star Wars Ruleset. For now I will Enter "Gear" for the "Equipment Type" category and add as normal.

Hope to hear from you soon it's been awhile. :)

sevrick
June 4th, 2021, 15:13
Edge of The Empire Libraries

Fixed a lot of Typo and inconsistencies.

Age of Rebellion Libraries

Added Cyphers and Masks to the libraries.
Reassigned page numbers for tables that was missed.
Moved Page numbers to their proper place on species individual abelites.
Fixed a lot of Typo and inconsistencies.

Force and Destiny Libraries

Fixed a lot of Typo and inconsistencies.
Added missing weapon from Endless Vigil "Philaxian Phase-Knife".
Fixed price of "Yaladai Spice (100 dose cargo container)"to 80,000 and rarity to 8.
Added "Foot Speeder" as a Vehicle stat.
Fixed "High-Output Repulsor Coils". Changed rarity from 2 to 3.
Added Encumbrance values to podracer standard parts.
Fixed missing page reference on talents.

Genesys Core Rulebook

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

This update had a lot of Typo and inconsistencies fixes. Sorry for OCD people out there it must have been Hell :).

johniba
June 4th, 2021, 17:18
I got a problem and for the life of me, I cannot remember if I ever got an answer to this, so.... help!

So ever so slowly I've been working on setting up my own module to get some Star Wars action going but the dice symbols DO NOT WORK for players. Instead of seeing a symbol, they see "normal" ascii symbols. Was this ever addressed and I am dumb forgetting, or this an issue for others? Any idea why this happens? Does it matter we use different language setup for our keyboards, since we're from different countries?

Thanks

EDIT: Thought I should clarify, that the symbols that do not work, is in text, not chat. For instance any talent, with a description with the dice symbols in it, will look... not right.

I remember this, I even changed the code responsible with translating the symbols, and I thought that solved it for you.

I really dont know why they dont see the symbols, I can try to replicate this issue again, I never managed to.

johniba
June 4th, 2021, 17:19
I know it's not a big deal but the Melee and Ranged Defense are inversed. Meaning Ranged Defense is where melee should be and melee defense is where ranged defense should be. Normally I wouldn't say anything but it invites mistakes when do data entry.

Edit: Remember awhile back when someone asked for attachments for gear. Well I just found out that Cyphers and Masks (Pg. 58) has Gear with attachments. They do this by making the Hard Points Required at 0. So I think it would be a good idea to implement what you created as an optional rule for Geneys, for Star Wars but since it's part of the Official rules make part of the Star Wars Ruleset. For now I will Enter "Gear" for the "Equipment Type" category and add as normal.

Hope to hear from you soon it's been awhile. :)

yeah sorry for being away so long.

This is quite easy to do, I am working on an update, I want to fix several small things, and release this soon, so I will try to include this.

johniba
June 4th, 2021, 17:25
Guys, it just came to my attention that support for FGClassic will be dropped soon (June 24)
https://www.fantasygrounds.com/forums/showthread.php?68964-Important-Notice-New-Product-Support-ending-June-24-2021-Fantasy-Grounds-Classic


This does not really affect us that much, but so far, this is how I have been developing the ruleset:

- I develop and start testing in FGClassic, this is my environment and to be fair, FGC it is a very light program, so I always prefered that.
- After I finish the test in FGC, I run tests in FGUnity, and release it.

This is a small change, but I will shift my focus and code/test directly in FGUnity.

The way I have been doing has always kept compatibility, so the rulesets work in both versions, but I encourage everyone still using FGClassic, to really think about upgrading to Unity.
The main reason is that we never know when FG dev team may implement a patch/update and make it so it would not be compatible anymore. I really think that it is very possible in the not so distant future, when FG start to get more features, that could happen.

So yes, I will try to keep them compatible for now, but if FGUnity brings some awsome feature, and I cant make it compatible with FGC, i will probably notify everyone about it.

The good news is that we dont have to worry about our rulesets and FG's future, at least where FGUnity is concerned.

viresanimi
June 4th, 2021, 20:00
I remember this, I even changed the code responsible with translating the symbols, and I thought that solved it for you.

I really dont know why they dont see the symbols, I can try to replicate this issue again, I never managed to.

Well. That all happened while we were moving characters from the old system. I.E. Typing it all in and we said: "F*** it. We're not stopping. This will be fixed". Then we got to do a little gaming and testing / learning and after a couple of hours the problem fixed itself. I have no clue how or why. But it just... works... now. ¯\_(ツ)_/¯

Forget it. If it pops up again, I'll try to figure out what happened....


A few things I've noticed (This is star wars):
1) Nowhere to record Force rating. Not a big problem, but hey... I noticed it.
2) I have a character that is a shapeshifter (homebrew stuff) and I thought: "Great. This ruleset lets me drag / drop races. I can just use custom one's for each shape and save time". But, as it turns out, dragging a new race to the charactersheet resets the experience humber. In case anyone else needing to do that, I wish there was a way to communicate this. Perhaps when someone one day creates a manual for the ruleset, this could be noted? This is clearly a me problem...
3) Party inventory doesn't work. Again, not massively important, but useful to have some day.

Just a few things. Very minor really. We're enjoying getting back into Star Wars, without all the hazzle of the old ruleset. So thank you for your hard work!

Vires Animi

viresanimi
June 4th, 2021, 20:10
As for the whole FGC is being sunsetted... ish. I would say, that you just might as well go all in on FGU.

You cannot stop the tide with your arms. This is the way Fantasy Grounds is going. This day was inevitable and we just might as well embrace the future. I am sure everyone here willl completely understand your position.

Saeval
June 4th, 2021, 20:14
I have 2 players in my group with subpar computers and running Unity has actually been smoother for them than Classic. There’s less problems that pop up for them. I’m sure the majority of people are already using Unity and it won’t be long before Classic is phased out completely

sevrick
June 5th, 2021, 00:04
1) Nowhere to record Force rating. Not a big problem, but hey... I noticed it.
Add the Talent Force Rating and add how many ranks your character has it.

viresanimi
June 5th, 2021, 00:58
Add the Talent Force Rating and add how many ranks your character has it.


Yeah. But then you still need somewhere to track how many have been committed. Soooo... still missing that field from the old system, to be honest.

sevrick
June 5th, 2021, 18:28
one more thing to add to your list. I played a Geneyes game last night and when I rolled a critical it showed the hidden name of the NPC in the roll to the players. I read it out loud thinking that was the name of the crit rolled. We had a good laugh :).

viresanimi
June 6th, 2021, 05:57
A couple of things I've found (Star Wars FGU):

Players can't drop damage on combat tracker or enemy tokens. Chat window indicated that damage was applied, but the numberes didn't translate to the combat tracker itself. Is this intentional?

Issue with token sizes on maps. Where an NPC token would be a 1x1 size, the players are 5x5, as default. In other words, player token size (and range) is default 5 versus NPC size of 1, when dragged to the combat tracker. This can manually be altered, but default size of 1 for players would be really nice!

johniba
June 6th, 2021, 07:55
Well. That all happened while we were moving characters from the old system. I.E. Typing it all in and we said: "F*** it. We're not stopping. This will be fixed". Then we got to do a little gaming and testing / learning and after a couple of hours the problem fixed itself. I have no clue how or why. But it just... works... now. ¯\_(ツ)_/¯

Forget it. If it pops up again, I'll try to figure out what happened....


A few things I've noticed (This is star wars):
1) Nowhere to record Force rating. Not a big problem, but hey... I noticed it.
2) I have a character that is a shapeshifter (homebrew stuff) and I thought: "Great. This ruleset lets me drag / drop races. I can just use custom one's for each shape and save time". But, as it turns out, dragging a new race to the charactersheet resets the experience humber. In case anyone else needing to do that, I wish there was a way to communicate this. Perhaps when someone one day creates a manual for the ruleset, this could be noted? This is clearly a me problem...
3) Party inventory doesn't work. Again, not massively important, but useful to have some day.

Just a few things. Very minor really. We're enjoying getting back into Star Wars, without all the hazzle of the old ruleset. So thank you for your hard work!

Vires Animi

Ah ok if the issue happens again, try to make a note of the steps so I can try to reproduce. I suspect the update I made at the time, one that changed the way the ruleset edits back and forth the special code versus the characters, may have fixed it, but if it happens again, we will investigateb :)

About the fields:

- My next update will include the missing fields, one of the is force rating :)
- About experience reset, I will make sure to display a message about the previous value and the new values...
- Party inventory: i am overhauling it, should be ready soon. I am also including party vehicles, and finally enabling the ability for multicrew. This is all tied to the party sheet, so dont worry i will make it work :)

johniba
June 6th, 2021, 08:00
Yeah. But then you still need somewhere to track how many have been committed. Soooo... still missing that field from the old system, to be honest.

I am adding them in the next release soon

johniba
June 6th, 2021, 08:00
one more thing to add to your list. I played a Geneyes game last night and when I rolled a critical it showed the hidden name of the NPC in the roll to the players. I read it out loud thinking that was the name of the crit rolled. We had a good laugh :).

ah ha... I will fix that hehe

johniba
June 6th, 2021, 08:01
A couple of things I've found (Star Wars FGU):

Players can't drop damage on combat tracker or enemy tokens. Chat window indicated that damage was applied, but the numberes didn't translate to the combat tracker itself. Is this intentional?

Issue with token sizes on maps. Where an NPC token would be a 1x1 size, the players are 5x5, as default. In other words, player token size (and range) is default 5 versus NPC size of 1, when dragged to the combat tracker. This can manually be altered, but default size of 1 for players would be really nice!


I will work on these...

viresanimi
June 6th, 2021, 09:57
Great stuff incoming I see!

Might I suggest for the tokens that the default for both player and npc's would be Size 1 and Range 0. I suspect that other people like me would only use tokens on a "map" that show range increments, thus really negating the need for a "range" in the traditional sense of using FG.

As for that issue with the symbols not working... I have troubleshot FG for close to 11 years now and I am at a loss. If I ever see it again, I will make every effort to figure it out, in case others run into it. But so far, it works just fine now. So yeah. That was kind of strange.

johniba
June 7th, 2021, 00:22
Great stuff incoming I see!

Might I suggest for the tokens that the default for both player and npc's would be Size 1 and Range 0. I suspect that other people like me would only use tokens on a "map" that show range increments, thus really negating the need for a "range" in the traditional sense of using FG.

As for that issue with the symbols not working... I have troubleshot FG for close to 11 years now and I am at a loss. If I ever see it again, I will make every effort to figure it out, in case others run into it. But so far, it works just fine now. So yeah. That was kind of strange.


Great idea! I am adding this to my notes, I will see what i can do about the token defaults

sevrick
June 7th, 2021, 17:02
While entering in some stuff into the Libraries I noticed that some talents are in multiple books of the same line. For example "Cleaver Solution" appears in both Endless Vigil and Keeping the Peace. Both of which are from the Force and Destiny books. I haven't worried about duplicates between the 3 libraries because I knew that was inevitable. However duplicates in the same library could be fixed by allowing to adding additional sources. Not sure how much work this would be. If it would need a lot of reworking we can just leave it as duplicates. It seems to be a rare occurrence, so far. For now I will add them as 2 separate talents.

One idea would be just add another 1 box below Source and Call it something like "Additional Source" or Rename the Sources "Source 1" and "Source 2" to future proof it. So far I have only come across 2 sources from the same library. If I finish and there is only ever 2 duplicates from the same library that would be all you would have to add.

johniba
June 7th, 2021, 18:27
While entering in some stuff into the Libraries I noticed that some talents are in multiple books of the same line. For example "Cleaver Solution" appears in both Endless Vigil and Keeping the Peace. Both of which are from the Force and Destiny books. I haven't worried about duplicates between the 3 libraries because I knew that was inevitable. However duplicates in the same library could be fixed by allowing to adding additional sources. Not sure how much work this would be. If it would need a lot of reworking we can just leave it as duplicates. It seems to be a rare occurrence, so far. For now I will add them as 2 separate talents.

One idea would be just add another 1 box below Source and Call it something like "Additional Source" or Rename the Sources "Source 1" and "Source 2" to future proof it. So far I have only come across 2 sources from the same library. If I finish and there is only ever 2 duplicates from the same library that would be all you would have to add.

This also happens in other sources, like the DnD 5 mods. I would say it is a limitation on the way databases are in FG
I cannot think right now of any way that would be easy to avoid duplicates, but I will keep this noted, for the future.

sevrick
June 10th, 2021, 00:26
Force and Destiny Libraries

Added Keeping the Peace Source book to the libraries.

Atreides Ghola
June 11th, 2021, 15:12
Hey folks - a question; is there a way to add Obligation, Motivation, etc. to the main tab on the character sheet? I did search the thread, but apologies, it's 155 pages long.

Thanks

viresanimi
June 11th, 2021, 18:16
It's not implemented yet, but will be one day. For now, just write that down in your notes section!

johniba
June 11th, 2021, 19:23
Hey folks - a question; is there a way to add Obligation, Motivation, etc. to the main tab on the character sheet? I did search the thread, but apologies, it's 155 pages long.

Thanks

Not yet, but I will be hopefully adding them this weekend

sevrick
June 17th, 2021, 02:17
Edge of The Empire Libraries

Added No Disintegrations Source Book to the Libraries.
Changed some Gear from Special Modifications From type "Item" to "Gear"
Added Changed Jet Pack from "Tools & Electronics" sub type to the new "Personal Vehicles" Subtype.

Force and Destiny Libraries

Changed Foot Speeder from "Tools & Electronics" sub type to the new "Personal Vehicles" Subtype.


I took some liberties with the way some items are named for instance "Concussion Mine" I added it as "Space Mine (Concussion)". This would make it easier to find what you are looking for at a glance I think. Let me know if you prefer it this way or would rather have it as the default name. I Would have just added a new subtype and called it "Space Mines" but then it might get confusing if people went looking for it in "Explosives and Ordinance" and it wasn't there.

sevrick
June 18th, 2021, 23:23
Why are the imitative numbers have such insane numbers in the slots. Like 00199, 02099, and 1.002?

johniba
June 21st, 2021, 04:36
Why are the imitative numbers have such insane numbers in the slots. Like 00199, 02099, and 1.002?

I did that as a way to avoid having repeated values.

The numers will always follows this notation "S.AAn"

S = the number of successes rolled;
AA = number of advantages
n = this is a "break ties" number

This replicates how the rule for initiative works on paper, but at the same time, making sure if there is a tie between player and npc, that a player will go first, and if there are ties between players, or ties between npcs, that those will internally not be tied, so that the code used by Fantasy Grounds can work with the code I crated for Genesys/SW

I know it looks kinda weird, and maybe in the future I can mask that and make it more human friendly

BTW sorry for the lack of updates guys, work is killing me this week, but i will soon release a lot of stuff I have been working on :)

Xarax
June 21st, 2021, 04:44
Take your time and thanks again for all the work that your are doing on this Johniba. We are all grateful for all the time and effort your putting into this, and excited to see what makes it into the next update.

Xarax
June 22nd, 2021, 01:10
It's coming up in tonight's game and I can't remember if it is on the wish list yet:

Being able to push a specific roll at an individual or group of tokens much like a saving throw from 5e. In this example it would be very convenient to be able to drag and drop a pre-setup roll onto a token hit with a effect.

Example from tonight is a knock out drug being used by the party to try and take down their enemies without killing them. Daunting vs Resilience = strain for every failure.

As per usual I have no idea what coding that looks like but there should be some clues in the 5e core...

Thanks again for everything Johniba!

Atreides Ghola
June 25th, 2021, 15:32
I was wondering if anyone else has seen something like this - and knows how to fix it. When I place a PC token on a map, the token is quite huge - NPC tokens conform to the grid with the proper size.

Additionally, if I drag a PC or NPC to the Theater of the Mind extension window, the tokens assigned revert to letters, which I never assigned, as seen on the right.

https://i.imgur.com/yuB57DP.jpg

Any suggestions? For extensions, I have Theater of the Mind, Unshare Image, The Star Wars Theme, and Windows Saver X installed.

Thanks!

viresanimi
June 25th, 2021, 17:24
Yes. This has already been disgussed and will be fixed, as per the response from the dev.

You can fix things, by editing the size in the combat tracker BEFORE dragging the token on to the map. Character token size is default 5 right now, when it should be 1.


Vires Animi

sevrick
June 25th, 2021, 23:07
I was wondering if anyone else has seen something like this - and knows how to fix it. When I place a PC token on a map, the token is quite huge - NPC tokens conform to the grid with the proper size.

Additionally, if I drag a PC or NPC to the Theater of the Mind extension window, the tokens assigned revert to letters, which I never assigned, as seen on the right.

https://i.imgur.com/yuB57DP.jpg

Any suggestions? For extensions, I have Theater of the Mind, Unshare Image, The Star Wars Theme, and Windows Saver X installed.

Thanks!

Yeah I have to Hold ctr and use the mouse wheel to adjust the token size everytime. It's quite annoying, especialy when I have created encounters there token size isn't saved.

joeblack1863
June 26th, 2021, 22:52
Any suggestions? For extensions, I have Theater of the Mind, Unshare Image, The Star Wars Theme, and Windows Saver X installed.

Taken from Theater of the Mind thread, Zacheus says:
"For those of you trying this out - a couple of things.
Don't drop images on a square. Also when dragging NPCs from the CT use the link button rather than the token as you would on a normal map."

Don't know if this will help, just something I picked up.

Joe

Xarax
June 29th, 2021, 01:32
Again, just came up not sure if it's on the list: being able to add vehicles to the parcel would be helpful.

Hope all is well @johniba!

sevrick
July 9th, 2021, 13:02
Not sure how you want to handle Explosive Charges. They have 3 new categories. Base Damage (Could be used as just damage), Additional Damage, and Blast Radius. I suppose you could make a new Item type that has those criteria. Although that seems like a waste seining how there isn't that many of them.

johniba
July 19th, 2021, 03:39
Again, just came up not sure if it's on the list: being able to add vehicles to the parcel would be helpful.

Hope all is well @johniba!

Hey yes all well, thanks!

I am sorry didnt mean to get you guys worried.

I am working on several small issues people have listed (I fixed for example the default size for tokens on maps, and other small things) and also some missing fields, like force rating.
I am still thinking how to best add triggering and conflict on morality, plus I am doing some work on the party sheet, to add a lot of stuff

I will add these soon, so you guys can test and maybe help on feedback on how we can make it user friendly.

After I am done with these, I will work on the Specialization trees, and also Force Powers (so there wont be any need to use the generic power system I created on genesys)

johniba
July 19th, 2021, 03:43
Yeah I have to Hold ctr and use the mouse wheel to adjust the token size everytime. It's quite annoying, especialy when I have created encounters there token size isn't saved.

The issue with the pc sizes is due to the default size. I have fixed that to be default size 1 and reach 0 for all PCs/NPCs, but that will be available on my next release
For now a workaround you can use is: on the combat tracker, click the "size" button, and change the PCs size from 5 to 1, and reach to 0

That will help when you drag them to maps/images

sevrick
July 19th, 2021, 22:43
Yeah I have been super busy as well. Although Fully Operational should be done soon.

DraaGulFireclaw
July 23rd, 2021, 14:37
Bug: In one of the standard skillsets (Shadow of the Beanstalk, I think) the Athletics skill is tied to Agility. Should be Brawn.

johniba
July 24th, 2021, 01:36
Bug: In one of the standard skillsets (Shadow of the Beanstalk, I think) the Athletics skill is tied to Agility. Should be Brawn.

Do you have the latest rulesets and modules?
I tested here and they look correct...

sevrick
July 28th, 2021, 13:08
Age of Rebellion Libraries

Add Fully Operational Source Book.

johniba
July 28th, 2021, 15:12
Quick update:

I have made both Genesys and Star Wars rulesets available on the new FG Forge website:
https://forge.fantasygrounds.com/

They are still the same versions that I provided previously. The new updates will come soon...

Moving forward, the rulesets will be provided directly from the Forge, so they will be updated automatically if you use FG Unity.
For those still on FG Classic, I will continue to provide them in the previous google drive link (for as long as I can maintain the rulesets compatible with Classic)

Also @sevrick, for now I think it is best we keep the Library files in google drive. I will still work on that solution for keeping description fields synced somewhere (to make it easier for you to export them without descriptions and users to sync their descriptions with updated library files)
So I still dont know if moving the modules to the Forge is a good idea, but I will talk about this more with you later on.

viresanimi
July 28th, 2021, 15:26
Automatic updates for this? Yes please!

Thanks a lot. Can't wait for the next updates!

Xarax
July 28th, 2021, 17:15
This is awesome.

Also looking forward to next update!

Xarax
July 30th, 2021, 15:37
Future Update Idea: When a character token enters a personal vehicle it would be great if it's token was automatically switched to the token of the vehicle and back again. No fuss about switching back and forth, just enter, vehicle token. Exit, personal token.

Thanks again for all your doing for this project Johniba. You too Sevrick!

pirateorion
August 2nd, 2021, 16:26
Johniba, Sevrick, fantastic work and my deepest thanks! Digital Genesys has been really critical during this CV-19 lock-down, they need to hire you folks to build their official content.

Not sure if I've tried downloading from forge while y'all are doing an update, but as of right now the Star Wars forge link lists 'no item.'

johniba
August 4th, 2021, 16:18
Johniba, Sevrick, fantastic work and my deepest thanks! Digital Genesys has been really critical during this CV-19 lock-down, they need to hire you folks to build their official content.

Not sure if I've tried downloading from forge while y'all are doing an update, but as of right now the Star Wars forge link lists 'no item.'

Thanks a lot for your words.

Yeah there was an issue with the star wars ruleset in forge, it is solved now i believe :)

GeneralChaos
August 9th, 2021, 13:08
I'm having trouble with Genesys\Star Wars. When I add hull trauma/system strain with mouse wheel the field flickers between two values and locks from further edits. Haven't tested extensively yet to figure out the conditions, but it happened to every vehicle that was attached to a NPC, and the player's ship even after 'exiting' it from the vehicle tab. Ballpark guess is the combat tracker is fighting the vehicle sheet for updates, but can't be sure. Something's in a loop though.

P.S. Just getting started with it. Fantastic work overall. I used to do FG modding years ago, and can appreciate the colossal amount of work gone into this. Amazing stuff.

sevrick
August 11th, 2021, 02:50
I was converting the modular backpack and was wondering if you were planning on gear having attachments for instances like this? Looking through Ogg Dudes Character Generator there seems to be 8 other instances where adding attachments to gear would be called for.

Hardbushido
August 11th, 2021, 03:47
how can someone create a skill list? when i create a new character and click on the skill tab it ask which setting i'm using but the only option is default. and like above post, thank you very much for all that yall have done and i hope one day this goes official and you can get compensated for your work.

sevrick
August 11th, 2021, 04:28
how can someone create a skill list? when i create a new character and click on the skill tab it ask which setting i'm using but the only option is default. and like above post, thank you very much for all that yall have done and i hope one day this goes official and you can get compensated for your work.

You do it by creating a new setting. From there you identify which skills the setting has. When you create a new npc it asks which setting you wish to use.

Hardbushido
August 11th, 2021, 06:01
awesome, i missed this feature of a setting. thank you. works like a charm.

johniba
August 13th, 2021, 15:15
awesome, i missed this feature of a setting. thank you. works like a charm.

As soon as I release the new updates, I will record a video showcasing the current features.
I know some of them get overlooked easly, so maybe a quick video will help with stuff like this :)

johniba
August 13th, 2021, 15:17
I'm having trouble with Genesys\Star Wars. When I add hull trauma/system strain with mouse wheel the field flickers between two values and locks from further edits. Haven't tested extensively yet to figure out the conditions, but it happened to every vehicle that was attached to a NPC, and the player's ship even after 'exiting' it from the vehicle tab. Ballpark guess is the combat tracker is fighting the vehicle sheet for updates, but can't be sure. Something's in a loop though.

P.S. Just getting started with it. Fantastic work overall. I used to do FG modding years ago, and can appreciate the colossal amount of work gone into this. Amazing stuff.

I will make a note of this and see if I can replicate the issue and fix it... thanks!

sevrick
August 15th, 2021, 02:03
Bad news my computer was having issue and had to reinstall windows. It was supposed to keep my files and it did mostly. Little did I know that it wiped my Appdata as well. Long story short my backup puts me somewhere in the middle of adding fully operational. So all my work on savage spirits is gone and have to redo it. Sorry it might be longer than usual before the next update. Hopefully I can get this all sorted out.

GeneralChaos
August 17th, 2021, 01:38
Bad news my computer was having issue and had to reinstall windows. It was supposed to keep my files and it did mostly. Little did I know that it wiped my Appdata as well. Long story short my backup puts me somewhere in the middle of adding fully operational. So all my work on savage spirits is gone and have to redo it. Sorry it might be longer than usual before the next update. Hopefully I can get this all sorted out.

I lost 6 months of campaign last year to a HDD death. Now I use symbolic links to point the fantasy grounds folders to OneDrive so they're permanently backed up. So easy to do, for how much pain it avoids. PM if you'd like help. Also has version history, so if you overwrite a file you can revert back.

sevrick
August 17th, 2021, 14:49
I lost 6 months of campaign last year to a HDD death. Now I use symbolic links to point the fantasy grounds folders to OneDrive so they're permanently backed up. So easy to do, for how much pain it avoids. PM if you'd like help. Also has version history, so if you overwrite a file you can revert back.

Yeah funny thing is I have software that automatically backs up my campaigns on another drive evey week. The thing was I set that up long ago when I was using FGC. So it was backing those files, only problem was that I hadn't touched them in over 6 months at least, because had switched over to FGU. Luckily about 3 weeks ago I sent the star wars libraries to my laptop incase I wanted to work on them while I was on vacation. It's those files I used to back up the libraries.

As an aside, things are progressing faster than I thought, so the wait wont be as long as I had initially thought.

kessler25
August 17th, 2021, 15:48
viva la OneDrive!

mossfoot
August 22nd, 2021, 07:45
As soon as I release the new updates, I will record a video showcasing the current features.
I know some of them get overlooked easly, so maybe a quick video will help with stuff like this :)


That would definitely be helpful.

A lot of the stuff is fairly easy to find/understand... but honestly, an overview of everything would help me as a GM know what tools I have available and how they can interact with one another, instead of just fumbling around hoping to find something that works ;)

BTW, any idea when the next update will be? Last one was in April, wasn't it?

sevrick
August 22nd, 2021, 18:32
Something you might consider adding is Encumbrance Thresholds for NPCs. This would be helpful when used for mounts and pack animals to carry your stuff. I thought of this because when I was adding the Hurghol from savage spirits I noticed it has Beast of Burden ability, that adds 6 to their encumbrance threshold.

johniba
August 24th, 2021, 02:04
That would definitely be helpful.

A lot of the stuff is fairly easy to find/understand... but honestly, an overview of everything would help me as a GM know what tools I have available and how they can interact with one another, instead of just fumbling around hoping to find something that works ;)

BTW, any idea when the next update will be? Last one was in April, wasn't it?


Yeah its been a long time right? I dont want people to think this is abandoned.
So, I have worked on several small improvements and fixes, and I have been postponing the release because I really want to make the Party window available for GMs and players soon.
The thing is, this party window (with features such as allowing players to finally share vehicles, have a "party vehicle"... and also enable GMs to handle features like triggering morality, rolling party duty etca) is taking some time to finish.
I would have probably finished it, if it was not for work (and it leaving me exausted) but I feel like I should release soon at least the work I have done)

So, I will wrap up these small fixes, and quality of life stuff, and release, and then I will be left with the two big improvements I am working on: party sheet, and Talent/Specialization Trees!

johniba
August 24th, 2021, 02:06
Something you might consider adding is Encumbrance Thresholds for NPCs. This would be helpful when used for mounts and pack animals to carry your stuff. I thought of this because when I was adding the Hurghol from savage spirits I noticed it has Beast of Burden ability, that adds 6 to their encumbrance threshold.

ok, Adding this to the TO-DO list

sevrick
August 25th, 2021, 02:47
Not sure why I can't delete my own posts. Just decided to do a PM instead.

johniba
August 25th, 2021, 13:51
Not sure why I can't delete my own posts. Just decided to do a PM instead.

ah ok, i replied there.

Hey about Gear attachments, next update will make them always on for both genesys and SW

sevrick
August 26th, 2021, 02:53
Age of Rebellion Libraries

Renamed the "Mounts" subtype to "Creatures" Since not all creatures are nessiarly mounts. I thought about seperating mounts and creatures but that could change based on the size of the PC, so I just left it as Creatures.

Force and Destiny Libraries

Added Savage Spirits Source book to the libraries
Moved Extra Reloads to "Ammo" Sub category.

johniba
August 28th, 2021, 04:20
Hi everyone

So I am having some issues reproducing a few reported bugs. I think I will release this weekend a new version with some of the fixes that are ready to use, and continue working on the party sheet and spec/talent trees.

I think you guys waited too long for a release :)

Also, this should contain the missing fields from Star Wars character sheets

Xarax
August 28th, 2021, 04:21
Looking forward to it @Johniba!

mossfoot
August 28th, 2021, 09:34
Hi everyone

So I am having some issues reproducing a few reported bugs. I think I will release this weekend a new version with some of the fixes that are ready to use, and continue working on the party sheet and spec/talent trees.

I think you guys waited too long for a release :)

Also, this should contain the missing fields from Star Wars character sheets

Awesome :D

johniba
August 29th, 2021, 23:35
NEW RELEASE!
Version 2021-08-29

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


Fixes:
- Combat Tracker: PCs and NPCs added to the Combat Tracker will have a default Size 1 and Reach 0 (This is for tokens on maps)
- Combat Tracker: Fixed bug where changing vehicle's values like Current Hull Trauma or Current System Strain would not update the actual vehicle in the npc/pc sheet.

Improvements:
- Items: (Star Wars) Items with type "Gear" can now have Attachments (like in Genesys ruleset)
This is not exactly official rule, but by default, both Genesys and Star Wars rulesets will have them ON by default.
You can disable Gear attachments, in the Options Menu (Accessible on the top right corner of FG)

- Items: (Star Wars) Moved field "Price" to list after "Rarity" in the Item record, to make it more in line to how they are displayed on the books.

- NPC: Added Motivations to npc sheets

- Character Sheets (Star Wars): Added some missing fields:
- Force Rating: Total, Spent and Remaining. For now these are just fields to store and track them, I will improve this later.
- Morality: added Conflict, Triggered and Engaged.
(I am not going to add fields to track totals for Obligation, Duty, Morality in each Character Sheet. I will add these features later for the GM in the Party sheet, where the GM will also access a complete list of those records for all PCs, and a few more tools)





How to download the new version:

FG Unity:
You can subscribe to both rulesets in FG Forge. This will ensure that they are automatically downloaded whenever I upload a new version.
(P.S.: If you have already done this before, you only need to click "Check for Updates" in FG Unity, and the download will start)

To subscribe and download the rulesets, follow the links:
Genesys: https://forge.fantasygrounds.com/shop/items/143/view
Star Wars: https://forge.fantasygrounds.com/shop/items/159/view
(Remember, if you want to use the Star Wars ruleset, make sure to subscribe/download BOTH)

FG Classic
You can download both rulesets in the link below
Make sure to save them in your "rulesets" directory

https://drive.google.com/drive/folders/1UNyE7f7qbI5It8cCHmoEoWSoSeVhWxR-?usp=sharing
Modules and other extensions need to be downloaded from the above link also (even FG Unity, they are not in the Forge)

Updated files:
- Genesys.pak
- StarWarsFFG.pak

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

johniba
August 29th, 2021, 23:40
Hey Sevrick,

I forgot to change the order for Melee and Ranged Defenses in the character/npc sheets. I will do this in the next update ok?

johniba
August 29th, 2021, 23:49
Hi everyone,

I could not reproduce the following reported issues. I imagine either:
1 - It could be that I am not doing the same steps. In that case I ask anyone that has the issue, or the original poster, to see if they can reproduce and reply with the steps so I can fix
2 - It was fixed unintentionally by me (maybe I fixed some part of the code for something else that fixed this)
3 - It was fixed with an update from Fantasy Grounds

If anyone has these issues, please try to tell me the steps so I can reproduce, and also inform if you saw this in FGClassic or FgUnity. Thanks!




one more thing to add to your list. I played a Geneyes game last night and when I rolled a critical it showed the hidden name of the NPC in the roll to the players. I read it out loud thinking that was the name of the crit rolled. We had a good laugh :).


I'm having trouble with Genesys\Star Wars. When I add hull trauma/system strain with mouse wheel the field flickers
between two values and locks from further edits. Haven't tested extensively yet to figure out the conditions,
but it happened to every vehicle that was attached to a NPC, and the player's ship even after 'exiting' it from the vehicle tab. Ballpark guess
is the combat tracker is fighting the vehicle sheet for updates, but can't be sure. Something's in a loop though.

P.S. Just getting started with it. Fantastic work overall. I used to do FG modding years ago, and can appreciate the colossal amount of work gone into this.
Amazing stuff.



A couple of things I've found (Star Wars FGU):
Players can't drop damage on combat tracker or enemy tokens. Chat window indicated that damage was applied, but the numberes didn't translate to the combat tracker
itself. Is this intentional?

sevrick
August 30th, 2021, 02:03
Hey Sevrick,

I forgot to change the order for Melee and Ranged Defenses in the character/npc sheets. I will do this in the next update ok?

No worries.

Xarax
August 30th, 2021, 06:20
Johniba! Thank you so much for all your hard work in making our game nights better and better. Really appreciate all you are doing.

It looks like you were busy fixing the font color in certain areas of the framework for Classic, and it looks so much better now, but font color for a few sections appear to still be set to black. A quick overview of the offenders as I have been able to find them:

The text for the listed items inside the story tab
The numbers in the character sheet in the notes tab for experience
The check boxes and rank indicators in the character sheet skills section
The numbers in the abilities tab indicating what rank a ranked talent has been upgraded to.
The actual Tab for Vehicles appears to be set to something other than theme default as well


It looks great everywhere else I've looked so far. Again, thank you so much for working on this! It is very appreciated!

johniba
August 30th, 2021, 12:46
Johniba! Thank you so much for all your hard work in making our game nights better and better. Really appreciate all you are doing.

It looks like you were busy fixing the font color in certain areas of the framework for Classic, and it looks so much better now, but font color for a few sections appear to still be set to black. A quick overview of the offenders as I have been able to find them:

The text for the listed items inside the story tab
The numbers in the character sheet in the notes tab for experience
The check boxes and rank indicators in the character sheet skills section
The numbers in the abilities tab indicating what rank a ranked talent has been upgraded to.
The actual Tab for Vehicles appears to be set to something other than theme default as well


It looks great everywhere else I've looked so far. Again, thank you so much for working on this! It is very appreciated!

Thanks Xarax

I will fix these things for next release!

mossfoot
September 2nd, 2021, 03:49
NEW RELEASE!

How to download the new version:

FG Unity:
You can subscribe to both rulesets in FG Forge. This will ensure that they are automatically downloaded whenever I upload a new version.
(P.S.: If you have already done this before, you only need to click "Check for Updates" in FG Unity, and the download will start)

To subscribe and download the rulesets, follow the links:
Genesys: https://forge.fantasygrounds.com/shop/items/143/view
Star Wars: https://forge.fantasygrounds.com/shop/items/159/view
(Remember, if you want to use the Star Wars ruleset, make sure to subscribe/download BOTH)



So, I've never done this before. All we need to do is subscribe to both and press update when we start up? That's really all there is to it?

Edit: so it seems! Neat!


Next: We were able to add attachments before to weapons, but has the ability been added in which a boost or other in-game effect is added to the dice pool?

johniba
September 2nd, 2021, 04:54
Next: We were able to add attachments before to weapons, but has the ability been added in which a boost or other in-game effect is added to the dice pool?

That is a nice idea to add, let me see if I understand your suggestion:
For example, do you mean like an attachment would be able to add some particular dice or dice effects to the weapon roll?

It is something for sure that we can add when i finally start to work on the automations.
I only think we need to check all the possibilities, for example weapons would be easy, but i need to check if there would be different effects for different situations.

For now, let me put this on the list

I want next to finish the party sheet
It will have the ability for the group to have vehicles that belong to the party, and also for players to share their vehicles (multicrew them)
also I will add Obligation, Duty, Morality in the Party sheet for GMs

After that, I will focus on specializations and the talent trees

And finally i will be able to revamp some aspects of dice rolling... like adding some automations. It will be at this point we will work on this things :)


EDIT: I've been thinking, since the automation part may take a while to start, maybe a compromise would be to add the ability to have dice rolls for weapons.
For example, allow you to go to the actions tab, and under the weapon, create a line that basically you tell to add +2difficulty, +2advantages etca, and that would be added automatically to the dice roll

Later on we can make this better like you suggested

mossfoot
September 2nd, 2021, 05:29
That is a nice idea to add, let me see if I understand your suggestion:
For example, do you mean like an attachment would be able to add some particular dice or dice effects to the weapon roll?

Exactly. There are some attachments that will raise the base damage, but add a setback die, for example. Or adds a boost die for better aim. And you can often modify it past that by tinkering with the mod, though I'm not sure how you'd work that in. Possibly have fields for the possibilities, which can be set initially for whatever the mod does as a base upgrade, but can be changed if it's further modified.

But I can understand if it's a low priority ;) For now I simply have to make a note in the weapon itself to indicate what boosts/setbacks apply and leave it up to the player to remember to use it.

mossfoot
September 2nd, 2021, 05:31
EDIT: I've been thinking, since the automation part may take a while to start, maybe a compromise would be to add the ability to have dice rolls for weapons.
For example, allow you to go to the actions tab, and under the weapon, create a line that basically you tell to add +2difficulty, +2advantages etca, and that would be added automatically to the dice roll

I really like this option! That would simplify things a lot! Hopefully it's not too hard to put into the next update?

Xarax
September 2nd, 2021, 05:38
I really like this option! That would simplify things a lot! Hopefully it's not too hard to put into the next update?

I second this option! This will be great. My players (and myself) are always forgetting to add things like this.

johniba
September 2nd, 2021, 13:44
I really like this option! That would simplify things a lot! Hopefully it's not too hard to put into the next update?

This is actually quite easier than adding to the attachments, and I do think I can add this to the next update!

sevrick
September 2nd, 2021, 14:57
If you need somthing temporary I have in the past just added the dice pool to one of the shortcut bars at the bottom. It can also store auto magic advantage and such. I am not sure if it still works. It may have been when were able to drag dice that this was possible.

mossfoot
September 4th, 2021, 03:02
This is actually quite easier than adding to the attachments, and I do think I can add this to the next update!

SWEET!

I mean, I think most of the other effects of attachments can simply be added in directly to the device, such as damage improvement.

Other effects would simply have to be kept track of by the player (like optics removing setback dice under certain conditions)

mossfoot
September 4th, 2021, 03:06
If you need somthing temporary I have in the past just added the dice pool to one of the shortcut bars at the bottom. It can also store auto magic advantage and such. I am not sure if it still works. It may have been when were able to drag dice that this was possible.

Thanks, I'll look into that next session :)

johniba
September 4th, 2021, 04:08
SWEET!

I mean, I think most of the other effects of attachments can simply be added in directly to the device, such as damage improvement.

Other effects would simply have to be kept track of by the player (like optics removing setback dice under certain conditions)

I am currently working on the Party Sheet (it is starting to look really cool!)
I think since this will probably take me the weekend to finish, I will release it once it is done, and then work on this. If it looks like I can add the extra dice quick, I will try to also release with the party sheet (otherwise, i will release that feature, and work on the extra dice)
That way I release more often, like I used to.

Party sheet will have some nice features, like allowing players to share/enter other vehicles... and also a page for GMs to handle duty/etca...


After the Party Sheet, and the Extra dice for weapons, before I work on Specialization and trees, I think I will make some improvements in the Powers sheet.
I want to add features like allowing it to maximize/minimize... and maybe who knows allow powers to be made into shortcuts to the shortcuts bar at the bottom of the screen.

Roadmap

So the roadmap for the recent future is:

- party sheet features
- extra dice/effects to weapon rolls
- Improve the Powers sheet
- Specializations and Talent Trees

After that, there are two features I am thinking of adding to the rulesets, but I would like the opinion of everyone on which should be done first:

- Make the ruleset calculate spent experience when creating/improving a character (this one would effectivelly allow people to create chars really quick)
- Start working on automation (automatically add defense dice to rolls, automatically upgrade difficulty dice when npc has adversary talent, and also maybe other dice from talents)
- Allow adding Spaceship/vehicle tokens to the combat map, and also display small icons showing who are inside those spaceships/vehicles

Videos and tutorials

Also, I think in a few days I will record a couple of tutorial videos. These are long overdue. I always postpone recording them thinking "I will do it when i finish everything" but if I am frank, if I think like that, videos will never be released!

So, here is my idea:

I will record a few videos, each focused in one thing:

- Setup: Small video explaining how to setup the ruleset and modules. This will be a really simple and quick video, mostly targeted to people that are not comfortable yet with doing this kind of stuff.
In this video I will explain how to subscribe/download the rulesets, how to download and activate libraries. Simple stuff

- Features and Ruleset walkthrough: Video explaining all the features added to the ruleset. This is mainly showing all the Genesys and Star Wars specific features, how they work (this will probably be a video I will re-record once in a while when i add more stuff to the ruleset)

- Advanced video So we all know we cannot share full libraries for official books, containing full descriptions and rules. We leave that to each person to edit and add that info and that way avoid copyright issues.
One problem though is that whenever you download a new version of the libraries, you could loose your work, the stuff you added to descriptions.
So this video will be a quick guide, showing how to create a "dummy" campaign, use that campaign only to add/edit descriptions... and then showing how to use that data and update your current and future campaigns, so that you can have your descriptions even if you download new library files.

I do want to finish a small program though that would take those edited descriptions from the "dummy" campaign, and merge them into a new library file...(meaning that everytime you download a new library, you would run the program, and it would merge your work on descriptions to a new library, one you would use instead of the downloaded one.

This last one, this program, I will see if I can create soon!

Saeval
September 4th, 2021, 07:37
I am very excited about the party sheet as a GM and I’m also looking forward to the revamped talent tree system, especially for Star Wars since that’s what I plan on running as my next game.

After that I think the automation would be the most helpful for players and gm’s, then maybe the exp tracking after that. But that’s just my vote on it. You guys are doing great work and it’s very much appreciated.

Xarax
September 4th, 2021, 07:46
Awesome! Seconding automation.

mossfoot
September 6th, 2021, 17:45
I am very excited about the party sheet as a GM and I’m also looking forward to the revamped talent tree system, especially for Star Wars since that’s what I plan on running as my next game.

After that I think the automation would be the most helpful for players and gm’s, then maybe the exp tracking after that. But that’s just my vote on it. You guys are doing great work and it’s very much appreciated.

It's all good. But XP tracking is very handy I think, not just for character creation, but in the long run. I've had glitches happen regarding XP over the last year and at this point I'm not even sure if the XP listed on character sheets is accurate for what their skills levels are.

johniba
September 6th, 2021, 19:40
It's all good. But XP tracking is very handy I think, not just for character creation, but in the long run. I've had glitches happen regarding XP over the last year and at this point I'm not even sure if the XP listed on character sheets is accurate for what their skills levels are.

For sure I will add a way to track xp. Actually I want to make it in a way that the process of creating the character can be done directly in the ruleset, with no need to calculate anything, or use an external app.

The good thing is that it doesnt seem like i need to change a whole lot of things to make it work, i just wanna design it in a way that is simple, and does not require someone to watch a video or read a guide to use :)

mossfoot
September 6th, 2021, 23:18
For sure I will add a way to track xp. Actually I want to make it in a way that the process of creating the character can be done directly in the ruleset, with no need to calculate anything, or use an external app.

The good thing is that it doesnt seem like i need to change a whole lot of things to make it work, i just wanna design it in a way that is simple, and does not require someone to watch a video or read a guide to use :)

Yeah, once you have the Specialization and Talent trees added, you've basically got all the pieces in place for that next step, right?

johniba
September 7th, 2021, 03:28
Yeah, once you have the Specialization and Talent trees added, you've basically got all the pieces in place for that next step, right?

You are correct!
The way I intend to add specialization and talent trees will be an important part to work on the automatic calculation of experience, so that is why I think it is important I add this first.

By the way, my work with the party sheet is going smooth.
Tomorrow is a holiday here, so this will probably speed up things in the ruleset development!

sevrick
September 7th, 2021, 15:47
Yeah this looks good. I can't wait till I can lose Ogg Dudes character generator. While that program is good for what it does I hate having characters in two places at once. To that end having trees done and exp calculations is what I am most looking forward too.

Are you planning on implementing the character creator wizard like that found in dnd and pathfinder ruleset?

johniba
September 7th, 2021, 17:35
Yeah this looks good. I can't wait till I can lose Ogg Dudes character generator. While that program is good for what it does I hate having characters in two places at once. To that end having trees done and exp calculations is what I am most looking forward too.

Are you planning on implementing the character creator wizard like that found in dnd and pathfinder ruleset?

I want to have a look at that code for the creator wizard, and see if it is difficult to create one for Genesys/SW.
I think I can pull it off!

Initially though, I may add a simple way to track experience while creating/playing, and then maybe create the wizard if it looks like it will not take a lot of time...

mossfoot
September 7th, 2021, 21:12
Yeah, just tracking experience should be good enough to start. After all, since you have a set amount of experience to create with, it's easy to know if you've gone over somewhere or if you have anything left ;)

A creator wizard would be a nice bonus, though.

(wait, wouldn't it be a creator jedi?)

johniba
September 7th, 2021, 22:10
Yeah, just tracking experience should be good enough to start. After all, since you have a set amount of experience to create with, it's easy to know if you've gone over somewhere or if you have anything left ;)

A creator wizard would be a nice bonus, though.

(wait, wouldn't it be a creator jedi?)

hahaha

"Master Yoda Jedi training"

johniba
September 8th, 2021, 01:24
NEW RELEASE!
Version 2021-09-07

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


Fixes:
- (Star Wars) Options: added missing option to clear dice pool before a new action is clicked (this can be turned on/off in options)
- Item: Reordered fields, they are now in the proper order as if referencing the books, making it easier for inputing data while reading the books


Improvements:
- NPC sheet: small cosmetic adjustment to the NPC Category field position

- Character/NPC Sheets: inverted order showing Melee and Ranged values (this way it is now matching the order books show all stats)
- Character Sheets: Added temporary modifier fields for all Characteristics and Wounds/Strain Threshold fields
These can only be edited by the GM, acessible from the Party Sheet (ready more below)
If you add a modifier value (positive or negative) to a Characteristic, when the player makes a roll that uses that characteristic,
that roll will add/subtract dice as needed! This can be used in cases where a Character should suffer a temporary weakness to a stat, or a boost.

For now, if you add a modifier to Wounds or Strain Threshold, the value will show up in the character sheet, but no calculations/automations will add that modifier.
This will be improved in the future as I add more automations!

- Party Sheet overhaul
Completely remade the Party Sheet!
The following Tabs are available in the party sheet:
1) Main: From this tab the GM can edit modifiers to characteristics or wound/strain threshold.
(This is specially useful for addin modifiers related to Obligation, Duty, Morality rolls)

2) Dicepool: Players and GMs can see dice pools being created.
Info includes: Player Name, Character (if the roll is executed from the character sheet), Dice and also extra info like weapon/skill etca
(Also please notice that GMs can hide/show their dice pool by clicking the "eye" icon in the dicepooo box, under chat)

3) GM DiceRolls (Star Wars only): For now this tab will show the player list, the Wound/Strain modifier (again same as from Main tab),
and also a total for Obligation, Duty and Morality for each character.
In the next release, I will also add the ability to create Duty and Obligation tables for rolling these. For now it is only showing the totals.

GMs can opt to show/hide some of these tabs to players:
Main, Inventory and DicePool tabs can be enabled/disabled for Players from the Options menu
Main and DicePool are enabled by default to players, while Inventory is disabled by default.
GM Dicerolls tab is only GM visible


(Tip: make sure you add all characters to the Party Sheet)



How to download the new version:

FG Unity:
You can subscribe to both rulesets in FG Forge. This will ensure that they are automatically downloaded whenever I upload a new version.
(P.S.: everytime I upload a new version here in the forums, it may take a few hours for it to show up in Forge, as it requires Moderators to approve)
(P.S.: If you have already done this before, you only need to click "Check for Updates" in FG Unity, and the download will start)

To subscribe and download the rulesets, follow the links:
Genesys: https://forge.fantasygrounds.com/shop/items/143/view
Star Wars: https://forge.fantasygrounds.com/shop/items/159/view
(Remember, if you want to use the Star Wars ruleset, make sure to subscribe/download BOTH)

FG Classic
You can download both rulesets in the link below
Make sure to save them in your "rulesets" directory

https://drive.google.com/drive/folders/1UNyE7f7qbI5It8cCHmoEoWSoSeVhWxR-?usp=sharing
Modules and other extensions need to be downloaded from the above link also (even FG Unity, they are not in the Forge)

Updated files:
- Genesys.pak
- StarWarsFFG.pak

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



49057
49058

sevrick
September 8th, 2021, 02:16
This is awesome work. I really like the look of party sheet. The Wound and Strain Threshold bars are a nice touch.

Saeval
September 8th, 2021, 02:28
If we download the Star Wars ruleset now will that interfere with the auto update feature from the forge for the ruleset?

johniba
September 8th, 2021, 02:37
If we download the Star Wars ruleset now will that interfere with the auto update feature from the forge for the ruleset?

No, it should be fine.
Worst case, you can simply delete the .pak from your ruleset directory when it becomes available on the forge, and it will download when you click check updates, in FGU

EDIT: the Star Wars ruleset update is now available through the forge also

Urqy
September 8th, 2021, 19:57
This is awesome work Johniba! I love the new party sheet. It looks amazing and just about the right amount and type of information.

One note:
- The Wound and Strain threshold are counting down instead of up on the Main tab of the party sheet. For instance, I put a character in there with a wound threshold of 10 and apply 6 wounds to him. His character sheet (Main Tab) will show Wounds Threshold 10, Wounds Current 6. The bars in the Main tab of the Party sheet will show the same character as 4/10. The character sheet is counting wounds up from zero while the party sheet is counting wounds down from the max threshold (10 in this example).

I need some help (from anyone) for the next one. I can't seem to roll skill dice from the character sheets. I double click on the die icon and nothing happens. When I double click on the number in the ability field (such as Intellect or Cunning) that drops the correct dice into the dice pool and I can roll them. If I double click on just the die icon next to the ability number, however, nothing happens. Anyone have any idea what setting I have messed up?

This is using just the Genesys ruleset, not the Star Wars addition.

johniba
September 8th, 2021, 20:08
This is awesome work Johniba! I love the new party sheet. It looks amazing and just about the right amount and type of information.

One note:
- The Wound and Strain threshold are counting down instead of up on the Main tab of the party sheet. For instance, I put a character in there with a wound threshold of 10 and apply 6 wounds to him. His character sheet (Main Tab) will show Wounds Threshold 10, Wounds Current 6. The bars in the Main tab of the Party sheet will show the same character as 4/10. The character sheet is counting wounds up from zero while the party sheet is counting wounds down from the max threshold (10 in this example).

I need some help (from anyone) for the next one. I can't seem to roll skill dice from the character sheets. I double click on the die icon and nothing happens. When I double click on the number in the ability field (such as Intellect or Cunning) that drops the correct dice into the dice pool and I can roll them. If I double click on just the die icon next to the ability number, however, nothing happens. Anyone have any idea what setting I have messed up?

This is using just the Genesys ruleset, not the Star Wars addition.

I will fix that behaviour with the wound/strain. It is a bug indeed. thanks!

For the issue on clicking:
Looks like this is a new issue, could have been caused by an update in FG code

I will work on a fix ASAP and release the fix

johniba
September 8th, 2021, 21:50
NEW RELEASE!
Version 2021-09-09

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

Fixes:
- Party Sheet: Fixed the numbers that show in both progress bar on the main tab (Threshold / Current)


IMPORTANT FIX
The latest FG Unity update broke some buttons that previously required Double Click
Now all "Dice" icons that prevously required Double Click, will now require just normal Click
These are all icons used to add dice to the dicepool: Characteristic, Skill, and also some others from Vehicle tab (piloting skill), etca.


How to download the new version:

FG Unity:
You can subscribe to both rulesets in FG Forge. This will ensure that they are automatically downloaded whenever I upload a new version.
(P.S.: everytime I upload a new version here in the forums, it may take a few hours for it to show up in Forge, as it requires Moderators to approve)
(P.S.: If you have already done this before, you only need to click "Check for Updates" in FG Unity, and the download will start)

To subscribe and download the rulesets, follow the links:
Genesys: https://forge.fantasygrounds.com/shop/items/143/view
Star Wars: https://forge.fantasygrounds.com/shop/items/159/view
(Remember, if you want to use the Star Wars ruleset, make sure to subscribe/download BOTH)

FG Classic
You can download both rulesets in the link below
Make sure to save them in your "rulesets" directory

https://drive.google.com/drive/folders/1UNyE7f7qbI5It8cCHmoEoWSoSeVhWxR-?usp=sharing
Modules and other extensions need to be downloaded from the above link also (even FG Unity, they are not in the Forge)

Updated files:
- Genesys.pak


Please download the Genesys ruleset even if you are using only Star Wars

mossfoot
September 9th, 2021, 06:13
I had a minor idea to float, really just a little something for the players.

As it stands, there really isn't much of a way to "see" your character other than as a tiny token on your sheet. Maybe add a tab at the bottom that allows a player to import an hero image of their character?

I know they could just have their own image folder, but a lot of players see the character sheet as a place for what is quintessentially "them" on it ;)

That said, other than the hero pose, perhaps there could be a way to have multiple links that changes the image shown, so they can rotate out their hero image as they see fit (or if they have different outfits they tend to wear) ;)

mossfoot
September 9th, 2021, 06:21
- Character Sheets: Added temporary modifier fields for all Characteristics and Wounds/Strain Threshold fields
These can only be edited by the GM, acessible from the Party Sheet (ready more below)
If you add a modifier value (positive or negative) to a Characteristic, when the player makes a roll that uses that characteristic,
that roll will add/subtract dice as needed! This can be used in cases where a Character should suffer a temporary weakness to a stat, or a boost.

I like this, but this only seems to be for full Ability dice. Is there a way to do boost/setback? perhaps it could be introduced as a decimal?

johniba
September 9th, 2021, 15:17
I like this, but this only seems to be for full Ability dice. Is there a way to do boost/setback? perhaps it could be introduced as a decimal?

Great idea, i will see what i can do

mossfoot
September 9th, 2021, 19:16
Great idea, i will see what i can do

The one possible problem I see with that, though is a scenario where you have, say a full Ability improvement, but a setback applied for a different reason. Might need a new field instead?

johniba
September 9th, 2021, 19:42
The one possible problem I see with that, though is a scenario where you have, say a full Ability improvement, but a setback applied for a different reason. Might need a new field instead?

I am thinking of ways to do this
Maybe I can add another field where you can add dice... and you would be able to add as many and different dice you want to that characteristic.

So you could have a small window saying how many of each dice:

-1 characteristic, +1boost, +1 setback... even -1 boost ...

Visually I will try to make it more appealing, maybe just like it is now, but instead, i would also add the dice symbols

And when executing the roll, all would be added/removed

Im gonna see what i can do :)

mossfoot
September 9th, 2021, 20:37
I am thinking of ways to do this
Maybe I can add another field where you can add dice... and you would be able to add as many and different dice you want to that characteristic.

So you could have a small window saying how many of each dice:

-1 characteristic, +1boost, +1 setback... even -1 boost ...

Visually I will try to make it more appealing, maybe just like it is now, but instead, i would also add the dice symbols

And when executing the roll, all would be added/removed

Im gonna see what i can do :)

Cool - it's the sort of feature that might not get used often, but will be really handy for those situations where they ARE needed.

I can already see a way that the current feature has an unforeseen advantage. By knowing that the character has a boost to the Ability (in this case a +1 Agility because of her cybernetic arm) I also know that if she does anything with her off arm, I can have her remove that bonus.

sevrick
September 11th, 2021, 02:47
Edge of the Empire Libraries

Added Fly Casual source book to the Libraries.

I also add SW in front of the name of each library to group the libraries together and easier search for people with big libraries.

johniba
September 11th, 2021, 04:49
Edge of the Empire Libraries

Added Fly Casual source book to the Libraries.

I also add SW in front of the name of each library to group the libraries together and easier search for people with big libraries.

Ah nice, did you do the same for the genesys libraries?

By the way sevrick, did you see i changed the order of melee and ranged defenses in the character sheets?

SmartAlec
September 11th, 2021, 15:45
Ah, library updates, cool!

I have a question for those with more experience in this than me. When I started using this Star Wars ruleset, I used all three libraries, but then I deleted all the duplicate and triplicate items, talents, npcs, favouring the Age of Rebellion library when possible. Then I started adding descriptions to the items, talents etc from the rulebooks, for the ease of my players.

Will downloading and using these updated libraries -

1) produce a brand new set of duplicates and triplicates?
2) over-write the descriptions I'd added?

Thank you in advance!

sevrick
September 11th, 2021, 16:27
Ah, library updates, cool!

I have a question for those with more experience in this than me. When I started using this Star Wars ruleset, I used all three libraries, but then I deleted all the duplicate and triplicate items, talents, npcs, favouring the Age of Rebellion library when possible. Then I started adding descriptions to the items, talents etc from the rulebooks, for the ease of my players.

Will downloading and using these updated libraries -

1) produce a brand new set of duplicates and triplicates?
2) over-write the descriptions I'd added?

Thank you in advance!

When you delete a record attached to a module, that removal does nothing to the module itself. Rather it saves the changes you made for that specific Campaign when that module is open. If you were to create a new Campaign and loaded up the modules, you would see none of the changes you made.

That being said I know that the descriptions will be overwritten, as for the deleted records I will have to test weather or not they stay deleted.
Also note that Johniba plans to make the ability to export and import descriptions so that you descriptions remain unaffected when updating.

sevrick
September 11th, 2021, 16:29
Ah nice, did you do the same for the genesys libraries?

By the way sevrick, did you see i changed the order of melee and ranged defenses in the character sheets?

Yeah forgot about that. I will add those changes to the next update.

mossfoot
September 11th, 2021, 17:45
Edge of the Empire Libraries

Added Fly Casual source book to the Libraries.

I also add SW in front of the name of each library to group the libraries together and easier search for people with big libraries.

Sorry to ask, but is there an easy way to streamline redundancies in the libraries (ie Stormtroopers show up six times, twice for each book (once as Core Rule, once as Library) ). Whenever I update the libraries, anything I took out gets put back in.

mossfoot
September 11th, 2021, 17:56
General suggestion: how is the scrolling handled when it comes to lists like NPCs? Is it set for a 4K screen or something? Because I use 1080p and it makes more sense to me that if you had the list stretched from top to bottom, no scroll bar should be necessary, just more pages. Would make things easier when browsing large numbers of things like NPCs and Vehicles.

sevrick
September 11th, 2021, 18:24
Sorry to ask, but is there an easy way to streamline redundancies in the libraries (ie Stormtroopers show up six times, twice for each book (once as Core Rule, once as Library) ). Whenever I update the libraries, anything I took out gets put back in.

So you are talk about the ones you have descriptions for and the ones that get updated and don't? Well I know it it's tough but I am not sure how far along Johniba is on the Import/Export feature. For that reason I have foregone adding any descriptions myself.

What I do when I am prepping for a campaign I copy from the Item or NPC I need from the module then add a description to the copy and place it in a group with the title of my campaign.

Having the Import/Export feature should remove the need to have an addition instance.

As for the duplicates between the 3 core lines, the duplication should be minimal and limited mostly to the Core rulebooks themselves. I do this for several reasons.
1st That is how the FFG officially made the books.
2nd The duplicates a lot of the time have different descriptions.
3rd It reduces the clutter in the long run. Having everything be in one Library would make it harder to sift through what you want. Say I am looking for force related stuff. I just have to open one library and sift through a lot less of what I don't need.
4th If I did have only one instance be what library should it be from? I didn't want to make the choice for everyone. (ok that 4th one isn't really a reason.)

As far as I can tell the alternative is to have a few duplicates from the core rulebooks. Not sure why you would bother deleting duplicates. You know they all come from one of the official books, just choose one and call it a day. Or just load up 1 library in the setting that you are using. If you doing a force user game then keep Force and Destiny Library Open, while occasionally opening one of the others to grab what you need.

I know it may not be the answer you want but, if know of a way that you might think is better I am open to suggestions.

sevrick
September 12th, 2021, 01:31
I noticed that when you use symbols in a heading or bold it cause some weird spacing issues. Is there any way to fix this?

johniba
September 12th, 2021, 02:34
I noticed that when you use symbols in a heading or bold it cause some weird spacing issues. Is there any way to fix this?

Yeah. That is an issue with the fonts, I will see if I can correct those spacings.
I am going to put on my todo list, and will work on it soon, ok?

johniba
September 12th, 2021, 03:00
About Descriptions, libraries and "merging" them


Ah, library updates, cool!

I have a question for those with more experience in this than me. When I started using this Star Wars ruleset, I used all three libraries, but then I deleted all the duplicate and triplicate items, talents, npcs, favouring the Age of Rebellion library when possible. Then I started adding descriptions to the items, talents etc from the rulebooks, for the ease of my players.

Will downloading and using these updated libraries -

1) produce a brand new set of duplicates and triplicates?
2) over-write the descriptions I'd added?

Thank you in advance!



Like Sevrick mentioned in another reply, there is no easy way to merge the descriptions you may have edited, into a database

Now having said that, there is something you guys can do (and this will also help me in test this properly)


First let me explain how FantasyGrounds behaves when you customize a record from a library you have opened in your campaign:

You can follow my steps while I explain this, and it may make more sense.
Soon I will record a video explaining how to do this.


- Open Fantasy Grounds, and load your campaign
- Go to Items, choose an item record and open it.
- Now, edit the item, for example, add a description
- Close that record. Look for it in the item list window: first you will notice that each listed item has an icon on the right side. The item you have edited will have a "book with a pen". This means the record was "customized" (when you edited it)
Other items with "simple books with no pen" means the record was not edited.
If you right click on an item you have edited, you will see an option "Revert Changes". Clicking this will remove any changes you did to the record (descriptions etca, you edited)

- Leave at least one edited record.

Now comes the interesting part

- Close your campaign, going back to the FantasyGrounds start screen
- Locate on the top/left (FGUnity) or top right (FGClassic) a small "folder" icon. Click on it.
- This will open windows explorer, presenting you with the Fantasy Grounds directories.
- Look for a folder named "campaigns". This is where all your campaigns are stored
- Look for your campaign name, and open that folder. Locate another folder in there named "moduledb", and open it.


You will see one or more files in that folder.
They are each named after the libraried you have opened in your campaign.
Each of those files will contain "customizations".
This means, this is where all descriptions and other fields you have edited in records from those libraries, are stored.

Now with this knowledge, here are some tips:


- Backup those files, and when you start a new campaign, copy those files and add to the same folder inside the new campaign.
This will make it so your customized descriptions will also show up in that other campaign!

- Another tip I would say is: create a campaign specifically just to go in, and edit descriptions.
Only use that campaign for that feature, and whenever you want, you can copy those files in the moduledb folder inside this special campaign, and put in your other campaigns.


Now, deleting records from the library I dont think will keep their deleted state when you update a library and re-open it.


Having said all the above, I have tested some possible solutions for facilitating people to sync their descriptions into libraries, but unfortunatelly none that could work directly from inside FantasyGrounds

One idea I still have is maybe write down a script or a program, that people would be able to run, and this program or script would look inside your "special campaign for editing", and generate a new library module, merging descriptions.

I am thinking that maybe depending on how easy it is to write down such a program, maybe I could even have a way for people to mark which records they do not want in their "final" module.



I hope this wall of text makes sense.

I will record a video maybe this weekend, explaining all of this I just wrote, but i do hope this text helps.

johniba
September 12th, 2021, 03:31
NEW RELEASE!
Version 2021-09-11

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


Fixes:


Improvements:
- Character and NPC Sheets -> Action Tab -> Powers:
1) Added two display modes for Powers: Full (will display all details from all powers) and Short (Will hide descriptions and show only buttons)
2) Also added a small icon to the right of each power, allowing players to minimize powers, making the display even shorter.
3) Players can now create a shortcut from each Power action, into the hotkey bar!
To create a shortcut:
- Choose display type "Short"
- Drag the small action icons (for example the dice icon from an action) into a hotkey slot

P.S.: I am going to improve the Weapon list, so that soon we will also be able to create shortcuts for weapon rolls...



How to download the new version:

FG Unity:
You can subscribe to both rulesets in FG Forge. This will ensure that they are automatically downloaded whenever I upload a new version.
(P.S.: everytime I upload a new version here in the forums, it may take a few hours for it to show up in Forge, as it requires Moderators to approve)
(P.S.: If you have already done this before, you only need to click "Check for Updates" in FG Unity, and the download will start)

To subscribe and download the rulesets, follow the links:
Genesys: https://forge.fantasygrounds.com/shop/items/143/view
Star Wars: https://forge.fantasygrounds.com/shop/items/159/view
(Remember, if you want to use the Star Wars ruleset, make sure to subscribe/download BOTH)

FG Classic
You can download both rulesets in the link below
Make sure to save them in your "rulesets" directory

https://drive.google.com/drive/folders/1UNyE7f7qbI5It8cCHmoEoWSoSeVhWxR-?usp=sharing
Modules and other extensions need to be downloaded from the above link also (even FG Unity, they are not in the Forge)

Updated files:
- Genesys.pak

Download Genesys ruleset even if you are playing Star Wars

Xarax
September 12th, 2021, 13:14
This is so cool Johniba! Geeking out here! Thanks so much for all your work on this!

Xarax
September 12th, 2021, 15:03
@johniba, just checked the FG classic version and the drag and drop function works but when it is pressed from the toolbar I get a message: "s'Could not find power in character sheet'"

Thanks again!

Update: only not working for 1 character really weird. Also noticing that you cannot drag and drop weapon attack rolls from the actions tab at all. Not sure if its a bug or its still on the to-do list. Thanks!

johniba
September 12th, 2021, 16:38
@johniba, just checked the FG classic version and the drag and drop function works but when it is pressed from the toolbar I get a message: "s'Could not find power in character sheet'"

Thanks again!

Update: only not working for 1 character really weird. Also noticing that you cannot drag and drop weapon attack rolls from the actions tab at all. Not sure if its a bug or its still on the to-do list. Thanks!

Ok lets try to find out the issue:
Did you change the name of the power after linking it to the bar? If yes, that will cause that error. To fix, simply drag and link it again to the bar

If that does not fix, let me know... Try to spot differences between the character that you have the issue, and the one that doesnt. Check things like number of powers they have, see if their powers have actions associated, if yes... if they have more than one, etca...
I will try to check other possibilities


For weapons though, it is not implemented yet

Xarax
September 12th, 2021, 18:52
Ok lets try to find out the issue:
Did you change the name of the power after linking it to the bar? If yes, that will cause that error. To fix, simply drag and link it again to the bar

No I did not change the name.



If that does not fix, let me know... Try to spot differences between the character that you have the issue, and the one that doesnt. Check things like number of powers they have, see if their powers have actions associated, if yes... if they have more than one, etca...
I will try to check other possibilities
It is so strange. The buttons works fine and populates the dice pool normally if you press them in the actions tab, and they can be pulled down to the quickbar, but trying to use it there will not work.



For weapons though, it is not implemented yet

Gotcha. It's all wizardry to me so just checking. Thanks so much. This is already a huge quality of life update for my casters. Really appreciate all the work that went into this!

johniba
September 13th, 2021, 00:07
No I did not change the name.


It is so strange. The buttons works fine and populates the dice pool normally if you press them in the actions tab, and they can be pulled down to the quickbar, but trying to use it there will not work.



Gotcha. It's all wizardry to me so just checking. Thanks so much. This is already a huge quality of life update for my casters. Really appreciate all the work that went into this!


I think I have an idea why it could fail, so I will try to make some more tests.
I will also modify the code a little bit, in a way I think will make these errors less prone to happen.

So this will be somewhere this week, as I have already finished a release, and I am only awaiting for the moderators to approve on the forge.

sevrick
September 13th, 2021, 01:46
Edge of the Empire Libraries

Fixed Defenses of NPCs to reflect the changes made to the order.

Age of Rebellion Libraries

Added NPCs and Vehicles from the Adventure in the back of the Age of Rebellion Core Rulebook I missed.
Added NPCs that were ungrouped from Fully Operational to Age of Rebellion Library group.
Fixed Defenses of NPCs to reflect the changes made to the order.

Force and Destiny Libraries

Added NPCs from the Adventure in the back of the Force and Destiny Core Rulebook I missed.
Fixed Defenses of NPCs to reflect the changes made to the order.

All Genesys Libraries

Add (GEN) at the Beginning of the name of the libraries in FG so that they are easier to find.


I also altered the SW in front of the Star Wars Libraries from SW to (SW), to be more consistent with the Genesys Libraries.

I still need to correct the defense zones for the Genesys Libraries. That should be done soon. Just forgot it as I was writing this post. oh well :)

Xarax
September 13th, 2021, 03:35
I think I have an idea why it could fail, so I will try to make some more tests.
I will also modify the code a little bit, in a way I think will make these errors less prone to happen.

So this will be somewhere this week, as I have already finished a release, and I am only awaiting for the moderators to approve on the forge.

Low priority Johniba. I can make it work by redoing the character. Keep up the great work! You too @Sevrick! I'm not running star Wars yet but when I do these libraries will be invaluable!

johniba
September 13th, 2021, 15:30
NEW RELEASE!
Version 2021-09-13

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


Improvements:
- (Star Wars) Party Sheet: GMRolls tab has been improved!
The GM Rolls tab now has two tables to assist GMs in rolling Obligation and Duty Checks
Each table has a button at the top right (looks like a circle) that when pressed, will automatically populate each corresponding table.
The table will list only relevant characters. For example, the Obligation table will list only Party members that have at least a total of 1 or more Obligation
The table will show:
- Wounds and Strain Threshold modifiers: GMs can quickly apply modifiers from this table, based on the results of their obligation/duty check
- Totals for: Obligation, Duty and Morality for each Character
- Roll: Min/Max: the table will automatically calculate minimum and maximum roll values, to assist GMs in rolling d100 checks.
Notice that characters are listed in "Min" roll order, so the last one on the list, its "Max" value will be the maximum value on a d100 to "trigger" the check

For example, suppose we have 3 characters in the Obligation table, with the following Min/Max:

Thally: Min: 1 / Max: 22
DarkDolly: Min: 23 / Max: 37
Nada: Min: 38 / Max: 58
49130


So, if the GM rolls d100 and the result is equal or less than 58, it triggered Obligation for the session.
Also, lets suppose the roll result was 30, it means that it triggered DarkDolly's obligation...


For now the ruleset does not roll the check, and the GM needs to apply any modifiers manually.
I will improve this later on in the future.

P.S.: I will also add a table to show characters with Morality later. Although they do not roll the same way, I want a place for the GM to quickly check a list of characters that have morality, so rolls can be made when needed.



How to download the new version:

FG Unity:
You can subscribe to both rulesets in FG Forge. This will ensure that they are automatically downloaded whenever I upload a new version.
(P.S.: everytime I upload a new version here in the forums, it may take a few hours for it to show up in Forge, as it requires Moderators to approve)
(P.S.: If you have already done this before, you only need to click "Check for Updates" in FG Unity, and the download will start)

To subscribe and download the rulesets, follow the links:
Genesys: https://forge.fantasygrounds.com/shop/items/143/view
Star Wars: https://forge.fantasygrounds.com/shop/items/159/view
(Remember, if you want to use the Star Wars ruleset, make sure to subscribe/download BOTH)

FG Classic
You can download both rulesets in the link below
Make sure to save them in your "rulesets" directory

https://drive.google.com/drive/folders/1UNyE7f7qbI5It8cCHmoEoWSoSeVhWxR-?usp=sharing
Modules and other extensions need to be downloaded from the above link also (even FG Unity, they are not in the Forge)

Updated files:
- Genesys.pak
- StarWarsFFG.pak


Download Genesys ruleset even if you are playing Star Wars
Always remember to download BOTH rulesets if you intend to use Star Wars

sevrick
September 13th, 2021, 16:05
Looks awesome. Is there some functionality for import and export because I noticed the npc has an import feature. Is there a way to export yet or is that somthing left over from testing?

johniba
September 13th, 2021, 17:12
Looks awesome. Is there some functionality for import and export because I noticed the npc has an import feature. Is there a way to export yet or is that somthing left over from testing?

Ah I didnt add any code for import/export

I did research about exporting based on our conversations, but I could not find any way for example, to export without descriptions :(

I am thinking that I will have to work on a solution outside of FantasyGrounds, maybe an external application to handle exporting that, and also for users that have edited descriptions etca.

Maybe that import if from Core, and our rulesets ended up with them

Edit: man, you just made me have another IDEA

I will put it to test, if it works, it could be a great solution to export/import descriptions

I will keep you posted

sevrick
September 13th, 2021, 19:23
Sounds good. I think the import function I saw maybe part of another module or extension.

sevrick
September 13th, 2021, 23:52
49137

The Blue arrow button appears in not just Genesys/Star Wars Ruleset, because I tested it in Pathfinder 2E. Do you have this button on your end? It is still there after disabling all extensions.

johniba
September 14th, 2021, 00:20
49137

The Blue arrow button appears in not just Genesys/Star Wars Ruleset, because I tested it in Pathfinder 2E. Do you have this button on your end? It is still there after disabling all extensions.

Yes, I can see that button

Also, checking CORE ruleset, if you open an npc record, and you right click it, you will see a menu option to Export Record

So, I will add that option, to right click the npc sheet, and export the npc record


EDIT: Hey, so this is nice.
I added the ability to right click on a PC or NPC record, and "export record"

That will probably be useful for some people, also, importing works by clicking on that blue button

I will check if I can add also export to other records like items, vehicles...

Xarax
September 14th, 2021, 23:49
Can't remember if I've made this suggestion yet but if not here goes: for the action tab being able to add drag and the enhanced text to the descriptions in the actions tab (such as being able to use ctrl+4 to create bullet points (no idea if its easy or possible). Example creating a stun entry for a magic spell, enter the description of the spell and then a link to what stun does. Would help a great deal I think. While we are on the actions tab, spells seem to be the thing that will see the most use of this tab. That said being able to drag and drop difficulty dice from the dice pool into the currently numerical difficulty dice would be super helpful. Maybe the spell is unpracticed and needs Red dice instead of a purple. Maybe they have a knack for casting that spell and need a blue every time they use it--things like that. If it's already on the list let me know and my apologies if it is, low priority it as you've got enough on the list already!

Thanks again for all the work on this!

johniba
September 15th, 2021, 02:12
Can't remember if I've made this suggestion yet but if not here goes: for the action tab being able to add drag and the enhanced text to the descriptions in the actions tab (such as being able to use ctrl+4 to create bullet points (no idea if its easy or possible). Example creating a stun entry for a magic spell, enter the description of the spell and then a link to what stun does. Would help a great deal I think. While we are on the actions tab, spells seem to be the thing that will see the most use of this tab. That said being able to drag and drop difficulty dice from the dice pool into the currently numerical difficulty dice would be super helpful. Maybe the spell is unpracticed and needs Red dice instead of a purple. Maybe they have a knack for casting that spell and need a blue every time they use it--things like that. If it's already on the list let me know and my apologies if it is, low priority it as you've got enough on the list already!

Thanks again for all the work on this!


What do you mean by add drag?

Enhanced text, I can definitelly change the field for that. The only drawback is that I will have to change the field type, and that could mean losing existing data, but i will see if i can make a code to convert it if it detects an old format on the field (from a previous edit in the previous version of the ruleset)

Now about adding dice to actions and also to weapons: I am working on that, running some tests, and I think I can add it soon. It should replace the current difficulty field in actions, to a proper field to add any dice.

Xarax
September 15th, 2021, 16:46
What do you mean by add drag?

Like being able to drag a dice from the pile below the pool and drop it into what is currently the difficulty box but will probably need to be renamed


Enhanced text, I can definitelly change the field for that. The only drawback is that I will have to change the field type, and that could mean losing existing data, but i will see if i can make a code to convert it if it detects an old format on the field (from a previous edit in the previous version of the ruleset)

Out of curiosity, is the way that FG does spells in 5e difficult to implement? I ask because it might solve some of the issues we are currently talking about:

in the 5e framework the button link on the side of the spell has the whole description of the spell. It can easily hold the descriptive text and even hold links to other descriptions to the qualities that additional spells add. If we go this route there will be no worry at all about changing the field and deleting the text that is already there. You could do a time delay release: one where the button has been added and a second release that would remove the field text beneath the action in the actions tab completely to clean up the interface. This would allow anyone who needs to transfer the text from one location to the other to do so and then have a nice clean display after the transfer has been done.

Regarding Genesys spell effects: there are basically only 11 actual spells (maybe a few more in books I don't own). The spells take on flavor when you add additional aspects to them which in turn add to the difficulty of the check. I have no idea how difficult it would be to implement this but the current short layout gave me an idea: is it possible to set up each of the 11 spells and have a drop down option or a nested list of variants beneath that spell which will add their their increased difficulty to the dice pool and add the effects that are being added to the text box and maybe even to the target when we get to that point.



Now about adding dice to actions and also to weapons: I am working on that, running some tests, and I think I can add it soon. It should replace the current difficulty field in actions, to a proper field to add any dice.

Awesome. Sorry if I am being too much. Casters have always been my favorite kind of pc and my current game has had 4 of 5 being a caster of some kind. Really appreciate all the work your putting into this. If there is anything I can do to help please let me know, even if it's to shut up and let you do the work you already have in the queue without dumping more [potentially distracting] ideas onto the pile!

johniba
September 15th, 2021, 20:50
Like being able to drag a dice from the pile below the pool and drop it into what is currently the difficulty box but will probably need to be renamed


Ah I see.... that is exactly what I am working on...
I want a box where you can drag any dice, and it will roll those with the dice roll for the action
Same thing for weapon rolls




Out of curiosity, is the way that FG does spells in 5e difficult to implement? I ask because it might solve some of the issues we are currently talking about:

in the 5e framework the button link on the side of the spell has the whole description of the spell. It can easily hold the descriptive text and even hold links to other descriptions to the qualities that additional spells add. If we go this route there will be no worry at all about changing the field and deleting the text that is already there. You could do a time delay release: one where the button has been added and a second release that would remove the field text beneath the action in the actions tab completely to clean up the interface. This would allow anyone who needs to transfer the text from one location to the other to do so and then have a nice clean display after the transfer has been done.


Actually part of the code I am using for Actions/spells/powers is straight from 5e
I have modified it, removing a lot of the complex stuff that only works for 5E.
I am having a bit of trouble to understand what part of 5e with buttons/text you mean... i wonder if you could attach an image and explain? Sorry...

About the timed release, i like that idea... it makes it easier for me, and I will try to do that




Regarding Genesys spell effects: there are basically only 11 actual spells (maybe a few more in books I don't own). The spells take on flavor when you add additional aspects to them which in turn add to the difficulty of the check. I have no idea how difficult it would be to implement this but the current short layout gave me an idea: is it possible to set up each of the 11 spells and have a drop down option or a nested list of variants beneath that spell which will add their their increased difficulty to the dice pool and add the effects that are being added to the text box and maybe even to the target when we get to that point.


I dont know if this is what you mean, but you can already have like one spell, and have multiple different actions (rolls) associated with it.
The idea is exactly that:
The main spell record explains the spell, and even some of the possibilities/different casts for the spell
Then, you right click the spell go to menu "add action", and add one more Skill roll

Each action currently only have: "skill" for the roll,"difficulty" (difficulty dice only for now), and range
Maybe I could add a new field, for "name"
I just dont know if it would be too much information on the screen, maybe to add an extra description below that.


But I left it intentionally open to interpretation on how to use this part of the ruleset.

You could have a spell like this, where you have a spell like:

- Attack
And then separate actions like
- Blast
- Close combat


etca...


OR

Spell could mean something completely customized.
I think that is actually one of the intentions in the core rules... that you would actually record "most common" spells you want to cast...

Something more specific, like:

Spell: Fireball
In the description I would say it is an Attack spell, with effects: Fire and Blast
Then I would add an action:

- Skill: Arcana, difficulty: 3 (one from the attack spell, +1 from blast, +1 from fire)

That is how you would end up having a "spellbook"

But let me know more about your idea, I want to make a system where it is flexible and could work in different ways, without having to create an extension for specific stuff




Awesome. Sorry if I am being too much. Casters have always been my favorite kind of pc and my current game has had 4 of 5 being a caster of some kind. Really appreciate all the work your putting into this. If there is anything I can do to help please let me know, even if it's to shut up and let you do the work you already have in the queue without dumping more [potentially distracting] ideas onto the pile!


I also appreciate all this feedback you are providing. I feel like if I can manage to realize your idea on how to make that action for spells, plus my idea, we will have a kick *** system!

My intention is something that people can come up even with special powers from their custom worlds...

sevrick
September 15th, 2021, 21:36
Regarding Genesys spell effects: there are basically only 11 actual spells (maybe a few more in books I don't own). The spells take on flavor when you add additional aspects to them which in turn add to the difficulty of the check. I have no idea how difficult it would be to implement this but the current short layout gave me an idea: is it possible to set up each of the 11 spells and have a drop down option or a nested list of variants beneath that spell which will add their their increased difficulty to the dice pool and add the effects that are being added to the text box and maybe even to the target when we get to that point.

You have to come up with a system that allowed you to add your own spells to the 11. I am sure people will make more. You would also have to allow for people to add their own narrative results.
This seems like a lot of work to just display somthing that is already in the core book. It all most sounds like you are asking for a spell crafting wizard in ruleset. It is very easy to create your own spells. I mean the end result is the same you still would have a preset difficulty and skill to roll against. The only way I could see this having use is if you didnt have the books and wanted to create a spell on the fly. Perhaps I am not understanding. I am not trying to shut your idea down, just adding a different perspective.😁

Also keep in mind the broad nature of the genesys system. Spells may not work the same in every setting.

Xarax
September 15th, 2021, 22:07
I am having a bit of trouble to understand what part of 5e with buttons/text you mean... i wonder if you could attach an image and explain? Sorry...

Basically put the description on to its own page taking this:
49156

And putting it into one of these:
49157

I hope that makes what I am talking about a bit more clear.


You could have a spell like this, where you have a spell like:

- Attack
And then separate actions like
- Blast
- Close combat


This is exactly how I am doing it now and I get you can set up a "spellbook" by setting these up before hand, which works great. But what about casting these abilities on the fly? Currently the framework process goes a little like this:

Click Attack and it adds the casting skill + 2 purple-> check how many purples Blast adds->1? Add a purple to the pool manually-> Check how many Blast adds->1 purple and a blue? add them to the pool manually ->check how many Close combat adds -> 1 red? -> add a red to the pool manually->That everything? Roll? Roll. ->Result.


My thought to improve this process would be to have all the possible spell effects nested beneath the initial spell or have it activate a pop up window with the possible additions to that spell that could be added in just a few clicks and would allow you to on the fly ready the spell you want to cast for any situation with just a few clicks:

-Attack (add 2 purple die + character's casting skill),
-Fire (add the number of purple normally required for this attack spell addition automatically),
-Blast (add the number of purple normally required for this attack spell addition + a blue because of a magic item that always gives a blue for blast automatically),
-Close combat (add a Red because caster is unpracticed on this spell effect automatically), etc.
- and then click roll, and have THAT be how the spell casters populate the spell action's dicepool.

Naturally the player or GM would need to set these up individually but once they were set up spells could be as easy as a few clicks: Attack -> Fire-> Blast -> Close -> Roll -> Result

As long as I am pie in the sky dreaming here, it would be great if the generated result looked for spell effects that were activated: for instance in the above roll lets say that the dice pool generates 3 successes and 3 advantage. This provides the damage total same as if it were a weapon, and then lets you know something like: "you may spend 2 advantage to activate the blast effect."

Hopefully this adequately describes what I am imagining. Thanks again for all your work on this! Hope it helps.

Xarax
September 15th, 2021, 22:24
You have to come up with a system that allowed you to add your own spells to the 11. I am sure people will make more. You would also have to allow for people to add their own narrative results.
This seems like a lot of work to just display somthing that is already in the core book. It all most sounds like you are asking for a spell crafting wizard in ruleset. It is very easy to create your own spells. I mean the end result is the same you still would have a preset difficulty and skill to roll against. The only way I could see this having use is if you didnt have the books and wanted to create a spell on the fly. Perhaps I am not understanding. I am not trying to shut your idea down, just adding a different perspective.��

Also keep in mind the broad nature of the genesys system. Spells may not work the same in every setting.

Not necessarily a spell casting wizard in ruleset but a streamlining of the process. Creating presets for spells is great and the fact we can now quick bar them is also awesome. However it seems to me that Genesys spells are designed to be a bit freer than the locked in stone spellbook method. It is as you say a broad system. Don't get me wrong, every caster will have a few go-to preset attack spells they almost always go for, but when we aren't dealing with attack spells it gets a lot more situational.

johniba
September 15th, 2021, 22:59
Basically put the description on to its own page taking this:
49156

And putting it into one of these:
49157

I hope that makes what I am talking about a bit more clear.



This is exactly how I am doing it now and I get you can set up a "spellbook" by setting these up before hand, which works great. But what about casting these abilities on the fly? Currently the framework process goes a little like this:

Click Attack and it adds the casting skill + 2 purple-> check how many purples Blast adds->1? Add a purple to the pool manually-> Check how many Blast adds->1 purple and a blue? add them to the pool manually ->check how many Close combat adds -> 1 red? -> add a red to the pool manually->That everything? Roll? Roll. ->Result.


My thought to improve this process would be to have all the possible spell effects nested beneath the initial spell or have it activate a pop up window with the possible additions to that spell that could be added in just a few clicks and would allow you to on the fly ready the spell you want to cast for any situation with just a few clicks:

-Attack (add 2 purple die + character's casting skill),
-Fire (add the number of purple normally required for this attack spell addition automatically),
-Blast (add the number of purple normally required for this attack spell addition + a blue because of a magic item that always gives a blue for blast automatically),
-Close combat (add a Red because caster is unpracticed on this spell effect automatically), etc.
- and then click roll, and have THAT be how the spell casters populate the spell action's dicepool.

Naturally the player or GM would need to set these up individually but once they were set up spells could be as easy as a few clicks: Attack -> Fire-> Blast -> Close -> Roll -> Result

As long as I am pie in the sky dreaming here, it would be great if the generated result looked for spell effects that were activated: for instance in the above roll lets say that the dice pool generates 3 successes and 3 advantage. This provides the damage total same as if it were a weapon, and then lets you know something like: "you may spend 2 advantage to activate the blast effect."

Hopefully this adequately describes what I am imagining. Thanks again for all your work on this! Hope it helps.

I think I see what you mean.

I will keep this noted, and check how we can make something about it, after I work on talents/spec trees

I definitelly can make something, we will see

sevrick
September 16th, 2021, 02:40
Basically put the description on to its own page taking this:
49156

And putting it into one of these:
49157

I hope that makes what I am talking about a bit more clear.



This is exactly how I am doing it now and I get you can set up a "spellbook" by setting these up before hand, which works great. But what about casting these abilities on the fly? Currently the framework process goes a little like this:

Click Attack and it adds the casting skill + 2 purple-> check how many purples Blast adds->1? Add a purple to the pool manually-> Check how many Blast adds->1 purple and a blue? add them to the pool manually ->check how many Close combat adds -> 1 red? -> add a red to the pool manually->That everything? Roll? Roll. ->Result.


My thought to improve this process would be to have all the possible spell effects nested beneath the initial spell or have it activate a pop up window with the possible additions to that spell that could be added in just a few clicks and would allow you to on the fly ready the spell you want to cast for any situation with just a few clicks:

-Attack (add 2 purple die + character's casting skill),
-Fire (add the number of purple normally required for this attack spell addition automatically),
-Blast (add the number of purple normally required for this attack spell addition + a blue because of a magic item that always gives a blue for blast automatically),
-Close combat (add a Red because caster is unpracticed on this spell effect automatically), etc.
- and then click roll, and have THAT be how the spell casters populate the spell action's dicepool.

Naturally the player or GM would need to set these up individually but once they were set up spells could be as easy as a few clicks: Attack -> Fire-> Blast -> Close -> Roll -> Result

As long as I am pie in the sky dreaming here, it would be great if the generated result looked for spell effects that were activated: for instance in the above roll lets say that the dice pool generates 3 successes and 3 advantage. This provides the damage total same as if it were a weapon, and then lets you know something like: "you may spend 2 advantage to activate the blast effect."

Hopefully this adequately describes what I am imagining. Thanks again for all your work on this! Hope it helps.

So you are wanting a link to quickly reference the spell description in the action tab? What I do is use the Author extension and add the Core Rulebook. Which means I can quickly access any rule I want and link it anywhere links can be placed. Normaly I place them in the tool bar for rules to quickly that am going to use that session. That being said if all you want to do is add is the spell description that is do-able as well and wouldn't take that much time to do. If you wanted it in the action tab just link it in the description of the spell. Hope that helps.

mossfoot
September 16th, 2021, 03:40
Edge of the Empire Libraries

Fixed Defenses of NPCs to reflect the changes made to the order.

Age of Rebellion Libraries

Added NPCs and Vehicles from the Adventure in the back of the Age of Rebellion Core Rulebook I missed.
Added NPCs that were ungrouped from Fully Operational to Age of Rebellion Library group.
Fixed Defenses of NPCs to reflect the changes made to the order.

Force and Destiny Libraries

Added NPCs from the Adventure in the back of the Force and Destiny Core Rulebook I missed.
Fixed Defenses of NPCs to reflect the changes made to the order.

All Genesys Libraries

Add (GEN) at the Beginning of the name of the libraries in FG so that they are easier to find.


I also altered the SW in front of the Star Wars Libraries from SW to (SW), to be more consistent with the Genesys Libraries.

I still need to correct the defense zones for the Genesys Libraries. That should be done soon. Just forgot it as I was writing this post. oh well :)

So are the libraries now being automatically updated with the subscription like johniba's ruleset? Or do we still need to add them in separately?

Xarax
September 16th, 2021, 03:49
So you are wanting a link to quickly reference the spell description in the action tab? What I do is use the Author extension and add the Core Rulebook. Which means I can quickly access any rule I want and link it anywhere links can be placed. Normaly I place them in the tool bar for rules to quickly that am going to use that session. That being said if all you want to do is add is the spell description that is do-able as well and wouldn't take that much time to do. If you wanted it in the action tab just link it iNow n the description of the spell. Hope that helps.

No, none of this is what I am looking for. You were closer with the spell wizard idea.

What i suppose it boils down to is being able to have a dice box in the actions tab that will add dice without attaching a skill but will add dice to the already existing dice pool.

Click once on the basic spell (attack, barrier, conjuring, etc) and then click once on each the spell augmentation I wish to include.


So click attack. It does exactly what it does right now-- it adds difficulty entered on the spell and the skill attached to the casting.
Now i want to add blast, so i would click on the blast entry and it would add dice to the already generated dice pool from the previously generated attack pool NOT try to create a whole new dice pool attached to that skill.


Yes, I know I can create an attack that has blast already worked into it. That isn't the point nor is it convenient to do every for every possible combination. What I am suggesting is to try to make the interface work the way casting works as simply as possible. Choose your spell, add your augments, roll the dice.

sevrick
September 16th, 2021, 03:57
So are the libraries now being automatically updated with the subscription like johniba's ruleset? Or do we still need to add them in separately?

As far as I know you still have to download the libraries them through the cloud.

mossfoot
September 16th, 2021, 04:04
So on the character sheet is the Portrait section supposed to represent the player themselves instead of the character they play? When I click on it it gives a different range of images to use (I just use the characters own token for them anyway). Does anyone use it for that purpose?

I ask in part because I wonder if the Portrait button could be made to function differently (or if there is any desire for that). I had mentioned before perhaps adding a tab exclusively for a "hero portrait" of the character (players like that sort of thing) but maybe the portrait button could be modified for that instead?

mossfoot
September 16th, 2021, 04:08
As far as I know you still have to download the libraries them through the cloud.

Good to know (might want to see if there is a way to add them to the same subscription?)

johniba
September 16th, 2021, 06:36
Good to know (might want to see if there is a way to add them to the same subscription?)

I have not put the libraries in The Forge yet.

I will check some things, and see if I can

sevrick
September 16th, 2021, 12:50
I just signed up for the forge and can add the libraries I think. I will do it if I can.

johniba
September 16th, 2021, 15:44
Hey everyone, so I am testing a feature we wanted for a long time:

The ability for you to export/import descriptions to all records in libraries.
This feature will allow people to keep their edited descriptions, and whenever they download new libraries and/or start a new campaign, they can sync those descriptions, keeping their hard work intact

I will also see that we have a feature in the /export code, to allow the creation of libraries without description, hopefuly making Sevrick's work easier.

This is great because this solution can be done from FG itself, and does not need an external program like I was thinking I could end up needing to create.

I will keep you all updated, but this should be in the next release soon.

johniba
September 16th, 2021, 19:01
So you are wanting a link to quickly reference the spell description in the action tab? What I do is use the Author extension and add the Core Rulebook. Which means I can quickly access any rule I want and link it anywhere links can be placed. Normaly I place them in the tool bar for rules to quickly that am going to use that session. That being said if all you want to do is add is the spell description that is do-able as well and wouldn't take that much time to do. If you wanted it in the action tab just link it in the description of the spell. Hope that helps.



I should start doing that... creating a library module for when I play again, it is a good idea.

sevrick
September 16th, 2021, 21:26
I should start doing that... creating a library module for when I play again, it is a good idea.

Yeah its alot of work but definently worth it. Right now I have been making mine super fancy by add art from the books to make it as professional as possible. Also I am so excited to have the import/export feature.

sevrick
September 17th, 2021, 02:28
Something I noticed is that clicking the rebuild obligation button doesn't refresh any changes to character obligation until the character that had an obligation change is deleted from the party sheet and re-added and the rebuild obligation button clicked again.

johniba
September 17th, 2021, 17:48
Something I noticed is that clicking the rebuild obligation button doesn't refresh any changes to character obligation until the character that had an obligation change is deleted from the party sheet and re-added and the rebuild obligation button clicked again.


Thanks Sevrick, I found the cause of the issue and fixed it. Should be in the next upload.

sevrick
September 22nd, 2021, 02:10
I was wondering if you could increase the size of the Light and Dark Force symbol. Because right now it isn't much bigger than a period. You probably already know about just thought I would mention it incase it was overlooked.

johniba
September 22nd, 2021, 04:04
I was wondering if you could increase the size of the Light and Dark Force symbol. Because right now it isn't much bigger than a period. You probably already know about just thought I would mention it incase it was overlooked.

Yes, I will definitelly make them bigger, and also fix their weird appearance and location when text is in bold, for example

johniba
September 22nd, 2021, 13:43
Hi everyone, a quick status update on the development:

I have finished the complete Backup and Restore functionality for Description fields, and I REALLY like how easy it is to use it, and how it works.
I am only now finishing one last step, which is the ability to select wheter you want to export your libraries with or without descriptions if you want to export your own libraries (well this is mainly for sevrick right now, since he does a lot of work with those)

This new backup/restore makes it super easy for everyone to use the provided libraries, add their descriptions, and even if you download new versions of the libraries, and even if you start a new campaign, those descriptions will be available.

All of this with no need for external programs, and no need to do any copying filed and opening folders... all done from inside FG itself :)


I feel like I am always improving my knowlege of FG coding and also learning new ways to do more complex stuff in it, and I feel more and more confident I can pull off some "difficult" stuff, like the specialization trees I will work soon!
(My code is probably not pretty most of the time, but I like how everything is going)

sevrick
September 22nd, 2021, 16:06
This is awesome work thanks for doing this. I spent a long time pestering the maker of the old ruleset asking "when are you going to upload a Unity version?"This new ruleset has turned out better than I could have hoped for.:)

johniba
September 22nd, 2021, 17:43
This is awesome work thanks for doing this. I spent a long time pestering the maker of the old ruleset asking "when are you going to upload a Unity version?"This new ruleset has turned out better than I could have hoped for.:)

Thanks man, this feels so good to hear.
I found great pleasure developing this, some passion i thought i left behind with my younger years when i would stay up at night programming and studying.
As I grew old, I still loved programming, but it was basically work, and done.

Now, sometimes i spend long hours, sometimes i see the sun rise, while i am coding these rulesets, learning stuff, getting excited when i manage to do something cool.

I can say Genesys RPG brought the same thing to me, as an RPG.... so Genesys, Star Wars and the creation of these rulesets really give me a lot of pleasure

You working together with your awsome work with the libraries, and everybody here contributing with ideas and reporting errors is so great.

Thank you so much

saintjared
September 22nd, 2021, 22:50
I just wanted to thank you gentlemen for some wonderful work!

johniba
September 23rd, 2021, 03:00
I have finished the next release, but it is awaiting approval on the Forge

Meanwhile, here is a video tutorial, showing how the new Descriptions Backup/Restore works (mainly useful to all GMs out there that want to add more info to their libraries), and also how the option to export libraries without descriptions works (mainly for Sevrick or other people that want to publicly share libraries)

The video is a bit long, I apologize but I hope you all like.

This feature will be available tomorrow


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

Xarax
September 23rd, 2021, 03:14
Awesome @Johniba. Are the Classic files in Google drive updated?

johniba
September 23rd, 2021, 03:21
Awesome @Johniba. Are the Classic files in Google drive updated?

Yes they are ;)

EDIT: oh the forge just approved the updates... i will create a new reply here with some info

johniba
September 23rd, 2021, 03:26
NEW RELEASE!
Version 2021-09-22

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

Fixes:
- (Star Wars) Party Sheet -> Main: added Obligation/Duty/Morality totals to character stats list.
- (Star Wars) Party Sheet -> GM Rolls: fixed an issue where the Obligation or Duty rolls would not update correctly.
Please notice that listed totals for Obligation, Duty, Morality on this list will not auto update on purpose. GMs should always hit "rebuild" to update the whole list and dice roll values.
- Special Abilities database: changed internal name of description field from "text" to "description", to match other databases.
(If you entered any descriptions to special abilities you will have to edit them again... sorry for the trouble)
- Character Sheet -> Notes: changed the field internally from "notes" to "description", to make it consistent with other records.
(If any character had info in the notes field, they will need to be re-added. If anyone really need to recover info from the old field let me know, and I can create a way to restore)


Improvements:
- Help window for entering special symbols in text:
Most text fields in both rulesets accept special code that when entered, will be replaced with dice symbols and dice symbol results
Since it is hard to remember those, whenever you right-click a text box, you can now click an option to display a useful help window.
This window will show a list of all special code you can enter in text boxes.

- PC/NPC Sheet -> Action -> Power:
When adding a new power, it will also automatically add an Action to that power (you can still add more actions, or even remove them)
Typing a skill in the action for the skill roll will auto-fill/suggest the skill name.

- Description Backup / Restore:
This is a NEW FEATURE.
Backup all descriptions you have edited in any of the downloaded libraries, and easly restore them into any of your campaigns.
Please check the tutorial video for more details on how to use this new feature.

- Export Utility: When exporting your data into a library module, you can choose if you want do also export all records with or without text from description fields





How to download the new version:

FG Unity:
You can subscribe to both rulesets in FG Forge. This will ensure that they are automatically downloaded whenever I upload a new version.
(P.S.: everytime I upload a new version here in the forums, it may take a few hours for it to show up in Forge, as it requires Moderators to approve)
(P.S.: If you have already done this before, you only need to click "Check for Updates" in FG Unity, and the download will start)

To subscribe and download the rulesets, follow the links:
Genesys: https://forge.fantasygrounds.com/shop/items/143/view
Star Wars: https://forge.fantasygrounds.com/shop/items/159/view
(Remember, if you want to use the Star Wars ruleset, make sure to subscribe/download BOTH)

FG Classic
You can download both rulesets in the link below
Make sure to save them in your "rulesets" directory

https://drive.google.com/drive/folders/1UNyE7f7qbI5It8cCHmoEoWSoSeVhWxR-?usp=sharing
Modules and other extensions need to be downloaded from the above link also (even FG Unity, they are not in the Forge)

Updated files:
- Genesys.pak
- StarWarsFFG.pak


Download Genesys ruleset even if you are playing Star Wars
Always remember to download BOTH rulesets if you intend to use Star Wars




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

Xarax
September 23rd, 2021, 05:30
@Johniba I've been bugging about the black text primarily in the story tab for the futuristic theme that doesnt show up well. Looks like the problem I am having is a bad interaction with the author program, NOT anything that your framework is doing. Sorry for the confusion! There are still the places on the character sheet and the vehicles tab where the text is difficult to read but the story one is ALL author. Thanks again!

johniba
September 23rd, 2021, 12:38
@Johniba I've been bugging about the black text primarily in the story tab for the futuristic theme that doesnt show up well. Looks like the problem I am having is a bad interaction with the author program, NOT anything that your framework is doing. Sorry for the confusion! There are still the places on the character sheet and the vehicles tab where the text is difficult to read but the story one is ALL author. Thanks again!

Noted! I just tested here with the futuristic theme and I can see what you mean.
Should be easy to fix, I will do my best to fix for the next release

sevrick
September 23rd, 2021, 13:36
Age of Rebellion Libraries

Added Desperate Allies source book to the Libraries.

johniba
September 23rd, 2021, 14:56
@Johniba I've been bugging about the black text primarily in the story tab for the futuristic theme that doesnt show up well. Looks like the problem I am having is a bad interaction with the author program, NOT anything that your framework is doing. Sorry for the confusion! There are still the places on the character sheet and the vehicles tab where the text is difficult to read but the story one is ALL author. Thanks again!

Hey Xarax,

I am glad to say I found the issues and fixed them!
On the next release, hopefuly near the weekend, you will be able to test this.
I have fixed all issues I could see with fonts that were dark, now they will just be the default color for whatever Theme you use.
I still have one issue though: some of the vertical tabs I created (for example vehicle tab) I need to remake them because they look terrible if not completely unreadable in some themes.
The main challenge is that they are actually images instead of text, but I am sure I can make them better (maybe ready for the weekend)

johniba
September 23rd, 2021, 14:58
Age of Rebellion Libraries

Added Desperate Allies source book to the Libraries.


Hey Sevrick

Later let me know if the new export without descriptions is working fine for you ok?
Just as an extra precaution: make a copy of your whole campaign folder, just in case ok? I do not expect any hard crashes, and just like i explain in the video, there are steps in case it crashes, but we never know
This code for the export/restore of the descriptions executes over all records in the campaign, and although i did a lot of test, we never know, it is better to be safe

sevrick
September 23rd, 2021, 14:59
@Johniba I've been bugging about the black text primarily in the story tab for the futuristic theme that doesnt show up well. Looks like the problem I am having is a bad interaction with the author program, NOT anything that your framework is doing. Sorry for the confusion! There are still the places on the character sheet and the vehicles tab where the text is difficult to read but the story one is ALL author. Thanks again!

I use Author quite alot maybe if you tell me the issue in greater detail I can help.

You might try the /scaleui command.

johniba
September 23rd, 2021, 22:54
NEW RELEASE!
Version 2021-09-23

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

Fixes:
- Small fixes in several text boxes, to make them compatible with other FFG Themes (like FG Dark, FG Futuristic and many others)
Hopefully the rulesets are now compatible with most if not all Themes designed for CoreRPG or DND5
P.S.: Some vertical tabs still display text in a blurred tone, I will fix this in a later release.

How to download the new version:

FG Unity:
You can subscribe to both rulesets in FG Forge. This will ensure that they are automatically downloaded whenever I upload a new version.
(P.S.: everytime I upload a new version here in the forums, it may take a few hours for it to show up in Forge, as it requires Moderators to approve)
(P.S.: If you have already done this before, you only need to click "Check for Updates" in FG Unity, and the download will start)

To subscribe and download the rulesets, follow the links:
Genesys: https://forge.fantasygrounds.com/shop/items/143/view
Star Wars: https://forge.fantasygrounds.com/shop/items/159/view
(Remember, if you want to use the Star Wars ruleset, make sure to subscribe/download BOTH)

FG Classic
You can download both rulesets in the link below
Make sure to save them in your "rulesets" directory

https://drive.google.com/drive/folders/1UNyE7f7qbI5It8cCHmoEoWSoSeVhWxR-?usp=sharing
Modules and other extensions need to be downloaded from the above link also (even FG Unity, they are not in the Forge)

Updated files:
- Genesys.pak
- StarWarsFFG.pak


Download Genesys ruleset even if you are playing Star Wars
Always remember to download BOTH rulesets if you intend to use Star Wars

johniba
September 23rd, 2021, 22:55
@Johniba I've been bugging about the black text primarily in the story tab for the futuristic theme that doesnt show up well. Looks like the problem I am having is a bad interaction with the author program, NOT anything that your framework is doing. Sorry for the confusion! There are still the places on the character sheet and the vehicles tab where the text is difficult to read but the story one is ALL author. Thanks again!

Hey Xarax

I pushed the update today, fixing these issues on the black boxes (except the one that is caused by author like you said)
Let me know if you find anything still bugged, ok?

johniba
September 23rd, 2021, 22:57
So this week I will be working on updating the Actions (weapons, powers) rolls, to allow adding any amount of any type of die, as extras to the roll
I will also finally activate vehicle sharing

After that, I will focus all my attention on the Specialization Trees and Talents!

Xarax
September 24th, 2021, 01:44
Hey Xarax

I pushed the update today, fixing these issues on the black boxes (except the one that is caused by author like you said)
Let me know if you find anything still bugged, ok?

Checking this over, it seems like the check boxes and rank pips are still not right set to a specific font color, on the Abilities tab the ranked number talents boxes are still set to a specific font color (though this is low priority since you are about to change the whole way talents is done), and the notes tab experience boxes are still set to a specific font color.

johniba
September 24th, 2021, 01:54
Checking this over, it seems like the check boxes and rank pips are still not right set to a specific font color, on the Abilities tab the ranked number talents boxes are still set to a specific font color (though this is low priority since you are about to change the whole way talents is done), and the notes tab experience boxes are still set to a specific font color.

checkboxes and rank pips are a bit tricky... as they are images.
I will see if I can find out the exact name they are used in other themes, and rename mine... maybe that will allow themes to fix them.
Now, ranked number talent boxes... are you on star wars or genesys? did you download both?

It is a bit strange, it shows ok here.

Xarax
September 24th, 2021, 01:57
checkboxes and rank pips are a bit tricky... as they are images.
I will see if I can find out the exact name they are used in other themes, and rename mine... maybe that will allow themes to fix them.

Hope it's an easy fix.


Now, ranked number talent boxes... are you on star wars or genesys? did you download both?

It is a bit strange, it shows ok here.

I am using the genesys ruleset for classic. Haven't checked the unity version yet as I am not running my game on that platform.

49255
49256

sevrick
September 24th, 2021, 02:15
Loving the new features it's a real elegant solution to import/exporting. I am still doing some testing but so far everything is working.

Also I am wondering if it is possible to import and export images that are in the description. I understand if it is too complicated but Author has a feature where you can add images to your campaign then link them to story entries. The impressive thing is you can export the module while unchecking Images and story and checking Reference Manual. When you open the exported module the image and story entry are no longer in the database but stored in the reference manual. Not sure how he did this.

This is purely a brain storm. Don't feel in any way obligated to make this happen.

All said and done just looking for away to add images to Items with out having the image database cluttered.

Edit:

Also Careers have no scroll bar.
Can I assume that summery in the talents section refers to what it says in the actual tree apposed to the full description? So it will retroactively be applied when trees are implemented? Because they aren't backed up when you export talents.
Also the summary box doesn't allow you to bold text.
Attachments don't backup: Use with, Base Modifiers, or Modification Options.

johniba
September 24th, 2021, 14:38
Hope it's an easy fix.



I am using the genesys ruleset for classic. Haven't checked the unity version yet as I am not running my game on that platform.

49255
49256

Ah ok, thanks for these screenshots, they are very useful to pinpoint the issue.
I tested only FGU, that is my mistake
I will surely fix them in FGC and release a patch soon

johniba
September 24th, 2021, 14:51
Loving the new features it's a real elegant solution to import/exporting. I am still doing some testing but so far everything is working.

Also I am wondering if it is possible to import and export images that are in the description. I understand if it is too complicated but Author has a feature where you can add images to your campaign then link them to story entries. The impressive thing is you can export the module while unchecking Images and story and checking Reference Manual. When you open the exported module the image and story entry are no longer in the database but stored in the reference manual. Not sure how he did this.

This is purely a brain storm. Don't feel in any way obligated to make this happen.

All said and done just looking for away to add images to Items with out having the image database cluttered.

Edit:

Also Careers have no scroll bar.
Can I assume that summery in the talents section refers to what it says in the actual tree apposed to the full description? So it will retroactively be applied when trees are implemented? Because they aren't backed up when you export talents.
Also the summary box doesn't allow you to bold text.
Attachments don't backup: Use with, Base Modifiers, or Modification Options.



This looks like a really nice idea, and yeah I will check how to export images too.

Also:

- I will fix the careers with a scrollbar
- Looking at the summary field, yeah i didnt remember why I created it, but for sure it is for the text box description in Talent Trees.
Also this field is internally just a text box and does not support formatting...

So here is an idea, let me know what you think:
I can make summary into a full formatted text field (it will allow bold etca), and also put it in backup/restore
So for now, do not input any info in summary, until I change it into formatted, text...

For attachments, I will put those fields in the backup too :)

sevrick
September 24th, 2021, 16:40
This looks like a really nice idea, and yeah I will check how to export images too.

Also:

- I will fix the careers with a scrollbar
- Looking at the summary field, yeah i didnt remember why I created it, but for sure it is for the text box description in Talent Trees.
Also this field is internally just a text box and does not support formatting...

So here is an idea, let me know what you think:
I can make summary into a full formatted text field (it will allow bold etca), and also put it in backup/restore
So for now, do not input any info in summary, until I change it into formatted, text...

For attachments, I will put those fields in the backup too :)

Sounds good. Yeah backing up summary as well is a good idea since it will have copyrighted material in it.

DraaGulFireclaw
September 24th, 2021, 18:03
Please add a way to restore the notes on the character sheets.

I lost hundreds of lines of descriptions due to the update, and that really damn sucks.

EDIT 1: The new update is unusable for me, because ALL descriptions of EVERYTHING is gone.

That's just outright terrible. All my custom-made special abilities had their descriptions wiped. All of my NPCs had their notes wiped. The data is still there, just isn't grabbed and displayed on the sheet because of the internal change.

EDIT 2: Nevermind that. Just please change the variables back. Why would you change them in the first place? Just to be uniform? But why?

You just do not change variables like that when people are already using the software. You just outright "deleted" any and all notes written on special abilities, PCs, NPCs, etc.

sevrick
September 24th, 2021, 20:08
I don't know what has happened but to be on the safe side I would suggest backing up your Campaign folder before you open it with the update installed. If you can do that. It might be possible for Johniba to upload a previous version to download. So that the information maybe saved in a text document or somthing outside of FG.
If you havent downloaded the update I would still backup just incase.

I know this doesn't help the rest of you. I am not sure if Johniba has a method of retrieving lost notes or not.

For now I am posting this as a preventative measure just incase some of you read this before. I am not involved with the code so Johnina will have a more accurate picture.

sevrick
September 25th, 2021, 01:04
All Genesys Libraries

Corrected stats that appeared in the descriptions.

sevrick
September 25th, 2021, 01:20
So I was going to update the Star Wars Libraries and I noticed that when I try to export it by not checking the Descriptions check box next to Player module, it still exports the descriptions I have made.

johniba
September 25th, 2021, 06:58
So I was going to update the Star Wars Libraries and I noticed that when I try to export it by not checking the Descriptions check box next to Player module, it still exports the descriptions I have made.

I think I found the issue in the code that removed descriptions, Sevrick.

I think i fixed it, and I am almost done with improving it to handle the talent summary, and the other attachment fields.

This code with backup/restore/export is quite complex, and although i am being careful, please make a manual backup of your campaign directory just in case, ok?

I will probaly release the next version today, with all the fixes involving this

johniba
September 25th, 2021, 15:48
Please add a way to restore the notes on the character sheets.

I lost hundreds of lines of descriptions due to the update, and that really damn sucks.

EDIT 1: The new update is unusable for me, because ALL descriptions of EVERYTHING is gone.

That's just outright terrible. All my custom-made special abilities had their descriptions wiped. All of my NPCs had their notes wiped. The data is still there, just isn't grabbed and displayed on the sheet because of the internal change.

EDIT 2: Nevermind that. Just please change the variables back. Why would you change them in the first place? Just to be uniform? But why?

You just do not change variables like that when people are already using the software. You just outright "deleted" any and all notes written on special abilities, PCs, NPCs, etc.

Hi DraaGulFireclaw.


I will release a new version today, and will make sure to include code that will restore those notes.

Also, since you have a lot of information added like you said, please make a backup copy of you campaign folder before using the backup and restore, and before using the next update I will upload today, that will upgrade/fix those fields
I think this is a part of the ruleset that if bugged, can cause issues of data loss. I am working hard not to have data loss, but it is a safety measure.

johniba
September 25th, 2021, 20:42
NEW RELEASE!
Version 2021-09-25

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

Fixes:
- Database Description fields:
Since a few releases back (September 12 and later) I have updated several description fields.
These changes were in order to speed up the code that backs-up and restores descriptions.
That unfortunately affected users that had entered data in those fields, making them unavailable.
This release addresses that.
When opening the campaign, the ruleset will scan through the database, updating the description field in the following tables, bringing back values entered in the previous versions of those description fields:
The databases are: PC, NPC, species_archetype, special_abilities, vehicles.
I apologize for the inconvenience and stress this may have caused some of you.
It is extremely advisable to backup your campaign folder before using this new version
I do not expect an issue occuring, or any data losses, as I have tested this new functionality, but it is really safer to have a backup copy.
If you have any issues regarding this, contact me asap and I will see how I can help.


- Small fixes in formatting several text boxes, to make them compatible with other FFG Themes (like FG Dark, FG Futuristic and many others)
(P.S.: there are still some issues with FG Classic, and I will fix them on the next release)
Hopefully the rulesets are now compatible with most if not all Themes designed for CoreRPG or DND5

- Talent record: added scrollbar to the window
- Talent record: Summary field now accepts text formatting

Improvements:
- PC/NPC Sheet -> Skills:
Improved visuals for skills, showing Ability+Proficiency Dice for each skill.
Displayed Dice also take into account if the character has any temporary modifier on their characteristics.




How to download the new version:

FG Unity:
You can subscribe to both rulesets in FG Forge. This will ensure that they are automatically downloaded whenever I upload a new version.
(P.S.: everytime I upload a new version here in the forums, it may take a few hours for it to show up in Forge, as it requires Moderators to approve)
(P.S.: If you have already done this before, you only need to click "Check for Updates" in FG Unity, and the download will start)

To subscribe and download the rulesets, follow the links:
Genesys: https://forge.fantasygrounds.com/shop/items/143/view
Star Wars: https://forge.fantasygrounds.com/shop/items/159/view
(Remember, if you want to use the Star Wars ruleset, make sure to subscribe/download BOTH)

FG Classic
You can download both rulesets in the link below
Make sure to save them in your "rulesets" directory

https://drive.google.com/drive/folders/1UNyE7f7qbI5It8cCHmoEoWSoSeVhWxR-?usp=sharing
Modules and other extensions need to be downloaded from the above link also (even FG Unity, they are not in the Forge)

Updated files:
- Genesys.pak
- StarWarsFFG.pak


Download Genesys ruleset even if you are playing Star Wars
Always remember to download BOTH rulesets if you intend to use Star Wars

Xarax
September 25th, 2021, 21:22
AHHH! The new skills tab interface is gorgeous! Looks so great Johniba!

Classic is still missing proper formatting of experience boxes and and talent ranks but low priority on those.

I did also lose the descriptions for the skills that I had worked on but everything else seems to be in proper order. Also low priority on these.

All and all amazing update Johniba! Are skill rolls able to be dragged from the sheet to the quick bar and adding blue or black dice to the skill bar on the list for the next update? Cannot wait!

Edit: Also noticed that certain formatting in story and table areas have been corrupted:

49280

johniba
September 25th, 2021, 23:54
AHHH! The new skills tab interface is gorgeous! Looks so great Johniba!

Classic is still missing proper formatting of experience boxes and and talent ranks but low priority on those.

I did also lose the descriptions for the skills that I had worked on but everything else seems to be in proper order. Also low priority on these.

All and all amazing update Johniba! Are skill rolls able to be dragged from the sheet to the quick bar and adding blue or black dice to the skill bar on the list for the next update? Cannot wait!

Edit: Also noticed that certain formatting in story and table areas have been corrupted:

49280


Ah skills, let me check if they had an old description field name, i can also fix those super easy

That one in story, what are those? Dice symbols?

Xarax
September 25th, 2021, 23:56
That one in story, what are those? Dice symbols?
Yes

johniba
September 26th, 2021, 00:00
Yes

I cannot find any recent update in the code for story and tables.

When did you notice this issue? What was the previous version you were using when you edited those, do you remember?

Also, if you try to edit the field, and add the dice codes ([D] for example) does it display correctly after?

I will need to test this in FGClassic, could be an issue restricted to classic


EDIT:
Hey Xarax, please download the Genesys.pak again.
I added skills to the upgrade code, so old descriptions that you edited should show up now

Xarax
September 26th, 2021, 01:10
It's an older problem maybe three or four updates ago. I fixed all the instances myself thinking it was a one-time problem but it didn't stay that way after I did an export. Might be a problem with author again.

damned
September 26th, 2021, 01:16
It's an older problem maybe three or four updates ago. I fixed all the instances myself thinking it was a one-time problem but it didn't stay that way after I did an export. Might be a problem with author again.

Author doesnt dictate what is exported. That is a ruleset setting.

johniba
September 26th, 2021, 01:43
It's an older problem maybe three or four updates ago. I fixed all the instances myself thinking it was a one-time problem but it didn't stay that way after I did an export. Might be a problem with author again.

I will have to test this author extension and look.

The thing is, the code I wrap up around text fields to reformat into those character replacements with symbols are replacing some of the scripts some main classes in core.

It could be a class that is being edited in author, and then my ruleset is not working with it.

If you manage to reproduce the error, let me know what steps you did


I cannot open the code from the Author extension, it is blocked in the vault.

Without looking at it, it is a bit harder to investigate and fix.

I may have to move the /export modification I did to a different window, maybe that could help

Xarax
September 26th, 2021, 02:02
Skill description still empty.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=49281&stc=1&d=1632618056

johniba
September 26th, 2021, 02:12
Skill description still empty.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=49281&stc=1&d=1632618056

If you would be ok with it, could you zip your campaign and send to me in a private message?

I need to have a look at the xml for the skills

srbongo
September 26th, 2021, 03:59
I'm getting an issue where entered vehicles aren't showing criticals or ship weapons on the Vehicle tab, anyone else getting this?

johniba
September 26th, 2021, 06:34
I'm getting an issue where entered vehicles aren't showing criticals or ship weapons on the Vehicle tab, anyone else getting this?

Hey srbongo... yeah i just found the issue.
I am going to release a fix soon

mossfoot
September 26th, 2021, 07:22
Hey johniba

Been away for a few weeks, so I am behind on what all the updates are. But I did notice the improvement to how skills are represented. Very nice.

Can't wait to see what's next :D

johniba
September 26th, 2021, 07:45
Hey johniba

Been away for a few weeks, so I am behind on what all the updates are. But I did notice the improvement to how skills are represented. Very nice.

Can't wait to see what's next :D



Hey mossfoot, how are you... welcome back
So recently I think the big updates were:

- Improved Party Window (specially for star wars with a tab for assisting on rolling duty/obligation
- party dicepool monitoring from party sheet
- Add modifiers to characteristics, Wounds/Strain threshold
(for characteristics, these modifiers will automatically affect the character dice pool, for example adding or removing characteristic dice. For wound/strain it is just a visual reminder that the character has a modifier... useful for example, for affected character due to their duty,morality,obligation roll)

- Backup/Restore description data from records (usefull to sync your descriptions with libraries, in new and current campaigns (check the video in the original post, for a tutorial)
- right click on a text field, and select a pop up window that helps remember special code that will display dice and symbols on text

And yeah the improvement in the skill window...

Now my next step is:

- I want to improve the Actions tab: add the ability to add any type and quantity of dice to a roll, either in a weapon or a power record.
I hope this will mitigate the current lack of automation that would take talents, etca into consideration when rolling.
- Finally activate a way for PCs to share their vehicles, and multicrew them

And after that i will focus on the Specialization Trees (i already have a very cool idea on how to make it look nice, and be easy to use...

johniba
September 26th, 2021, 07:47
NEW RELEASE!
Version 2021-09-26

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

Fixes:
- Char/NPC Current Vehicle: fix for current vehicle not displaying weapons, critical, attachments

Improvements:



How to download the new version:

FG Unity:
You can subscribe to both rulesets in FG Forge. This will ensure that they are automatically downloaded whenever I upload a new version.
(P.S.: If you have already done this before, you only need to click "Check for Updates" in FG Unity, and the download will start)

To subscribe and download the rulesets, follow the links:
Genesys: https://forge.fantasygrounds.com/shop/items/143/view
Star Wars: https://forge.fantasygrounds.com/shop/items/159/view
(Remember, if you want to use the Star Wars ruleset, make sure to subscribe/download BOTH)

FG Classic
You can download both rulesets in the link below
Make sure to save them in your "rulesets" directory

https://drive.google.com/drive/folders/1UNyE7f7qbI5It8cCHmoEoWSoSeVhWxR-?usp=sharing
Modules and other extensions need to be downloaded from the above link also (even FG Unity, they are not in the Forge)

Updated files:
- Genesys.pak
- StarWarsFFG.pak


Download Genesys ruleset even if you are playing Star Wars
Always remember to download BOTH rulesets if you intend to use Star Wars

srbongo
September 26th, 2021, 13:55
Hey srbongo... yeah i just found the issue.
I am going to release a fix soon

Awesome, thanks!

johniba
September 26th, 2021, 14:37
Awesome, thanks!

I released the fix last night, thanks a lot for reporting.
It was 4am when i modified and tested that, and the bug went unnoticed. :D
Thanks for reporting it!

If you find anything else let me know

mossfoot
September 26th, 2021, 19:08
I heard some talk earlier about adding the libraries to the subscription for Unity... has that happened yet? Is it a separate subscription? Or is it still on the to-do list?

sevrick
September 26th, 2021, 19:39
I do have a forge account and plan on uploading them but I think Johniba wanted me to wait on that untill somthing gets figured out. I honestly forgot what that was. :)

mossfoot
September 26th, 2021, 19:47
Heh, The Great Unity will occur... just give it time ;)

mossfoot
September 26th, 2021, 20:24
Just something to bring up, because I don't know if it's an issue for this program to deal with or some larger issue, but the narrative dice still can't be hidden from players view for GM rolls. Only the d10 rolls can be hidden.

Potentially useful feature - for the Party Sheet, perhaps there could be a way for the GM to tell if the items in the inventory are simply owned, carried, or equipped like on the character sheet?

johniba
September 27th, 2021, 00:54
Just something to bring up, because I don't know if it's an issue for this program to deal with or some larger issue, but the narrative dice still can't be hidden from players view for GM rolls. Only the d10 rolls can be hidden.

Potentially useful feature - for the Party Sheet, perhaps there could be a way for the GM to tell if the items in the inventory are simply owned, carried, or equipped like on the character sheet?

This is REALLY strange
I have tested it, and they do get hidden from players when I test it

Can you please give me a step by step so i can test?
Maybe i am doing something different

Also make sure to mention if you are on FGC or FGU

sevrick
September 27th, 2021, 02:16
I had and idea. I noticed that there is not symbol for a force die, meaning the commit force die symbol. The closest thing is the proficiency. You could add the same symbol you have for Proficiency die only make the inside a solid white to distinguish Proficiency from Committed Force die.

johniba
September 27th, 2021, 03:23
I had and idea. I noticed that there is not symbol for a force die, meaning the commit force die symbol. The closest thing is the proficiency. You could add the same symbol you have for Proficiency die only make the inside a solid white to distinguish Proficiency from Committed Force die.


I dont understand. There is a symbos for force die. Check the new "help window", by right clicking on a text box
It is listed in the right column

sevrick
September 27th, 2021, 04:06
I dont understand. There is a symbos for force die. Check the new "help window", by right clicking on a text box
It is listed in the right column

The commit Force Die. There is Actual 4 force symbols
(+): Light Pip
(-): Dark Pip
[F]: Light/Dark pip
??: Commited Force Die

Any force power that has a committed force die has it. As before the Proficiency [P] comes closest because they are both 10 sided dice. Having a solid white 10 sided die for the symbol would work while keeping the Proficiency die [P] the same.
Commit Force Die:
49293
Proficiency Die:
49294

johniba
September 27th, 2021, 04:43
The commit Force Die. There is Actual 4 force symbols
(+): Light Pip
(-): Dark Pip
[F]: Light/Dark pip
??: Commited Force Die

Any force power that has a committed force die has it. As before the Proficiency [P] comes closest because they are both 10 sided dice. Having a solid white 10 sided die for the symbol would work while keeping the Proficiency die [P] the same.
Commit Force Die:
49293
Proficiency Die:
49294

[F] is the force die. Do we need a distinct symbol also to represent dark+light?

I mean well, if in other websites and books the force die is represented like you showed, I can see what we can do
The big problem is how we are restricted to black and white, we cannot represent them in colors.

I am concerned that the white dice you linked is surely going to be confused a lot with proficiency

Let me see if i can come up with some "mock ups" and we can see if it is going to work

viresanimi
September 27th, 2021, 05:56
Do we need a distinct symbol also to represent dark+light?

I'd say "no". The seperate Light and Dark symbols was a thing in the early books, but was replaced with the general Light+Dark symbol entirely later on. It simply means Force Die. You can literally just replace any old symbol with the new one.

sevrick
September 27th, 2021, 12:53
[F] is the force die. Do we need a distinct symbol also to represent dark+light?

I mean well, if in other websites and books the force die is represented like you showed, I can see what we can do.
Ok now I am confused. Those images were screenshot streight from the offical books. We already have the force pip representing both light and dark pips. That is [F]. And that is great. But there is a big difference between that symbol and the Force Die.

The [F] symbol represents the choice you have when you use a force power. You can use light or dark. They changed to this symbol in later books when they knew more accurately how the light and dark force pips worked. It used to be just (+) and (-) which we have already as symbols. More about this on page 21 of the Force and Destiny Core Rulebook.

The Force Die
This represents the force die it's self, not the white/dark pips on its face. ie Enhance when you use it for ongoing effect to give you increased Brawn or agility. I use commited force die because that is where it comes up most when talking about it. The rules for the committed force die are on page 282 of the Force and Destiny Core Rulebook. Much in the same way you have a[D] representing the Difficulty Die and have (F), (T), and (D) for the symbols on the face of that die. You have the Force Die [Insert new Symbol here] and the symbols on it's face representing [F].

The reason I am looking for a this symbol to be added is when we add descriptions that symbol is going to come up whether you are entering a the description of a Force Power or Adding the books through Author. Since the Light/Dark Symbol aka [F], don't mean the same thing it could get confusing if we used that where ever it talks about a Force Die

As far as having a sold white symbol for The Force Die symbol and just the outline for a Proficiency, that was just a suggestion, I will leave that to you.

sevrick
September 27th, 2021, 15:45
I'd say "no". The seperate Light and Dark symbols was a thing in the early books, but was replaced with the general Light+Dark symbol entirely later on. It simply means Force Die. You can literally just replace any old symbol with the new one.

Not so. There are some abilties that specify specifically that you use light side you get x result you use dark side you get y result. For example Overwhelm Emotions Talent found on page 141 of the Edge of the Empire Core Rulebook. It wouldn't work if you just replaced all those light and dark symbols with dark/light symbol.

Also it doesn't mean the Force Die. More accurately it means the coice of either light or dark as a result when either one will work.

viresanimi
September 27th, 2021, 16:09
Yeah, the text will say if it is a dark side power or something. I think what you're saying is true for some of the early work and thus it might be confusing when the new symbol was introduced. I haven't come across anywhere where using the new symbol and replacing the old one's, caused any problems whatsoever, understanding exactly what a given talent / power would do.

I mean. I don't care one way or the other much really. I'm just going to use the new symbol, but if others need the old one's, I am not going to stop you. Different strokes for different folks and all that. And i do like options!


EDIT: Just hand another gander. Yeah. It does not mean force die, but force point. Which is what I meant to say, but failed to do correctly.

sevrick
September 27th, 2021, 16:24
Yeah, the text will say if it is a dark side power or something. I think what you're saying is true for some of the early work and thus it might be confusing when the new symbol was introduced. I haven't come across anywhere where using the new symbol and replacing the old one's, caused any problems whatsoever, understanding exactly what a given talent / power would do.

I mean. I don't care one way or the other much really. I'm just going to use the new symbol, but if others need the old one's, I am not going to stop you. Different strokes for different folks and all that. And i do like options!


EDIT: Just hand another gander. Yeah. It does not mean force die, but force point. Which is what I meant to say, but failed to do correctly.

It's not just in early material but is all through the Force and Destiny Core. ie battle meditation and bind Masterys to name a few.

However it is a bit off topic. We have those symbols

johniba
September 27th, 2021, 16:34
Yeah, the text will say if it is a dark side power or something. I think what you're saying is true for some of the early work and thus it might be confusing when the new symbol was introduced. I haven't come across anywhere where using the new symbol and replacing the old one's, caused any problems whatsoever, understanding exactly what a given talent / power would do.

I mean. I don't care one way or the other much really. I'm just going to use the new symbol, but if others need the old one's, I am not going to stop you. Different strokes for different folks and all that. And i do like options!


EDIT: Just hand another gander. Yeah. It does not mean force die, but force point. Which is what I meant to say, but failed to do correctly.


So here is an idea:

[F] - I will have to replace the symbol with another to represent the Force Die. It will still be [F], so for now, use [F] for force die, ok?
When I update the fonts, any descriptions where you used [F] will automatically show the new die symbol

For the other case, of representing the dark/light pip... we need an official name for this, and I will create a new code substitution.

So far here is the challenge:

There is no way to make the new Force die a "total white" icon, due to how the ttf in black and white represents that character
So the proficiency symbol is already white (because we cannot have a yellow one), and it is the way it is, because there is actually no white... only either black or nothing... so it needs to be like it is: a hexagon line, empty inside

I was thinking, how can i represent the force die in a way it will be recognizable, and wont be confused easly with proficiency?

I have done two mock-ups, please check the attachment.

49302

sevrick
September 27th, 2021, 17:21
So here is an idea:

[F] - I will have to replace the symbol with another to represent the Force Die. It will still be [F], so for now, use [F] for force die, ok?
When I update the fonts, any descriptions where you used [F] will automatically show the new die symbol

For the other case, of representing the dark/light pip... we need an official name for this, and I will create a new code substitution.

So far here is the challenge:

There is no way to make the new Force die a "total white" icon, due to how the ttf in black and white represents that character
So the proficiency symbol is already white (because we cannot have a yellow one), and it is the way it is, because there is actually no white... only either black or nothing... so it needs to be like it is: a hexagon line, empty inside

I was thinking, how can i represent the force die in a way it will be recognizable, and wont be confused easly with proficiency?

I have done two mock-ups, please check the attachment.

49302

Hm I see what you mean. Dang the limitations of FG. If it was between those 2 I would say the 1st, since at a glance you could confuse it with the [F].

If you can add letters how bought keep the same as the Proficiency and add an F inside it..

johniba
September 27th, 2021, 19:55
Hm I see what you mean. Dang the limitations of FG. If it was between those 2 I would say the 1st, since at a glance you could confuse it with the [F].

If you can add letters how bought keep the same as the Proficiency and add an F inside it..

I will try that
Need to see if it will be visible enough or too small
Tonight I will try it

johniba
September 28th, 2021, 05:18
I will try that
Need to see if it will be visible enough or too small
Tonight I will try it

This is my first test (attached image)
The F is very faint and thin... I will try tomorrow to make it more visible if possible

The good news is that I fixed all issues with symbols not aligning with other text, specially bold text

It is working in FGU but for some reason not in FGC... but i will fix this one also for sure

49306

mossfoot
September 28th, 2021, 06:30
This is REALLY strange
I have tested it, and they do get hidden from players when I test it

Can you please give me a step by step so i can test?
Maybe i am doing something different

Also make sure to mention if you are on FGC or FGU

I'm using FGU.

All I'm doing is creating a dice pool, making sure the eye to the right has a line through it, and making a roll.

I've also tried it with the eye having no line through it, and then again with the line through it.

In all cases, the percentage die results will not show up, while the narrative die results will show up.

Is it possible you've got some add on that's really common but not part of the vanilla build? As far as I know the only mods I have on my system are ones connected to this project

sevrick
September 28th, 2021, 12:21
This is my first test (attached image)
The F is very faint and thin... I will try tomorrow to make it more visible if possible

The good news is that I fixed all issues with symbols not aligning with other text, specially bold text

It is working in FGU but for some reason not in FGC... but i will fix this one also for sure

49306

I can't speak for everyone else but I like it. If you can make it bigger go for it, but it seems like a solid solution. I assume the code will be [ ] like all dice.

sevrick
September 28th, 2021, 12:58
I have uploaded the libraries to the Forge and is now pending approval but I left out the Force and Destiny until I am finished with Disciples of Harmony. So it will hopefully be available soon.

Also I have bundled them into one forge subscription, if you would rather have them separate let me know.

As for the Genesys Libraries I am not sure how particular they are on thumbnails. Since I use the cover art for my thumbnails I am not sure they will allow them to be uploaded. If not I will have to come up with a new thumbnail for them. If I do upload them the plan is to bundle the Genesys Libraries together.

johniba
September 28th, 2021, 14:26
I'm using FGU.

All I'm doing is creating a dice pool, making sure the eye to the right has a line through it, and making a roll.

I've also tried it with the eye having no line through it, and then again with the line through it.

In all cases, the percentage die results will not show up, while the narrative die results will show up.

Is it possible you've got some add on that's really common but not part of the vanilla build? As far as I know the only mods I have on my system are ones connected to this project


I think I found an issue, and I will be fixing it

I had the issue of the pool showing even when i want hidden, if I create a dice pool from scratch. By this i mean just clicking and adding dice to the dicepool box, and rolling it

If I start the dicepool from, lets say, clicking a character/npc weapon, that problem does not happen

I am going to fix this today, and release an update

johniba
September 29th, 2021, 02:46
Working on the Fonts symbol for Force Die and force points

I tried making the "F" inside the force die bigger, but it looks too small, or either it becomes a smudge.

So I am testing this other possibility... let me know what you think

Also notice, I adde (P) as a code for "Force Point", which by the way is using the old symbol that Force Die used

And... I made Lightside Force and Darkside Force bigger

49312

sevrick
September 29th, 2021, 03:01
Working on the Fonts symbol for Force Die and force points

I tried making the "F" inside the force die bigger, but it looks too small, or either it becomes a smudge.

So I am testing this other possibility... let me know what you think

Also notice, I adde (P) as a code for "Force Point", which by the way is using the old symbol that Force Die used

And... I made Lightside Force and Darkside Force bigger

49312

Sounds good. I suppose if we come up with a better solution we can change it, ie FG updating their code to allow colored fonts. One can dream :)

johniba
September 29th, 2021, 03:50
Sounds good. I suppose if we come up with a better solution we can change it, ie FG updating their code to allow colored fonts. One can dream :)

Yes, the good thing about this is that if we just change the character design, it does not affect any information entered in records

johniba
September 29th, 2021, 04:40
NEW RELEASE!
Version 2021-09-29

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

Fixes:
- Special Symbols and Dice in text:
Fixed alignment for all symbols in Genesys and Star Wars
(For FG Classic, there is still an issue with symbols overlapping when in Bold text. For now please use Normal font when displaying them. I will fix soon)

(Star Wars) Created a new symbol: (P) for Force Point. Please notice that Force Point is using the "old" symbol that was previously for Force Die.
(Star Wars) Do not worry if you entered text using the Force Die, there is no need to change or edit text: the new symbol will show up instead.
(Star Wars) Changed the Force Die symbol to a hexagon with black/white color.
(Star Wars) Enlarged both Lightside and Darkside symbols

- Fixed a bug in the dicepool where the rolled dice would display even when the GM selected for a hidden roll
This bug happened when if you created the dicepool from scratch (and not for example, by clicking a skill in the skill list, or a weapon in actions)


Important information Currently an incompatibility with "The Author" extension makes the new feature I created for /export databases without any description text not working
Dont worry! If you do not need to export libraries with no descriptions, The Author will work fine with both rulesets!
If you actually need to export a library with no descriptions, please disable The Author extension before opening the campaign and exporting.


How to download the new version:

FG Unity:
You can subscribe to both rulesets in FG Forge. This will ensure that they are automatically downloaded whenever I upload a new version.
(P.S.: everytime I upload a new version here in the forums, it may take a few hours for it to show up in Forge, as it requires Moderators to approve)
(P.S.: If you have already done this before, you only need to click "Check for Updates" in FG Unity, and the download will start)

To subscribe and download the rulesets, follow the links:
Genesys: https://forge.fantasygrounds.com/shop/items/143/view
Star Wars: https://forge.fantasygrounds.com/shop/items/159/view
(Remember, if you want to use the Star Wars ruleset, make sure to subscribe/download BOTH)

FG Classic
You can download both rulesets in the link below
Make sure to save them in your "rulesets" directory

https://drive.google.com/drive/folders/1UNyE7f7qbI5It8cCHmoEoWSoSeVhWxR-?usp=sharing
Modules and other extensions need to be downloaded from the above link also (even FG Unity, they are not in the Forge)

Updated files:
- Genesys.pak
- StarWarsFFG.pak

sevrick
September 29th, 2021, 12:54
Looks good. If you enter the code where it goes with no spaces to either side it looks just right. The was one thing I was wondering about. Is it possible to reduce the automatic spaces add in between difficulty dice. Not sure how it works but, maybe removing one space to it's left and right would do the trick. Other than that looks spot on. This will defiantly scratch my OCD side :).

johniba
September 29th, 2021, 12:57
Looks good. If you enter the code where it goes with no spaces to either side it looks just right. The was one thing I was wondering about. Is it possible to reduce the automatic spaces add in between difficulty dice. Not sure how it works but, maybe removing one space to it's left and right would do the trick. Other than that looks spot on. This will defiantly scratch my OCD side :).

Yes, I can adjust their position and spacing. I will adjust it for difficulty then :)