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sevrick
September 29th, 2021, 21:08
I didn't think I would need it but I ended up needing it. That is formatting text for "Use with" section for the Attachments. Occasionally it calls for some Bolding of text.

Along that same lines, eventually it might be a good idea to add some sort of function that allows you to check boxes or something on installed mods on an attachments. Also show which mods you failed to install. No need for this right away, just throwing it out there so some ideas can be forming in the meantime.

johniba
September 29th, 2021, 21:43
I didn't think I would need it but I ended up needing it. That is formatting text for "Use with" section for the Attachments. Occasionally it calls for some Bolding of text.

Along that same lines, eventually it might be a good idea to add some sort of function that allows you to check boxes or something on installed mods on an attachments. Also show which mods you failed to install. No need for this right away, just throwing it out there so some ideas can be forming in the meantime.


I can change Use with to formattedtext. I will do this for the next release.

On the checkbox thing, let me see if I understand

For example, I have a weapon, and it has like 3 attachments
You say, we would have a checkbox to the left of each of those attachments, where I could check on/off?

I wonder if that would not be redundant? I always assumed, if you have a mod in an item, it means it was installed...

sevrick
September 29th, 2021, 22:02
I can change Use with to formattedtext. I will do this for the next release.

On the checkbox thing, let me see if I understand

For example, I have a weapon, and it has like 3 attachments
You say, we would have a checkbox to the left of each of those attachments, where I could check on/off?

I wonder if that would not be redundant? I always assumed, if you have a mod in an item, it means it was installed...

So the way Attachments and mods work is like this. (All this can be read on page 187 of the Edge of the Empire core rulebook)
If you want to install an attachment on an item you just do it and gain the Base Modifiers effect. You could leave as is and be fine, but modifaction options allow mechanics to test there luck by enhancing the attachment further through mods.
Each modification option has a number before it. This signifies how many times you can attempt to install this particular mod on this attachment. Installing a mod requires a Hard Mechanics check on the 1st mod you install and some credits. Each mod installed after the 1st increases the difficulty by 1.
For example lets use Augmented Spin Barrel.

It has Modification Options of 2 Damage +1 mods, 1 Weapon Quality (Accurate +1)Mod, 1 Weapon Quality (Pierce +1) Mod.

If I wanted to Increase my damage by +1 I would make a Hard Mechanics. I roll and succeed now I have used one of the two +1 damage mods. I try my luck add attempt it again at an increase difficulty, so a Daunting Mechanics Check. I failed this one now I can't attempt to install any more +1 Damage mods. Since the 1st one I succeeded but the 2nd one I failed regardless I will have to buy another entire attachment to attempt this mod again starting from scratch if I am dead set on having a total of +2 damage with this attachment. Now this doesn't stop me from attempting the other mods such as the one that gives me the accurate quality.

This is why it is important to track which mod options have failed. So you know that you can't attempt it again. Also it is useful to see which mods you have installed successfully so far.

You could add mods individually to the attachments input the number of installs allowed and the mod would have that number of check boxes. Unchecked means not installed, a Check could mean Installed, and an X or something could mean failed check. The boxes could look similar to the skill check boxes you have for ranks.

So: Checked, X, Unchecked
Could mean There are 3 attempts for a mod and you made the 1st failed the 2nd and haven't attempted the 3rd.

These are just some ideas. You would know in the end if any of these ideas could be implemented.

Edit: Oh btw with adding formatting text to the "Use With" can you add it to "Base Modifiers" as well. :)

johniba
September 30th, 2021, 04:26
So the way Attachments and mods work is like this. (All this can be read on page 187 of the Edge of the Empire core rulebook)
If you want to install an attachment on an item you just do it and gain the Base Modifiers effect. You could leave as is and be fine, but modifaction options allow mechanics to test there luck by enhancing the attachment further through mods.
Each modification option has a number before it. This signifies how many times you can attempt to install this particular mod on this attachment. Installing a mod requires a Hard Mechanics check on the 1st mod you install and some credits. Each mod installed after the 1st increases the difficulty by 1.
For example lets use Augmented Spin Barrel.

It has Modification Options of 2 Damage +1 mods, 1 Weapon Quality (Accurate +1)Mod, 1 Weapon Quality (Pierce +1) Mod.

If I wanted to Increase my damage by +1 I would make a Hard Mechanics. I roll and succeed now I have used one of the two +1 damage mods. I try my luck add attempt it again at an increase difficulty, so a Daunting Mechanics Check. I failed this one now I can't attempt to install any more +1 Damage mods. Since the 1st one I succeeded but the 2nd one I failed regardless I will have to buy another entire attachment to attempt this mod again starting from scratch if I am dead set on having a total of +2 damage with this attachment. Now this doesn't stop me from attempting the other mods such as the one that gives me the accurate quality.

This is why it is important to track which mod options have failed. So you know that you can't attempt it again. Also it is useful to see which mods you have installed successfully so far.

You could add mods individually to the attachments input the number of installs allowed and the mod would have that number of check boxes. Unchecked means not installed, a Check could mean Installed, and an X or something could mean failed check. The boxes could look similar to the skill check boxes you have for ranks.

So: Checked, X, Unchecked
Could mean There are 3 attempts for a mod and you made the 1st failed the 2nd and haven't attempted the 3rd.

These are just some ideas. You would know in the end if any of these ideas could be implemented.

Edit: Oh btw with adding formatting text to the "Use With" can you add it to "Base Modifiers" as well. :)

Thanks for all the explanation.
I will read the rules, see if i can make something nice.

Xarax
September 30th, 2021, 13:08
This is really cool Sevrick. I I can make a request regarding it that perhaps when it is implemented this ruleset would be something that can be toggled on and off for Genesys provided it isn't a pain to implement. My Shadowrun items could definitely make use of this being implemented well even though the ruleset doesn't make use of it.

sevrick
September 30th, 2021, 15:07
This is really cool Sevrick. I I can make a request regarding it that perhaps when it is implemented this ruleset would be something that can be toggled on and off for Genesys provided it isn't a pain to implement. My Shadowrun items could definitely make use of this being implemented well even though the ruleset doesn't make use of it.

Yeah the attachment/mods is one of my favorite things about this system.

johniba
September 30th, 2021, 17:08
This is really cool Sevrick. I I can make a request regarding it that perhaps when it is implemented this ruleset would be something that can be toggled on and off for Genesys provided it isn't a pain to implement. My Shadowrun items could definitely make use of this being implemented well even though the ruleset doesn't make use of it.


Yeah the attachment/mods is one of my favorite things about this system.


Yeah it is not difficult to implement in Genesys as optional.
This is the nice stuff of both rulesets actually extending from each other.

I am going to read the pages on the rules Sevrick pointed out, to see if i can get some inspiration on how to make this.

Also on some completely different news... I have been updating the code that executed dice rolls in the rulesets.

When I started coding it, it was some of the first things I did.
I was just starting to learn how to code in FG and some stuff I was just copying parts without knowing 100% of how it worked. Most of the code was a frankenstein of things from the previous rulesets like warhammer FR 3rd and the previous Star Wars FGClassic ruleset (which also borrowed from WFRP3 ruleset)

The problem with the code is that it uses some really old method of rolling dice.
I have read some cool posts by Trenloe explaining how to code dicerolls in the most recent versions of FG, and have redone some parts.

The cool thing is that now, the code passes me the TARGET the PC or NPC doing the action is targetting...
So, for now this means not much, but it is ready for me to do some small automations, specially in regards to maybe adding defense dice automatically to the roll based on the target... and also maybe apply damage automatically :)
Some other nice things is that this new code will allow me to start writing another cool automation: the ability to add the weapon and talent specials to rolls...

But before I do that, I will do this attachment change, and also focus on the specialization and talent trees

After that... I will add some cool automation using that update in the dice rolls

Xarax
September 30th, 2021, 17:11
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Xarax
September 30th, 2021, 17:13
Automation! Aaaaahhh! Bring it on. Don't threaten me with a good time! I am always forgetting to add defense dice to rolls.

Thanks for all your doing on this Johniba!

sevrick
October 1st, 2021, 12:35
Sorry guys no go on the Star Wars Libraries in the forge. I was emailed and told that in so many words for this type of library I they would have to get special permission from FFG and they didn't really want to bother with it, since they would have to sift through a lot of legal mumbo jumbo.

So I guess the libraries will have to stay in the cloud.

Xarax
October 1st, 2021, 21:50
@Jobiniba Just a thought for a (hopefully) quick addition with automation to add later: it would be nice if there was a place on the character sheet to keep track of healing item uses. Would also be nice if it just had a button to apply healing from healing item and make it so that a linked item in the inventory would get subtracted.

@sevrick bummed about the foundry rejection...

johniba
October 1st, 2021, 22:24
@Jobiniba Just a thought for a (hopefully) quick addition with automation to add later: it would be nice if there was a place on the character sheet to keep track of healing item uses. Would also be nice if it just had a button to apply healing from healing item and make it so that a linked item in the inventory would get subtracted.

@sevrick bummed about the foundry rejection...

Noted... I will write this down for the future

mossfoot
October 1st, 2021, 23:51
Sorry guys no go on the Star Wars Libraries in the forge. I was emailed and told that in so many words for this type of library I they would have to get special permission from FFG and they didn't really want to bother with it, since they would have to sift through a lot of legal mumbo jumbo.

So I guess the libraries will have to stay in the cloud.

Shame, but it's never a big deal to update. I'm more concerned about

1) making changes stick (ie adding descriptions and not losing them next update)
2) eventually streamlining/removing redundancies. If you're just browsing a list looking for something, having three of the same thing show up all the time is a bit of a pain, while other things only show up once ;)

johniba
October 2nd, 2021, 06:22
Shame, but it's never a big deal to update. I'm more concerned about

1) making changes stick (ie adding descriptions and not losing them next update)
2) eventually streamlining/removing redundancies. If you're just browsing a list looking for something, having three of the same thing show up all the time is a bit of a pain, while other things only show up once ;)



For 1 - I have already implemented a feature to backup/restore descriptions (check the OP, I have a tutorial video on this)

For 2 - I will see if I can implement a feature to "mass list/delist duplicates", although this one is not a priority right now (finishing spec trees is)

johniba
October 2nd, 2021, 18:43
NEW RELEASE!
Version 2021-10-02

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

Fixes:
- (Star Wars) Special symbols and fonts: Fixed an issue where using the "(R)" and other character combinations within "()" would behave as if "(P)" was used.
Attention: if you edited any entries in your databases between this release and the precious one, please check your texts... For example, specialy "price" in items, I noticed that in Star Wars it is common to use "(R)".
If you entered any text using "(R)" for example, please re-edit the field to put it back as (R). It will no longer incorrectly be substituted by the Force Point symbol

- Redone all TTF fonts for both Genesys and Star Wars, to make them clearer.
This font remake also fixed the symbol alignment in FGClassic, finally.

- (FG Unity): Chat: dice results box will no longer display text above the dice symbols (i.e. the white box in the roll result).
Normally FGUnity displays the dice "type" above those boxes, which is not useful for Genesys/Star Wars.



Improvements:



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 libraried 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


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

sevrick
October 3rd, 2021, 00:32
New font looks awesome.

I hate to mention this because you have done so much already but would you be able to remove the spaces that are automatically added at the end. Like way you did difficulty [D] I think would be ideal for all symbols. Sometimes symbols end with a period. Also it would give the user more control over the looks and spacing by adding their own spaces.

Keep up the good work and I absolutely love the new font. I didn't know what I was missing until you changed it. :)

johniba
October 3rd, 2021, 01:04
New font looks awesome.

I hate to mention this because you have done so much already but would you be able to remove the spaces that are automatically added at the end. Like way you did difficulty [D] I think would be ideal for all symbols. Sometimes symbols end with a period. Also it would give the user more control over the looks and spacing by adding their own spaces.

Keep up the good work and I absolutely love the new font. I didn't know what I was missing until you changed it. :)


That's easy to do, i think
I will have it for the next release :)

Yeah i saw that font on a theme in FG, tested with Genesys/SW and I knew we had to use it... it is so much clearer

mossfoot
October 3rd, 2021, 01:32
For 1 - I have already implemented a feature to backup/restore descriptions (check the OP, I have a tutorial video on this)

Thanks, I think I figured that out. Nice to have that extra button :)


For 2 - I will see if I can implement a feature to "mass list/delist duplicates", although this one is not a priority right now (finishing spec trees is)

Of course :) spec trees are a must.

New font is looking good :) Will test the dice hiding tomorrow.



Oh, did I mention the future idea of having the Party Sheet inventory section distinguish (or filter) based on what is carried and what is simply owned? Would be handy when checking what the party has on them when they're away from their ship.

sevrick
October 3rd, 2021, 02:23
Oh, did I mention the future idea of having the Party Sheet inventory section distinguish (or filter) based on what is carried and what is simply owned? Would be handy when checking what the party has on them when they're away from their ship.

I think I mentioned something similar in the past, but I think I was wondering if vehicles could have an inventory. Maybe an inventory tab on the side. The thing is, if it was in a party sheet rather than a vehicle, it wouldn't be as versatile as vehicles being able to have their own inventory. In the party sheet you would have only one inventory and that would be for the party ship.

The only reason I mention this is because in a Star Wars game I had several different vehicles. I had my ground speeder which I loaded up, and we had our party ship as well. Vehicles with inventory would have been so helpful. My quick fix was to unequip what wasn't on me and add a location with the name of the ship or vehicle it is on. You can imagine my inventory was quite cluttered.

sevrick
October 3rd, 2021, 02:33
Something I noticed when playing was that when I would add strain to a vehicle from the vehicle sheet I would have to unlock it 1st be fore adding it. Same with Hull Trauma. Don't know if this was by design or just did catch it.

I could be imagining it but it looks like Advantage and Threat were already given the [D] space removal treatment.

johniba
October 3rd, 2021, 04:22
Something I noticed when playing was that when I would add strain to a vehicle from the vehicle sheet I would have to unlock it 1st be fore adding it. Same with Hull Trauma. Don't know if this was by design or just did catch it.

Hmm I didnt implement code to drag/drop strain/trauma to the vehicles, from those two icons at the bottom.

For now people need to edit the damage in the fields...

I will see what I can do

mossfoot
October 3rd, 2021, 06:55
Update: Okay, so the hidden dice finally work (yay!) and the results look much better without the text in the dice bubbles after rolling too.

Skills - Do I have to manually share everything with the players? I'm updating the skills, for example, and have all the Play Load set to allowed... but the Force Load feature that used to be there doesn't seem exist anymore.

WHen I load all the libraries on the player side of things, the skill descriptions still aren't showing up. THis is even after reloading both the GM and Player end of things.

The only way I was able to get the skill description to show up on the player side was to individually "Share" it with the player.

mossfoot
October 3rd, 2021, 07:52
Something else I noticed while doing this. I decided to start a clean slate with the latest libraries, who when I started I only had the three Core libraries up there. However, to make the skill descriptions appear when clicked in a character sheet, I needed to change the descriptions of the Age of Rebellion library, since the character sheet is linked specifically to that one.

Once I started updating and saving the descriptions, I noticed that the Module Activation area now has THREE Age of Rebellion libraries listed - (SW) Age of Rebellion Library, plus Age of Rebellion (No Des) and Age of Rebellion Library.

Presumably only the (SW) Age of Rebellion Library is the only one that needs to be open/loaded, and the others are just saved files of sorts?

mossfoot
October 3rd, 2021, 08:05
Feature request: dunno if this is can only be done here or through the main program, but I find it VERY difficult to grab the sides/bottom of windows like Skills, Images, NPCs, etc... as it feels like it only has a two-pixel grab zone that isn't even directly connected to the window border (just inside it).

Not all windows are like this. Something like Library has a wider range to grab. It seems to be based on the margin inside the window rather than the window frame.

johniba
October 3rd, 2021, 13:51
Update: Okay, so the hidden dice finally work (yay!) and the results look much better without the text in the dice bubbles after rolling too.

Skills - Do I have to manually share everything with the players? I'm updating the skills, for example, and have all the Play Load set to allowed... but the Force Load feature that used to be there doesn't seem exist anymore.

WHen I load all the libraries on the player side of things, the skill descriptions still aren't showing up. THis is even after reloading both the GM and Player end of things.

The only way I was able to get the skill description to show up on the player side was to individually "Share" it with the player.

I am checking about this behaviour on edited descriptions and sharing, and i will get back to you all soon.

It is true, force loading is no longer there either, let me see what i can find out about it.

johniba
October 3rd, 2021, 13:52
Feature request: dunno if this is can only be done here or through the main program, but I find it VERY difficult to grab the sides/bottom of windows like Skills, Images, NPCs, etc... as it feels like it only has a two-pixel grab zone that isn't even directly connected to the window border (just inside it).

Not all windows are like this. Something like Library has a wider range to grab. It seems to be based on the margin inside the window rather than the window frame.

Yeah I dont know why FG is like that, but i will see if there is anything that can be done about it

One trick though: instead of grabing the corner to resize it, try holding CTRL, then left click+hold and drag, from anywhere in the window, and it will also resize.

johniba
October 3rd, 2021, 13:55
Something else I noticed while doing this. I decided to start a clean slate with the latest libraries, who when I started I only had the three Core libraries up there. However, to make the skill descriptions appear when clicked in a character sheet, I needed to change the descriptions of the Age of Rebellion library, since the character sheet is linked specifically to that one.

Once I started updating and saving the descriptions, I noticed that the Module Activation area now has THREE Age of Rebellion libraries listed - (SW) Age of Rebellion Library, plus Age of Rebellion (No Des) and Age of Rebellion Library.

Presumably only the (SW) Age of Rebellion Library is the only one that needs to be open/loaded, and the others are just saved files of sorts?

I already told sevrick about this, he will revert back all library names, removing that (GEN), or (SW)
If you change the internal name (the name displayed in the library list where you choose to load them) FG thinks they are new libraries

Here is my suggestion:

Wait for him to upload new libraries with the definitive names, and after that, I will provide a step-by-step to recover the edited descriptions.

But basically, what you will also have to do is go to your modules directory and locate/delete old versions of the library files too

johniba
October 3rd, 2021, 14:38
Hi everyone

So currently there may be an issue with the library names (the libraries created and shared by sevrick) and editing descriptions.
For now, please do not work on editing any descriptions until we update the ruleset and libraries.

This is to avoid any extra work if you are updating your libraries with descriptions.

As soon as it is fixed, I will let everyone know

johniba
October 3rd, 2021, 15:13
Update: Okay, so the hidden dice finally work (yay!) and the results look much better without the text in the dice bubbles after rolling too.

Skills - Do I have to manually share everything with the players? I'm updating the skills, for example, and have all the Play Load set to allowed... but the Force Load feature that used to be there doesn't seem exist anymore.

WHen I load all the libraries on the player side of things, the skill descriptions still aren't showing up. THis is even after reloading both the GM and Player end of things.

The only way I was able to get the skill description to show up on the player side was to individually "Share" it with the player.


Hey mossfoot

So far after testing this, I came to the conclusion that FG understands the edited records (in our case the descriptions) as local data, and the library as shared.

This means that, even if the player loads the library from you after having logged into your session, they will not see the descriptions you customized, unless like you noticed, you share that individual record. In that case, the description will show up properly.

I just thought of a solution, at least for the moment, but I wanted you guys feedback on this:


In the Descriptions Backup window, I could add a new button: "Restore and Share".
When clicking on it, it would not only restore the descriptions, but also share/make public all those records.

I would of course share only records players are supposed to access like:
skills, careers, items, etca

I would not automaticaly share:
- other player characters, npcs...

The only issue I can see are:
- If you dont want to automatically share everything...
- I need to check if this would cause any performance issues while a player is connecting to the session and if there are a lot of stuff to share


Another more permanent solution would involve me developing a small program to handle restoring descriptions to the library files themselves.
That is not difficult to do, but I feel like asking people to download and trust running an external program is not something most people would like, so i am trying to avoid that.

sevrick
October 3rd, 2021, 16:17
Ok I have removed (SW) and (GEN) from in front of all the library names.

johniba
October 3rd, 2021, 16:41
Hi everyone

So currently there may be an issue with the library names (the libraries created and shared by sevrick) and editing descriptions.
For now, please do not work on editing any descriptions until we update the ruleset and libraries.

This is to avoid any extra work if you are updating your libraries with descriptions.

As soon as it is fixed, I will let everyone know



Ok I have removed (SW) and (GEN) from in front of all the library names.

Thanks Sevrick!

Hi everyone:

So you should all download the latest versions of the libraries.
If you are working on updating descriptions, open your campaign you created to edit them, and check if you have the descriptions you have updated, by opening a few of the last records you edited, like skills, careers...

If by any chance you dont see them, contact me and I will explain how to recover those.

Moving forward, we are learning a great deal on how FG handles these kind of records and libraries, I will also improve the backup/restore functionality to fix some other issues like the one reported by mossfoot on descriptions not being shared with players, and will upload soon

mossfoot
October 3rd, 2021, 18:30
In the Descriptions Backup window, I could add a new button: "Restore and Share".
When clicking on it, it would not only restore the descriptions, but also share/make public all those records.

I would of course share only records players are supposed to access like:
skills, careers, items, etca

I would not automaticaly share:
- other player characters, npcs...

The only issue I can see are:
- If you dont want to automatically share everything...
- I need to check if this would cause any performance issues while a player is connecting to the session and if there are a lot of stuff to share


Another more permanent solution would involve me developing a small program to handle restoring descriptions to the library files themselves.
That is not difficult to do, but I feel like asking people to download and trust running an external program is not something most people would like, so i am trying to avoid that.

I have no problem with the Restore and Share idea as you described it. Since I'd want to regularly back up things as I add to them anyway, this would kill two birds with one stone.

But I would like to understand a bit more about how saving everything and restoring everything works.

Every time I save, it's basically creating a copy of all the manually edited stuff in descriptions, and saving it with links to where they go. Then, every time I Restore, it overwrites what is currently in the locations they are linked to. So if you haven't made any changes, it stays exactly the same, but if you've reuploaded your libraries and those areas are blank, it will insert the data, and if you've made changes to data but haven't saved it, you'll lose those changes. Correct?

So this Restore and Share button would be doing both those things... which means even if your intention was just to share, you would want to Save everything first, just in case you made changes to avoid accidentally reverting something. Is that right?

mossfoot
October 3rd, 2021, 18:33
So you should all download the latest versions of the libraries.
If you are working on updating descriptions, open your campaign you created to edit them, and check if you have the descriptions you have updated, by opening a few of the last records you edited, like skills, careers...

I'll mess with that AFTER my current session (I could just imagine losing all the skill descriptions I added to surprise my players just before game day :P )

johniba
October 3rd, 2021, 19:44
I'll mess with that AFTER my current session (I could just imagine losing all the skill descriptions I added to surprise my players just before game day :P )


Oh yes I can imagine, and yes I agree it is good to be cautious

Here is my suggestion later:

Make a backup of your campaign (the one you use to edit descriptions)

Open that campaign, open the latest libraries... see if the descriptions are there.
If they are missing: close the campaign, contact me. It is very simple to restore them. We can do it in a matter of minutes over discord... or if you prefer, I can send instructions in private too.

johniba
October 3rd, 2021, 20:10
NEW RELEASE!
Version 2021-10-03

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

Fixes:
- TTF Fonts Special symbols: Improved spacing on symbols a bit more. They are closer together with less spaces, and should look a bit better when entered in text.
- Fixed compatibility issues with The Author extension and the ruleset's Backup/Restore Descriptions feature. You can now safely use author even if you are exporting campaign records with no descriptions.

Improvements:
- Restoring descriptions: When restoring descriptions from the Backup Descriptions database, all records that had descriptions restored will be shared with users (except for records from "GM" tables, like npcs)
I will try to improve this over time, as probably some GMs will not want to share all, but this is the workaround for the moment, otherwise Descriptions added would not be shared with players.




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
October 3rd, 2021, 21:20
NEW RELEASE!
Version 2021-10-03

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

Fixes:
- TTF Fonts Special symbols: Improved spacing on symbols a bit more. They are closer together with less spaces, and should look a bit better when entered in text.
- Fixed compatibility issues with The Author extension and the ruleset's Backup/Restore Descriptions feature. You can now safely use author even if you are exporting campaign records with no descriptions.

Improvements:
- Restoring descriptions: When restoring descriptions from the Backup Descriptions database, all records that had descriptions restored will be shared with users (except for records from "GM" tables, like npcs)
I will try to improve this over time, as probably some GMs will not want to share all, but this is the workaround for the moment, otherwise Descriptions added would not be shared with players.




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

I am so excited about the current state of the ruleset. Things are defiantly coming together. Just checked out my descriptions with the new changes and it's perfect.

Can't wait to see Talent Trees and Force Trees. Something that will be a game changer for me.

mossfoot
October 3rd, 2021, 23:06
Just finished a play session. Issues to bring up:

In the combat tracker, the Initiative results can't really be seen, SO many numbers show up that they spill over on either side.

I have a problem in which I would move a vehicle over to my player's vehicle section on their character sheet, but for some reason the weapons added aren't showing up properly.

I get the error "Script execution error: [string "campaign/scripts/char_current_vehicle.lua]:13: getPath: Invalid parameter 1

They won't change vehicles and the weapons section shows up blank...

Edit: Huh... updating and reloading the program seemed to have fixed it?

mossfoot
October 3rd, 2021, 23:27
Oh yes I can imagine, and yes I agree it is good to be cautious

Here is my suggestion later:

Make a backup of your campaign (the one you use to edit descriptions)

Open that campaign, open the latest libraries... see if the descriptions are there.
If they are missing: close the campaign, contact me. It is very simple to restore them. We can do it in a matter of minutes over discord... or if you prefer, I can send instructions in private too.

I made a backup. Update the library. Checked the Descriptions (skill descriptions are still there). Went to Library. Had to re-load the Age of Rebellion et al libraries. Checked the descriptions. Nothing. Pressed Restore All. Checked descriptions. Nothing. Checked Descriptions in the backup. Still there.

Feel free to send me a pmail to tell me how I screwed up ;)

johniba
October 4th, 2021, 00:58
Just finished a play session. Issues to bring up:

In the combat tracker, the Initiative results can't really be seen, SO many numbers show up that they spill over on either side.

I have a problem in which I would move a vehicle over to my player's vehicle section on their character sheet, but for some reason the weapons added aren't showing up properly.

I get the error "Script execution error: [string "campaign/scripts/char_current_vehicle.lua]:13: getPath: Invalid parameter 1

They won't change vehicles and the weapons section shows up blank...

Edit: Huh... updating and reloading the program seemed to have fixed it?


That vehicle issue, I think i fixed it a couple of releases ago.
Maybe you had an old version of the ruleset?

If you use FGU, and if you manually downloaded the rulesets, to make sure you are getting the latest ones, go to your rulesets directory, delete both rulesets, then make sure you are subscribed for both on the forge, and just make FGU check for updates.
From now on, FGU users dont need to download manually anymore, since whenever i upload a new version of them, The Forge is updating really quick and making them available right away.

johniba
October 4th, 2021, 01:06
Hey so, I have some Idea I have been thinking for some time, to try to improve combat maps for Genesys/SW

I would like to throw here my ideas, to see if you guys can give some feedback and improve on this.


So here is the thing... I really want to add basic automation at least in regards to targetting, and automatically adding defense dice, and maybe even difficulty dice

But for Ranged combat, adding difficulty dice automatically would involve checking range between actor and target on the map... and we all know range in Gen/SW is abstract.

So my idea was to try to make something like this:

Maybe add parameters in the map window, where the GM could configure range bands related to distance/grids:

So, the GM would open a map, and on the right panel under Grid config, they would have:


Engaged : 0-1
Short: 1-1
Medium ... and so on

Then, I would modify the code that checks for distance, and based on the config above, I could display in the target arrow linking Actor to Target, the Range distance

I would also be able to read that range, for when automating the distance, and adding difficulty dice to the ranged rolls


But this is just an idea, and I am really interested in hearing from you guys based on your experience playing


EDIT: Maybe I could not only have a list of range bands, but more than one:

One list for ground combat, space combat, sea combat....


Another improvement I have on my wishlist is adding the ability to have vehicle tokens on the map.
So if you could toggle showing a vehicle/personal token (also displaying some small tokens underneath the vehicle token, to represent who are in each vehicle)

sevrick
October 4th, 2021, 01:57
Hey so, I have some Idea I have been thinking for some time, to try to improve combat maps for Genesys/SW

I would like to throw here my ideas, to see if you guys can give some feedback and improve on this.


So here is the thing... I really want to add basic automation at least in regards to targetting, and automatically adding defense dice, and maybe even difficulty dice

But for Ranged combat, adding difficulty dice automatically would involve checking range between actor and target on the map... and we all know range in Gen/SW is abstract.

So my idea was to try to make something like this:

Maybe add parameters in the map window, where the GM could configure range bands related to distance/grids:

So, the GM would open a map, and on the right panel under Grid config, they would have:


Engaged : 0-1
Short: 1-1
Medium ... and so on

Then, I would modify the code that checks for distance, and based on the config above, I could display in the target arrow linking Actor to Target, the Range distance

I would also be able to read that range, for when automating the distance, and adding difficulty dice to the ranged rolls


But this is just an idea, and I am really interested in hearing from you guys based on your experience playing


EDIT: Maybe I could not only have a list of range bands, but more than one:

One list for ground combat, space combat, sea combat....


Another improvement I have on my wishlist is adding the ability to have vehicle tokens on the map.
So if you could toggle showing a vehicle/personal token (also displaying some small tokens underneath the vehicle token, to represent who are in each vehicle)

I like the idea of setting a range band increment. I know different ruleset show how far something is from you in feet. Just not sure if you would be able to have FG check your range increment and let you know automatically what range band you are from a target.

If you could pull this off it would be crazy awesome. So many times my players catch me on inconsistencies with range bands. "I am sorry you can't attack him he's in short range." "But the guy over here 4 rounds ago attacked from the same spot and he was in short range." Yeah that sort of thing would be a non issue if this was added.

mossfoot
October 4th, 2021, 04:48
That vehicle issue, I think i fixed it a couple of releases ago.
Maybe you had an old version of the ruleset?

If you use FGU, and if you manually downloaded the rulesets, to make sure you are getting the latest ones, go to your rulesets directory, delete both rulesets, then make sure you are subscribed for both on the forge, and just make FGU check for updates.
From now on, FGU users dont need to download manually anymore, since whenever i upload a new version of them, The Forge is updating really quick and making them available right away.

I'm subscribed, so all my updates happen every time I check in (I update at least once a week or when I see you have an update.)

As for your idea - thoughts - What if it was set up as layer that could be made visible/invisible as needed. It would be a series of concentric circles that could be resized and locked so that it would work with any image being used as a map. It would also automatically recenter based on whatever token has been selected. So when the feature is on, clicking on it you could automatically see who was in what range band. Something like that?

Xarax
October 4th, 2021, 08:13
Using Classic Genesys I encountered a problem where the dice symbols were not rendering correctly but instead were giving vowels and foreign letter symbols. Picture included.


49368

Author is not activated on this campaign.

johniba
October 4th, 2021, 14:51
I'm subscribed, so all my updates happen every time I check in (I update at least once a week or when I see you have an update.)

As for your idea - thoughts - What if it was set up as layer that could be made visible/invisible as needed. It would be a series of concentric circles that could be resized and locked so that it would work with any image being used as a map. It would also automatically recenter based on whatever token has been selected. So when the feature is on, clicking on it you could automatically see who was in what range band. Something like that?

That is one of the things i was researching yes, saw some extensions that do that.
I will try to see if i can do this kind of stuff

johniba
October 4th, 2021, 14:52
Using Classic Genesys I encountered a problem where the dice symbols were not rendering correctly but instead were giving vowels and foreign letter symbols. Picture included.


49368

Author is not activated on this campaign.

Thanks Xarax, I will fix this and update today

johniba
October 4th, 2021, 15:26
Using Classic Genesys I encountered a problem where the dice symbols were not rendering correctly but instead were giving vowels and foreign letter symbols. Picture included.


49368

Author is not activated on this campaign.

Hi Xarax

I have fixed some issues in the SW fonts, and another in the Genesys fonts, for FGClassic

They should be working fine now.

You can also use Author with no issues now, I fixed the incompatibilty

Please re-download both rulesets

Xarax
October 4th, 2021, 16:30
awesome. Looks great. looks like it fixed some of the residual issues as well!

johniba
October 4th, 2021, 16:56
awesome. Looks great. looks like it fixed some of the residual issues as well!

I hope so.
These are completely new ttf fonts, I think the old ones had some issues i could never find.
Not only the new ones look clearer (specially in FGU) but the error warnings from the old one when editing in font forge are gone.

kessler25
October 4th, 2021, 17:18
Hey all! Great work as always. Trying to catch up with all the change. But good change, so yeah team!

Can you help a brother out with this error message:

49369

Comes up when I click on the icon that pulls up the detail boxes for Talents. Happens with both custom talents and talents drawn from the Talent lists. Of course, these are from the Talent lists from versions long past so maybe that's it? Please and thank you!

Running Star Wars and Genesys RPG versions 2021-10-3, Core v2021-7-06

johniba
October 4th, 2021, 17:50
Hey all! Great work as always. Trying to catch up with all the change. But good change, so yeah team!

Can you help a brother out with this error message:

49369

Comes up when I click on the icon that pulls up the detail boxes for Talents. Happens with both custom talents and talents drawn from the Talent lists. Of course, these are from the Talent lists from versions long past so maybe that's it? Please and thank you!

Running Star Wars and Genesys RPG versions 2021-10-3, Core v2021-7-06

Are those talents in character sheets, or are they in the main database table?

If from the database table, is this from a library you opened? -> if this is the case, you may have to redownload the library (if it is one from sevrick) or recreate the library.

But tell me the steps, and i will check


EDIT:
I have just uploaded new versions of the rulesets.
They contain a new slash command for GMs to force the database update

Usually these should trigger and update automatically as needed, but you can use this new command, and see if it fixes the issue for you

- Download both rulesets (either from the google drive repository if you are a FGClassic user, or just click to check for updates on FGU to download them)

After that, open your campaign, and type:

/upgradedb

After the system tells you the upgrade is finished, please try opening the talent records again.

P.S.: if those are talents inside libraries, you will still need to recreated them (if they were done by you) or download new versions....

kessler25
October 4th, 2021, 21:23
New database day! Like a Christmas every time.

Deleted the old libraries from my modules folder. Just downloaded the new libraries. Upgraded to the new rulesets via the Forge. Opened my old campaign, loaded the new three libraries.

So the Talent directory is fine. Issue pops up on my character sheets and the NPCs I created. Seems a simple fix is to re-insert the Talents from the directory; worked on one of the NPCs I created. Not too many to do so I'll take it with all the new whiz-bang of the setup. Unless there's another trick? Good looking out.

johniba
October 4th, 2021, 22:58
New database day! Like a Christmas every time.

Deleted the old libraries from my modules folder. Just downloaded the new libraries. Upgraded to the new rulesets via the Forge. Opened my old campaign, loaded the new three libraries.

So the Talent directory is fine. Issue pops up on my character sheets and the NPCs I created. Seems a simple fix is to re-insert the Talents from the directory; worked on one of the NPCs I created. Not too many to do so I'll take it with all the new whiz-bang of the setup. Unless there's another trick? Good looking out.

Ah I see...

The upgrade process is not processing the talents already inserted in npcs/pcs.
I will upgrade the code to do this next time.

If you do not have many to do, I would say go ahead and re-enter them.
If this will take too much time, let me know and I can check the code, update and on the next update it will work

kessler25
October 5th, 2021, 00:59
No rush. There are only a few and I'm not playing soon. Thanks though. BTW whoever made the pips on the skill list into the actual dice? Chef's kiss. y'all rock!

johniba
October 5th, 2021, 01:50
No rush. There are only a few and I'm not playing soon. Thanks though. BTW whoever made the pips on the skill list into the actual dice? Chef's kiss. y'all rock!

hahaha thanks...
I wanted to fix some issues with FGU Themes, and I looked at those black pips and thought to myself "man... i really want dice"
I have to say, I learned as I went, to build that part of the code. It is one of the most enjoyable parts of building the rulesets... researching, trying, learning stuff... and then seeing something you want, working

I knew imediately that everyone would love that.

I still have some more cool ideas, have to see how to turn them into reality

johniba
October 5th, 2021, 03:51
NEW RELEASE!
Version 2021-10-04

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

Fixes:
- (Star Wars): Destiny Points are no longer called Story Points. This is way overdue, and I know it is probably a bit annoying to see them called Story Points, as if from Genesys...
- Fixed a bug with the command /dicegen, where if the user tried to roll a dice with no number (for example /dicegen 1da+dp), an error would occur.

Improvements:
- Desktop: Players and GMs can now unlock and move the Dice Pool, Narrative Dice, and Tokens, and customize where on the desktop they want them...
(just like you can with the chat window, player list, etca...)
To unlock and move the Dice Pool, simply right click, unlock, and move around. You can lock the position again, and even reset the position to the original place.
To do the same with both Narrative Dice and the Tokens, move your mouse over them, and a small "padlock" appears. Clicking it will unlock movement.



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
October 5th, 2021, 03:55
No rush. There are only a few and I'm not playing soon. Thanks though. BTW whoever made the pips on the skill list into the actual dice? Chef's kiss. y'all rock!

hey Kessler25, I have improved the code in the /upgradedb command
You only need to re-download both rulesets...

Please try using it, and let me know if it worked to fix your database :)

kessler25
October 5th, 2021, 04:24
hey Kessler25, I have improved the code in the /upgradedb command
You only need to re-download both rulesets...

Please try using it, and let me know if it worked to fix your database :)

Well well well. Look at the young Jedi lift that X-Wing! Worked like a charm! Stuff I didn't realize I had typed in that was missing is back baby! Well done!

johniba
October 5th, 2021, 04:29
Well well well. Look at the young Jedi lift that X-Wing! Worked like a charm! Stuff I didn't realize I had typed in that was missing is back baby! Well done!

I am super happy it worked!!!!

Thanks

sevrick
October 7th, 2021, 01:48
So I had a question. How is items with descriptions on NPC handled? Are the descriptions backed up? Also in my case will they be removed when I export without descriptions?

johniba
October 7th, 2021, 02:52
So I had a question. How is items with descriptions on NPC handled? Are the descriptions backed up? Also in my case will they be removed when I export without descriptions?

This is how it works:

The backup process will backup all main records (items, talents, npc, skills, etca) and for those that have sub-records like npcs that have talents, items, etca... it will also backup those (you can actually see that backup if you check an npc in the backup description table, it will show that it backedup the subrecords.

When the clear description executes, it will ALSO delete descriptions from subrecords (example, it will remove descriptions from items that are inside pc/npc)


When the restore executes, it does a bit more:

First, it will restore all main records: items, skills, talents etca


After that, when it will start by restoring those main records, and then it will proceed with restoring sub-records

For restoring subrecords, first it will see if that subrecord (for example an item) is a match with one from the main records. For example, if the item in the npc was one from the item table...
If that is the case, the description restored will come from that.
If no match is found, but the subrecord was previously backedup inside the npc, it will restore the description.
This means, for items that dont have a match in the main table, it was probably an item create directly in the npc... then it will restore from the backup done in the npc subrecord.

How this match happens:
When the restore process is trying to match, it will look for table+item name + source + page

So for example

Lets say the npc has an Item, named Axe, with Source Genesys Core and page 120... and the items database has that same item, the description will be restored in the item belonging to that npc
This last one here is the nicest part:

It means that if you keep your main tables updated, it will always update again all npcs and pcs that have that item, you dont need to copy/paste each

One important thing for this to work:
- Make sure main records have Name, Source and Page correct, before draging those into pcs/npcs... so the restore process fully works.
- Do not move the record from libraries, do not change the library names (so that their internal ID number and library reference is consistent... so the restore process can find the main record.


Short Answer:
- descriptions on npcs are backedup, even the ones in records inside the npc
- the clearing will also clear those
- restoring will restore them back

sevrick
October 7th, 2021, 12:41
It seems my loads times into my campaign have been getting longer and longer. The latest load was the longest and it seems came with erros. I don't know if it is related to the ruleset or not.

[10/7/2021 4:36:11 AM] [ERROR] icon: Could not find image file (graphics/decals/desktopdecal_genesys_core.png) for icon (desktopdecal_genesys_core). [Genesys] [graphics/graphics_icons.xml]
[10/7/2021 4:37:40 AM] [ERROR] icon: Could not find image file (graphics/decals/desktopdecal_genesys_android.png) for icon (desktopdecal_genesys_android). [Genesys] [graphics/graphics_icons.xml]
[10/7/2021 4:37:53 AM] MEASURE: RULESETS LOAD - 198.5104243 - StarWarsFFG
[10/7/2021 4:37:54 AM] MEASURE: EXTENSIONS LOAD - 0.9410362 - 2
[10/7/2021 4:38:21 AM] MEASURE: MODULE LIST BUILD - 27.0866456 - 50
[10/7/2021 4:38:22 AM] MEASURE: REFRESH IMAGE ASSETS - 0.2083477
[10/7/2021 4:38:22 AM] MEASURE: REFRESH PORTRAIT ASSETS - 0.1883824
[10/7/2021 4:38:22 AM] MEASURE: REFRESH TOKEN ASSETS - 0.3551785
[10/7/2021 4:38:22 AM] MEASURE: ASSET LIST BUILD - 0.7524044
[10/7/2021 4:38:27 AM] MEASURE: LOAD - PART 1 - 232.7131209
[10/7/2021 4:38:37 AM] s'dieboxgenviewlistmanager.lua: onInit()'
[10/7/2021 4:38:37 AM] s'Executed Campaign upgrade from version 0 to 1'
[10/7/2021 4:38:37 AM] s'ChatManagerGenesys.lua: sendSpecialMessage - msgtype = sendplayerdicepool'
[10/7/2021 4:38:37 AM] s'ChatManagerGenesys.lua: sendSpecialMessage - msgtype = sendplayerdicepool'
[10/7/2021 4:38:37 AM] s'ChatManagerGenesys.lua: sendSpecialMessage - msgtype = refreshdestinychits'
[10/7/2021 4:38:37 AM] s'ChatManagerGenesys.lua: sendSpecialMessage - msgtype = refreshdestinychits'
[10/7/2021 4:38:37 AM] s'menulist.lua' | s'populateMenuList: Adding custom menu--->' | s'rMenu' | { s'sPath' = s'', s'sToolTip' = s'sidebar_tooltip_moduleselection', s'sRecord' = s'moduleselection' }
[10/7/2021 4:38:37 AM] s'menulist.lua' | s'populateMenuList: Adding custom menu--->' | s'rMenu' | { s'sPath' = s'', s'sButtonCustomText' = s'Setup', s'sToolTip' = s'menu_setup_tooltip', s'sRecord' = s'setup' }
[10/7/2021 4:38:38 AM] [WARNING] Frame hotkeytitlebox contains out-of-range values in Middle.
[10/7/2021 4:38:38 AM] [WARNING] Frame hotkeytitlebox contains out-of-range values in Right.
[10/7/2021 4:38:38 AM] [WARNING] Frame chatbox contains out-of-range values in TopRight.
[10/7/2021 4:38:38 AM] [WARNING] Frame chatbox contains out-of-range values in Right.
[10/7/2021 4:38:38 AM] [WARNING] Frame chatbox contains out-of-range values in BottomRight.
[10/7/2021 4:38:39 AM] RULESET: Star Wars RPG (version 2021-10-04)

johniba
October 7th, 2021, 15:14
I dont think those errors are the culprit.
I do have to clean those up, and those warnings too.

I noticed that your load shows this: 'Executed Campaign upgrade from version 0 to 1'
That process is indeed long. it is the one that will update your campaign fields (those we changed from string to formattedtext for example)

Recently I added code in the ruleset that after it updates the campaign, it will create a node with information on the campaign database version, so next load it will not run again.

Maybe that could be the problem, and the upgrade process is running everytime.


Let me work on this... I just looked, genesys seems to be creating this information node on the version, but star wars is not

I will also remove those errors and warnings

I will release a new version, it should really improve loading

johniba
October 7th, 2021, 15:31
[10/7/2021 4:36:11 AM] [ERROR] icon: Could not find image file (graphics/decals/desktopdecal_genesys_core.png) for icon (desktopdecal_genesys_core). [Genesys] [graphics/graphics_icons.xml]
[10/7/2021 4:37:40 AM] [ERROR] icon: Could not find image file (graphics/decals/desktopdecal_genesys_android.png) for icon (desktopdecal_genesys_android). [Genesys] [graphics/graphics_icons.xml]

[10/7/2021 4:38:38 AM] [WARNING] Frame hotkeytitlebox contains out-of-range values in Middle.
[10/7/2021 4:38:38 AM] [WARNING] Frame hotkeytitlebox contains out-of-range values in Right.
[10/7/2021 4:38:38 AM] [WARNING] Frame chatbox contains out-of-range values in TopRight.
[10/7/2021 4:38:38 AM] [WARNING] Frame chatbox contains out-of-range values in Right.
[10/7/2021 4:38:38 AM] [WARNING] Frame chatbox contains out-of-range values in BottomRight.




I am not getting these errors and warnings.
It is strange that it is complaining about the two decals on the top, the files exist in the genesys ruleset

Also the warnings in the charbox coordinates are strange.

What are the extensions you are using, apart from Author and BetterMenus?

BTW: download the new versions i just released, should improve load times. The first time you load the campaign after this updated ruleset should be slow, but subsequent loads should be faster.

johniba
October 7th, 2021, 15:38
NEW RELEASE!
Version 2021-10-07

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

Fixes:
- Improvement in loading times for campaigns: Database upgrade code was executing everytime the campaign loaded. Now it should properly identify when the campaign has already been through the upgrade process and will not repeate it everytime, so loading times should improve.

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.: 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
October 7th, 2021, 16:09
I am not getting these errors and warnings.
It is strange that it is complaining about the two decals on the top, the files exist in the genesys ruleset

Also the warnings in the charbox coordinates are strange.

What are the extensions you are using, apart from Author and BetterMenus?

BTW: download the new versions i just released, should improve load times. The first time you load the campaign after this updated ruleset should be slow, but subsequent loads should be faster.

It happened with my Force and Destiny Campaign library. The only extension had enabled was: Star Wars theme and Better menus.
When I get home I will test the new update and see what happens.

johniba
October 7th, 2021, 16:32
It happened with my Force and Destiny Campaign library. The only extension had enabled was: Star Wars theme and Better menus.
When I get home I will test the new update and see what happens.

I have a suspition it can be the star wars theme
I will have a look

EDIT: I could not reproduce the issue

Also when you can let me know if it was FGC or FGU, and all steps you took until the message showed up

sevrick
October 7th, 2021, 19:23
I have a suspition it can be the star wars theme
I will have a look

EDIT: I could not reproduce the issue

Also when you can let me know if it was FGC or FGU, and all steps you took until the message showed up

I am using unity and it happened while loading the Campaign. The weird thing was is that it happened during the loading process and not after it had finished.

johniba
October 7th, 2021, 22:22
I am using unity and it happened while loading the Campaign. The weird thing was is that it happened during the loading process and not after it had finished.

Do you still receive the same error message?

sevrick
October 8th, 2021, 01:07
Do you still receive the same error message?

No seems to be working now. Thx :)

sevrick
October 8th, 2021, 02:59
Force and Destiny Libraries

Add Disciples of Harmony Source book to the libraries.


When I uploaded the fix recently I uploaded some of this library so this is the rest of it. Also when it came to adding mentors NPC, I didn't add skill suite because it is subject to change depending on the PC party and what skills you choose for the mentor. I also left the force powers out for them until we get trees. I figure you can add them in the descriptions.

sevrick
October 9th, 2021, 18:25
So while entering Far Horizons I noticed that there seemed to more than usual duplicates in talents at least. I know some people find this a problem. A way that could reduce duplicates would be to allow for multiple source be entered in one record and still be able to filter by source. Perhaps designate a comma to separate the sources. For instance:

Source: Far Horizons, Fly Casual

Would that be possible?

johniba
October 9th, 2021, 18:48
So while entering Far Horizons I noticed that there seemed to more than usual duplicates in talents at least. I know some people find this a problem. A way that could reduce duplicates would be to allow for multiple source be entered in one record and still be able to filter by source. Perhaps designate a comma to separate the sources. For instance:

Source: Far Horizons, Fly Casual

Would that be possible?

I need to think about this.
There are definitelly multiple ways to do it, but my concern is that backup/restore uses the Source and Source Page as a means to identify the item.

So I have some ideas:

1) Add a "+" button, allowing for more sources. This would add more lines to enter source + page, you could add as many as needed.
2) We remove page, keep only Source... make it comman separated... But for this, I will need to create another upgrade code for this field, and it will also add complexity to the backup/restore code. Possible though I will need to think how to code this so it will not invalidade any descriptions people are entering.
3) Similar to 2, but you would enter Source (page). You could do comma separated: Source 1 (page), Source 2 (page). I will still have to work on the upgrade abnd backup code like item 2

Items 2 and 3 all depends on what you think if we really need page, or if we only keep the source.

Let me know what you think

Although it is a bit more work, I feel like 2 or 3 are better than solution 1. Maybe I will even be able to add a filter to the database windows, so people could enter something like "fly casual" and it would filter (this i still dont know if it is possible, but i would like to try)

EDIT:
In the end, 2 and 3 are the same... I believe the important thing would be for you to decide on a standard of entering data.

So here is what I can do:

- I could create an upgrade routine for the database, that would pickup all data you already entered, and convert today's separate fields Source and Sourge page into: "Source (source page)". This is quite easy.

- I then change the backup/restore code, make it a bit smarter:
Today it looks for "item name" + "source" + "page" to match in a character/npc sheet. I would change that code, so it would search for "item name" + "any matching source"
For example, lets say that a character has an item "blaster" + "age of rebellion (120)" currently... the restore code will search for an item with the same name, plus with the source that CONTAINS "age of rebellion"... finding a match, it restores the description

I think this is not complicated to achieve in the code, i will take a look.

This will allow you to type in the Source field, comma separated sources, with or without page (your choice)

For now, do not edit anything comma separated though... lets agree on the solution... i will update the rulesets. After that you would download it... open your campaigns with it (which would convert them) and then you would be able to do that.

Xarax
October 9th, 2021, 18:51
Hey Johniba, thanks again for the updates, looks like things are loading much faster now, my party approves! Still running Classic and still getting the strange symbols popping up in story entries and elsewhere. Hoping there is a quick fix but if not I'll just deal. Thanks again for all your doing on this!

johniba
October 9th, 2021, 19:18
Hey Johniba, thanks again for the updates, looks like things are loading much faster now, my party approves! Still running Classic and still getting the strange symbols popping up in story entries and elsewhere. Hoping there is a quick fix but if not I'll just deal. Thanks again for all your doing on this!

Hey Xarax.
Try to see if you can find a way to reproduce the steps to cause that issue with the characters, and I will see that I fix it, ok?

After our talk over discord, and seeing how you are editing your campaign descriptions/author in FGU, and using it in FGC, I checked the code.
I remembered that FGU and FGC handle international code differently in the xml file. They are written differently.
The special symbols for genesys/star wars are basically "international" characters. They sit in the TTF font in spots where normally some accented international char would be.

Since FGC and FGU handle these differently, maybe that could be the issue, but at the same time, that would mean you would see that problem more consistently (as in you would see if with every code, not just a few places)

Anyway, see if you can reproduce the issue, and let me know

Maybe if possible, choose FGC or FGU and stick with one (what i mean is: do not move campaign data/modules too much between fgu/fgc) and see if the problem persists

sevrick
October 9th, 2021, 22:06
I need to think about this.
There are definitelly multiple ways to do it, but my concern is that backup/restore uses the Source and Source Page as a means to identify the item.

So I have some ideas:

1) Add a "+" button, allowing for more sources. This would add more lines to enter source + page, you could add as many as needed.
2) We remove page, keep only Source... make it comman separated... But for this, I will need to create another upgrade code for this field, and it will also add complexity to the backup/restore code. Possible though I will need to think how to code this so it will not invalidade any descriptions people are entering.
3) Similar to 2, but you would enter Source (page). You could do comma separated: Source 1 (page), Source 2 (page). I will still have to work on the upgrade abnd backup code like item 2

Items 2 and 3 all depends on what you think if we really need page, or if we only keep the source.

Let me know what you think

Although it is a bit more work, I feel like 2 or 3 are better than solution 1. Maybe I will even be able to add a filter to the database windows, so people could enter something like "fly casual" and it would filter (this i still dont know if it is possible, but i would like to try)

EDIT:
In the end, 2 and 3 are the same... I believe the important thing would be for you to decide on a standard of entering data.

So here is what I can do:

- I could create an upgrade routine for the database, that would pickup all data you already entered, and convert today's separate fields Source and Sourge page into: "Source (source page)". This is quite easy.

- I then change the backup/restore code, make it a bit smarter:
Today it looks for "item name" + "source" + "page" to match in a character/npc sheet. I would change that code, so it would search for "item name" + "any matching source"
For example, lets say that a character has an item "blaster" + "age of rebellion (120)" currently... the restore code will search for an item with the same name, plus with the source that CONTAINS "age of rebellion"... finding a match, it restores the description

I think this is not complicated to achieve in the code, i will take a look.

This will allow you to type in the Source field, comma separated sources, with or without page (your choice)

For now, do not edit anything comma separated though... lets agree on the solution... i will update the rulesets. After that you would download it... open your campaigns with it (which would convert them) and then you would be able to do that.

Sounds good whatever you feel you are able to do. I will for now just enter them as I have always done. :)

Edit: Just realized if you went with the commas separating them how would you add page numbers? Since they are unlikely to share the same page number. You may have to go with option 1.

johniba
October 9th, 2021, 23:41
Edit: Just realized if you went with the commas separating them how would you add page numbers? Since they are unlikely to share the same page number. You may have to go with option 1.

You can do something like this:

Age of Rebellion Core (121), Fly Casual (98)

I will make sure the backup/restore function uses only the names (like Age of Rebelliion Core, Fly Casual) and ignore the () numbers
I will make the upgrade process convert the existing entries

I think I can get this ready by tomorrow, and i can explain better how to use it

Xarax
October 11th, 2021, 05:55
Silly question: how do I export my custom library WITH descriptions using Author now?

johniba
October 11th, 2021, 06:09
Silly question: how do I export my custom library WITH descriptions using Author now?

You just do /export
In the export window, make sure to check the descriptions checkbox.

Any records that exist in your campaign will be fully exported with descriptions.

Remember though: records that exist in your campaign are fully exported.

The only time you need to think about the Backup Descriptions database is if you added descriptions to records that belong to libraries you opened (for that check the video tutorial)

Xarax
October 11th, 2021, 07:13
You just do /export
In the export window, make sure to check the descriptions checkbox.

Any records that exist in your campaign will be fully exported with descriptions.

Was checking the wrong include descriptions button. I am shamed.

sevrick
October 11th, 2021, 18:57
So I wanted to make you guys aware of what plans I was thinking to do as far as the libraries that don't go into one of the 3 current libraries.

For Adversaries and Allies, Starships and Speeders, and Gadgets and gear. I could go one of two ways.


1st I could lump all 3 of them into one module.
Or I could make each one their own library.


For the 2 clone wars era books I intend to make both books apart of one library. I mean these 2 go together naturally.

For the adventure modules I plan on making them have their own individual library. I did for a brief moment think about adding all the adventures together but, no one is going to need two different adventures in the same library.

Lastly the setting era books. I haven't realy come up with a solution. Put them all together would make it kinda of like a galaxy Encyclopedia. But then again people might just want them seperate to avoid clutter.

So let me know what you think and your vote for option 1 or 2. I was planning on option 1, but wanted to get a consensus from everyone. Also if you have any other ideas I am open to them.

ChrisRevocateur
October 11th, 2021, 19:13
I'm a big fan of having modules divided by actual product, so my vote is for option 2.

Xarax
October 11th, 2021, 21:37
Getting an error: Attachment "[Equipment type] does not match [Equipment type]" when I try to add an item attachment to an item. I've changed the Equip Type and Use with fields on the mod, to match (as best as i can figure) and the Type and subtype on the item I am trying to attach but i keep getting the same error message. Anyone know what I am doing wrong?

Edit: So I am really on a role today. EquipType for the Mod needed to be set to the broad category (in this case Gear) in order to be added normally. However The Item List wouldn't let me add a type that would have access to the augment function.

Specifically I am trying to add Mods to a Bioware Suite, currently set to Type: Gear Subtype: Bioware. Now the Attachment I am trying to add has been set to Equip Type: Bioware mods, and Use with: is set to bioware.

I am aware that changing mod's Equip type will let it be added correctly but then it will lose the category that it has been organized with.

All this to say, i figured it out, but I am not sure it works well as is. If i were to add the Item to a yet uncreated category (say bioware) the entry then no longer has the Attachments section. Not in any way a priority, or even really a problem except in a super specific instance, but something to throw onto the eventual to-do list.

johniba
October 11th, 2021, 23:22
Getting an error: Attachment "[Equipment type] does not match [Equipment type]" when I try to add an item attachment to an item. I've changed the Equip Type and Use with fields on the mod, to match (as best as i can figure) and the Type and subtype on the item I am trying to attach but i keep getting the same error message. Anyone know what I am doing wrong?

Edit: So I am really on a role today. EquipType for the Mod needed to be set to the broad category (in this case Gear) in order to be added normally. However The Item List wouldn't let me add a type that would have access to the augment function.

Specifically I am trying to add Mods to a Bioware Suite, currently set to Type: Gear Subtype: Bioware. Now the Attachment I am trying to add has been set to Equip Type: Bioware mods, and Use with: is set to bioware.

I am aware that changing mod's Equip type will let it be added correctly but then it will lose the category that it has been organized with.

All this to say, i figured it out, but I am not sure it works well as is. If i were to add the Item to a yet uncreated category (say bioware) the entry then no longer has the Attachments section. Not in any way a priority, or even really a problem except in a super specific instance, but something to throw onto the eventual to-do list.

Hi Xarax

Thanks for your input. I think it is a matter of changing the way I handle those.

I am almost done with some changes here, and I will see If I can work on this one also, which seems pretty straightforward.

johniba
October 13th, 2021, 02:17
NEW RELEASE!
Version 2021-10-12

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


Improvements:
- Combat Tracker: Init Result will now be more readable. It will show the rolled result for initiative in the format "s.aa", where "s" is the number of successes rolled, and "aa" the number of advantages.
Internally the combat tracker still keeps track of a special "tiebreaker" number, to make sure that on an initiative tie between a player and an npc, the player will go first.
Attention: the first time you open the combat tracker after this update you will see all initiative as "0". That is expected. Just re-roll initiative and it will show the results fine.
Also, the GM can manually change initiative results without having to worry on entering same results (for example between a PC and an NPC), as the tiebreaker will still work internally.

- Attachments: This is no longer restricted to Item type "Weapon", "Armor", and "Gear". You can create Attachments with any Type.
The ruleset will still only accept adding Attachments to an item that matches the Type between them, though.
- Attachments: in Settings, "House Rules", you can turn on/off allowing Attachments to items other than "Weapons"/"Armor" (it is ON by default)

- All Records in the database: Removed "Source Page" from records. Upon executing this new version of the ruleset, it will automatically update all records in the campaign.
Any records with values under "Page Source" will have these edited into the "Source" field directly.
For example, suppose we have an item named "lightsaber" with Source "Force and Destiny Core" and Source Page "98", the upgrade will change source to "Force and Destiny Core (98)"
This change does not affect the Backup/Restore Descriptions feature, but if you have exported your descriptions to a library, it is recommended you open your special campaign to edit descriptions, an export it to a library again.

- Items, Career, Setting, Vehicle: added "Library" buttons as shortcuts to open the Attachments, Special Abilities, Items, where needed.
These shortcuts are just like the ones that exist in Character/NPC sheets, that allow users and GM to quickly open a database window to drag and drop a record into the PC/NPC


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
October 13th, 2021, 02:21
Getting an error: Attachment "[Equipment type] does not match [Equipment type]" when I try to add an item attachment to an item. I've changed the Equip Type and Use with fields on the mod, to match (as best as i can figure) and the Type and subtype on the item I am trying to attach but i keep getting the same error message. Anyone know what I am doing wrong?

Edit: So I am really on a role today. EquipType for the Mod needed to be set to the broad category (in this case Gear) in order to be added normally. However The Item List wouldn't let me add a type that would have access to the augment function.

Specifically I am trying to add Mods to a Bioware Suite, currently set to Type: Gear Subtype: Bioware. Now the Attachment I am trying to add has been set to Equip Type: Bioware mods, and Use with: is set to bioware.

I am aware that changing mod's Equip type will let it be added correctly but then it will lose the category that it has been organized with.

All this to say, i figured it out, but I am not sure it works well as is. If i were to add the Item to a yet uncreated category (say bioware) the entry then no longer has the Attachments section. Not in any way a priority, or even really a problem except in a super specific instance, but something to throw onto the eventual to-do list.


Hey Xarax, check the new version, I have done changes to how attachments are handled and I hope they work now for you

sevrick
October 13th, 2021, 17:42
So far only 1 person has mentioned a preference about the libraries. I know it was probubly easy to miss but it was the last post on pg 183.

Also with these changes I will be able to eliminate some of the duplicates. However keep in mind that duplicates between libraries will remain.

Xarax
October 13th, 2021, 19:01
@sevrick
I would say definitely keep the libraries separate for the adventures.
Personally I've always used all the books I could and ran age of rebellion, edge, and force together. I don't know if that's the norm or what but that's always what I've done so grouping all of the extra books together wouldn't bother me in the slightest, so long as it was easy to tell where the info could be filled in on the books.
Regarding the time period books, I wouldn't mind if they were together or separate, but to me together with other books of their time period makes the most sense to me.

Thanks for all your doing Sevrick!

sevrick
October 14th, 2021, 00:21
I notice the filter for source doesn't seem to reflect the changes made to the source. For example there are like 4 of pages of edge of the empire with various page numbers. It should ignore the page numbers.

johniba
October 14th, 2021, 03:02
I notice the filter for source doesn't seem to reflect the changes made to the source. For example there are like 4 of pages of edge of the empire with various page numbers. It should ignore the page numbers.

I will see what i can do about that filter.
The way it normally works is that it will see each different source value in a record as a different item to put in that dropdown
What I have to try is see if instead of a dropdown, i can make it filter by a text we type in it

I will see what i can do :)

kessler25
October 14th, 2021, 04:12
One vote for lumping AA, SS and GG books into one module.

Clone Wars books together rocks.

If you could lump the era books in libraries/ modules of the same era a la the Clone Wars books that'd work.

Please and thank you!

bazutti
October 14th, 2021, 15:00
I've been digging through this thread and didn't see a clear explanation on how to backup things before an update. So, let's say I have a campaign going and I've updated descriptions of items, etc with the book descriptions. Now, an update is released. If I update, my work would be overwritten. I saw a post that sounded like it suggests having a separate campaign or something with my descriptions? I'd be grateful for anyone to explain how to do it properly. There's just so many darn pages on this thread! :)

Xarax
October 14th, 2021, 16:18
I've been digging through this thread and didn't see a clear explanation on how to backup things before an update. So, let's say I have a campaign going and I've updated descriptions of items, etc with the book descriptions. Now, an update is released. If I update, my work would be overwritten. I saw a post that sounded like it suggests having a separate campaign or something with my descriptions? I'd be grateful for anyone to explain how to do it properly. There's just so many darn pages on this thread! :)

Johniba made a video about the feature which can be found here (https://www.youtube.com/watch?v=joXMp_LUvdc&list=LL&index=1&ab_channel=JohnIbarzabal)

Hope it helps Bazutti!

bazutti
October 14th, 2021, 18:02
Johniba made a video about the feature which can be found here (https://www.youtube.com/watch?v=joXMp_LUvdc&list=LL&index=1&ab_channel=JohnIbarzabal)

Hope it helps Bazutti!

Thank you that's exactly what I was looking for!

johniba
October 14th, 2021, 19:08
I've been digging through this thread and didn't see a clear explanation on how to backup things before an update. So, let's say I have a campaign going and I've updated descriptions of items, etc with the book descriptions. Now, an update is released. If I update, my work would be overwritten. I saw a post that sounded like it suggests having a separate campaign or something with my descriptions? I'd be grateful for anyone to explain how to do it properly. There's just so many darn pages on this thread! :)

Thankz Xarax for sharing the video

Bazutti, make sure to follow my suggestion in that video, create a campaign specifically to update descriptions. Use it only for that.
Then, everytime you update your descriptions, export the backup descriptions database into a library, and whenever you start/continue with a campaign for actual play, open that library and use the restore feature :)

bazutti
October 14th, 2021, 22:51
Thankz Xarax for sharing the video

Bazutti, make sure to follow my suggestion in that video, create a campaign specifically to update descriptions. Use it only for that.
Then, everytime you update your descriptions, export the backup descriptions database into a library, and whenever you start/continue with a campaign for actual play, open that library and use the restore feature :)

It was super easy to follow. Did a quick test with two descriptions and it worked perfectly! Now I just need to figure out the best way to get items from the Classic campaign to Unity because I really don't want to copy/paste and recreate it all, but that's outside the scope of this project. Really appreciate the effort you're putting in here.

Any chance you're looking to add a player ship or something similar to what's in the Classic set?

johniba
October 15th, 2021, 00:32
It was super easy to follow. Did a quick test with two descriptions and it worked perfectly! Now I just need to figure out the best way to get items from the Classic campaign to Unity because I really don't want to copy/paste and recreate it all, but that's outside the scope of this project. Really appreciate the effort you're putting in here.

Any chance you're looking to add a player ship or something similar to what's in the Classic set?

Unless you have created custom items, I believe most of what you need is already going to be found in Sevrick's libraries.

Regarding ships, players and npcs can have any number of vehicles and can enter and control one at a time.

What I am activating soon are:
- Party vehicles: these are going to be one or more vehicles that belong to the party.
- Sharing personal vehicles: you will be able to mark one or more of your personal vehicles as public, and other players will be able to embark/use them, and even have multi-crew

bazutti
October 15th, 2021, 02:04
Unless you have created custom items, I believe most of what you need is already going to be found in Sevrick's libraries.

Regarding ships, players and npcs can have any number of vehicles and can enter and control one at a time.

What I am activating soon are:
- Party vehicles: these are going to be one or more vehicles that belong to the party.
- Sharing personal vehicles: you will be able to mark one or more of your personal vehicles as public, and other players will be able to embark/use them, and even have multi-crew

That's fantastic, I look forward to the update!

Xarax
October 15th, 2021, 08:30
@Johniba Ran into a bit of a curiosity. My players could not see the party inventory tab. There was none according to their report, and all of them are use to using it. At your leisure, low priority and all that. Thanks again!

johniba
October 15th, 2021, 13:50
@Johniba Ran into a bit of a curiosity. My players could not see the party inventory tab. There was none according to their report, and all of them are use to using it. At your leisure, low priority and all that. Thanks again!

Hi Xarax

By default, the party inventory tab is not shared with players. You can change that in settings, "Party: Show inventory to clients"

Xarax
October 15th, 2021, 17:35
Hi Xarax

By default, the party inventory tab is not shared with players. You can change that in settings, "Party: Show inventory to clients"

Awesome Many Thanks!

DraaGulFireclaw
October 16th, 2021, 01:08
Could you please re-add the ability to format the text in the descriptions again?

I liked being able to bold text in item descriptions and such.

sevrick
October 16th, 2021, 02:54
Johniba the player view in the imitative tracker seems to be doing weird things for the player. The soak seems to appear different and imitative doesn't look it does for the GM.

johniba
October 16th, 2021, 14:27
Could you please re-add the ability to format the text in the descriptions again?

I liked being able to bold text in item descriptions and such.

Hi DraaGulDireclaw

I didnt remove formatting from descriptions. Can you tell me in what record you are having issues?

johniba
October 16th, 2021, 14:31
Johniba the player view in the imitative tracker seems to be doing weird things for the player. The soak seems to appear different and imitative doesn't look it does for the GM.

I have just fixed the initiative tracker for players.
Please re-download Genesys.pak from google drive if on FGC, or in FGU just hit "check for updates"

There is no new need to re-download StarWarsFFG.pak

sevrick
October 16th, 2021, 17:34
So based on the feed back I did recieve The libraries will go like this


AA, GG, SS, will all have separate libraries.
Setting Books will go to their designated libraries (For Example: For Example Lords of Nal Hutta would go in the Edge of the Empire Libraries.
Adventure Books will all be separate.
The 2 Clone Wars Era books will be lumped into the same Library.
Dawn of Rebellion era will have it's own library.

johniba
October 16th, 2021, 18:04
So based on the feed back I did recieve The libraries will go like this


AA, GG, SS, will all have separate libraries.
Setting Books will go to their designated libraries (For Example: For Example Lords of Nal Hutta would go in the Edge of the Empire Libraries.
Adventure Books will all be separate.
The 2 Clone Wars Era books will be lumped into the same Library.
Dawn of Rebellion era will have it's own library.


Sounds great!

kessler25
October 17th, 2021, 02:09
File under in case you missed it (like I did) - Edge Studios announces it will continue with Star Wars RPG books . I'm assuming these are part of the FFG books and not a new rule system. I hope.

sevrick
October 17th, 2021, 03:31
File under in case you missed it (like I did) - Edge Studios announces it will continue with Star Wars RPG books . I'm assuming these are part of the FFG books and not a new rule system. I hope.

That's Exciting news if they are making more star wars books. I have been hoping for a Old Republic Era book.

Edit: I am worried though it could be nothing but Sam used the words "awaken" on the star wars page. I really hope they don't do what I think they are going to do. To be honest I wasn't a fan of the Sequel Trilogy, it's something I would rather just forget ever happened.

Also the Ashes of Power preview looks awesome. I like the Bird species reminds me of the Rito in Breath of the Wild but with a gritter take.

johniba
October 17th, 2021, 03:50
File under in case you missed it (like I did) - Edge Studios announces it will continue with Star Wars RPG books . I'm assuming these are part of the FFG books and not a new rule system. I hope.

Yes, that announcement was a relief.
My understanding of that post is that they will continue the line with more books.
I think it was on the same article they mentioned one of the original authors of the system and books, who will be involved in the production of the new ones.

My biggest dream is a release of a Genesys Setting book for Tannhauser :)

DraaGulFireclaw
October 17th, 2021, 16:14
I have that issue with any record, it seems. I only have the option to delete, to minimize, to change the paragraph type, or to open the "Genesys formatting help" screen. I cannot, however, bold text by right-clicking it and picking the formatting option.49538

johniba
October 17th, 2021, 18:15
I have that issue with any record, it seems. I only have the option to delete, to minimize, to change the paragraph type, or to open the "Genesys formatting help" screen. I cannot, however, bold text by right-clicking it and picking the formatting option.49538

Thank you for the screenshot

I just released a fix, the options should list fine now.

On FGC, download the latest Genesys.pak from google drive
On FCU, just click check for updates for the latest Genesys.pak to be downloaded from the forge

sevrick
October 17th, 2021, 23:05
Nut sure if you noticed but the vehicle weapons on vehicles are missing their headers. I knew this for some time but never mention it because it's a small thing. :)

sevrick
October 18th, 2021, 00:10
Edge of the Empire Libraries

Add Far Horizons Source book to the libraries.
Removed duplicate talents that appeared from different sources from with in this library.
Fixed some misc things with spelling and correcting page number locations.

johniba
October 18th, 2021, 00:26
Nut sure if you noticed but the vehicle weapons on vehicles are missing their headers. I knew this for some time but never mention it because it's a small thing. :)

Oh yeah I keep forgetting to add those.
I will add for the next update, thanks for the reminder

Xarax
October 18th, 2021, 20:07
@johniba, any update on how the Talent Pyramid/Trees are coming along?

johniba
October 18th, 2021, 21:34
@johniba, any update on how the Talent Pyramid/Trees are coming along?

I am still working on the code, I think it will take a couple of weeks probably.
I am trying to finalize the vehicle sharing/party vehicle and release this weekend though.

The one for talent though, i think two weeks

Xarax
October 18th, 2021, 21:36
I am still working on the code, I think it will take a couple of weeks probably.
I am trying to finalize the vehicle sharing/party vehicle and release this weekend though.

The one for talent though, i think two weeks

No rush of course and at your leisure. Just excited to know what's happening next! Thanks again!

sevrick
October 18th, 2021, 23:39
So I noticed that some npcs had weapons that didn't have descriptions, even though I had a description in the database filled out. I thought maybe I needed to restore backups for it to work. So I did it after backing it up. It resulted in the sharing all records I had descriptions. Why does it do this? If it is necessary then is there away to mass un share records?

The weapon on the NPC still didn't have the description updated. Everything matched except the descriptions. How does this feature work?

johniba
October 19th, 2021, 03:25
So I noticed that some npcs had weapons that didn't have descriptions, even though I had a description in the database filled out. I thought maybe I needed to restore backups for it to work. So I did it after backing it up. It resulted in the sharing all records I had descriptions. Why does it do this? If it is necessary then is there away to mass un share records?

The weapon on the NPC still didn't have the description updated. Everything matched except the descriptions. How does this feature work?

That sharing is a workaround for now.
Here is what I found out:
Suppose I open your libraries in my campaign, and I have descriptions edited or restored.
Those descriptions are not inside the library files.

When the players open the libraries, they dont show the descriptions... only i can see descriptions.

My workaround was enabling that sharing.

Maybe I could try to add ways to select what to share, instead of sharing it all, but for now it was the only way i could find for players to see descrpitions


Notice that npcs are not shared though, or other stuff that usually only the gm will have access

The npc weapon descriptions should have updated... i will check if i can find out what happened


EDIT: Sevrick if you can, please give me an example of an npc+weapon you tried to see the description updated? And let me know which library it is.
Did you re-export all libraries?

sevrick
October 19th, 2021, 13:04
As a test I used the Aqualish thug and his blaster pistol in the Edge of the Empire Library. I defiantly have the description of the item in the database. I checked to see if the Aqulish Thug's blaster pistol had all the same stats as the one in the database, and it did minus the description. While in the Edge of the Empire Library Campaign folder I saved and exported the module. I then loaded up my current campign I am GMing and loaded the module and there was no description for the blast pistol in the Aqualishs inventory. I was of course looking at the loaded version of the Aqualish thug from the library.

johniba
October 19th, 2021, 15:08
As a test I used the Aqualish thug and his blaster pistol in the Edge of the Empire Library. I defiantly have the description of the item in the database. I checked to see if the Aqulish Thug's blaster pistol had all the same stats as the one in the database, and it did minus the description. While in the Edge of the Empire Library Campaign folder I saved and exported the module. I then loaded up my current campign I am GMing and loaded the module and there was no description for the blast pistol in the Aqualishs inventory. I was of course looking at the loaded version of the Aqualish thug from the library.

Thanks for all this info Sevrick
This should be easy for me to fix tonight, and release an update.

sevrick
October 20th, 2021, 19:23
Does anyone know if we are allowed to make fantasy ground modules that are free from the publisher, such as Shadows of the Black Sun adventure released for free RPG day, and add it in its entirety and post it?

damned
October 20th, 2021, 21:09
Does anyone know if we are allowed to make fantasy ground modules that are free from the publisher, such as Shadows of the Black Sun adventure released for free RPG day, and add it in its entirety and post it?

You need permission from the publisher.
If the publisher explicitly wrote in the product that he/she gives permission to reuse and adapt and share then you have permission.
Otherwise you need to get permission from them.

sevrick
October 20th, 2021, 21:58
You need permission from the publisher.
If the publisher explicitly wrote in the product that he/she gives permission to reuse and adapt and share then you have permission.
Otherwise you need to get permission from them.

If I were to get said permission what would be the next step. Would you need a copy of the email or somthing?

damned
October 20th, 2021, 22:17
If I were to get said permission what would be the next step. Would you need a copy of the email or somthing?

Make sure you keep the permission.
Add a note in your conversion - "Converted with the kind permission of ...."

DraaGulFireclaw
October 21st, 2021, 17:52
Thank you kindly! It works now! :D

GroupDMing
October 21st, 2021, 22:36
Any plans to auto calculate and show weapon damage, and weapon properties when rolling attacks etc? Or am I missing something

sevrick
October 21st, 2021, 23:01
Any plans to auto calculate and show weapon damage, and weapon properties when rolling attacks etc? Or am I missing something

As it stands now, when you roll attack if successful, it generates a damage amount. You simply have to drag the damage amount generated onto the the character that is receiving the damage in the combat tracker.

As for automation with the other things Johniba has mentioned a desire to do it. So it is in the pipeline.

GroupDMing
October 22nd, 2021, 10:18
As it stands now, when you roll attack if successful, it generates a damage amount. You simply have to drag the damage amount generated onto the the character that is receiving the damage in the combat tracker.

As for automation with the other things Johniba has mentioned a desire to do it. So it is in the pipeline.


Awesome thank you, yeah I was just thinking of it showing weapon properties etc in the chat window after the roll, would be super handy, thanks for all the hard work everyone!

johniba
October 22nd, 2021, 12:56
Awesome thank you, yeah I was just thinking of it showing weapon properties etc in the chat window after the roll, would be super handy, thanks for all the hard work everyone!

Showing weapon properties after roll is one of the things i was thinking of adding.
It is super easy to do, and i might just do it for the next release.

And just like sevrick said, i do have in my roadmap to have some automation, like taking into consideration weapon specials and character talents on a roll

johniba
October 22nd, 2021, 20:25
Hi everyone

There will be major updates to rulesets in the end of november/start of december.
This is to let you all know I will start testing the Genesys/Star Wars rulesets against the beta build for FGUnity this week.

My intention is to have a smooth transition, as soon as FG updates the rulesets to the live build, for us to have no issues.

So this may delay things a little bit, depending on whether i find any bugs i need to fix.
The good thing is that usually I dont expect a lot of issues, since from the beginning I tried very hard not to change core stuff, and make the rulesets design following some suggestions and best practices from FG, but there are still a few parts where I had to customize.


Here is the official post:
https://www.fantasygrounds.com/forums/showthread.php?71007-Beta-Release-2021-11-Ruleset-Updates

mossfoot
October 24th, 2021, 03:36
Hopefully all goes well :)

johniba
October 24th, 2021, 05:17
Hopefully all goes well :)

Oh yes, I can tell that I am pleased.
The only real issues I had were small.

Two error messages: one related to the customization I did on the /export window (easy to fix, I am only deciding how to make), another simple one with the module activation window.

All issues are fixed, I am only making sure I can still make this change not break FGClassic usage, and I am now adding back the stuff I did to the export window.

I am checking a few more code, but nothing is broken :)

The only issue is that these changes do not currently work on Live, only on the test FGU. I think Smiteworks will move this to Live in about a week, but if they delay, I can disable a couple of lines of code and release another update with some stuff i am working on

The good thind is that everyone can rest assured both rulesets are ready for the big update

Xarax
October 24th, 2021, 05:30
Thank you so much for all your work on this making all our game nights and days using Genesys and Star wars possible and future update proof.

mossfoot
October 24th, 2021, 18:34
Thank you so much for all your work on this making all our game nights and days using Genesys and Star wars possible and future update proof.

Yeah, in it's current state it's exactly what I need to make my Star Wars (and eventually Genysys) nights easy to manage. Everything you add from this point on is gravy. Sweet, sweet gravy.

johniba
October 24th, 2021, 19:08
Yeah, in it's current state it's exactly what I need to make my Star Wars (and eventually Genysys) nights easy to manage. Everything you add from this point on is gravy. Sweet, sweet gravy.

Thanks Xarax, moosfoot.
As I always say, this is all very nice. I love learning how to code on Fantasy Grounds. Sometimes I will spend long nights or weekends coding on it and I dont even see the time passing, but by far the best feeling is knowing other people are finding enjoyment on this, and that it is useful to other people.

johniba
October 24th, 2021, 19:16
So I noticed that some npcs had weapons that didn't have descriptions, even though I had a description in the database filled out. I thought maybe I needed to restore backups for it to work. So I did it after backing it up. It resulted in the sharing all records I had descriptions. Why does it do this? If it is necessary then is there away to mass un share records?

The weapon on the NPC still didn't have the description updated. Everything matched except the descriptions. How does this feature work?

I did some testing and investigation on the code and on those records, and I found out the cause of this issue.

Looking at that npc, the Aqualish Thug

Open the inventory and open that Blaster Pistol

Notice the source field says: "Edge of the Empire Core (161)"

Now, go to the items database, open the blaster pistol record, and check the source field.
It says "Edge of the Empire Core Rulebook (161)"

Here is how the restore descriptions code work:

It will compare: "type" + "name" + "source (it removes the parenthesis and numbers, so it compares the source "book" only)

So in this case, the Aqualish Thug weapon will be:
"item" + "Blaster Pistol" + "Edge of the Empire Core"

But the item in the database is:

"item" + "Blaster Pistol" + "Edge of the Empire Core Rulebook"

So the code will not match them.

One way to fix is to go back and make sure all sources in each npcs match the source name in the "main" item records in the items database, but that would consume a lot of time.

What I am thinking of doing is making the search code smarter

So, the code will first try an exact match. If that is not possible, it will try to match only "item" + "Blaster Pistol"

That I think should work. I suppose we could have a very rare case of two items with the exact same name but different descriptions, but I am not really sure this would happen....

Anyway, I am making the restore code better like described above :)

About the Aqualish Thug:
I noticed there are two records in the library, and I did figure it out it is because they have two different sources (one is the edge of the empire core, the other is another book) and I know you will eventually "merge" most of these records.
In the case of this npc, I am not sure if you are aware, but I noticed they have a different minion configuration. One of them has more minions per group.
So when merging duplicate records, maybe it will be a good idea to check if they are a complete match
I thought of sharing this with you, hope it is useful




About the mass sharing of records, here is a brief explanation:

There are two ways to make some records available for players.
The main method: if a library is created as a "Player" library, it means your players can go to modules, and activate it, right?
Now if the player does this... they will have access to all records in that library module.

Another way for a GM to share, is making a record public. This will share the record with the players even if they dont open a library, and indeed it is also the only way to share a record that does not belong to a library file (one that exists in the campaign only)

If the player used the first method, they will have access to the original record in the library. By this I mean that if you edit a description in lets say, a weapon from that library, it will not reflect in what the player sees.
You can fix that by sharing the record. Even if the player already has access to that record from the library, the player will now see the edited description, because you shared it.

And here is our big challenge: although I have created this feature in Genesys and Star Wars FFG rulesets to allow for editing descriptions in a way we can easly transport them to other campaigns, the player would never see the description unless you shared them... and toggling sharing is done one by one.

The workaround I found was this:

When you go to the Backup Descriptions database and click "Restore", if the code restores any descriptions to a record, it will also share it with players.
There are exceptions: it will not share the npc records (for obvious reasons, players usually should not have access to those)

I know this is probably not ideal to everyone, but it is the current workaround I found :(

sevrick
October 24th, 2021, 20:26
At what point is it supposed to update the record on the NPCs weapon. Is it when you backup the database? Is it when you restore it? Or is done during exporting.

I never found what you were talking about the source on the aqulish weapon being "Edge of the Empire Core (161)" and the Database being "Edge of the Empire Core Rulebook (161)".

Since I just added the descriptions manually to the aqualish thugs weapon I did a test on a completely untouched NPC.

So I tested it with a Forger in the Image below.
The 1st Holdout blaster stats is the one currently on the Forger. The 2nd one with the description is my database. You can see for yourself that everything is the same. Including the source. I backed up the database saved the campign and exported the library and still the holdout blaster in the Forgers inventory doesn't have the description. Which is why I am wondering when is the database supposed to update the npc item descriptions.

johniba
October 24th, 2021, 20:53
It what point is it supposed to update the record on the NPCs weapon. Is it when you backup the database? Is it when you restore it? Or is done during exporting.

Ok first, you click Backup. This will make a copy of all descriptions you added.
When you click Restore, it will restore all descriptions, and this is when the descriptions on items, attachments, talents etca belonging to npcs and pcs will be restored.

Trying to explain in a different way:

Imagine you have this:

- Item
Holdout Blaster -> this item has a description

- NPC Forger -> has item "Holdout Blaster"... no description

As soon as you hit RESTORE, this is what happens:

The ruleset will restore all descriptions to "main tables": items, talents, skills etca.

After that is done, it will check databases that have "child" records, like in the example.. npcs

It will get to a point it will look at the above npc, and see it has items.
It will work on each item, eventually it will look at the holdout blaster belonging to the npc
It will try to find the description from the "main" table... and if type (item) + name (holdout blaster) and source match... it will copy the description to the item inside the npc


So in your case... click restore, open the npc, see if the item has descriptions now.


Now about exporting.
When you export a campaign into a library, it will only export LOCAL records (records that were created in the campaign... NOT ones that existin modules)
Example:

Lets say you have opened your special campaign you use to generate the libraries you share with us:
- You open that campaign and edit a bunch of descriptions
- Click Backup
- click restore

Now, child records will have been updated based on descriptions you added to main records:
- npcs/pcs will have items+attachments, talents etca all with descriptions you added to main records
- items: if they have attachments, they will get descriptions from the main table for attachments

You export your library... this new library will be complete... WITH descriptions
That is an important part:
- before you export and share publicly, you will want to make sure to uncheck the "with descriptions" in the /export window



Backup/Restore descriptions work DIFFERENT for everybody else: for us using your libraries
I am hesitant to explain how this works now, afraid I could make it confusing for you, so i will explain later...


I know this is a bit confusing to understand at first.






I never found what you were talking about the source on the aqulish weapon being "Edge of the Empire Core (161)" and the Database being "Edge of the Empire Core Rulebook (161)".

Since I just added the descriptions manually to the aqualish thugs weapon I did a test on a completely untouched NPC.

So I tested it with a Forger in the Image below.
The 1st Holdout blaster stats is the one currently on the Forger. The 2nd one with the description is my database. You can see for yourself that everything is the same. Including the source. I backed up the database saved the campign and exported the library and still the holdout blaster in the Forgers inventory doesn't have the description. Which is why I am wondering when is the database supposed to update the npc item descriptions.

sevrick
October 24th, 2021, 21:57
Ok first, you click Backup. This will make a copy of all descriptions you added.
When you click Restore, it will restore all descriptions, and this is when the descriptions on items, attachments, talents etca belonging to npcs and pcs will be restored.

Trying to explain in a different way:

Imagine you have this:

- Item
Holdout Blaster -> this item has a description

- NPC Forger -> has item "Holdout Blaster"... no description

As soon as you hit RESTORE, this is what happens:

The ruleset will restore all descriptions to "main tables": items, talents, skills etca.

After that is done, it will check databases that have "child" records, like in the example.. npcs

It will get to a point it will look at the above npc, and see it has items.
It will work on each item, eventually it will look at the holdout blaster belonging to the npc
It will try to find the description from the "main" table... and if type (item) + name (holdout blaster) and source match... it will copy the description to the item inside the npc


So in your case... click restore, open the npc, see if the item has descriptions now.


Now about exporting.
When you export a campaign into a library, it will only export LOCAL records (records that were created in the campaign... NOT ones that existin modules)
Example:

Lets say you have opened your special campaign you use to generate the libraries you share with us:
- You open that campaign and edit a bunch of descriptions
- Click Backup
- click restore

Now, child records will have been updated based on descriptions you added to main records:
- npcs/pcs will have items+attachments, talents etca all with descriptions you added to main records
- items: if they have attachments, they will get descriptions from the main table for attachments

You export your library... this new library will be complete... WITH descriptions
That is an important part:
- before you export and share publicly, you will want to make sure to uncheck the "with descriptions" in the /export window



Backup/Restore descriptions work DIFFERENT for everybody else: for us using your libraries
I am hesitant to explain how this works now, afraid I could make it confusing for you, so i will explain later...


I know this is a bit confusing to understand at first.

Ok. Does restoring still share every sheet that has a description? I made that mistake once and had to go through every record in that campaign and remove sharing. If it still does I will hold off till something is in place before testing it.

One other thing while working on the Genesys typos and stuff. I decided to add a link from Parcels to the description in careers. These parcels would be filled with the starting equipment lists suggested in Realms of Terrinoth.
My question is: If I export parcels with no descriptions checked will the items in the parcels still have descriptions. I only ask this because I noticed that Items that are put into a parcel seem to be copies of the item from the data base and not referencing it.

Lastly I decided to not wait till the next Star Wars library update to release the Genesys Library fixes. I will get those out ASP. I didn't realize how much need to fixed.

johniba
October 24th, 2021, 22:18
Ok. Does restoring still share every sheet that has a description? I made that mistake once and had to go through every record in that campaign and remove sharing. If it still does I will hold off till something is in place before testing it.
It does share all records, it is the only current way to make sure players will be able to have access to the descriptions.
If you dont share a record, they can only see the original values in the modules.
Is that such a big trouble, having the records shared?




One other thing while working on the Genesys typos and stuff. I decided to add a link from Parcels to the description in careers. These parcels would be filled with the starting equipment lists suggested in Realms of Terrinoth.
My question is: If I export parcels with no descriptions checked will the items in the parcels still have descriptions. I only ask this because I noticed that Items that are put into a parcel seem to be copies of the item from the data base and not referencing it.

Lastly I decided to not wait till the next Star Wars library update to release the Genesys Library fixes. I will get those out ASP. I didn't realize how much need to fixed.


Parcels: I did not handle records in that table so for now, do not share parcels. I will add that to the code that works on descriptions there.

sevrick
October 24th, 2021, 22:33
It does share all records, it is the only current way to make sure players will be able to have access to the descriptions.
If you dont share a record, they can only see the original values in the modules.
Is that such a big trouble, having the records shared?





Parcels: I did not handle records in that table so for now, do not share parcels. I will add that to the code that works on descriptions there.

No I guess not when I really think about it. The only reason for me to ever use the restore function would be to update all the descriptions to the NPCs items automatically. I am probably getting confused with sharing records in a campaign used solely for exporting and sharing records in a current campaign I am playing in. My 1st reaction is that it would clutter up the players data base would be cluttered, but I think I may have been wrong.

As far as Parcels will do.

johniba
October 25th, 2021, 02:48
As far as Parcels will do.

I just thought Sevrick,
You can export parcels, as long as you make sure they dont contain descriptions in their items, ok?

I am already updating the code to handle parcels descriptions automatically later, both for removing descriptions, and for backup/restore

sevrick
October 25th, 2021, 12:39
Genesys Core Rulebook

Fixed Typos dealing with the Item sources

Realms of Terrinoth

Fixed typos dealing with the sources
Added riding beast NPC record.

Genesys Expanded Players Guide

Changed Source for Species to be more consistent with the rest of the library.
Moved Setting information out of the description box on the Tactical Strider vehicle and put it in it's proper place.

Xarax
October 25th, 2021, 15:11
@johniba something to throw on the pile if possible: what about a function to take the items used in an encounter and export them to a parcel? Sure you can just drag and drop everything but it be cool to do it all with a few clicks.

Thanks again!

johniba
October 25th, 2021, 16:20
@johniba something to throw on the pile if possible: what about a function to take the items used in an encounter and export them to a parcel? Sure you can just drag and drop everything but it be cool to do it all with a few clicks.

Thanks again!

Thanks, writting this down to check later :)

bazutti
October 27th, 2021, 00:20
Johniba made a video about the feature which can be found here (https://www.youtube.com/watch?v=joXMp_LUvdc&list=LL&index=1&ab_channel=JohnIbarzabal)

Hope it helps Bazutti!

I created some items that I exported and then included that module in our game. However, I can't get the descriptions to follow for some reason. The descriptions for things like talents and skills all carried over, but for some reason the items I created did not. Any ideas what I may be doing wrong?

johniba
October 27th, 2021, 00:52
I created some items that I exported and then included that module in our game. However, I can't get the descriptions to follow for some reason. The descriptions for things like talents and skills all carried over, but for some reason the items I created did not. Any ideas what I may be doing wrong?

I would suggest you keep those two things separate:

Have a campaign created only to add descriptions to those shared libraries from sevrick, and another one where you create items and other objects yourself.
Since you have your own objects, you dont have to worry about not exporting those with their descriptions, you dont need to worry about that.

So, when you open a new campaign to play, you would:
- open sevrick's libraries
- open your exported library with your created objects
- open your exported library containing the database descriptions you edited in that special campaign you created only for adding descriptions
- and finally, go to the backup descriptions table, and hit Restore, which will restore descriptions to those records from sevrick's library

bazutti
October 27th, 2021, 02:51
I would suggest you keep those two things separate:

Have a campaign created only to add descriptions to those shared libraries from sevrick, and another one where you create items and other objects yourself.
Since you have your own objects, you dont have to worry about not exporting those with their descriptions, you dont need to worry about that.

So, when you open a new campaign to play, you would:
- open sevrick's libraries
- open your exported library with your created objects
- open your exported library containing the database descriptions you edited in that special campaign you created only for adding descriptions
- and finally, go to the backup descriptions table, and hit Restore, which will restore descriptions to those records from sevrick's library

Ok I will give that a shot! Are we able to drag dice pools to the hotbar yet?

johniba
October 27th, 2021, 03:07
Ok I will give that a shot! Are we able to drag dice pools to the hotbar yet?

Not yet, I am sorry
I am currently working on making sure the rulesets are compatible with the upcoming big change in the end of the month, and also finishing the party vehicle/vehicle sharing

After that I am working on talent trees, but right after that, i will revamp the actions system, allowing among other things, to drag them to the hotbar.
Currently the only ones that can be dragged to the bar are Power actions.

Xarax
October 27th, 2021, 06:15
I am currently working on making sure the rulesets are compatible with the upcoming big change in the end of the month, and also finishing the party vehicle/vehicle sharing

After that I am working on talent trees, but right after that, i will revamp the actions system, allowing among other things, to drag them to the hotbar.
Currently the only ones that can be dragged to the bar are Power actions.

I have no idea if it is convenient, but I certainly would not mind getting previews of what you are working on, unless you prefer to keep it all under wraps til you are ready for a functional reveal.

johniba
October 28th, 2021, 01:48
I have no idea if it is convenient, but I certainly would not mind getting previews of what you are working on, unless you prefer to keep it all under wraps til you are ready for a functional reveal.


That is a good idea, maybe for some features I could do that, provide a test in the TEST FGU.
The way it is not though for the vehicle and spec tree, it is not truly functional.

For example, I have a lot of debug code just showing me some nodes when i click a button, that will eventually go to the party inventory and show vehicles.

For talents, i am still building a specialization tree. After I build the screen, i will play with the idea of adding talents to it, creating a database... and the big part of the code will be to make that work in conjunction with the talent lists we already have

Well, in short, i cannot do a prerelease with the way i am coding things, but your idea is actually good, and for some of the things we have in the future, i think it could be better i release a workable thing in test, and get feedback from you all

Right now, if you change your FGU to TEST, you can already test the compatibilty with the new changes that will go live soon in FGU, but there is nothing new from the perspective of Genesys/SW

sevrick
October 29th, 2021, 23:26
Now I am not sure if it is the ruleset or just fantasy grounds, but when ever a punctuation is followed by something that is bolded or italicized FG adds a space in between the bolded or italicized text and the punctuation. This seems to only happen when there are symbols used some where in the paragraph.

I tested this and found that when I lock it the symbols appear and the automatic space between the bolded and punctuation appears. I unlock it and move the punctuation over next to where it goes and have to re-bold the letters. But since the symbols stay and didnt revert back to their letter in bracket equivalent the punctuation stayed where it was supposed to when I lock it again. I soon found out this method was all for not because when I reload the campaign, the automatic space comes back.

I know this isnt a huge priority but thought you should be made aware of its existence.

johniba
October 30th, 2021, 01:27
Now I am not sure if it is the ruleset or just fantasy grounds, but when ever a punctuation is followed by something that is bolded or italicized FG adds a space in between the bolded or italicized text and the punctuation. This seems to only happen when there are symbols used some where in the paragraph.

I tested this and found that when I lock it the symbols appear and the automatic space between the bolded and punctuation appears. I unlock it and move the punctuation over next to where it goes and have to re-bold the letters. But since the symbols stay and didnt revert back to their letter in bracket equivalent the punctuation stayed where it was supposed to when I lock it again. I soon found out this method was all for not because when I reload the campaign, the automatic space comes back.

I know this isnt a huge priority but thought you should be made aware of its existence.

This is probably related to the symbols in the fonts yes. I will check this out later.

mossfoot
November 1st, 2021, 07:49
I added some clothing to my players characters, but I want them to follow the rules for armor/clothing in terms of being worn not adding to encumbrance. How do I go about doing that? (same goes for things like goggles that are worn)

johniba
November 1st, 2021, 13:58
I added some clothing to my players characters, but I want them to follow the rules for armor/clothing in terms of being worn not adding to encumbrance. How do I go about doing that? (same goes for things like goggles that are worn)

If an item is type "Armor" and is worn, its encumbrance value is reduced by 3 to a minimum of zero, so the ruleset will check this from the "type" field.

I think usually you will only have listed in the inventory clothing that would add some sort of protection, but if you really want to have them regardless, to make them follow the encumbrance rules, you will either have to edit their records as type Armor, or have encumbrance 0.

I could also add to the code a check for type "Clothing", and make it follow the rules of armor encumbrance. Let me know what you guys think

sevrick
November 2nd, 2021, 01:32
This is probably related to the symbols in the fonts yes. I will check this out later.

I think I came up with a rather simple solution. Bolding or Italicizing the punctuation with the rest seems to work. This simple solution makes me feel so dumb. :)

johniba
November 2nd, 2021, 05:24
I think I came up with a rather simple solution. Bolding or Italicizing the punctuation with the rest seems to work. This simple solution makes me feel so dumb. :)

hah, dont feel dumb, think like this: this is a great tip for me to find out how to make it better later

DraaGulFireclaw
November 3rd, 2021, 17:48
If an item is type "Armor" and is worn, its encumbrance value is reduced by 3 to a minimum of zero, so the ruleset will check this from the "type" field.

I think usually you will only have listed in the inventory clothing that would add some sort of protection, but if you really want to have them regardless, to make them follow the encumbrance rules, you will either have to edit their records as type Armor, or have encumbrance 0.

I could also add to the code a check for type "Clothing", and make it follow the rules of armor encumbrance. Let me know what you guys think

I have done exactly that. I simply re-classify any clothing as "armor" whenever I put it on a character, but leave it as "gear" (subtype: "clothing") in the general Item list.

mossfoot
November 4th, 2021, 19:14
I have done exactly that. I simply re-classify any clothing as "armor" whenever I put it on a character, but leave it as "gear" (subtype: "clothing") in the general Item list.

Just so I'm clear, what fields should I be filling in to do this?

bazutti
November 4th, 2021, 22:09
Are signature abilities in any of the libraries? I didn't see them in Special Abilities. I created a new campaign and entered in some abilities like Wookie Rage but it will not appear after exported and imported into the game campaign. Oddly enough, this happens with 2 specific talents I created in relation to Unmatched Mobility. For whatever reason, three talents related to that ability export/import just fine, and two refuse to show up after import.

sevrick
November 5th, 2021, 00:53
Edge of the Empire Libraries

Added Hypersensitive Antennae ability to Kalleran.
Removed Starting Skill Ranks from species.

Age of Rebellion

Added Lead by Example source book to the libraries.
Removed Starting Skill Ranks from species.
Add Vehicle Combat Traing Talent from the Age of Rebellion Core Rulebook.

Force and Destiny

Added One with the Universe and Maskashi Flourish Talents.
Removed Starting Skill Ranks from species.


The starting skill ranks being removed is due in part to prepping the records for automation input instead.

sevrick
November 5th, 2021, 00:55
Are signature abilities in any of the libraries? I didn't see them in Special Abilities.

I imagine it would be implemented after Johinba has fished his work on the trees. Witch would be needed for Specializations and Force Powers as well.

bazutti
November 5th, 2021, 00:59
I imagine it would be implemented after Johinba has fished his work on the trees. Witch would be needed for Specializations and Force Powers as well.

Is there any reason you can think of that would prevent me from importing them? I had created these in a different campaign, exported, but not all show up for some odd reason.

sevrick
November 5th, 2021, 02:07
Is there any reason you can think of that would prevent me from importing them? I had created these in a different campaign, exported, but not all show up for some odd reason.

That I am unsure. Johniba would have to answer that. I don't use that feature my self since it isn't need for me be the creator of the libraries.

johniba
November 5th, 2021, 04:12
Are signature abilities in any of the libraries? I didn't see them in Special Abilities. I created a new campaign and entered in some abilities like Wookie Rage but it will not appear after exported and imported into the game campaign. Oddly enough, this happens with 2 specific talents I created in relation to Unmatched Mobility. For whatever reason, three talents related to that ability export/import just fine, and two refuse to show up after import.

Could you give more details on those items?
Maybe steps I can use to reproduce, creating them and exporting.

I am interested to see what exactly is happening, and I will help.

johniba
November 5th, 2021, 04:13
I imagine it would be implemented after Johinba has fished his work on the trees. Witch would be needed for Specializations and Force Powers as well.

Hmm maybe I mistook this for species special abilities...
Do you have a reference, maybe book+page I can look at this?

bazutti
November 5th, 2021, 19:25
Could you give more details on those items?
Maybe steps I can use to reproduce, creating them and exporting.

I am interested to see what exactly is happening, and I will help.

So at first, I created Wookie Rage and Unmatched Mobility as special abilities. I then created some talents for Unmatched Mobility like Duration (Unmatched Mobility), Free Maneuver (Unmatched Mobility), along with the destiny, melee, and ranged talents. I made them all have the (Unmatched Mobility) in the name because I wasn't sure if there were other talents for signature abilities of the same name. All of this was done in the campaign I made for descriptions. I exported them and imported them into the game campaign where items of the same name but no descriptions were created. I thought maybe the description backup would fill them in. That didn't work, and that's when you suggested I create a new campaign for creating things outside of the description backup campaign. So, I deleted the records from the game campaign, created a new campaign, and created everything in there. I then exported two modules: eote_abilities and eote_talents. I imported these into the game campaign. However, not everything imported. Unmatched Mobility was there in Special Abilities, but Wookie Rage wouldn't import. Three out of the five talents I created imported, but two didn't. I've repeated this process a number of times with the same results. Just not sure what I'm doing incorrectly.

johniba
November 5th, 2021, 19:56
So at first, I created Wookie Rage and Unmatched Mobility as special abilities. I then created some talents for Unmatched Mobility like Duration (Unmatched Mobility), Free Maneuver (Unmatched Mobility), along with the destiny, melee, and ranged talents. I made them all have the (Unmatched Mobility) in the name because I wasn't sure if there were other talents for signature abilities of the same name. All of this was done in the campaign I made for descriptions. I exported them and imported them into the game campaign where items of the same name but no descriptions were created. I thought maybe the description backup would fill them in. That didn't work, and that's when you suggested I create a new campaign for creating things outside of the description backup campaign. So, I deleted the records from the game campaign, created a new campaign, and created everything in there. I then exported two modules: eote_abilities and eote_talents. I imported these into the game campaign. However, not everything imported. Unmatched Mobility was there in Special Abilities, but Wookie Rage wouldn't import. Three out of the five talents I created imported, but two didn't. I've repeated this process a number of times with the same results. Just not sure what I'm doing incorrectly.

I see what you mean.
I believe the issue is that the way the backup/restore of descriptions is executed.
The "main" records (for example records in the special abilities table, or the careers table) are matched by their internal ID. If the record exists in the campaign, this will be a number, if they are records in a module/library you have opened, they will have a number and the @ sign, followed by the library name

Currently when you restore, that is used as a match for those records.

My suggestion is, if you are creating new records for species, career, etca... create them in a campaign designed only for creating those. Export them into a library file, and open that library in the campaign you will use to play.
Use those records to populate the character sheets.

Do not worry abour backing up descriptions from those, since your library is yours and wont be shared with anyone, you dont need to actually backup and restore them in any way.

The only time you need to think about using the backup/restore descriptions is if you are populating descriptions that belong to libraries you downloaded, like the ones sevrick shares

Having said all that, I am making the backup/restore descriptions matching a bit smarter. In the next release, it will behave differently:

It will match and restore descriptions not based on the id for the main records, but on different combinations:
- First it will try to match based on the "name", type (career, item etca) and the "source" field
- If that does not match, it will look at the source field, and it that contains more than one source separated by comma, it will try to match based on each one of those sources
- if that does not work, it will only match by name+type

That will make it much more powerful, for example it will even restore descriptions from similar records but different libraries.
Lets say for example in edge of the empire library we have a lightsaber and you created a description for it, and if it finds other lightsabers from other libraries, those will receive descriptions aswell.

I know this topic is a bit confusing, so let me know if it did not make much sense, i can try to explain in a better way

bazutti
November 5th, 2021, 21:54
I see what you mean.
My suggestion is, if you are creating new records for species, career, etca... create them in a campaign designed only for creating those. Export them into a library file, and open that library in the campaign you will use to play.
Use those records to populate the character sheets.


The descriptions part I have working now. However, when I created a campaign to make other things (like Wookie Rage and Unmatched Mobility talents) and exported/imported them, some records just simply aren't there. It's always the same ones. Is it because there's a Wookie Rage ability on the species list in your library? Is it because I had created (but then deleted) these talents and ability? It's just odd that my actions will import 3/5 talents, but never the other 2. It will properly import all Special Abilities I created, except Wookie Rage. I wonder if there's some kind of cache that exists that may need to be cleared?

johniba
November 7th, 2021, 00:27
The descriptions part I have working now. However, when I created a campaign to make other things (like Wookie Rage and Unmatched Mobility talents) and exported/imported them, some records just simply aren't there. It's always the same ones. Is it because there's a Wookie Rage ability on the species list in your library? Is it because I had created (but then deleted) these talents and ability? It's just odd that my actions will import 3/5 talents, but never the other 2. It will properly import all Special Abilities I created, except Wookie Rage. I wonder if there's some kind of cache that exists that may need to be cleared?

Ok first, open that campaign you use to create records, and check those records you are trying to export.
Make sure they do not belong to an opened module.

When you export a module, it will only export "local" records, it will not re-export records that belong to any opened modules.

You can easly check that looking at the database list

In this attached screenshot example, only the "Night Vision" record is local, so if I choose to export to a module, this is the only one that will show up.

Another good thing to remind you is that you dont have to worry about import/export of descriptions for those records that you created and exported to your module

Import/Export of descriptions is only important for records that belong to opened modules, the ones from sevrick.
Even though the import/export will also include descriptions from those local records, they are really only going to be useful for recovering descriptions to modules that you downloaded.
Its intend is to recover the descriptions you created for those records.

49843

johniba
November 7th, 2021, 00:34
As I have said in previous posts, Fantasy Grounds Unity will receive some big changes by the end of november.
I am currently working on making sure both Star Wars and Genesys rulesets are compatible with those changes, but the more I see these changes, the more it makes me worry a bit for the future of keeping the rulesets still compatible with FGC.

As you all know, FGClassic is not receiving any updates, FGUnity is the future of this software, and in time, I think it will become more difficult for me to make sure the ruleset still works with FGClassic.

For example

One of the things I needed to fix is related to the new way the right sidebar will be presented, with Collapsible categories.
Although I did manage to update the code and make the ruleset check if it is running under FGC to disable the new code and use the old code, for some other things it may become difficult.

Another change is that desktop decals will be done differently in rulesets and extensions.
It will actually become easier for people to add more decals in extensions, in a way that you can have multiple extensions that provide decals active, and have all decals available for use.

The thing is, in the case of decals, it is another place where I would have to keep a special code to handle that, make the decals still work in FGC.

I will do my best to keep it compatible, but I wanted this post to be a warning.

I dont know how many of you are still using FGClassic, and I would really recommend thinking of upgrading to Unity.

Please let me know what you all think

Are you using FGClassic?
If yes, do you have plans to move to Unity?


One thing is for sure:
I will probably only be able to provide a new release when the FGUnity update goes Live, even though this next release will still be compatible with FGC, due to the way I did the code in both rulesets identify if FGUnity is running.

sevrick
November 7th, 2021, 15:09
As I have said in previous posts, Fantasy Grounds Unity will receive some big changes by the end of november.
I am currently working on making sure both Star Wars and Genesys rulesets are compatible with those changes, but the more I see these changes, the more it makes me worry a bit for the future of keeping the rulesets still compatible with FGC.

As you all know, FGClassic is not receiving any updates, FGUnity is the future of this software, and in time, I think it will become more difficult for me to make sure the ruleset still works with FGClassic.

For example

One of the things I needed to fix is related to the new way the right sidebar will be presented, with Collapsible categories.
Although I did manage to update the code and make the ruleset check if it is running under FGC to disable the new code and use the old code, for some other things it may become difficult.

Another change is that desktop decals will be done differently in rulesets and extensions.
It will actually become easier for people to add more decals in extensions, in a way that you can have multiple extensions that provide decals active, and have all decals available for use.

The thing is, in the case of decals, it is another place where I would have to keep a special code to handle that, make the decals still work in FGC.

I will do my best to keep it compatible, but I wanted this post to be a warning.

I dont know how many of you are still using FGClassic, and I would really recommend thinking of upgrading to Unity.

Please let me know what you all think

Are you using FGClassic?
If yes, do you have plans to move to Unity?


One thing is for sure:
I will probably only be able to provide a new release when the FGUnity update goes Live, even though this next release will still be compatible with FGC, due to the way I did the code in both rulesets identify if FGUnity is running.

This isn't a problem for me. I switched over to Unity the moment I herd they were going to stop supporting it. I don't think it would be worth it to keep updating classic when it's obvious Fantasy Grounds themselves are stopping support for it.

If it wouldn't require doing a ton of work, I would pick a point to where you say this is the last update for classic continue to fix the bugs on it, but nothing new would be released for it. It would be a separate download from the Unity version. That way people who want to play Classic still can, but it might not have all the bells and whistles of the Unity version. In time you may be able to get rid of it all together.

sevrick
November 8th, 2021, 01:55
I just got done playing a game and noticed some things:

Critical Hits seem to be bugged. When a crit on a vehicle was rolled the gm rolled with a +20 in the modifier and rolled a 9 making the total 29. The crit that was produced though was Component Hit when it should have been Knocked off Course. Looking at the chat 29 indeed showed as the final result.
It would be handy to have a place for the current speed in the combat tracker for vehicles. This should be made visible to the PCs vehicle as well.

johniba
November 8th, 2021, 01:58
I just got done playing a game and noticed some things:

Critical Hits seem to be bugged. When a crit on a vehicle was rolled the gm rolled with a +20 in the modifier and rolled a 9 making the total 29. The crit that was produced though was Component Hit when it should have been Knocked off Course. Looking at the chat 29 indeed showed as the final result.
It would be handy to have a place for the current speed in the combat tracker for vehicles. This should be made visible to the PCs vehicle as well.


That issue with critical is easy for me to fix... I will also see if i can add current speed in the tracker too

Xarax
November 8th, 2021, 18:36
As I have said in previous posts, Fantasy Grounds Unity will receive some big changes by the end of november.
I am currently working on making sure both Star Wars and Genesys rulesets are compatible with those changes, but the more I see these changes, the more it makes me worry a bit for the future of keeping the rulesets still compatible with FGC.

As you all know, FGClassic is not receiving any updates, FGUnity is the future of this software, and in time, I think it will become more difficult for me to make sure the ruleset still works with FGClassic.

For example

One of the things I needed to fix is related to the new way the right sidebar will be presented, with Collapsible categories.
Although I did manage to update the code and make the ruleset check if it is running under FGC to disable the new code and use the old code, for some other things it may become difficult.

Another change is that desktop decals will be done differently in rulesets and extensions.
It will actually become easier for people to add more decals in extensions, in a way that you can have multiple extensions that provide decals active, and have all decals available for use.

The thing is, in the case of decals, it is another place where I would have to keep a special code to handle that, make the decals still work in FGC.

I will do my best to keep it compatible, but I wanted this post to be a warning.

I dont know how many of you are still using FGClassic, and I would really recommend thinking of upgrading to Unity.

Please let me know what you all think

Are you using FGClassic?
If yes, do you have plans to move to Unity?


One thing is for sure:
I will probably only be able to provide a new release when the FGUnity update goes Live, even though this next release will still be compatible with FGC, due to the way I did the code in both rulesets identify if FGUnity is running.

This is fairly sad but understandable news for my group. A few people don't have rigs that can handle unity but I totally understand not wanting to do extra work for an outmoded system. On the other hand making sure you only have to have one release working instead of two is sure to speed up development for the next awesome thing. Appreciate all your work on this Johniba!

johniba
November 8th, 2021, 18:53
This is fairly sad but understandable news for my group. A few people don't have rigs that can handle unity but I totally understand not wanting to do extra work for an outmoded system. On the other hand making sure you only have to have one release working instead of two is sure to speed up development for the next awesome thing. Appreciate all your work on this Johniba!

I still think I can keep updating it in a way that will be compatible with both versions for a while, just wanted to throw in a warning.
So far, I managed to keep the code compatible without any compromises.

If it comes a time I see that cannot be done anymore, I will try to warn before it happens if possible.

I just wanted to say what I said, because from the changes being done in TEST, I do feel it will come a time when both versions will deviate too much, and then, we wont be able to keep the rulesets compatible with FGC

bazutti
November 9th, 2021, 23:44
Ok first, open that campaign you use to create records, and check those records you are trying to export.
Make sure they do not belong to an opened module.

When you export a module, it will only export "local" records, it will not re-export records that belong to any opened modules.

You can easly check that looking at the database list

In this attached screenshot example, only the "Night Vision" record is local, so if I choose to export to a module, this is the only one that will show up.

Another good thing to remind you is that you dont have to worry about import/export of descriptions for those records that you created and exported to your module

Import/Export of descriptions is only important for records that belong to opened modules, the ones from sevrick.
Even though the import/export will also include descriptions from those local records, they are really only going to be useful for recovering descriptions to modules that you downloaded.
Its intend is to recover the descriptions you created for those records.

49843

Double checked everything. It's just not importing certain records for reasons that I have no idea.

johniba
November 10th, 2021, 01:03
Double checked everything. It's just not importing certain records for reasons that I have no idea.

I can have a look at the files, you want. If that is the case, you could maybe zip and upload and send me a private message with a link, and I can check for you
Or if you prefer, we can have a session together over discord and I will help you

bazutti
November 10th, 2021, 14:43
I can have a look at the files, you want. If that is the case, you could maybe zip and upload and send me a private message with a link, and I can check for you
Or if you prefer, we can have a session together over discord and I will help you

Ok sure I'll send them over. Which ones do you want, specifically? The exported module? Do you need anything from the game campaign?

johniba
November 10th, 2021, 16:33
Ok sure I'll send them over. Which ones do you want, specifically? The exported module? Do you need anything from the game campaign?

Send me the one you are trying to generate an export from...
Also if possible, provide me a step by step so i can try to reproduce your actions, and try to track the bug or issue

If I cannot find the issue, then maybe i can have a look at the "destination" campaign, the one you are trying to open the exported library

Xarax
November 11th, 2021, 03:11
@Johniba did something happen where bags and items that add encumbrance aren't working anymore? Using classic, it doesn't seem to be working.

sevrick
November 11th, 2021, 13:51
Somthing that may not be known to alot of people that are running classic because their players dont want to buy unity, is the GM can buy an ultimate license which cost a little over $100. With that you can GM for anyone. Players just have to get a trial version downloaded for free and they can join anyone with a Utimate License. This is one time purchase for life and in my opinion is well worth it. 100 now for a life time of gaming?

I am not saying that if you are still using classic you an idot, just making you aware of some options people may or may not know so they can make a more informed decision. :)

Xarax
November 11th, 2021, 15:17
@sevrick I've got ultimate for both versions, it's just not everyone in my game has a computer that can handle Unity. The Ultimate license is fantastic, especially if you can get it on sale (like it is likely to be on the 26th for a bit). It's a great program, just not low end computer friendly.

johniba
November 11th, 2021, 16:30
@Johniba did something happen where bags and items that add encumbrance aren't working anymore? Using classic, it doesn't seem to be working.

I did not change encumbrance, no.
Can you give me some steps to reproduce this error?
I will see what is happening

sevrick
November 11th, 2021, 17:06
@sevrick I've got ultimate for both versions, it's just not everyone in my game has a computer that can handle Unity. The Ultimate license is fantastic, especially if you can get it on sale (like it is likely to be on the 26th for a bit). It's a great program, just not low end computer friendly.

I haven't looked into this but I wonder if they have a way to adjust performance on low end PCs?

sevrick
November 13th, 2021, 18:02
We played Star Wars last night and I noticed something wonky with the Party Sheet where you adjust the thresholds. I accidently added strain rather than remove so I deleted typed -1 but after that it kept flickering and going kind of nuts is the only way I could describe it. It would switch back and forth between different values.

johniba
November 13th, 2021, 21:35
We played Star Wars last night and I noticed something wonky with the Party Sheet where you adjust the thresholds. I accidently added strain rather than remove so I deleted typed -1 but after that it kept flickering and going kind of nuts is the only way I could describe it. It would switch back and forth between different values.

If you manage to reproduce that, lemme know... i can fix

mossfoot
November 14th, 2021, 19:16
Somthing that may not be known to alot of people that are running classic because their players dont want to buy unity, is the GM can buy an ultimate license which cost a little over $100. With that you can GM for anyone. Players just have to get a trial version downloaded for free and they can join anyone with a Utimate License. This is one time purchase for life and in my opinion is well worth it. 100 now for a life time of gaming?

I am not saying that if you are still using classic you an idot, just making you aware of some options people may or may not know so they can make a more informed decision. :)

This is in fact what I ended up doing [/foreverGM]

sevrick
November 19th, 2021, 23:48
Hey Johniba I was just wondering if you were able to figure out how you would adress the attachment issue. I only ask because I am holding off adding descriptions to attachments until it's worked out.

johniba
November 20th, 2021, 03:55
Hey Johniba I was just wondering if you were able to figure out how you would adress the attachment issue. I only ask because I am holding off adding descriptions to attachments until it's worked out.

Sorry, not yet. I am waiting for the big update on FG, to check what will go live from the export util.

sevrick
November 23rd, 2021, 02:00
Edge of the Empire Libraries

Added Armored Drop Suit and Rocket Boots vehicle stats from No disintegrations.

Age of Rebellion

Added Monokinfe included in the Concealed Escape Kit from Cyphers and Masks.
Added Explosive Belt Charge stats from Cyphers and Masks.
Adjusted the Military Modular Backpack Frame to have 2 HP and changed modules for it from being items to being attachments.
Added several items for gear items that act as weapons as well.
Added "Breaker" Heavy Hydrospanner item from Fully Operational.

Force and Destiny

Added Unlimited Power source book to the libraries.
Changed Field Ration Pack rarity from -5 to 0.
Made Spacesuit item 1 word instead of Space suit.
Fixed typo in the name of AL-DR8 Grav-Binders from Keeping the Peace.

Xarax
November 29th, 2021, 00:06
@johniba how is updating for the update coming along?

chikininabizkit
November 29th, 2021, 18:45
Pardon my ignorance. I've been using Classic for my SW game for like two years and I'm poking at Unity for the first time.

The first thing I tried was creating a Character (a PC, not an NPC) and it won't let me enter a name. The field doesn't do anything on a single- or double-click, and right-clicking just brings up the option to Close, Export, or Minimize. Can the GM not enter character names in this new version, or am I doing something wrong?

UPDATE: Nevermind. The text field is under the label.

johniba
November 30th, 2021, 01:33
@johniba how is updating for the update coming along?

I have been running tests everytime FG updates the TEST version, and I have fixed some issues and incompatibilities.

So far I can say we are ready to go, so as soon as they release it LIVE, I will release the new version of the rulesets...

Also, I dont think anyone will have to worry on updating databases, they should all work as soon as it updates

The only thing is that I am holding off on adding features to the ruleset in this next release, as I wanted to focus on any possible defects that the live version could add, but as soon as we release this, I will resume working on them, and adding talent trees and party vehicle/vehicle sharing :)

chikininabizkit
December 3rd, 2021, 13:32
I apologize if this has already been discussed. I tried searching through old posts but to no avail.

How do you handle Force powers? From what I can see, they just... aren't in here. I have all 3 modules open (EotE, AoR, F&D) and I don't see them in the Library. The "Special Abilities" section of the sidebar is blank. Am I missing something?

sevrick
December 3rd, 2021, 14:23
I apologize if this has already been discussed. I tried searching through old posts but to no avail.

How do you handle Force powers? From what I can see, they just... aren't in here. I have all 3 modules open (EotE, AoR, F&D) and I don't see them in the Library. The "Special Abilities" section of the sidebar is blank. Am I missing something?

No you aren't missing anything. Since force powers are in a tree format and is one of the next updates as I understand it. That being said if I wanted to add the force move power what I would do for now is create a special ability and call "Force Power: Move" Every force power stars with Force Power: so that it keeps it tidy when I have other special abilties. Inside the force move power I would use the paragraph formatting to make headers and such, to define what upgrades I have, rather than simply add all the upgrades.

chikininabizkit
December 4th, 2021, 19:10
That's what I suspected. Thank you.

sevrick
December 6th, 2021, 01:02
So we played last night and I noticed 2 things
1st The tokens that let you add damage or strain to your character dont allow you to toggle soak from damage. It does for strain though.
2nd Is there a way to roll pc allies initiative differently than enemy NPCs? I only ask because we have a dog in our group that acts as a friendly npc. We were surprised so we rolled Vigilance and the enemy's roll cool. But when you roll NPCs initiatives in a batch it counts npc friendly to the PCs rolling cool along with the enemies.

johniba
December 6th, 2021, 11:55
So we played last night and I noticed 2 things
1st The tokens that let you add damage or strain to your character dont allow you to toggle soak from damage. It does for strain though.
2nd Is there a way to roll pc allies initiative differently than enemy NPCs? I only ask because we have a dog in our group that acts as a friendly npc. We were surprised so we rolled Vigilance and the enemy's roll cool. But when you roll NPCs initiatives in a batch it counts npc friendly to the PCs rolling cool along with the enemies.

1 - I will look into this and fix the code.
2 - Let me think of a way to improve this

DraaGulFireclaw
December 8th, 2021, 18:47
How do you give a PC sight of a *singular* NPC's vision?

One of my PCs has a drone whose sensors they can use to see, and I do not want to include the drone in the entire party's vision just in that of that one PC.

srbongo
December 9th, 2021, 01:31
How do you give a PC sight of a *singular* NPC's vision?

One of my PCs has a drone whose sensors they can use to see, and I do not want to include the drone in the entire party's vision just in that of that one PC.

One way would to be creating another Character for that player to control, this would link the vision to the player whenever the drone's token is used.

chikininabizkit
December 9th, 2021, 18:04
Is the Group Ship feature on a to-do list? I love almost everything about upgrading to Unity from Classic, but having the party's ship up in the corner was really useful. It was incredibly convenient for everyone to be able to open the same ship to use weapons and have a place to track inventory kept on the ship (and all the fuel/maintenance stuff from Operational Costs). It looks like in this version, I can make their ship in the Vehicles section, then add it to everyone's sheets - but if they modify anything, it has to be re-added to their sheets. It was just a lot simpler to have one spot. It's not a deal-breaker, but I can't imagine I'm the only person who used it regularly.

Or this version totally has it and I just haven't found it. In which case, please point me at it and I'll swallow my foot.

srbongo
December 9th, 2021, 22:29
Is the Group Ship feature on a to-do list? ... Or this version totally has it and I just haven't found it. In which case, please point me at it and I'll swallow my foot.

You are correct - currently each PC's ship is separate and unshared (it essentially creates a copy of the vehicle record in each pc's sheet), there is currently no "party ship". Last I heard it was in the works, but Johniba can confirm.

chikininabizkit
December 12th, 2021, 23:18
Can Story items be transferred over from Classic? I entered a LOT of information (roll result tables, conditions, buying/selling/Rarity, healing information, etc.) by hand and used the Story section as a kind of Compendium so I could throw rules into the Chat to decrease disruptions to the game. But I also know next to nothing about coding and I don't know if exporting a Module with that information is even compatible with Unity. It'd be awesome if I didn't have to re-enter all that info.

johniba
December 13th, 2021, 12:18
Is the Group Ship feature on a to-do list? I love almost everything about upgrading to Unity from Classic, but having the party's ship up in the corner was really useful. It was incredibly convenient for everyone to be able to open the same ship to use weapons and have a place to track inventory kept on the ship (and all the fuel/maintenance stuff from Operational Costs). It looks like in this version, I can make their ship in the Vehicles section, then add it to everyone's sheets - but if they modify anything, it has to be re-added to their sheets. It was just a lot simpler to have one spot. It's not a deal-breaker, but I can't imagine I'm the only person who used it regularly.

Or this version totally has it and I just haven't found it. In which case, please point me at it and I'll swallow my foot.

Hi,

It is not currently in the rulesets, you are correct. It is the update I am working on at the moment.

I am only waiting for the big FGU update to come through, as I work to make the rulesets compatible with it (should be releases in the coming days i think) and after that I should finish and release this feature.

You will be able to add one of more Party Ships in the party window, and also players will be able to individually share their own ships with other players...

chikininabizkit
December 13th, 2021, 12:38
That's fantastic to hear. Your work is amazing and I'm in awe of how great this updated ruleset looks so far. Everyone who has worked on this is a true hero and I have to thank you both personally and on behalf of my players.

srbongo
December 13th, 2021, 14:02
Can Story items be transferred over from Classic? I entered a LOT of information (roll result tables, conditions, buying/selling/Rarity, healing information, etc.) by hand and used the Story section as a kind of Compendium so I could throw rules into the Chat to decrease disruptions to the game. But I also know next to nothing about coding and I don't know if exporting a Module with that information is even compatible with Unity. It'd be awesome if I didn't have to re-enter all that info.

You should be able to export Story entries from FGC to a module and then load them back into FGU, I don't remember about other entry types though.

edit: Were you converting from this ruleset in FGC to FGU? Or are you talking about converting entries from the older SWFFG ruleset to this newer "Genesys" one?

Elvedui
December 13th, 2021, 15:43
Does the new release add Force Powers and the Talent and Specialization trees. I have a group that really wants to play Star Wars but without a functional VTT I am not inclined to run anything. Also, if it could import the data from Oggdude so i don't need to retype descriptions that would be ideal.

kessler25
December 13th, 2021, 17:06
Just wanna give a shout-out because this ruleset gets more love, affection, retooling, and performance bang than some officially licensed rulesets *cough* Conan *cough* and I am one hundred percent thankful and happy for that. Thanks so much!

sevrick
December 14th, 2021, 02:46
Edge of the Empire Libraries

Add the Enter the Unknown source book to the libraries.

johniba
December 14th, 2021, 04:19
That's fantastic to hear. Your work is amazing and I'm in awe of how great this updated ruleset looks so far. Everyone who has worked on this is a true hero and I have to thank you both personally and on behalf of my players.

Thank you for your words :)

johniba
December 14th, 2021, 04:22
Can Story items be transferred over from Classic? I entered a LOT of information (roll result tables, conditions, buying/selling/Rarity, healing information, etc.) by hand and used the Story section as a kind of Compendium so I could throw rules into the Chat to decrease disruptions to the game. But I also know next to nothing about coding and I don't know if exporting a Module with that information is even compatible with Unity. It'd be awesome if I didn't have to re-enter all that info.

I think so.
You can try this by copying the whole folder containing your campaign from the classic folder to the one in unity and try to open it.

I have done this a few times, should work. After you do this, open the campaign in unity, check and test things. If you have issues lemme know... worst case we can work on the file and fix it.

The only things I can think of that could be an issue involve special characters for dice... but my code in the rulesets is smart enough to convert those when you move from classic to unity :)

johniba
December 14th, 2021, 04:24
You should be able to export Story entries from FGC to a module and then load them back into FGU, I don't remember about other entry types though.

edit: Were you converting from this ruleset in FGC to FGU? Or are you talking about converting entries from the older SWFFG ruleset to this newer "Genesys" one?

Ah this is a good point...

When I mentioned above in my reply that is should work, I meant if you want to move your data using the same rulesets (Star Wars FFG and/or Genesys), not the old Star Wars ruleset (that worked only with classic)

The data structure should work fine...

johniba
December 14th, 2021, 04:27
Does the new release add Force Powers and the Talent and Specialization trees. I have a group that really wants to play Star Wars but without a functional VTT I am not inclined to run anything. Also, if it could import the data from Oggdude so i don't need to retype descriptions that would be ideal.

Force Powers and Spec Trees will come right after I finish Party and sharing vehicles/ships...

Currently I dont have plans to create a tool to import descriptions from Oggdude, but I did think about it...

I am focusing on adding all features first in the ruleset. I think to have it "full feature" I need to finish the spec trees and powers.

I do want to work on a few automations too, but when I start working on this, I will look at creating a tool to import data from oggdude...

johniba
December 14th, 2021, 04:29
Just wanna give a shout-out because this ruleset gets more love, affection, retooling, and performance bang than some officially licensed rulesets *cough* Conan *cough* and I am one hundred percent thankful and happy for that. Thanks so much!

Thanks a lot Kessler25!
I love working on these rulesets a lot, and when I see how it is useful for others and I read you guys feedback, it feels really good... thanks guys

johniba
December 16th, 2021, 03:33
NEW RELEASE!
Version 2021-12-16

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

Fixes:
This is mainly a compatibility release.
Fantasy Grounds had a major update in December 14th, and this is to ensure both rulesets are compatible with this release

Improvements:
- There are no specific Genesys or Star Wars improvements, but all improvements FG did on the Core ruleset are going to show.
Some things of note:
- The right sidebar is completely redesigned. (I will improve the order in which the sidebar categories show up, in the next release... like for example putting Library at the bottom)

- Please notice that the ruleset no longer has standard background images you can change (For example, in genesys ruleset it used to have one for Core, Terrinoth, Android...)
Now you can select any images as a background for your desktop :)

I will make a vailable extensions later, for those that want the old backgrounds back




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
Important note for Fantasy Grounds Classic users
Although this version is also compatible with FGC, there are no noticeable changes, only internal code.
For now the rulesets are totally compatible with FGC, but I strongly advise people still using FGC to consider upgrading to FGUnity.
Smiteworks is no longer updating the Classic application, and it may come a time when I cannot maintain the code compatible.
For now, it is still compatible and I will do my best to continue this, until it comes a time it would hurt the development... If that time comes, I will let everyone know


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


And as always: if you find any issues please report in this thread!

mossfoot
December 19th, 2021, 01:09
- Please notice that the ruleset no longer has standard background images you can change (For example, in genesys ruleset it used to have one for Core, Terrinoth, Android...)
Now you can select any images as a background for your desktop

Can you explain about this? Is it possible to make an image the background? How?

damned
December 19th, 2021, 01:16
- Please notice that the ruleset no longer has standard background images you can change (For example, in genesys ruleset it used to have one for Core, Terrinoth, Android...)
Now you can select any images as a background for your desktop

Can you explain about this? Is it possible to make an image the background? How?

https://www.youtube.com/watch?v=w97lQqkkGpk

Xarax
December 19th, 2021, 23:07
Thanks so much for all the work on this Johniba. As always it is immensely appreciated. This was primarily just an under-the-hood update for classic to keep things running in concert with the updates that you will be putting out for Unity correct? Thanks for remembering game masters with players with terrible computers!

johniba
December 19th, 2021, 23:32
Thanks so much for all the work on this Johniba. As always it is immensely appreciated. This was primarily just an under-the-hood update for classic to keep things running in concert with the updates that you will be putting out for Unity correct? Thanks for remembering game masters with players with terrible computers!


Yes that is correct!
Nothing changed for FGClassic, so no need to download. For Unity I have updated to make it compatible with the latest changes in CORE, like for example the decal system, sidebar...

I will now resume my development, next update should finally have the party vehicle and sharing vehicles.

Xarax
December 20th, 2021, 20:10
I will now resume my development, next update should finally have the party vehicle and sharing vehicles.

I feel I can speak for all of us when we say that we eagerly await the next update post! Thanks again for all your doing!

sevrick
December 21st, 2021, 18:27
With the new layout in FGU where is the description database located?

johniba
December 21st, 2021, 19:02
With the new layout in FGU where is the description database located?

It is under "Campaign"

By the way, I am thinking if some of those databases should be moved around, changing categories...

Also, notice that the /export function currently does not have those extra codes I did...

I will implement that in a different way, In a way I dont need to modify the /export function, ok?

johniba
December 21st, 2021, 19:03
I feel I can speak for all of us when we say that we eagerly await the next update post! Thanks again for all your doing!

thanks :)

sevrick
December 22nd, 2021, 01:46
It is under "Campaign"

By the way, I am thinking if some of those databases should be moved around, changing categories...

Also, notice that the /export function currently does not have those extra codes I did...

I will implement that in a different way, In a way I dont need to modify the /export function, ok?

No worries I probably jumped the gun a bit and asking where they were and should have given it more than cursory glance. :)

Elvedui
December 23rd, 2021, 01:53
I realize you don't get paid for this and so i hate to ask to sound ungrateful, but is there a timeline for getting the force powers and specializations to the ruleset. Also, it doesn't appear the library module is functional at all. It doesn't add to the various skills.

sevrick
December 23rd, 2021, 02:56
Also, it doesn't appear the library module is functional at all. It doesn't add to the various skills.
What do you mean?

johniba
December 23rd, 2021, 16:47
I realize you don't get paid for this and so i hate to ask to sound ungrateful, but is there a timeline for getting the force powers and specializations to the ruleset.

I will be on vacation in january, and I plan on putting a big part of my free time on finishing some stuff in the rulesets:

- specialization trees
- force powers/trees
- updating the weapons/combat tab


And yes we dont have force powers and specializations in the libraries yet, because I am still in the process of defining the data structure for those, and if I enabled some of those tables for Sevrick to start his work, it could potentially invalidate his work, or give a lot of headache to update later.

But you can be sure we will see these features arriving soon :)


Also, it doesn't appear the library module is functional at all. It doesn't add to the various skills.


Can you please explain a bit more? What do you mean?

Elvedui
December 23rd, 2021, 22:00
Well certain talents are supposed to add die to skills? Maybe I just pick ones that aren't working? But none of the skills seem to have those added die/advantages, etc. It might be that i haven't tried enough due to the fact i can't fully replicate characters in the ruleset yet. Or i am doing something wrong?

Xarax
December 23rd, 2021, 22:02
Well certain talents are supposed to add die to skills? Maybe I just pick ones that aren't working? But none of the skills seem to have those added die/advantages, etc.

Those extra die automations have not been implemented yet nor is there any automation to take information from a talent and automatically have it affect the skill mentioned in said talent.

johniba
December 24th, 2021, 03:00
Well certain talents are supposed to add die to skills? Maybe I just pick ones that aren't working? But none of the skills seem to have those added die/advantages, etc. It might be that i haven't tried enough due to the fact i can't fully replicate characters in the ruleset yet. Or i am doing something wrong?

Ah I see.
At the moment, there is no automation in that part. You actually have to add dice and/or dice results to the dice pool before rolling them...
It is on my list of stuff to do, and I even have some part of the internal code ready for that.

So my roadmap is basically:

1 - finish sharing vehicles/party vechicles (current work)
2 - specialization trees/jedi power trees
3 - update combat tab (this will mitigate part of that automation, allowing players to add some extra dice automatically to certain rows that add dice or effect to the roll)
4 - automation: this is where I will work on the ruleset helping with extra dice or dice effects based on weapon properties and character talents, or current effects on characters (due to critical damage, or even some buffs)
5 - character creation/experience automation: initially I want the rulesets to automatically calculate expenditure of experience during char creation and after... and eventually create a character creation wizard (in the style of the one in dnd5 ruleset)

I do want to finish at least up to number 3 in january, and later focus on adding automation. I dont think I will be able to add everything during my vacation, but i will do my best

Elvedui
December 27th, 2021, 17:51
Ok that sounds awesome. It would be nice if the talents/specializations added the die information to the related skill even if it wasnt an automated roll. This would at least allow more opportunity to start using the ruleset without everyone needing to look things up. Of course, i think the library module would need to be updated since alot of books were added since the module was created from what i can tell. Everything is manual to include designating what are class skills. Really looking forward to this. i have a group of players waiting for this ruleset. Thanks again for your hard work.

Xarax
December 27th, 2021, 18:50
Ok that sounds awesome. It would be nice if the talents/specializations added the die information to the related skill even if it wasnt an automated roll. This would at least allow more opportunity to start using the ruleset without everyone needing to look things up. Of course, i think the library module would need to be updated since alot of books were added since the module was created from what i can tell. Everything is manual to include designating what are class skills. Really looking forward to this. i have a group of players waiting for this ruleset. Thanks again for your hard work.

It's absolutely playable now. I'm actually finishing up a Shadowrun campaign having used it for the better part of last year. It does require a lot of work on the game Master data entry but that be will be true no matter when you start. Even when everything can be automated, doesn't mean that it legally can be due to copyright. You will have to fill in the blanks left for you by Severick yourself whether there is automation or not.

My advice, get the info you need on the players character sheets generated, pull it over, to their sheets (not just editing on their sheets, you'll have to do it twice there) and work on what you need to play as it comes up.

Best of luck and Merry Christmas to everyone on the forum!

johniba
December 27th, 2021, 20:41
Ok that sounds awesome. It would be nice if the talents/specializations added the die information to the related skill even if it wasnt an automated roll. This would at least allow more opportunity to start using the ruleset without everyone needing to look things up. Of course, i think the library module would need to be updated since alot of books were added since the module was created from what i can tell. Everything is manual to include designating what are class skills. Really looking forward to this. i have a group of players waiting for this ruleset. Thanks again for your hard work.

Like Xarax said below, it is very playable right now.
Of course, since it does not add dice automatically, you have to basically replicate what you do playing on a real table with paper and pencil.

Having said that, I will slowly add some "quality of life" features and the first one will be to allow adding extra dice and automatic dice results in weapon rolls
For example, currently if you check your combat tab, if you roll a weapon, it will only add the skill dice based on the skill for that weapon.
I will add a new field where you will be able to add more dice. This will allow for example, for you to pre-populate with dice you know would always have to roll, from talents, weapon specials etca, for that weapon.

In time, what I want to do is have code that will automatically add dice based on the weapon specials, without need for players to edit that part.

All this automation I am leaving as the last thing to do, because I think it is much more important to have the rulesets "feature complete"
As feature complete I think is all parts of a character sheet that one would need... currently we lack those talent trees, powers... (although I did create a more generic powers tab, that you can use to create dice rolls from jedi powers, spells etca)


I will have a lot of free time in january and I want to push forward and add a lot of cool stuff :)

Voxpopuli
January 8th, 2022, 16:51
Thank you for all the efforts you put in in this rule set!! Really appreciated!

sevrick
January 9th, 2022, 06:38
Next library update coming soon but am waiting a my PSU for my computer before I can upload it.

Also I am not sure if I asked this but when I add Unique npcs such names people would you prefer as is and just the name or I thought it could be helpful if the names had the Tag "Unique" at the end of the name. For example:
"Han Solo (Unique)" This would let you see at a glance which NPCs aren't generic NPCs.

Let me know what you all think.

ChrisLondon
January 12th, 2022, 23:35
Hi John.
First of all, happy new year and congrats on the amazing job on Star Wars. I can't see the Edge of the Emire module, only Age of Rebellion and Force & Destiny. Am I doing something wrong?

sevrick
January 13th, 2022, 13:52
Hi John.
First of all, happy new year and congrats on the amazing job on Star Wars. I can't see the Edge of the Emire module, only Age of Rebellion and Force & Destiny. Am I doing something wrong?

There was a problem with the last upload. As such i had to remove it to avoid problems and since then my computer has been down. I am waiting for a new Power Supply which is coming in Sunday and will reload it asap.

ChrisLondon
January 13th, 2022, 14:57
I understand. Thanks for the prompt response and good luck with the new power supply!

Elvedui
January 14th, 2022, 00:11
What updates are in the new libraries? Unique NPCs would be nice. I noticed none of the main characters were in there in the last version.

johniba
January 14th, 2022, 00:17
What updates are in the new libraries? Unique NPCs would be nice. I noticed none of the main characters were in there in the last version.

Sevrick adds content book by book.
The npcs you are looking for, are from which books?

damned
January 14th, 2022, 00:21
Im pretty sure that "main characters" screams copyright.

sevrick
January 14th, 2022, 12:18
Im pretty sure that "main characters" screams copyright.

??? I think he is just referring to the stats of unique characters from the movie. As far as I know stats of NPCs are not under copyright. The stats would be in the Allies and Adversaries books mainly but some are scattered about in other books.

damned
January 15th, 2022, 03:39
If main characters are Stats only they should be fine. But if the main characters include the main characters names they are unlikely to be unprotected.

sevrick
January 15th, 2022, 04:26
If main characters are Stats only they should be fine. But if the main characters include the main characters names they are unlikely to be unprotected.

Let me see if I understand. In Adversaries and allies page 45 is Emperor Palpatine with a stat block. The way I understand it descriptions or protected by copyright law, which is why I haven't added any. But suddenly because NPC has the name of someone from the movies you cant add their name but you can still add the stats?
If this is the case could add an NPC with the name "Palps" and add the stat block minus the descriptions? You see my confusion.

Maybe I am not understanding what you mean by "main characters." There are alot of names in star wars, which ones are considered "main"?

damned
January 15th, 2022, 05:45
In my mind there is no confusion - Emperor Palpitane is a character unique to the Star Wars universe. It is absolutely Product identity.

Every Fantasy Game has Dwarves, Elves, Goblins, Orcs and Dragons. No one can lay claim to these. Only licensed games have Hobbits in them. Everyone else has halflings.

There is no hard and fast rule that you can just apply to everything. Some things are blatantly obviously not protected and others obviously protected. But in between is where most things lie.

I think Palps without a description would be perfectly ok. Someone else might even argue against that. Either way Id love to see those stats!

sevrick
January 15th, 2022, 11:15
In my mind there is no confusion - Emperor Palpitane is a character unique to the Star Wars universe. It is absolutely Product identity.

Every Fantasy Game has Dwarves, Elves, Goblins, Orcs and Dragons. No one can lay claim to these. Only licensed games have Hobbits in them. Everyone else has halflings.

There is no hard and fast rule that you can just apply to everything. Some things are blatantly obviously not protected and others obviously protected. But in between is where most things lie.

I think Palps without a description would be perfectly ok. Someone else might even argue against that. Either way Id love to see those stats!

I guess what I am try get clear is what is and isn't off limits. As I said before what consists of main characters? I mean even Bantha is unquie to star wars. How am to know which names of characters I can or cannot add to the libraries.

I would like to just add the name of the NPC as is with the stat block, without the descriptions, but I need to know where the line is so I don't accidentally upload somthing I am not supposed to.

Also if it was unclear before I am not try to sell this library or make money off it in anyway shape or form. Also this not going on the Forge site.

damned
January 15th, 2022, 11:36
I guess what I am try get clear is what is and isn't off limits. As I said before what consists of main characters? I mean even Bantha is unquie to star wars. How am to know which names of characters I can or cannot add to the libraries.

I would like to just add the name of the NPC as is with the stat block, without the descriptions, but I need to know where the line is so I don't accidentally upload somthing I am not supposed to.

Also if it was unclear before I am not try to sell this library or make money off it in anyway shape or form.

Unfortunately it is not 100% clear in most cases.
In my opinion named characters would be off limits.
That would mean Boba Fett is off limits. But perhaps Mandalorian is ok? Well "The Mandalorian" has been trademarked. Twenty one times.
Not selling and not making money do not change the situation.

If I was making the module I would not use any named characters.

sevrick
January 15th, 2022, 16:09
Unfortunately it is not 100% clear in most cases.
In my opinion named characters would be off limits.
That would mean Boba Fett is off limits. But perhaps Mandalorian is ok? Well "The Mandalorian" has been trademarked. Twenty one times.
Not selling and not making money do not change the situation.

If I was making the module I would not use any named characters.

Sounds good. I will use my best judgement and correct where needed. Thx. :)