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sevrick
January 16th, 2022, 00:41
Ok guys the Edge of the Empire Library should be available again. Sorry about the delay. :)

mossfoot
January 16th, 2022, 18:27
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.

By this logic, Death Star, X-Wing, and just about everything else with a name (Jawa, Wookie, etc) would fall under that category, would it not?

Honestly if you're going to go down that path, it will never end until you're left with "Galaxy Conflict" as a name.

sevrick
January 16th, 2022, 19:24
By this logic, Death Star, X-Wing, and just about everything else with a name (Jawa, Wookie, etc) would fall under that category, would it not?

Honestly if you're going to go down that path, it will never end until you're left with "Galaxy Conflict" as a name.
It comes down to whether Disney fells like it is a big enough deal to send their lawyers after you :). I am 99% sure Disney isn't going flip out if some makes a star wars adventure and shared it, and happened to have the name Luke in it. Likewise with the name of wookie and bantha. I suspect the more it effects Disneys pocketbook the more their eyes would be upon what you are doing. Though this isn't always the case. Just look at the You Tube videos that were flagged by Nintendo, sometime back, when content creators were making let's play videos. Though they have gotten a little less strict about this, this is where the other 1% comes in. Disney may just one day decide those pesky RPG players need to stop using the name Luke in their adventures they are sharing and there would be nothing we could do. I am not worried about this because they also have to consider PR and what effect doing this would have on the community as a whole.

Where the rubber meets the road is Cease and Desist orders. If you get one of those you know they are serious about what you are doing with their license.

Should I get word from Fanyasy Grounds staff definitively I cant do "X", I would then comply obviously.

What I think Dammed was saying more or less be careful with those names. Probubly because they may watch those high profile names more closely than the generic ones.

mossfoot
January 16th, 2022, 19:42
https://www.youtube.com/watch?v=w97lQqkkGpk

Thanks for this!

sevrick
January 20th, 2022, 12:24
I thought you should know that the tables for the various items isn't working. When click on the table filters it comes up blank.

johniba
January 20th, 2022, 23:05
I thought you should know that the tables for the various items isn't working. When click on the table filters it comes up blank.

Thanks, I will work on this

EDIT: testing DnD5 and their tables (although showing items) look broken.
I wonder if this is a known bug, I will have to check the forums

chikininabizkit
January 21st, 2022, 22:37
I have three questions:

1. A party ship was high on the to-do list on the last post I could find. Is it working, yet? If so, I can't seem to find it. If not, is going to be like the one in Classic - where it has its own ship-shaped icon above the chat?

2. I'm testing combat for my campaign before switching over from Classic. The fewer places a player (and GM) has to look for things that affect a character, the smoother it runs, but I know there's also a threshold of information on the screen that becomes jumbled and messy. However, I'm finding it really cumbersome to have to switch back and forth between the Action tab and the Main tab when running mock combats, so I know it'll be a problem when I bring in my players. How difficult would it be to put a character's combat stats (Soak, Thresholds, Defense) at the top of the Action tab?

3. In Classic, there's a button to roll remaining Force dice where a character's Force Rating is listed. Could that be re-implemented?

johniba
January 22nd, 2022, 06:55
I have three questions:

1. A party ship was high on the to-do list on the last post I could find. Is it working, yet? If so, I can't seem to find it. If not, is going to be like the one in Classic - where it has its own ship-shaped icon above the chat?

2. I'm testing combat for my campaign before switching over from Classic. The fewer places a player (and GM) has to look for things that affect a character, the smoother it runs, but I know there's also a threshold of information on the screen that becomes jumbled and messy. However, I'm finding it really cumbersome to have to switch back and forth between the Action tab and the Main tab when running mock combats, so I know it'll be a problem when I bring in my players. How difficult would it be to put a character's combat stats (Soak, Thresholds, Defense) at the top of the Action tab?

3. In Classic, there's a button to roll remaining Force dice where a character's Force Rating is listed. Could that be re-implemented?


1 - Party ships is the feature I am working at the moment, and should be available real soon.
You may have seen how vehicles currently work, but here is a quick explanation:
- Each character can have multiple ships (this is in the inventory tab)
- In that inventory tab, you can "enter" one of those vehicles.

What I am adding now are two things:
- Each character will be able to share one of more of their vehicles.
- Shared vehicles will also display in the inventory tab of all characters and can be activated just like one of their own. This means that effectivelly, more than one character can be in the same vehicle.

In addition to this, in the Party window, the GM will be able to add "party vehicles"
Think of these as permanently "shared" vehicles.

This in my opinion is vastly more flexible than the old ruleset (the one you call classic)

I am still finishing the code for the party window, and this should be released soon.


2 - I like your suggestion, and I will add the core stats to the actions tab.

Also, have you tested the combat tracker? Did you add npcs and pcs there?
In the combat tracker you can see in a summarized way all the core stats from pcs and npcs...

In the case of npcs you will also be able as a GM, to have access to all the npc actions.
If it is the active npc, this section will show up automatically, but you can also toggle these (in the icons to the right of the core stats)
You can also toggle and expand stats and weapons for vehicles, if the pc/npc is piloting one.

All of this is very similar to what you described to me, except for PC actions.
I decided not to add those, as most of the time each player will be responsible for rolling their on pc actions.


3 - I am still thinking of how to implement that. I feel like the way it is shown in the old ruleset it is not very practical.
Force dice will usually be rolled together with other actions, but if you or someone else explains to be how it would be still useful to have the "old" feature, I can also add that.

chikininabizkit
January 22nd, 2022, 10:52
1 - Party ships is the feature I am working at the moment, and should be available real soon.
You may have seen how vehicles currently work, but here is a quick explanation:
- Each character can have multiple ships (this is in the inventory tab)
- In that inventory tab, you can "enter" one of those vehicles.

What I am adding now are two things:
- Each character will be able to share one of more of their vehicles.
- Shared vehicles will also display in the inventory tab of all characters and can be activated just like one of their own. This means that effectivelly, more than one character can be in the same vehicle.

In addition to this, in the Party window, the GM will be able to add "party vehicles"
Think of these as permanently "shared" vehicles.

This in my opinion is vastly more flexible than the old ruleset (the one you call classic)

I am still finishing the code for the party window, and this should be released soon.


2 - I like your suggestion, and I will add the core stats to the actions tab.

Also, have you tested the combat tracker? Did you add npcs and pcs there?
In the combat tracker you can see in a summarized way all the core stats from pcs and npcs...

In the case of npcs you will also be able as a GM, to have access to all the npc actions.
If it is the active npc, this section will show up automatically, but you can also toggle these (in the icons to the right of the core stats)
You can also toggle and expand stats and weapons for vehicles, if the pc/npc is piloting one.

All of this is very similar to what you described to me, except for PC actions.
I decided not to add those, as most of the time each player will be responsible for rolling their on pc actions.


3 - I am still thinking of how to implement that. I feel like the way it is shown in the old ruleset it is not very practical.
Force dice will usually be rolled together with other actions, but if you or someone else explains to be how it would be still useful to have the "old" feature, I can also add that.

1. I like how vehicles work in this new FG Unity ruleset. I think the ability to add a vehicle to the group inventory so they can share it across sheets sounds great. Honestly, it's the kind of functionality I've always wished we had in FG Classic.

2. I've played with the combat tracker a lot and I definitely like it more than the old one as a GM. However, several players use laptops, so their screen real-estate is precious. I rarely ask them to have a map, their character sheet, and the combat tracker all open at the same time (on top of which they're also juggling Zoom and sometimes Discord). I run the game from a desktop with two large monitors and I'm always happy to handle the tracker for them. My players will definitely use the character sheet as-is, but I know they'll like it more if they can mostly stay on the Action tab during combat.

3. True, there are a fair number of Talents that allow rolling Force dice along with a skill check - but almost ALL Force Power checks require rolling solely your available Force dice. We've been using the FG Classic Star Wars ruleset for a long-running all-Jedi campaign and they love having a single place where they can track how many Force dice are committed and a button to roll the remaining Force dice. At least one PC has used that Force die roll button almost every single session twice a month for close to three years. Admittedly, that's anecdotal and could be unique to the campaign I run, but we genuinely use it all the time. In this ruleset, there's already a field for tracking Total, Committed ("Spent"), and Available Force dice, so it stands to reason that adding a button to roll those Available dice would make that section more useful. However, I also know next to nothing about coding, so I honestly have no idea how difficult it would be to implement.

DraaGulFireclaw
January 22nd, 2022, 14:05
On the topic of "screen real estate", could you perhaps size down the Dice Pool window a bit? It is far too massive for what it has to display. I understand that it is so large due to being tied to the Party Sheet, but it would be nice if it were smaller.

johniba
January 22nd, 2022, 14:50
On the topic of "screen real estate", could you perhaps size down the Dice Pool window a bit? It is far too massive for what it has to display. I understand that it is so large due to being tied to the Party Sheet, but it would be nice if it were smaller.

Making a note here. This should also be easy to do.
I think I will resize it a bit, send a screenshot here for you and others to provide feedback.

I've been trying to think of other ways to improve it.
I agree that the less places people have to open and click, and less opened windows is usually the best, so for example, I have been thinking of trying to incorporate the dicepool tracker in the combat tracker.
Not really sure if it would be a good thing, maybe I can add and your guys can test.

chikininabizkit
January 23rd, 2022, 04:17
On the topic of "screen real estate", could you perhaps size down the Dice Pool window a bit? It is far too massive for what it has to display. I understand that it is so large due to being tied to the Party Sheet, but it would be nice if it were smaller.

I don't know if it helps, but you can also adjust the UI by typing "/scaleui #" into the chat window, where the # equals the percentage. So "/scaleui 90" shrinks everything to 90% of default. It adjusts everything, not just the dice box, but my laptop players found it invaluable.

mossfoot
January 23rd, 2022, 20:02
I don't know if this is possible in Unity, but I'd like it if taking the token from a character/NPC sheet and putting it onto an image (say a map) would also provide a link back to said sheet if clicked.

As it stands this only happens if you drag from the Combat Tracker to the map. But maybe a scenario is being set up where combat isn't expected and you just want to place people and have references back to relevant sheets.

As it stands, I have to open a sheet, add the token to the combat tracker, then drag the token from the tracker to the map. It would be nice if they all interconnected so it didn't matter which order you did this in (like adding tokens to a map, halfway in the scenario going "oh crap, it's going to be a fight" and dragging the tokens from the map to the Tracker (or sheet to Tracker, whatever works at the moment)

damned
January 23rd, 2022, 20:35
PCs should always stay in the Combat Tracker.
For NPCs drag their link rather than their portrait and it will appear as a pin.

sevrick
January 23rd, 2022, 20:38
Would it be possible to give vehicles an inventory tab. I cant count how many times I wished for this feature as a way to keep track of where all my stuff is located. It also would be a good way to track encumbrance on the vehicle if you wanted.

johniba
January 23rd, 2022, 21:20
Would it be possible to give vehicles an inventory tab. I cant count how many times I wished for this feature as a way to keep track of where all my stuff is located. It also would be a good way to track encumbrance on the vehicle if you wanted.


Yes, it is on my plans to add vehicle inventory.

chikininabizkit
January 24th, 2022, 13:52
I know the To-Do list is long, but I had a thought...

Talents and equipment that remove Setback dice are super common. In OggDude's character generator, when you export a sheet, it displays a number of little black squares with a red line through it to indicate how many Setback dice a character removes from those checks. I don't think it needs to be automated or connected to Talents and equipment or anything, but maybe just have a little thing you can click to add that little symbol next to skills so players don't forget? Or even just another column of number fields, then label them accordingly at the top?

There's so much to keep track of in this system that anything that consolidates information at a glance has a huge ROI.

51146

johniba
January 24th, 2022, 15:05
I know the To-Do list is long, but I had a thought...

Talents and equipment that remove Setback dice are super common. In OggDude's character generator, when you export a sheet, it displays a number of little black squares with a red line through it to indicate how many Setback dice a character removes from those checks. I don't think it needs to be automated or connected to Talents and equipment or anything, but maybe just have a little thing you can click to add that little symbol next to skills so players don't forget? Or even just another column of number fields, then label them accordingly at the top?

There's so much to keep track of in this system that anything that consolidates information at a glance has a huge ROI.

51146



This is actually a super nice suggestion!
Let me have a look at this a bit. I do believe I can implement this quite quicker than a full automation, and one does not invalidate the other!
Thanks a lot for this.

Currently I am finishing with vehicles, then I will work on the specialization trees, but man, this suggestion I think I will see if i can also work in parallel to these two.

kessler25
January 24th, 2022, 20:03
This is actually a super nice suggestion!
Let me have a look at this a bit. I do believe I can implement this quite quicker than a full automation, and one does not invalidate the other!
Thanks a lot for this.

Currently I am finishing with vehicles, then I will work on the specialization trees, but man, this suggestion I think I will see if i can also work in parallel to these two.

I've been copying the skills, then rewriting the name to include S-X or B+X for Setback/ Boost dice to subtract/ add. However, if you could perform this minor miracle, it sounds way sexier! And I'd personally be okay with kicking the automation down the road as I'd know to add/ subtract anyway. Specialization trees baby! Big shout out to @chikininabizkit for the idea.

GeneralChaos
January 31st, 2022, 11:22
Ran into a couple of issues tonight:
1. Voting in the chat is weird. You can't have multiple votes going at once, only the last one in the chat responds properly. If you click on any of them, it puts a check in the latest one, but only clicking the latest one can you put an X or clear the response
2 and 3. The icons for attacks respecing soak or not don't match up. Turning soak on and off for damage changes the icon on Strain. It does actually change the setting, but the text for dropping damage doesn't say if it's respected soak. E.G. "GM applied 6 damage to player" when you dropped 8 against their 2 soak.

damned
January 31st, 2022, 11:26
The voting thing is CoreRPG - its common to all rulesets.

sevrick
January 31st, 2022, 17:43
Is there a way to make items that act as containers collapsible. Maybe when you specify a container for an item a + or - apear next to it that is toggle state (signifying wheather it is closed or open) so you can hide and reveal what is in the container.
If this is possible it would greatly reduce the clutter in the inventory system I think.
Who knows with vehicles having inventory I will be able to move alot of it out of my characters and my not be as useful as I originally thought.

johniba
February 1st, 2022, 00:55
Is there a way to make items that act as containers collapsible. Maybe when you specify a container for an item a + or - apear next to it that is toggle state (signifying wheather it is closed or open) so you can hide and reveal what is in the container.
If this is possible it would greatly reduce the clutter in the inventory system I think.
Who knows with vehicles having inventory I will be able to move alot of it out of my characters and my not be as useful as I originally thought.


Hmm, I have never seen this done. I will research if such a thing is possible

Xarax
February 1st, 2022, 01:16
Is there a way to make items that act as containers collapsible. Maybe when you specify a container for an item a + or - apear next to it that is toggle state (signifying wheather it is closed or open) so you can hide and reveal what is in the container.
If this is possible it would greatly reduce the clutter in the inventory system I think.
Who knows with vehicles having inventory I will be able to move alot of it out of my characters and my not be as useful as I originally thought.

This is a very cool thought Severick. If the framework allows this it will indeed go a long way to clean up inventory tabs! If possible please put this on the pile.

mossfoot
February 1st, 2022, 23:07
Is there a way to make items that act as containers collapsible. Maybe when you specify a container for an item a + or - apear next to it that is toggle state (signifying wheather it is closed or open) so you can hide and reveal what is in the container.
If this is possible it would greatly reduce the clutter in the inventory system I think.
Who knows with vehicles having inventory I will be able to move alot of it out of my characters and my not be as useful as I originally thought.

That's a great idea. Would give the players a way to visualize what's in their backpack as opposed to on their body, too.

DraaGulFireclaw
February 2nd, 2022, 09:28
You can already do that by typing in where it is stored. If you have an item called "Backpack" and you write "Backpack" on the "store location" line (cannot remember exact name rn) then is automatically placed under the backpack item and an indent is placed before it.

sevrick
February 2nd, 2022, 12:53
You can already do that by typing in where it is stored. If you have an item called "Backpack" and you write "Backpack" on the "store location" line (cannot remember exact name rn) then is automatically placed under the backpack item and an indent is placed before it.

Yes you can do that but that's not what we are talking about. We are talking about hiding what's in those containers when you want.

mossfoot
February 4th, 2022, 06:54
Not to mention I'd like a way to streamline that process, instead of having to write "backpack" on the items in question. Drag and drop would be nice. Another icon to cycle through (besides blank, carried, worn) too, but of course the problem there is if you have more than one item that can carry things (backpack and belt pouch, for example)

Elvedui
February 4th, 2022, 22:58
I haven't seen this in any ruleset. Yes it might be nice, but i would rather see the rest of the force power, talent and specializations implemented and full combat tracker functionality to include ship combat first...lol

DraaGulFireclaw
February 5th, 2022, 20:51
Vehicle combat is already included in the combat tracker.

However, there is one REALLY annoying bug - the values displayed appear to receive their input from multiple sources. Sometimes, if I edit the hull trauma value of a vehicle more than twice, it keeps updating the hull trauma value. Switching between the new and old value continuously.

EDIT: I discovered another bug. If you add critical damage to the sheet on the "Vehicle Tab" of a character sheet (only tried it with PCs so far) it does not add this critical damage entry to the sheet of the vehicle "item" in the inventory. Worse yet, if you go back to the Vehicle Tab, the crit damage is deleted there. It does not save, it seems.

If you add the crit damage via the inventory item, then it stays.

I think there is something fishy going on with the referencing between the combat tracker entry, vehicle tab entry, and inventory entry.

sevrick
February 11th, 2022, 00:02
Age of Rebellion Libraries

Added Strongholds of Resistance Source book.


Genesys Core Rulebook and Expanded Players Guide Libraries

Can't remember what I fixed and the changelog I had made got deleted when I upgraded my computer so dosn't hurt to redownload it I guess :)


Sorry it took so long what with work and computer issues.

DraaGulFireclaw
February 13th, 2022, 16:35
Does anyone else get an error when dropping two d10s into the dice pool?

[2/13/2022 5:33:41 PM] s'ChatManagerGenesys.lua: sendSpecialMessage - msgtype = sendplayerdicepool'
[2/13/2022 5:33:41 PM] s'ChatManagerGenesys.lua: sendSpecialMessage - msgtype = sendplayerdicepool'
[2/13/2022 5:33:41 PM] [ERROR] Script execution error: [string "classes/desktop/dieboxgencontrol.lua"]:236: attempt to concatenate local 'type' (a nil value)

johniba
February 15th, 2022, 15:46
Hey everyone, sorry for my lack of updates and replies.
I am updating my computer and should be back soon.

I will go back and write down all the bugs and suggestions reported since my last post, and also see if i can work on them for the next release, which should come in a few weeks time

DraaGulFireclaw
February 20th, 2022, 15:58
I think it would be nice to see the currently remaining minions in a minion group in the combat tracker.

The Genesys ruleset for Fantasy Grounds (Non-Unity) did that, and that was quite useful for narrative reasons. It made it easier to see at a glance whether the hero is faced with three or four bandits (when you use just one token to represent the group of bandits. You cannot place multiple tokens of the same tracker entry after all).

sevrick
February 20th, 2022, 20:42
Yeah this somthing I wish could be changed is minions. There is a feature in FG that let's you place encounters ahead of time on the map. It works just fine when you add Nemesis and Rivals to the encounter, but when you add a minnon FG still thinks that there is a single character. True you can just add one token on the map for the minon and narratively say they are all lumped somewhere in that space. But this really is immersion breaking for me. I always have separate tokens for my minions. I still follow all the rules for minion groups but visually I separate them.

I wonder if there is a way to adjust manually, when creating an encounter, the number of tokens generated when you add an npc.

So for example you drop an NPC that is a rival into an encounter that then shows text box next to that npc that can be changed and is 1 as a value by default. In this case you would need to change this since 1 rival equals 1 token. But then you add a minnon. This minnon group has 3 of them so then you would change the 1 to a 3 and 2 more tokens would appear below that you can place.

This would cover all your bases. People who want 1 token to still represent multiple NPCs can and people who would rather split them up have the option as well.

mossfoot
March 1st, 2022, 07:16
Yeah this somthing I wish could be changed is minions. There is a feature in FG that let's you place encounters ahead of time on the map. It works just fine when you add Nemesis and Rivals to the encounter, but when you add a minnon FG still thinks that there is a single character. True you can just add one token on the map for the minon and narratively say they are all lumped somewhere in that space. But this really is immersion breaking for me. I always have separate tokens for my minions. I still follow all the rules for minion groups but visually I separate them.

I wonder if there is a way to adjust manually, when creating an encounter, the number of tokens generated when you add an npc.

So for example you drop an NPC that is a rival into an encounter that then shows text box next to that npc that can be changed and is 1 as a value by default. In this case you would need to change this since 1 rival equals 1 token. But then you add a minnon. This minnon group has 3 of them so then you would change the 1 to a 3 and 2 more tokens would appear below that you can place.

This would cover all your bases. People who want 1 token to still represent multiple NPCs can and people who would rather split them up have the option as well.

That would be cool. I like the idea. Wonder if it's possible

mossfoot
March 1st, 2022, 07:18
I think it would be nice to see the currently remaining minions in a minion group in the combat tracker.

The Genesys ruleset for Fantasy Grounds (Non-Unity) did that, and that was quite useful for narrative reasons. It made it easier to see at a glance whether the hero is faced with three or four bandits (when you use just one token to represent the group of bandits. You cannot place multiple tokens of the same tracker entry after all).

It would also be nice if there could be a number counter added on the token, like in the bottom right hand corner just have a number tied to the current number of active minions.

johniba
March 3rd, 2022, 14:29
Hey everyone,

The mininons suggestion is great, and I think I can do it easly.
I am finishing restoring all my stuff to the new computer, and should resume working on the rulesets this week, I should have a new version soon, and I will try to include this improvement on minions :)

DraaGulFireclaw
March 5th, 2022, 18:24
After the recent FGU updates, I keep getting an error when I pull up a map with tokens (NPCs and PCs) on it:

[3/5/2022 7:22:04 PM] [ERROR] Script execution error: [string "scripts/manager_effect.lua"]:695: attempt to call field 'convertStringToDice' (a nil value)

What is that about?

It also gave me an error about decrepit actors? That appears to have been fixed by clearing the vault and forcing a full update of FGU. Strange.

EDIT: It gives me an error sometimes when I try to advance through the combat tracker using "Next Actor" as well.

51841

bmos
March 6th, 2022, 00:48
After the recent FGU updates, I keep getting an error when I pull up a map with tokens (NPCs and PCs) on it:

[3/5/2022 7:22:04 PM] [ERROR] Script execution error: [string "scripts/manager_effect.lua"]:695: attempt to call field 'convertStringToDice' (a nil value)

What is that about?

It also gave me an error about decrepit actors? That appears to have been fixed by clearing the vault and forcing a full update of FGU. Strange.

EDIT: It gives me an error sometimes when I try to advance through the combat tracker using "Next Actor" as well.

51841I updated all the ActionManager.getActor calls to ActionManager.resolveActor and changed all the StringManager.IsDiceString, StringManager.convertDiceToString and StringManager.convertStringToDice calls to DiceManager.
Not sure if that's all that's needed, but it will at least fix the errors you've reported so far :)
https://drive.google.com/file/d/1G-67p9p6Us2ZUPqZH_GCZmI5b-1UtEMB/view?usp=sharing

Hopefully this is useful until johniba can put out a polished/final update. I haven't ever used this ruleset, so I just fixed the issues that were obvious to me.

DraaGulFireclaw
March 6th, 2022, 11:32
Thanks for the help!

However, when I try to use the "Next Round" button on the combat tracker or advance beyond the Initiative slot selected in the tracker (see image) by pressing "Next Actor", I get this error:

[3/6/2022 12:27:52 PM] [ERROR] Script execution error: [string "scripts/manager_effect_5E.lua"]:183: attempt to call field 'isDiceString' (a nil value)

Important note: I had a big encounter going on since before the update. The combat tracker has been full of PC and NPC entities since before the recent update. Can that be a problem? Do I have to set up the entire encounter again to fix it maybe?

51851

bmos
March 6th, 2022, 12:54
Thanks for the help!

However, when I try to use the "Next Round" button on the combat tracker or advance beyond the Initiative slot selected in the tracker (see image) by pressing "Next Actor", I get this error:

[3/6/2022 12:27:52 PM] [ERROR] Script execution error: [string "scripts/manager_effect_5E.lua"]:183: attempt to call field 'isDiceString' (a nil value)

Important note: I had a big encounter going on since before the update. The combat tracker has been full of PC and NPC entities since before the recent update. Can that be a problem? Do I have to set up the entire encounter again to fix it maybe?

51851No, it's not because of your encounter. Try this: **link removed**
new version posted: https://www.fantasygrounds.com/forums/showthread.php?53302-Genesys-(FFG-RPG)-work-in-progress&p=644249&viewfull=1#post644249

DraaGulFireclaw
March 6th, 2022, 13:04
No, it's not because of your encounter. Try this: https://drive.google.com/file/d/14yoKE2xNm-KFnRFRLSrDEhagU3qzsqB6/view?usp=sharing

I tried it, and the error (when attempting to either go Next Actor or Next Round) changed to:

[3/6/2022 2:02:20 PM] [ERROR] Script execution error: [string "scripts/manager_string.lua"]:358: attempt to call field 'isDiceString' (a nil value)
[3/6/2022 2:02:45 PM] [ERROR] Script execution error: [string "scripts/manager_string.lua"]:358: attempt to call field 'isDiceString' (a nil value)

bmos
March 6th, 2022, 13:15
Weird. I am not getting that error. Check your FG rulesets folder for any un-zipped folders.
If you have two copies (pak and folder) it will use the folder before the pak. It seems like you might have a second (old) copy of CoreRPG.

DraaGulFireclaw
March 6th, 2022, 18:14
Weird. I am not getting that error. Check your FG rulesets folder for any un-zipped folders.
If you have two copies (pak and folder) it will use the folder before the pak. It seems like you might have a second (old) copy of CoreRPG.

I have one CoreRPG.dat in my vault and one CoreRPG.dat in my rulesets.

I only have the Genesys.pak that I downloaded from your google drive.

51873
51874

I only get the error when clicking "New Round" on the current combat tracker. If I empty it out completely, I do not get the error.

bmos
March 6th, 2022, 18:23
I have one CoreRPG.dat in my vault and one CoreRPG.dat in my rulesets.

I only have the Genesys.pak that I downloaded from your google drive.

51873
51874

I only get the error when clicking "New Round" on the current combat tracker. If I empty it out completely, I do not get the error.Can you send me your campaign? Then I can test where the error is coming from.

DraaGulFireclaw
March 6th, 2022, 19:44
Can you send me your campaign? Then I can test where the error is coming from.

Here you go:

https://drive.google.com/drive/folders/1X9etiJqu2jPvDHM3Jrfkr7htdifuJJ9B?usp=sharing

bmos
March 6th, 2022, 20:38
Here you go:

https://drive.google.com/drive/folders/1X9etiJqu2jPvDHM3Jrfkr7htdifuJJ9B?usp=sharingOkay, figured that out. Had to change the Genesys DiceManager to ActionDiceManager since now there is a DiceManager in CoreRPG.
**link removed**
new version posted: https://www.fantasygrounds.com/forums/showthread.php?53302-Genesys-(FFG-RPG)-work-in-progress&p=644249&viewfull=1#post644249

DraaGulFireclaw
March 6th, 2022, 22:01
Okay, figured that out. Had to change the Genesys DiceManager to ActionDiceManager since now there is a DiceManager in CoreRPG.
https://drive.google.com/file/d/14yoKE2xNm-KFnRFRLSrDEhagU3qzsqB6/view?usp=sharing

THANK YOU! It worked! You're amazing! :D

Urqy
March 10th, 2022, 00:31
I'm getting an error with the party inventory. I'm using FGU and the Genesys ruleset. [Error] Script execution error: [string "scripts/manager_ps_loot.lua"]:229:attempt to call field 'getAllInventoryListPaths' (a nil value)

As it describes, when I try to look the the Party inventory (or refresh it) on the Inventory tab of the Party sheet, it displays nothing and then spits out that error.

mervhd
March 10th, 2022, 12:40
Is there a community that is working on any adventures for this system? If there are I would like to get in touch with them lend them a hand where ever I can. I am also working on an adventure I would be willing to share with the community if anyone is interested.

damned
March 10th, 2022, 12:56
Start the ball rolling mervhd

You can use the forge to help you distribute it and you can set it for free or put a price tag on it.

johniba
March 16th, 2022, 23:30
Hey guys

I have finally finished building my new PC, and restored my stuff.
I am now going back, reading all posts, making notes, and resuming working on the ruleset.

I saw some people having errors, i will prioritize fixing those, before i go back to work on new features

bmos
March 17th, 2022, 00:09
Hey guys

I have finally finished building my new PC, and restored my stuff.
I am now going back, reading all posts, making notes, and resuming working on the ruleset.

I saw some people having errors, i will prioritize fixing those, before i go back to work on new featuresI'll remove my patched versions when you post a new one :) Welcome back!

johniba
March 17th, 2022, 02:56
I'll remove my patched versions when you post a new one :) Welcome back!

Keep it for now, and thanks for this fix!

I am checking the code, I have to rewrite the actions, dice and combat tracker code.

Until I fix all of this, people should use that version you uploaded with your fix.

johniba
March 17th, 2022, 03:12
I'll remove my patched versions when you post a new one :) Welcome back!

Hey bmos, thank you so much for fixing the code while I was away :)

I have included those fixes in the main code in the forge, so people can update using the updater now

Looking at the actions, dice, combat code I will have to rewrite everything, so for now your fixes are really really helping!

johniba
March 17th, 2022, 03:19
NEW RELEASE!
Version 2022-3-16

Please Read
This is a fix for the rulesets in FG Unity.

There are no new features for now, only fixes.

I do have some bad news though:
Looking at all the code changes being done in CoreRPG, I feel like I will no longer be able to maintain the ruleset compatible with FG Classic.

For the next release I will have to rewrite some code, and it may no longer be compatible with Classic
I do apologize to Classic users. I have been trying to make all code changes backwards compatible, but it may no longer be the case soon :(



Fixes:
Fixed issues with error messages on dice rolling and combat tracker.
A big thanks to bmos for providing a fix...


Improvements:
- This version fixes issues with dice rolling and combat tracker initiative in FG Unity



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)

Updated files:
- Genesys.pak
Download Genesys ruleset even if you are playing Star Wars
Always remember to download BOTH rulesets if you intend to use Star Wars

viresanimi
March 17th, 2022, 04:08
It's a shame for Classic users for sure, but one has to move on. Unity is changing and rulesets will have to keep up.

Good to see progress. We all appreciate it.

bmos
March 17th, 2022, 13:43
I do have some bad news though:
Looking at all the code changes being done in CoreRPG, I feel like I will no longer be able to maintain the ruleset compatible with FG Classic.You might already be planning this, but I'd certainly suggest leaving the classic build posted somewhere so that those who don't want to upgrade/can't afford to can keep benefiting :)

johniba
March 17th, 2022, 13:50
You might already be planning this, but I'd certainly suggest leaving the classic build posted somewhere so that those who don't want to upgrade/can't afford to can keep benefiting :)

Ah yes, I will keep that version in the repository I already link in the main post

Urqy
March 18th, 2022, 18:27
I'm getting an error with the party inventory. I'm using FGU and the Genesys ruleset. [Error] Script execution error: [string "scripts/manager_ps_loot.lua"]:229:attempt to call field 'getAllInventoryListPaths' (a nil value)

As it describes, when I try to look the the Party inventory (or refresh it) on the Inventory tab of the Party sheet, it displays nothing and then spits out that error.

Is anyone else having issues with their Party Inventory on the Inventory tab of the Party Sheet? Or having trouble with tables no longer rolling and generating errors?

johniba
March 19th, 2022, 19:07
Is anyone else having issues with their Party Inventory on the Inventory tab of the Party Sheet? Or having trouble with tables no longer rolling and generating errors?

Let me look into this, I wil try to recreate the error and find a fix

EDIT: I found the issue and fixed... posting below the solution... fix is already available if you check for updates, in FGU

johniba
March 19th, 2022, 19:37
NEW RELEASE!
Version 2022-3-19

Please Read
This is a fix for the rulesets in FG Unity.

There are no new features for now, only fixes.


Fixes:
Fixed a bug in Party Sheet inventory, where refreshing inventory would cause an error message.


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)

Updated files:
- Genesys.pak
Download Genesys ruleset even if you are playing Star Wars
Always remember to download BOTH rulesets if you intend to use Star Wars

Urqy
March 20th, 2022, 03:27
Thanks very much Johniba! That worked perfectly for the party inventory. Can you have a look at the tables as well? Here are the error codes I get when I click on a previously made table:


[3/19/2022 7:20:43 PM] [ERROR] Script execution error: [string "scripts/manager_string.lua"]:348: attempt to call field 'convertDiceToString' (a nil value)
[3/19/2022 7:20:44 PM] [WARNING] Frame fielddice contains out-of-range values in BottomLeft.
[3/19/2022 7:20:44 PM] [WARNING] Frame fielddice contains out-of-range values in Bottom.
[3/19/2022 7:20:44 PM] [WARNING] Frame fielddice contains out-of-range values in BottomRight.

johniba
March 21st, 2022, 01:49
Thanks very much Johniba! That worked perfectly for the party inventory. Can you have a look at the tables as well? Here are the error codes I get when I click on a previously made table:


[3/19/2022 7:20:43 PM] [ERROR] Script execution error: [string "scripts/manager_string.lua"]:348: attempt to call field 'convertDiceToString' (a nil value)
[3/19/2022 7:20:44 PM] [WARNING] Frame fielddice contains out-of-range values in BottomLeft.
[3/19/2022 7:20:44 PM] [WARNING] Frame fielddice contains out-of-range values in Bottom.
[3/19/2022 7:20:44 PM] [WARNING] Frame fielddice contains out-of-range values in BottomRight.



Hi Urqy

I found the issue in the code, thanks for that feedback.

Update in The Forge has the fix, you only need to check for updates so FG Unity downloads it

I did some cleanup in the code, and will review the remaining code I have imported previously from Core.

We should have a much more stable ruleset in the next update, but if you find other errors please report them, this is really useful...

Urqy
March 21st, 2022, 03:39
That fixed it. Thanks again Johniba! I'll keep digging around for more errors.

johniba
March 21st, 2022, 04:49
Ah just a quick note... you will notice a "vehicles" tab in the party window... ignore that
The windows should be disabled, it is work in progress, I forgot to disable it before i released the update :)

chikininabizkit
March 21st, 2022, 05:46
I saw the recent message that the ruleset won't be compatible with FG Classic going forward. I'm unclear on what that means, exactly. Does it mean the Classic ruleset will no longer work? It's what I've used for my campaign for the last few years and I'm not quite ready to fully transition to Unity quite yet.

johniba
March 21st, 2022, 06:12
I saw the recent message that the ruleset won't be compatible with FG Classic going forward. I'm unclear on what that means, exactly. Does it mean the Classic ruleset will no longer work? It's what I've used for my campaign for the last few years and I'm not quite ready to fully transition to Unity quite yet.

Up until now, all changes and new code I create in the rulesets (genesys and star wars) I am trying to keep them both compatible with Fantasy Grounds Classic and Unity

As you may know, the rulesets actually make use of the CoreRPG ruleset that comes with FG. It means that most common features you see in all FG rulesets come from that code.

The recent errors I had to work on showed me that Smiteworks is doing a lot of big changes to the CoreRPG ruleset in Unity (they no longer update Classic)
Over time, it may mean that both CoreRPG codes may become very different, and it means that in order to keep the rulesets compatible with Classic, I may have to write code for that, and this may cause the ruleset code to become very complex.

My message is more a warning, I mean that I could detect that situation soon, and then I may have to stop providing compatibility for Classic

I will try to avoid that, I am still investigating the changes and I will let you all know before I have to drop compatibility.

If I have to stop providing compatibilty it would mean that from that point onwards, any new version of the ruleset would not run properly in classic....

Eventually we will have to do that. Fantasy Grounds Unity is receiving a lot of cool features, and one day, it is better for the rulesets themselves if I stop working on them for classic. I know some people still use classic, but I really do recommend you migrate to unity in the future

EDIT: i really dont want you to get worried about this. As I said, I will communicate here if it comes to the point I need to stop providing Classic support on the rulesets.

chikininabizkit
March 22nd, 2022, 11:15
EDIT: i really dont want you to get worried about this. As I said, I will communicate here if it comes to the point I need to stop providing Classic support on the rulesets.

Ok, cool. Duly noted. I've been slowly getting things prepared to switch over anyway, so I'm no longer worried.

chikininabizkit
March 22nd, 2022, 11:32
I don't seem to be able to drag a dice pool from the dice box to save/label it onto a hotkey. Both my players and I end up with compiled pools (dice + automatic symbols) that get rolled frequently and we've made pretty regular use of that ability in Classic.

Example: Our Artisan has her base Mechanics pool (5y2g), plus gear bonuses (1b, automatic Adv), plus Talent bonuses (adding Force dice). She has all of that saved to a hotkey so she can just drag it to the dice box and add the difficulty dice without having to assemble the same pool every time.

The same goes for most of their attack rolls - particularly their Lightsaber attacks which (almost) always have the same difficulty. They can assemble the complete pool once, save it to a hotkey, and when they attack they can just click the hotkey. I'm kind of nervous that having to click through the whole process manually every time - clicking the dice button next to the weapon, then clicking to add extra dice from bonuses, then clicking to add automatic symbols - will slow down combat a bit.

Is this no longer a function, or is it just done differently in Unity and I don't see it?

johniba
March 22nd, 2022, 18:02
I don't seem to be able to drag a dice pool from the dice box to save/label it onto a hotkey. Both my players and I end up with compiled pools (dice + automatic symbols) that get rolled frequently and we've made pretty regular use of that ability in Classic.

Example: Our Artisan has her base Mechanics pool (5y2g), plus gear bonuses (1b, automatic Adv), plus Talent bonuses (adding Force dice). She has all of that saved to a hotkey so she can just drag it to the dice box and add the difficulty dice without having to assemble the same pool every time.

The same goes for most of their attack rolls - particularly their Lightsaber attacks which (almost) always have the same difficulty. They can assemble the complete pool once, save it to a hotkey, and when they attack they can just click the hotkey. I'm kind of nervous that having to click through the whole process manually every time - clicking the dice button next to the weapon, then clicking to add extra dice from bonuses, then clicking to add automatic symbols - will slow down combat a bit.

Is this no longer a function, or is it just done differently in Unity and I don't see it?

hmm I did not implement that feature, in classic or unity.

Maybe I did not understand what you did. Can you explain the steps?

I do have plans to allow that soon, it will be done from the actions tab.

Currently the only place you can drag dice pools into the shortcuts is from the Powers tab

chikininabizkit
March 22nd, 2022, 20:08
hmm I did not implement that feature, in classic or unity.

Maybe I did not understand what you did. Can you explain the steps?

I do have plans to allow that soon, it will be done from the actions tab.

Currently, the only place you can drag dice pools into the shortcuts is from the Powers tab

It can be hard to describe this in writing, but I'll try to explain it more concisely. In Classic:

When you build your dice pool, it appears in the blue box beneath the chat. This can be done by manually clicking the dice beneath it, or by clicking the d20 symbol next to a Skill or weapon. Then you can click buttons next to the dice box to upgrade/downgrade or add automatic successes, failures, advantages, and threats.

Once all the dice and symbols are in the dice-box, you can click and drag the entire thing to a hotkey at the bottom.

Once it's there, you can label it.

If you created the pool by clicking a skill, it'll automatically label it. The way we use it is for complex but frequent dice rolls. In the aforementioned Artisan's case, her total base Mechanics dice pool is 5y2g, 1 boost, 1 automatic advantage, and 4 Force dice. She creates that pool and drags it to a hotkey. When she needs to roll Mechanics, all I have to do is tell her the difficulty. She can then drag that dice pool from the hotkey to the dice box and manually add purple and/or red dice.

More broadly, they're all Jedi. Their attack pools for their lightsabers are always the same unless they have spent time swapping out attachments. They can double-click the D20 next to the weapon in their Combat tab to populate the dice pool, then click to add boost/setback, automatic symbols, and two purple (because that's almost always the difficulty for a LS/Brawl/Melee attack). They can drag that whole, total dice pool to a hotkey and, on their turn, click the hotkey: it rolls the attack in the chat and shows the results the same as if you'd done the whole process manually each time, calculating the net symbol result and total damage.

I also use it all the time, just not often for dice rolls. I created Story items that are the Advantage/Threat roll result option tables for personal combat, Space combat, social encounters, etc. I have each of those on various hotkeys so that if they need to see a table quickly, I can just drag it up to the chat from the hotkey and all the players can instantly open it. I also tend to throw a session’s NPCs onto some hotkeys so I can pop their sheet open for social rolls and skill checks and stuff without having to open the NPCs tab or combat tracker. (Note: I just tested these two and they both work in Unity, meaning you can drag them to a hotkey.)

If I can help clarify further, just let me know.

johniba
March 24th, 2022, 03:08
It can be hard to describe this in writing, but I'll try to explain it more concisely. In Classic:

When you build your dice pool, it appears in the blue box beneath the chat. This can be done by manually clicking the dice beneath it, or by clicking the d20 symbol next to a Skill or weapon. Then you can click buttons next to the dice box to upgrade/downgrade or add automatic successes, failures, advantages, and threats.

Once all the dice and symbols are in the dice-box, you can click and drag the entire thing to a hotkey at the bottom.

Once it's there, you can label it.

If you created the pool by clicking a skill, it'll automatically label it. The way we use it is for complex but frequent dice rolls. In the aforementioned Artisan's case, her total base Mechanics dice pool is 5y2g, 1 boost, 1 automatic advantage, and 4 Force dice. She creates that pool and drags it to a hotkey. When she needs to roll Mechanics, all I have to do is tell her the difficulty. She can then drag that dice pool from the hotkey to the dice box and manually add purple and/or red dice.

More broadly, they're all Jedi. Their attack pools for their lightsabers are always the same unless they have spent time swapping out attachments. They can double-click the D20 next to the weapon in their Combat tab to populate the dice pool, then click to add boost/setback, automatic symbols, and two purple (because that's almost always the difficulty for a LS/Brawl/Melee attack). They can drag that whole, total dice pool to a hotkey and, on their turn, click the hotkey: it rolls the attack in the chat and shows the results the same as if you'd done the whole process manually each time, calculating the net symbol result and total damage.

I also use it all the time, just not often for dice rolls. I created Story items that are the Advantage/Threat roll result option tables for personal combat, Space combat, social encounters, etc. I have each of those on various hotkeys so that if they need to see a table quickly, I can just drag it up to the chat from the hotkey and all the players can instantly open it. I also tend to throw a session’s NPCs onto some hotkeys so I can pop their sheet open for social rolls and skill checks and stuff without having to open the NPCs tab or combat tracker. (Note: I just tested these two and they both work in Unity, meaning you can drag them to a hotkey.)

If I can help clarify further, just let me know.

ok This is an interesting feature, but I dont think I ever implemented in the rulesets...

I think you are confusing with the other Star Wars ruleset, the one for FG classic only, that was developed before my rulesets.

I will see what I can do, see if I can implement this in the new rulesets

chikininabizkit
March 24th, 2022, 09:03
ok This is an interesting feature, but I dont think I ever implemented in the rulesets...

I think you are confusing with the other Star Wars ruleset, the one for FG classic only, that was developed before my rulesets.

I will see what I can do, see if I can implement this in the new rulesets

Oh! Sorry for the confusion. I didn't know there were multiple SW rulesets for Classic.

This is the one I'm using. I don't know if this helps.
52148

johniba
March 24th, 2022, 18:24
Oh! Sorry for the confusion. I didn't know there were multiple SW rulesets for Classic.

This is the one I'm using. I don't know if this helps.
52148

It is easy to get confused. For most of the time the only ruleset available was the one named Star Wars EotE. That ruleset was written before FG Unity, and when the big changes came, it became almost impossible to port over to Unity

A few years ago I started creating a full ruleset for Genesys, the one you see in this thread, from scratch to use CoreRPG and make it compatible with Unity.
A few months later I also started working on a new ruleset for Star Wars.

As a bonus, the rulesets not only worked with Unity but still worked with FG Classic. That will one day change unfortunatelly as I explained in previous replies, that since FG Classic stopped being supported and updated, it will probably soon be impossible to keep it compatible.
It still works though...

mossfoot
March 27th, 2022, 17:12
Okay, is this a glitch or am I not thinking straight. I'm trying to set up a group of 2 minions each with 5 wounds in this example.

52192

But it's listing the total threshold as 25

Edit - okay, this seems to work itself out when I re-input the number in the group for some reason... but I swear it didn't at first. Might as well keep this post in case the giltch comes up elsewhere in other ways....

I think the error comes in as a matter of how the data is entered (ie entering in the wounds first with no number for #group (0), results in the threshold becoming 25 every time.

Likewise, starting with a #group of 2 and then entering in the w/minion of 5 resulted in the threshold becoming 25... until I went back and first deleted or changed the #group from something other than 2, and then re-entering it as 2... if that makes sense.

bottom line, double check your entries when creating new minions, I guess ;)

srbongo
March 28th, 2022, 14:25
Okay, is this a glitch or am I not thinking straight. I'm trying to set up a group of 2 minions each with 5 wounds in this example.

52192

But it's listing the total threshold as 25

Edit - okay, this seems to work itself out when I re-input the number in the group for some reason... but I swear it didn't at first. Might as well keep this post in case the giltch comes up elsewhere in other ways....

I think the error comes in as a matter of how the data is entered (ie entering in the wounds first with no number for #group (0), results in the threshold becoming 25 every time.

Likewise, starting with a #group of 2 and then entering in the w/minion of 5 resulted in the threshold becoming 25... until I went back and first deleted or changed the #group from something other than 2, and then re-entering it as 2... if that makes sense.

bottom line, double check your entries when creating new minions, I guess ;)

This has been happening for a while. Another way to 'fix' it is to use Ctrl + Mouse wheel to move the #minions up/down, which automatically calculates the total HP of the group.

Sturn Webb
March 28th, 2022, 20:13
Hello! First time user of Fantasy Grounds. Picked it up solely to use it for Genesys. I've searched through topics, can't find an answer, so hope it isn't a bother to possibly ask a couple questions that may or may not be answered elsewhere:

1. My rolled Genesys dice are all one color. Is there a way to change them to the default Genesys colors?

2. I'm seeing D&D dice over on the right side of the map area. Is there a way to turn these off without mucking around with the Genesys dice?

Thank you for adding these modules!

viresanimi
March 28th, 2022, 22:41
1) No. And personally I don't care. The result is what matters to me.
2) No. I think. It was sort of possible in the old version, but not so sure about now.

I think that Smiteworks once talked about "possibilities in the future". That means "don't hold your breath, cause this will take forever".


On a more positive note: Welcome! May you have many happy gaming experiences here.

johniba
March 29th, 2022, 04:20
Okay, is this a glitch or am I not thinking straight. I'm trying to set up a group of 2 minions each with 5 wounds in this example.

52192

But it's listing the total threshold as 25

Edit - okay, this seems to work itself out when I re-input the number in the group for some reason... but I swear it didn't at first. Might as well keep this post in case the giltch comes up elsewhere in other ways....

I think the error comes in as a matter of how the data is entered (ie entering in the wounds first with no number for #group (0), results in the threshold becoming 25 every time.

Likewise, starting with a #group of 2 and then entering in the w/minion of 5 resulted in the threshold becoming 25... until I went back and first deleted or changed the #group from something other than 2, and then re-entering it as 2... if that makes sense.

bottom line, double check your entries when creating new minions, I guess ;)



I have made a note on this.
I am working on several fixes and a few new features which I will be able to release soon, so I think I can improve the code on minions and fix this weird behaviour

johniba
March 29th, 2022, 04:23
Hello! First time user of Fantasy Grounds. Picked it up solely to use it for Genesys. I've searched through topics, can't find an answer, so hope it isn't a bother to possibly ask a couple questions that may or may not be answered elsewhere:

1. My rolled Genesys dice are all one color. Is there a way to change them to the default Genesys colors?

2. I'm seeing D&D dice over on the right side of the map area. Is there a way to turn these off without mucking around with the Genesys dice?

Thank you for adding these modules!


1 - Unfortunatelly I dont think there is a way to code the colors individually, but I will look into it. It would definitelly add a bit of visual improvement. Even if we cannot currently have custom 3d dice (not any time soon) colors would be nice, but I cannot promise anything :(

2 - A long time ago I did remove them until some people asked to bring them back. I can add some options to turn them on/off, I will make a note on this to work on my todo-list


By the way welcome and thanks for your suggestions and comments. This is what makes these rulesets get better and better :)

sevrick
April 3rd, 2022, 22:15
I know it might not be for everyone but I just discovered The Foundry as a alternative VTT. I only mention this because The Foundry seems to have massive improvements as an engine that FG is missing. The star wars ruleset, so to speak, that the community has been working on there is in an incomplete state. It has somthings this one doesn't have and this one has somethings that that one doesnt have. The people over there seemed to be doing nothing with it to fix the issues. Which is why for now I stick with FG. If you know how to code Java and html it may be worth your while.

Now if you are a Pathfinder 2e fan I would choose foundry all the way. The things the community is doing with that system is nothing short of amazing.

chikininabizkit
April 4th, 2022, 05:47
2 - A long time ago I did remove them until some people asked to bring them back. I can add some options to turn them on/off, I will make a note on this to work on my todo-list

This would be pretty great. There's an extension for the other FGC SW ruleset that gets rid of them. The instances of standard rpg dice in this system are basically nonexistent and I have several players who play on laptops where screen real estate is precious, so we ditched them and never looked back. It's hardly an urgent priority, but it'd be nice to have the option.

johniba
April 5th, 2022, 15:14
I know it might not be for everyone but I just discovered The Foundry as a alternative VTT. I only mention this because The Foundry seems to have massive improvements as an engine that FG is missing. The star wars ruleset, so to speak, that the community has been working on there is in an incomplete state. It has somthings this one doesn't have and this one has somethings that that one doesnt have. The people over there seemed to be doing nothing with it to fix the issues. Which is why for now I stick with FG. If you know how to code Java and html it may be worth your while.

Now if you are a Pathfinder 2e fan I would choose foundry all the way. The things the community is doing with that system is nothing short of amazing.

I would love to learn to code for Foundry VTT and create a ruleset there, but i dont want to overlap work from current people.
If one day it is abandoned, I would start a new one, or pick up where people left it.

Another thing is that I notice that the equivalent of rulesets there are much more prone to breaking due to updates in the foundry core, maybe because it is still going through some very big updates.
Maybe when foundry is more mature, it would not be the case, but it does discourage me into trying to create something over there aswell.



For now, if there are any features in that ruleset you would like to see here, if it is something that I can pull off doing in FG, I can add :)

johniba
April 5th, 2022, 15:15
This would be pretty great. There's an extension for the other FGC SW ruleset that gets rid of them. The instances of standard rpg dice in this system are basically nonexistent and I have several players who play on laptops where screen real estate is precious, so we ditched them and never looked back. It's hardly an urgent priority, but it'd be nice to have the option.

Yeah, it is very easy for me to do this....
I can create a small extension for the rulesets that will disable those dice...
I will make it available for the new release

sevrick
April 5th, 2022, 15:56
I would love to learn to code for Foundry VTT and create a ruleset there, but i dont want to overlap work from current people.
If one day it is abandoned, I would start a new one, or pick up where people left it.

Another thing is that I notice that the equivalent of rulesets there are much more prone to breaking due to updates in the foundry core, maybe because it is still going through some very big updates.
Maybe when foundry is more mature, it would not be the case, but it does discourage me into trying to create something over there aswell.



For now, if there are any features in that ruleset you would like to see here, if it is something that I can pull off doing in FG, I can add :)

Yeah it kinda put me in a weird situation where I have poured so much time and effort into FG version. Then comes along a seemly superior VTT, I have to ask myself do start all over with a better VTT or do it commit to the one I put so much effort into. People ask them simaler things about their car :). I did read in one of the changelogs from the people who made the star wars Foundry ruleset is stopping working on the current version in order to work on the one that will replace it. So take from that what you will.

The one draw back I think for foundry is the need for port forwarding. For me it isnt a big deal, but for people that dont have access to their router will have to go through a 3rd party like hamatchi. I have been adding things to the foundry to prepare running a game in it to see how my players like it.

I will still be adding Libraries to Fantasy Grounds. Nexus of Power should almost be done. Setting books take the longest and I will admit I was distracted by Foundry.

johniba
April 6th, 2022, 02:18
Yeah it kinda put me in a weird situation where I have poured so much time and effort into FG version. Then comes along a seemly superior VTT, I have to ask myself do start all over with a better VTT or do it commit to the one I put so much effort into. People ask them simaler things about their car :). I did read in one of the changelogs from the people who made the star wars Foundry ruleset is stopping working on the current version in order to work on the one that will replace it. So take from that what you will.

The one draw back I think for foundry is the need for port forwarding. For me it isnt a big deal, but for people that dont have access to their router will have to go through a 3rd party like hamatchi. I have been adding things to the foundry to prepare running a game in it to see how my players like it.

I will still be adding Libraries to Fantasy Grounds. Nexus of Power should almost be done. Setting books take the longest and I will admit I was distracted by Foundry.

Yeah it think it is good to get perspective looking at other software

In regards to Foundry VTT, I dont really know how they export/import data, like libraries. FG at least it is super easy to edit data and export into modules.

Still, I dont want to give the impression i am stopping any time soon on FG hehe.

To be fair, and to tell a secret, I recently started reading Legend of 5 Rings, and although it exists in FG as an extension, I would love to give it a full ruleset treatment, once Star Wars and Genesys have a solid basis with all missing features.

After that, I would still like to work on a thing I still have close to my heart: Warhammer Fantasy RP 3rd edition (yeah i still want to create a ruleset for unity for this hehe)

sevrick
April 6th, 2022, 14:49
In regards to Foundry VTT, I dont really know how they export/import data, like libraries. FG at least it is super easy to edit data and export into modules.

So the way it works is you have what you cal Modules these work not unlike FG extentions, only the can also include what we call libraries in the same file. In foundry their libraries are called compendiums.
In game you create somthing, be it species, vehicle, weapon, etc then you export that to a compendium which uses a standard folder structure to organize. Exporting is as simple as zipping up the folder and uploading it as a module. Importing can be done manually by unpacking in modules folder or automatic through Foundrys version of the forge.
Its sounds complicated but easy to understand.

sedgetone
April 6th, 2022, 21:34
Yeah, it is very easy for me to do this....
I can create a small extension for the rulesets that will disable those dice...
I will make it available for the new release

That would be fantastic, thank you! Really appreciate all your amazing work on bringing this ruleset to FGU.

gonroth
April 14th, 2022, 21:11
Absolutely love what you guys created here :D I use it for my Genesys Campaign and everyone at my table is amazed this even exists.

I was wondering how hard it would be to be able to select normal initiative instead of FFG's group based initiative. Ours table enjoys the more straight forward turns.

Keep up the great work!

sevrick
April 15th, 2022, 16:15
Absolutely love what you guys created here :D I use it for my Genesys Campaign and everyone at my table is amazed this even exists.

I was wondering how hard it would be to be able to select normal initiative instead of FFG's group based initiative. Ours table enjoys the more straight forward turns.

Keep up the great work!

That sounds like something that would fall under the perview of optional rules. Not sure as to the difficulty though.

Elvedui
April 29th, 2022, 23:48
Is this ruleset close to being updated. I know that the plan was January and plans change.

johniba
May 1st, 2022, 19:51
Is this ruleset close to being updated. I know that the plan was January and plans change.

I am working on updates, mainly a list of fixes for reported bugs, and also finishing the vehicle implementation and specialization trees.

I do have to apoligize on my lack of communication and lack of regular updates though.

Life is currently very busy at work and i am also moving to another house, and did not have a lot of time to work on the ruleset.

I believe this will continue for the next month and half, and when i am finally in the new house, i will have plenty of time.

Having said that, I do want to provide updates soon, at least the more pressing ones (fixes and small improvements)

But in short yes, I am still very much involved in the rulesets and will keep them updated

johniba
May 5th, 2022, 22:13
Absolutely love what you guys created here :D I use it for my Genesys Campaign and everyone at my table is amazed this even exists.

I was wondering how hard it would be to be able to select normal initiative instead of FFG's group based initiative. Ours table enjoys the more straight forward turns.

Keep up the great work!

Since this is not really in the Genesys/SW rules, I did not have plans to do this, but it is something I can work on later, when the rest of the main features are done.

johniba
May 10th, 2022, 21:38
Okay, is this a glitch or am I not thinking straight. I'm trying to set up a group of 2 minions each with 5 wounds in this example.

52192

But it's listing the total threshold as 25

Edit - okay, this seems to work itself out when I re-input the number in the group for some reason... but I swear it didn't at first. Might as well keep this post in case the giltch comes up elsewhere in other ways....

I think the error comes in as a matter of how the data is entered (ie entering in the wounds first with no number for #group (0), results in the threshold becoming 25 every time.

Likewise, starting with a #group of 2 and then entering in the w/minion of 5 resulted in the threshold becoming 25... until I went back and first deleted or changed the #group from something other than 2, and then re-entering it as 2... if that makes sense.

bottom line, double check your entries when creating new minions, I guess ;)

I have finally fixed this issue. I am still going to work on several other bugs, and then will upload a new version this weekend :)

johniba
May 17th, 2022, 01:43
NEW RELEASE!
Version 2022-05-16

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

Fixes:
Several bug fixes and compatibility updates for FG Unity (related to CoreRPG)
NPC (minions): fixed an issue with minions where entering "Number of wounds per minion" when "Number of minions in the group" is zero or empty would result in "Total wounds threshold" to display incorrect sum.



NEW Features:
- Create shortcuts for Dice rolls!
You can now drag a dicepool from the Dicepool window below chat, into a hotkey.
This is a long time requested feature that was available in the old Classic ruleset and now also available in both Genesys and StarWarsFFG for both Classic and Unity Fantasy Grounds

Some tips on using the feature:
- Start by clicking and adding a skill, weapon roll, or power just like usual, into the dicepool
- Add extra dice (like difficulty, boosts, setbacks...)
- Drag the complete dicepool from the dicepool box, into one available hotkey at the bottom of the FantasyGrounds window.

After this hotkey shortcut is created, clicking the hotkey will bring the dice back to the dicepool

Advanced features:

You can right click the hotkey you created, and edit the description
There are two special features you can do with descriptions:

- If you edit the description so it begins with "+", this will make the hotkey to add those dice into the dicepool window without clearing existing dice.
- If the description contains "/roll", this will make it so after the hotkey adds the dice, it will automatically roll all dice in the pool.

Check this video where I have a quick guide on how to use this new feature
P.S.: sorry for the low voice, it is very late here and I did not want to wake up the family :P


https://youtu.be/1uNmAc57yYk




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

johniba
May 20th, 2022, 03:04
I just wanted to give a quick update on the current development.

Right now I am almost done with the "Vehicle sharing" feature.
This is the one that will allow players to unlock vehicles so party members can use them, and even multi-crew.

I am also going to include a couple of extra features that are very easy to finish and that i hope will improve with combat.

I will probably release it tomorrow end of day, or in the weekend

After that, I will focus on finally finishing Spec Trees :)

johniba
May 20th, 2022, 03:09
Absolutely love what you guys created here :D I use it for my Genesys Campaign and everyone at my table is amazed this even exists.

I was wondering how hard it would be to be able to select normal initiative instead of FFG's group based initiative. Ours table enjoys the more straight forward turns.

Keep up the great work!

After re-reading what you said, let me know if I understand

I think you mean that you would like that turn order to be processed by order of rolled initiative, and not like in official rules, where any player can choose to go on a "slot" of a player rolled initiative, and so on, right?

If that is the case, I think I can add an optional toggle in the options menu, for the gm to choose that (as a house rule)

Xarax
May 20th, 2022, 04:33
The new drag and drop rolls are awesome @johniba. Thanks so much for all the work you do on this project! Looking forward to vehicle sharing and talent trees too!

johniba
May 22nd, 2022, 06:44
NEW RELEASE!
Version 2022-05-22

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

Fixes:
Desktop: Fixed issue with Wounds chit where toggling Soak with right click would not work
Combat Tracker: Fixed issue where vehicle stats would not properly update when PC entered a different vehicle.

Improvements:
Desktop: Changed text in tooltips for: Vehicle Critical, Personal Critical, wounds and strain chits, to make it easier to understand.

Desktop: When an attack roll is successful, the amount of damage is displayed in the roll results (for example, "[Damage: 7]")
Before the current update, you could always drag that text result that contains the damage into a character/npc, and that value would apply to that character/npc
In my opinion though that is not very intuitive and I am sure most players werent even aware that could be done.

I have made some improvements which I believe will be easier to remember and to use:
Now, whenever a damage roll is successful, both the Wound and Strain chits in the desktop will have their values automatically reflect the damage result.
The player can then drag either one of these chits into a character/npc (depending of course on the roll, usually it means a wound damage), and the damage will be applied.
The player can also right click the chit in the desktop and decide to toggle soak on/off, before the chit is dragged.



NEW Features:
- Vehicles: Sharing vehicles with party members
(check attached screenshots as examples)52884 / 52885
Players can now share vehicles!
(GM: in order for sharing to work properly, make sure to have the Party Sheet updated with the correct player list.)

How it works:
Player: Go to your character sheet, inventory.
For each vehicle you want to share with party members, make sure to click the small "padlock" icon in your vehicle, and unlock it.

Right under the vehicle list, each player sheet will show a list of shared vehicles.
Entering a shared vehicle is simple: just click the "enter vehicle" icon.
More than one player can be in the same ship (as crew members!)

The GM can also see a list of current shared vehicles in the party sheet.

Combat sheet: for GMs, you can also see which vehicles each player is using, and it will also list the owner of the vehicle.

P.S.: right now I am aware that the Player version of the combat tracker window is very poor in information.
I will add info on the vehicles soon.
I would also appreciate feedback from players/gms: what information in the combat tracker would you like players to have access?





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

kessler25
May 22nd, 2022, 23:46
Hello! That shared vehicle seems to work like a charm. But I did an oopsie. Prior to the update, I had the same vehicle for all three characters. With the update, I deleted the vehicle from two of the characters BUT I may have had them still IN the vehicle when I did. Now I see the shared vehicle in inventory and the Party Sheet, but I can't exit them from the old vehicle on their character sheets to use the shared vehicle. I get this error message:

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

Any and all help is appreciated. :)

sevrick
May 23rd, 2022, 00:03
Edge of the Empire

Removed Personnel Carrier and Fenn Sesslyn Duplicate.
Fixed the Activation Status Typos on several Talents.
Fixed Encumbrance typo on Holoscanners.


Force and Destiny Libraries

Added Nexus of Power Source book.
Chaged Thisspiasian Puzzle Ring subtype to "Holocrons and Other Ancient Talismans"
Removed duplicate Shortcut (Improved) and Swift.

johniba
May 23rd, 2022, 00:58
Hello! That shared vehicle seems to work like a charm. But I did an oopsie. Prior to the update, I had the same vehicle for all three characters. With the update, I deleted the vehicle from two of the characters BUT I may have had them still IN the vehicle when I did. Now I see the shared vehicle in inventory and the Party Sheet, but I can't exit them from the old vehicle on their character sheets to use the shared vehicle. I get this error message:

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

Any and all help is appreciated. :)

Hi Kessler25

Thanks for that report.
I have fixed the code.
If you are using FGClassic, download it again from google drive (only the Genesys.pak file), if using FGUnity, just click check for updates :)

I did some tests and now it is working leaving a vehicle if it was deleted.
If the list of shared vehicles still show the deleted one, just go to one of the characters and share/un-share another vehicle and the list should update.

If you still have errors let me know

kessler25
May 23rd, 2022, 22:59
Works like a charm. Thanks for the work you and sevrick do!

johniba
May 24th, 2022, 21:39
I am currently working on an error in rolling vehicle critical damage, where it is calculating the wrong critical, and also another where a player cannot roll critical on an npc, dropping it into its listing in the combat tracker

Elvedui
May 24th, 2022, 22:45
So the ruleset downloads from forge when it is updated, but not the libraries correct? If so would it be possible to put the date the library was updated where you put the ruleset update date? That way we know if the libraries needs to be updated?

johniba
May 24th, 2022, 22:56
So the ruleset downloads from forge when it is updated, but not the libraries correct? If so would it be possible to put the date the library was updated where you put the ruleset update date? That way we know if the libraries needs to be updated?

I will start to update the first post with the date the last time the libraries were updated.

By the way, the libraries are currently not available for download, we are investigating an issue with the files.

johniba
May 25th, 2022, 00:35
NEW RELEASE!
Version 2022-05-24

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

Fixes:
Vehicle Critical: fixed an issue where the wrong critical from the vehicle critical table would be applied.

Combat Tracker: fixed an issue where players could not drop/roll critical vehicle to npcs, and sometimes an error message would pop-up
Star Wars: added fix to leaving current vehicle (same fix I applied to Genesys, forgot to add it last update)

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

sevrick
May 25th, 2022, 12:41
Sorry Guys you should be able to download the Libraries again. Johniba was able to make the export process much easier.

Note: The Age of Rebellion Libraries will have an annoying thing where everything is unlocked by default. So in your campaign if you revert changes on a record it will be unlocked. This was due to something in the past that accidently unlocked all the records. I can fix it I will just have to go through all the records in the Age of Rebellion library one by one and lock them so it will be the default on the exported module.

DraaGulFireclaw
May 25th, 2022, 18:27
NEW RELEASE!
P.S.: right now I am aware that the Player version of the combat tracker window is very poor in information.
I will add info on the vehicles soon.
I would also appreciate feedback from players/gms: what information in the combat tracker would you like players to have access?

I certainly want to be able to see the current amount of minions left in a minion group.

johniba
May 25th, 2022, 19:48
I certainly want to be able to see the current amount of minions left in a minion group.

I think you mean in the GM's ct, right?

I have attached two screenshots: one showing the gm ct and another the player's point of view ct

I can definitelly add minion info in the CT, I will add that to the gm CT, but I was also asking about the player's ct
Currently they see only the npc name and their rolled initiative

I dont know how much info should be shared by default, as there is no official stance on this.

Maybe I could make some options so GMs can toggle on/off on what they want to share

52938

52939

sevrick
May 25th, 2022, 22:37
An idea for an optional feature would be to add how badly damaged they are.
For example
100% = Uninjured
75%-99% = Slightly Injured
50%-74% = Injured
25%-49% = Badly Injured
1% - 24% = Near Death
I got the idea from a mod on the foundry. It let's the PCs have some idea of how badly damaged a creature is without giving out exact wound and strain values.

johniba
May 26th, 2022, 00:06
An idea for an optional feature would be to add how badly damaged they are.
For example
100% = Uninjured
75%-99% = Slightly Injured
50%-74% = Injured
25%-49% = Badly Injured
1% - 24% = Near Death
I got the idea from a mod on the foundry. It let's the PCs have some idea of how badly damaged a creature is without giving out exact wound and strain values.

That would be quite easy to implement.
I will see what i can do

johniba
May 26th, 2022, 05:55
There is one change I want to make to the ruleset, but I would also like to open this for discussion and feedback

So in Genesys and Star Wars we do not use d4, d6, d8, d12 and d20 dice.

I am thinking of hiding them by default in the rulesets.

I will also provide a small extension (available to download in google drive and also through the Forge for FGU) that will bring back the dice, in case someone wants them in their desktops

I think this would be a good idea. These dice are not used and they take up space in the desktop

Now, if a lot of people dont like the dice to be hidden bu default, I can do the other way around: keep the dice visible and create an extension to hide them

What do you all think about this?

viresanimi
May 26th, 2022, 06:21
Yes. Hide the dice.

sevrick
May 26th, 2022, 14:45
Yeah good idea. There are a few cases that require them but not enough to warrant having them out. For example rolling for kryat dragon pearl in Adversaries and Allies. I think they say somthing like roll 1d4-2 is how many pearls you get. For that I have a physical dice I can roll if I need to.

johniba
May 26th, 2022, 16:38
Yeah good idea. There are a few cases that require them but not enough to warrant having them out. For example rolling for kryat dragon pearl in Adversaries and Allies. I think they say somthing like roll 1d4-2 is how many pearls you get. For that I have a physical dice I can roll if I need to.

You can always type: /roll 1d4, but i see it would be used somewhere.

In any case, this is reversable, we can test it for a while. I can also see later if there is a better way to do this

Valravn30
May 26th, 2022, 18:01
I'm all for hiding those dice!

Also as a feature request for the future it would be nice to have minions represented as multiple tokens, at least as an option. Mostly to avoid confusion from my players, but also as I use maps a lot, just to better illustrate situations.

Also, while I'm posting, I just want to thank you for making this ruleset. It's my favourite system to run games in, and having it all up and working on FGU is incredible. I appreciate all the work that's gone into it!

johniba
May 26th, 2022, 18:14
NEW RELEASE!
Version 2022-05-26

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


Improvements:
Combat Tracker:
- NPC will now list number of minions, if the npc category is "minion"

PC/NPC sheets and Combat Tracker: Actions -> Weapons
- Adjusted text size for weapon name and special. In some cases where either were too long, the text was clipping (fixed now)

Regular Dice (d4, d6, d8, d12, d20): Removed these dice from the FG desktop.
To bring them back, I will be providing an extension. If you want those dice to show again in the desktop, you will be able to do so, enabling that extension.
(It is currently pending approval on The Forge)
Another option, if you will only rarely roll any of those dice, is to use the "/roll" command from fantasy grounds

For example, typing in chat:
/roll 1d4
- Will roll 1 d4
/roll 2d41d10
- will roll 2 d4 + 1d10

and so on...



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

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

johniba
May 26th, 2022, 18:25
I'm all for hiding those dice!

Also as a feature request for the future it would be nice to have minions represented as multiple tokens, at least as an option. Mostly to avoid confusion from my players, but also as I use maps a lot, just to better illustrate situations.

Also, while I'm posting, I just want to thank you for making this ruleset. It's my favourite system to run games in, and having it all up and working on FGU is incredible. I appreciate all the work that's gone into it!

I will research if we can make that possible with the tokens.

Thanks for your words, I love working on these rulesets, and it makes me super happy when I hear back from people using and enjoying them :)

jeffencourt
May 26th, 2022, 19:19
Its been a while since i used this rule set and im probably missing something. But i cant seem to get the dice buttons on the characters action tab or skill tab to work, when i click the little "D20" to add dice to the roller nothing happens. The main abilities will add the dice to the dice roller window but nothing else will. This has been happening with NPCs and PCs as im testing everything today. Thank You for any help

johniba
May 26th, 2022, 20:13
Its been a while since i used this rule set and im probably missing something. But i cant seem to get the dice buttons on the characters action tab or skill tab to work, when i click the little "D20" to add dice to the roller nothing happens. The main abilities will add the dice to the dice roller window but nothing else will. This has been happening with NPCs and PCs as im testing everything today. Thank You for any help

Here is a few things you can check:

In the character sheet...
In the main tab: check if the character has values to all characteristics

In the actions tab, look at the weapon this character is using. Note the skill name.
Now go to the Skills tab and look for that skill. The name must match exactly

Usually it is the case of the character not having the skill, sometimes the skill name is slightly different.

johniba
May 26th, 2022, 22:05
The Genesys/StarWars show regular dice extension is up on the forge:
https://forge.fantasygrounds.com/shop/items/658/view
This is only for those that want to show the regular dice (d4, d6, d8, d12 and d20) in your desktop.
I removed it by default from the two rulesets since they are rarely (if) used.

The extension will also be available for download on google drive (same link as always) for FG Classic users

johniba
May 28th, 2022, 15:52
NEW RELEASE!
Version 2022-05-28

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

Improvements:
Combat Tracker:
- The Radial menu now displays separate options to roll npc initiative for "foe+neutral" and "friendly".

Character / NPC Sheets
- Added Stat blocks (attributes/Soak/Wounds/etca) to the Actions tab



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

DraaGulFireclaw
May 30th, 2022, 14:00
I think you mean in the GM's ct, right?

I have attached two screenshots: one showing the gm ct and another the player's point of view ct

I can definitelly add minion info in the CT, I will add that to the gm CT, but I was also asking about the player's ct
Currently they see only the npc name and their rolled initiative

I dont know how much info should be shared by default, as there is no official stance on this.

Maybe I could make some options so GMs can toggle on/off on what they want to share

52938

52939

I'm fine with both seeing it. If you are faced by one token that is made out of three thugs, the characters could tell after all (as long as their eyes are open and they can count!).

EDIT: Just saw that you already added it! Thanks for the updates!

johniba
May 30th, 2022, 15:08
I'm fine with both seeing it. If you are faced by one token that is made out of three thugs, the characters could tell after all (as long as their eyes are open and they can count!).


Right now I am working on the Specialization Tree, but at the same time taking a look on if it is possible to add multiple tokens for the same combatant in the combat tracker (in our case for minions)
If that is not possible, I think I could at least add some info on the token, to display it is a minion group with x members....) Anyway, I will try something here, maybe even add to the ruleset so we can test.
[/QUOTE]





EDIT: Just saw that you already added it! Thanks for the updates!

Thanks for the feedback. This item is one of those cases that at the time while working in the combat tracker I was either full of things to do and forgot to add that, or in some cases I did not really know how to implement, and as I progressed working in the rulesets, learned new things but forgot I wanted to do this.

So it is always so important to get this kind of feedback. Thanks again

Xarax
May 31st, 2022, 16:25
How is the specialization tree coming along? As a non-coder I have no idea what this part of the framework would entail.

johniba
May 31st, 2022, 19:03
How is the specialization tree coming along? As a non-coder I have no idea what this part of the framework would entail.

I am done defining the structure of a specialization record and the tree.
It needs to work together with the current talents.

Now I am creating the specialization window. No fancy graphics atm, this will come in later.

This is my development focus now. I do have some minor items in my to-do list and some bug fixes or small improvements, but i want the spec tree to go out in the next release.

sevrick
June 1st, 2022, 21:18
I know you are working on the trees but did you have somthing in mind for the attachments section? No rush just wondering if you remember and had it on your list.

jeffencourt
June 2nd, 2022, 01:03
I know i used to see a dice pool tracker, i could right click on the dice pool field and open the tracker to see the dice the players were entering. Im trying that now and i dont see where the tracker is anymore? am i overlooking it somewhere or did it get removed? thanks!

jeffencourt
June 2nd, 2022, 01:20
I know i used to see a dice pool tracker, i could right click on the dice pool field and open the tracker to see the dice the players were entering. Im trying that now and i dont see where the tracker is anymore? am i overlooking it somewhere or did it get removed? thanks!

EDIT: Sorry for the double post, computer lag

EDIT 2: I found it in the party sheet. I have to admit I like almost all the upgrades that have been done with this rule set. So much hard work has gone into it. But I definitely liked the old dice pool tracker.

And I know someone else has said it before and I believe it’s being worked on or at least thought about. Having the DM be able to add dice would be nice.

And one last observation, it would be cool if there was a place on the combat tracker to track boost and setback dice gained.

Overall this is great though. Thank you for all the hard work.

johniba
June 2nd, 2022, 13:14
I know i used to see a dice pool tracker, i could right click on the dice pool field and open the tracker to see the dice the players were entering. Im trying that now and i dont see where the tracker is anymore? am i overlooking it somewhere or did it get removed? thanks!

EDIT: Sorry for the double post, computer lag

EDIT 2: I found it in the party sheet. I have to admit I like almost all the upgrades that have been done with this rule set. So much hard work has gone into it. But I definitely liked the old dice pool tracker.

And I know someone else has said it before and I believe it’s being worked on or at least thought about. Having the DM be able to add dice would be nice.

And one last observation, it would be cool if there was a place on the combat tracker to track boost and setback dice gained.

Overall this is great though. Thank you for all the hard work.


I can easly add back the dice pool as a separate window (and still keep the one we have in the party sheet. I will do that.

I think i already have those two others in my todo list, but i will make sure they are, and will add that soon.

johniba
June 2nd, 2022, 13:16
I know you are working on the trees but did you have somthing in mind for the attachments section? No rush just wondering if you remember and had it on your list.

Hi sevrick, just to confirm, what about that section?

jeffencourt
June 2nd, 2022, 17:16
I can easly add back the dice pool as a separate window (and still keep the one we have in the party sheet. I will do that.

I think i already have those two others in my todo list, but i will make sure they are, and will add that soon.

Thank you very much!

sevrick
June 2nd, 2022, 17:29
We talked about attachments but more specifically modding attachments, and how when you mod an attachment you can fail at installing a mod but can try to use the other mods that are available for that attachment.
For example take the Augmented spin barrel (pg. 188 of the EotE core rule book)
It has the following mods:
2 damage +1
1 weapon quality (Accurate +1)
1 weapon quality (Pierce +1)

The number in front of each mod is the amount of times it can be attempted. If I try to install the damage +1 mod and fail the check I can try to install it again. Like wise if I succeed on the 1st check I could attempt the 2nd to get a total of +2 damage if I succeed both checks.

As of now there is no real way to track which mods you failed to install, succeed, or which ones havent been attempted yet. I thought about allowing you to have slots for mods on the attachments and have a toggle able state to show if it is installed, failed, or not attempted next to each mod. You have text box when editing it to allow input of how many mods the attachment has and that would add the specific number of toggle able check boxes.

johniba
June 5th, 2022, 02:10
We talked about attachments but more specifically modding attachments, and how when you mod an attachment you can fail at installing a mod but can try to use the other mods that are available for that attachment.
For example take the Augmented spin barrel (pg. 188 of the EotE core rule book)
It has the following mods:
2 damage +1
1 weapon quality (Accurate +1)
1 weapon quality (Pierce +1)

The number in front of each mod is the amount of times it can be attempted. If I try to install the damage +1 mod and fail the check I can try to install it again. Like wise if I succeed on the 1st check I could attempt the 2nd to get a total of +2 damage if I succeed both checks.

As of now there is no real way to track which mods you failed to install, succeed, or which ones havent been attempted yet. I thought about allowing you to have slots for mods on the attachments and have a toggle able state to show if it is installed, failed, or not attempted next to each mod. You have text box when editing it to allow input of how many mods the attachment has and that would add the specific number of toggle able check boxes.

Thanks Sevrick

I have updated my notes here, and will make sure to add some functionality soon for this.

johniba
June 5th, 2022, 02:14
I wanted to give you guys a little teaser on the Specialization Tree development :)

Here are some screenshots. Please dont mind the lack of information on each talent listed in the tree, and also the lack of "lines" connecting them.
I am working on the code under the hood first, and will still make this look a bit better.

This is the specializations database, where GMs will be able to create Specialization Trees.
The code is already working. Creating a spec tree is just as easy as creating any other record like a talent, item, etca.
You create the specialization, and then just drag and drop talents where you want them to go.
After that, I will also make sure you can connect them clicking to enable/disable links between talents.



After this it is just a quick step in making it into the character sheets.
Players will drag Spec Trees into their sheets.
They will still retain the talent list for a quick look, but a button in the sheet will allow them to open and look at the Spec Tree
Clicking on each talent in the tree will enable/disable. If the Talent is a ranked one, it will automatically update the total rank in the talent, in their talent list.

Later on when I work in xp calculations, this will also be automatically calculated.

This code later will also be used for Force Power trees :)

53018

53019

53020

I am sure you guys are gonna love it!

sevrick
June 5th, 2022, 02:55
I wanted to give you guys a little teaser on the Specialization Tree development :)

Here are some screenshots. Please dont mind the lack of information on each talent listed in the tree, and also the lack of "lines" connecting them.
I am working on the code under the hood first, and will still make this look a bit better.

This is the specializations database, where GMs will be able to create Specialization Trees.
The code is already working. Creating a spec tree is just as easy as creating any other record like a talent, item, etca.
You create the specialization, and then just drag and drop talents where you want them to go.
After that, I will also make sure you can connect them clicking to enable/disable links between talents.



After this it is just a quick step in making it into the character sheets.
Players will drag Spec Trees into their sheets.
They will still retain the talent list for a quick look, but a button in the sheet will allow them to open and look at the Spec Tree
Clicking on each talent in the tree will enable/disable. If the Talent is a ranked one, it will automatically update the total rank in the talent, in their talent list.

Later on when I work in xp calculations, this will also be automatically calculated.

This code later will also be used for Force Power trees :)

53018

53019

53020

I am sure you guys are gonna love it!

Looks awesome can't wait to see it. BTW Lords of Nal Hutt is the next thing to be released. Of course when the specialization trees come out I will go back through all the libraries and add them.

Xarax
June 5th, 2022, 03:55
All this automation... Talent trees at last... Aaaahhh! So cool Johniba!

Xarax
June 5th, 2022, 04:34
On the astetic side of things the boxes look big with only the talent title they look a bit empty. I wonder if you might be able to set up the specialization trees so that the talents description appear in the box in their entirety along with talent exp cost in a way similar to what is displayed in the Star wars books. The exp costs could (provided the coding allows for it) even be automatically generated based on the depth of it's location down the tree since the first layer abilities are always 5 points, the second layer abilities 10 points and so on. Perhaps even a place on the tree to indicate weather the ability is active or passive.

As usual I have no idea how easy or difficult any of this is to code, but I hope it helps.

johniba
June 5th, 2022, 05:21
On the astetic side of things the boxes look big with only the talent title they look a bit empty. I wonder if you might be able to set up the specialization trees so that the talents description appear in the box in their entirety along with talent exp cost in a way similar to what is displayed in the Star wars books. The exp costs could (provided the coding allows for it) even be automatically generated based on the depth of it's location down the tree since the first layer abilities are always 5 points, the second layer abilities 10 points and so on. Perhaps even a place on the tree to indicate weather the ability is active or passive.

As usual I have no idea how easy or difficult any of this is to code, but I hope it helps.



Dont worry about the aesthetics, I will resize those boxes, add information/icons, make it look better later.
I will not be adding the xp cost right now, but the way I am designing things, it will work later (I will be focusing on xp calculations as a whole, later)

I want the boxes to have all information you would expect from the talent tree:
- icons to represent active/passive/force
- link to open the full talent record with all descriptions
- current rank (if a talent is ranked), plus a quick list of where each rank came from (which talent trees)

I think half of the hard part is done... i already have a design for how the ruleset will update the talent lists (based on a talent being ranked or not)

In the end, it will all fit.


The talent trees may be released in two parts:
- Specialization database (so sevrick and others start working on creating records for the specialization trees)
- specializations on pc sheet (the main part of the code)

I expect everything to be done real soon.

Xarax
June 5th, 2022, 05:23
So cool. Really looking forward to it. Thanks so much for all the work that goes into this project!

johniba
June 5th, 2022, 22:01
I have made progress with the specialization tree.

Here is another teaser :)

It has a much better look now.
I also did not want to add a lot of text fields (like informing if the talent is active/passive, ranked or not etca), so the background changes based on that.
The background will be in red for active talents, and blue for passive. It also has a little square (which players will use to mark as having the talent. This square has an extra chevron symbol, if the talent is ranked.

For Star Wars, I will later also add an "explosion" icon to the top left side (just like in the books) to show when it is a force talent.

I will still work on spacing the boxes, adding lines... I need to find a good balance between the window size having all info, but not getting too big....

53026

Xarax
June 6th, 2022, 02:38
Aaaahhh! That looks amazing!

kessler25
June 6th, 2022, 02:58
very sexy. Thanks for the updates. Lets us know one day our dreams will come true!

johniba
June 6th, 2022, 03:27
very sexy. Thanks for the updates. Lets us know one day our dreams will come true!

That day, at least for specializations, will be very soon....
I am working hard to finish it this week

sevrick
June 6th, 2022, 15:17
Looks awesome super excited. One question, is the summery text input box going to be used for tree descriptions? I only ask because I think doing it that way would be preferable since some full talent descriptions can get quite long.

johniba
June 6th, 2022, 15:33
Looks awesome super excited. One question, is the summery text input box going to be used for tree descriptions? I only ask because I think doing it that way would be preferable since some full talent descriptions can get quite long.

Hi sevrick

Yes the description that is shown in each talent in the tree is the text from summary in the talent record.


On that note, I am changing a couple of things in the Talent record in the talents database:
- The talent record will no longer show the "ranks" field. It makes sense to show that field only when the talent is in the pc/npc sheet.
- For SW, I added a new field "Force Talent", which if you edit it as "Yes", will be used in the specialization tree to show that the talent requires the user to be force sensitive

I will be releasing the Specialization Tree update in two parts:

1) As soon as the Specialization Tree is ready for GMs to create records for the database (so you will be able to start adding them to the modules)
2) second and last update will be when the specializations will be available in pc records

viresanimi
June 6th, 2022, 16:50
I have waited so long for the specialization tree's! Wohoo... just remember that you need to be able to insert some arrows or something, so you can see the progression of talens. At least for Star Wars.

Can't wait!

johniba
June 6th, 2022, 17:55
I have waited so long for the specialization tree's! Wohoo... just remember that you need to be able to insert some arrows or something, so you can see the progression of talens. At least for Star Wars.

Can't wait!

I am adding something like that.
When looking at the spec tree from a pc sheet

- For ranked talents, the talent will display a number showing the current rank.
- For non ranked talents, if the talent was already purchased in another specialization, this will also have a visual representation in another spec tree: you will see cost "X"

Everytime you "mark/purchase" a talent in the tree, that little box in the top right will have a checkbox.
Purchasing a ranked talent will automatically show the total rank

Clicking in the talent in the tree will popup a window showing details:

- For ranked it will list where each point of the rank came from: spec trees and from which slots in the tree
- For non ranked, it will show where that talent was purchased

The pc sheet will still have the talent list aswell, i will not remove that.
So players will have the flexibility of checking their talent list, trees, etca.

Idward
June 6th, 2022, 23:07
How do I add Obligation, Duty, and Morality to a character in the Star Wars ruleset? At first, I thought it was under tables, but that isn't it, then I tried from the "Party Sheet" and lastly, I tried adding something to the sheet from the player side, but I was unable to set anything. I also am not sure how to use the dice pool tracker. I am on the latest version of rules (based on the forge). Is there an introductory guide to this ruleset anywhere?

Xarax
June 7th, 2022, 00:03
@Idward, down on the lower right hand side of the page is a brown button with a white slash in it. If you click on that it will open up the option of being able to add your Obligation, Duty and Morality by hand. To my knowledge, (which is very limited) there isn't a way to drag and drop those things onto the character sheet yet. Welcome to the community!

Idward
June 7th, 2022, 02:24
Ah awesome! Thanks. And I found out that you just need to double click the light side dark side section to generate the game's starting pool and how to clear it. I am still not sure what the dicepool tracker is for but other then that I am now ready to poke about and get ready for players

johniba
June 7th, 2022, 03:59
Ah awesome! Thanks. And I found out that you just need to double click the light side dark side section to generate the game's starting pool and how to clear it. I am still not sure what the dicepool tracker is for but other then that I am now ready to poke about and get ready for players

Hi idward

The dicepool tracker will only show anything if you have someone else logged into your session.
You can test this by opening Fantasy Grounds a second time, and clicking "join", and then joinining your local session as a player

When the GM and at least another player are connected like this, the dicepool tracker will always display the current dicepool the players are building in the dicepool under the chat window.

About a guide:
It is indeed in my plans to record a short video as a tutorial on all the ruleset features.

I plan on doing this as soon as I finish my current development on the Specialization Trees

johniba
June 7th, 2022, 04:07
Here is another development update in the Specialization Tree:

On top of already having different background colors for Active or Passive talents, and also a chevron symbol on the right side when the Talent is ranked, for star wars I added another visual cue:

Force Talents now show an explosion symbol on the right side

I have also added the missing xp cost from the window, and now that part of the code is almost done.

Tomorrow I will add the functionality to add connection lines to talents.

As soon as this part is ready, I will upload a new release of the rulesets, so Sevrick and anyone else that wants can start populating their databases with Specialization Trees



Oh and on the Career database record, I will add two tabs:
- Career skills (this will be a list similar to the one I created for the specialization window) - this will be useful when creating a character: as soon as you drag the career to the pc sheet, all career skills will be marked as such, in the skills list

- Career Specializations - this will list all specializations in the database for this Career. This will be extra useful for players, so they dont have to open the Specializations database and filter out....

Here is an updated screenshot:
53045

sevrick
June 7th, 2022, 21:15
Just quick side note for everyone if you find somthing wrong in the libraries you can let me know. Even if it somthing like inconsistency errors. I want to be as polished as possible. Either post it here of PM me. There is a lot of content to go through, so it is very possible I may have gotten stat wrong here or there.

johniba
June 8th, 2022, 06:04
Hi everyone,

The Specialization Tree is coming along well.

The record is fully functional:
- We can drag and drop talents into the tree
- Background will change based on the talent being Active/Passive, Force Talent or no, Ranked/Unranked
- XP Cost is listed now
- You can click and create connections in the tree

I am still trying to improve the window.
There is a small challenge with sizing each talent. The window is already too big
For that reason it is a bit difficult to space each talent, and I will still work on that, but now I wanna focus on finishing its features so i can release.

You can also click the talent title, and it will open the full talent record from the database, for consulting it.

Also, I have made the second tab look a bit better, with extra text fields and the skill list in the same window


Here are some screenshots

53061


53062

Xarax
June 8th, 2022, 06:08
I am still trying to improve the window.
There is a small challenge with sizing each talent. The window is already too big
For that reason it is a bit difficult to space each talent, and I will still work on that, but now I wanna focus on finishing its features so i can release.


I was thinking about this Johniba. There are already 2 fields in the talent section: Why not make it so that what is listed in the summary section, is what is displayed on the specialization tree? That way the user/GM can size the description appropriately, or even copy the summary right from the book with little trouble as it is written in the trees.

Also, the trees look amazing!

johniba
June 8th, 2022, 06:12
I was thinking about this Johniba. There are already 2 fields in the talent section: Why not make it so that what is listed in the summary section, is what is displayed on the specialization tree? That way the user/GM can size the description appropriately, or even copy the summary right from the book with little trouble as it is written in the trees?

Ah that is exactly what it is doing already.
The text you see in each talent, under the talent name, is the summary field and not the big description field

sevrick
June 8th, 2022, 16:57
Will you be able to edit the lines connecting the Talents or are going to just pre make the trees? Assume that you would be able to make you own trees because of the genesys rules allow for that.

johniba
June 8th, 2022, 17:52
Will you be able to edit the lines connecting the Talents or are going to just pre make the trees? Assume that you would be able to make you own trees because of the genesys rules allow for that.

You will be able to totally create specializations, including the lines connecting talents, and this is also going to be available for Genesys :)

I am 99% done with the code for the specializations database, and i have been testing it by looking at the books, and using the new feature to create specializations.

You create specializations from scratch:

- Create a new specialization record.
- Link a career, link skills for the additional career skills for this spec
- Edit the description for the specialization

- Drag and drop talents from the talent database into each space in the talent tree
- click and edit the talent connections :)

I will probably release this today.

viresanimi
June 8th, 2022, 18:02
Just to be clear. How many specializations can a character have in Star Wars. My players really like to have several. Also there are something called Universal Specializations which does not have an attached career. I saw on the picture that there is a notes section, so I guess it is fine to mention there - was just wondering if it was considered.

Looking forward to it!

johniba
June 8th, 2022, 18:36
Just to be clear. How many specializations can a character have in Star Wars. My players really like to have several. Also there are something called Universal Specializations which does not have an attached career. I saw on the picture that there is a notes section, so I guess it is fine to mention there - was just wondering if it was considered.

Looking forward to it!

Do not worry, pcs will be able to have as many specializations as they want.
You can create universal specializations, you just dont attach it to a career :)

johniba
June 8th, 2022, 18:37
NEW RELEASE!
Version 2022-06-08

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

Fixes:


Improvements:
Talent record
- Rank field will only show up if the Talent record belongs to a pc/npc (it will not show up in the talents database)
This is a small change, but since a talent record that is not in a pc/npc sheet does not have ranks, it will clean up and make the talent window less confusing.
- Star Wars: added a new field to the Talent record: Force Talent. If the Talent is a force talent, edit the value as "Yes".
This will be used in the Specialization Trees, to represent if the talent required the force or not.

Career record
- Added a new tab for Career skills. This will be useful for when a career is added to a pc, the listed skills will automatically be marked as "career" in the pc skills sheet.

NEW Features:
Career Specialization Trees! (part 1 of 2)
We are finally getting specialization trees!

This feature is available for both Genesys and Star Wars rulesets.
Although not a default feature in Genesys, the Expanded players guide has rules for GMs and players to create specializations.

In part 1 you will be able to create specialization trees in your database

For now, players cannot add specializations to their pc sheets, this will come in the second release, with part 2

Here is a step by step and a few tips, on how to create Career Specializations:

- Open the "Specializations" database on the right sibebar. It is listed under Category: Character.
1 - Create a new record

2 - Add a Career to the specialization: you can click the "book" icon to open the career database. Drag and drop a career to the specialization
tip: if you are creating a "universal" specialization, available for any careers or for multiple careers, you can leave this blank

3 - Add Talents: you can click the "book" icon next to the talent tree, to open the talents database
- Drag and Drop talents from the database into each talent slot.
tip: if you have more than one library module open, make sure that all talents you add are from the same library. This way if you later disable a module, you will still be able to click each talent to open the talent record, for consulting it.
tip2 (star wars only): also make sure the new Force Talent field in the talent record is correct. This is a new field. If you add the talent to a specialization and you notice that active/passive, rank or force talent is incorrect: open the talent record, fix it, and drag/drop to the talent tree, to replace.

You will notice that the background for the talent slot will vary, depending on the talent:
- Red background: Active talent
- Blue Background: Passive Talent
- Top right side box will also have a "chevron" mark, if the talent is Ranked
- For Star Wars, if the talent is a Force Talent, the top left will have an "explosion" effect.
These are all visual cues, for players at glance to know details on the talent.
At any time, clicking the talend name will open the linked Talent Record, so you can read the full details
Also notice that the description text in the talent tree under the talent name is taken from the Summary field, in the talent record.

tip: You can later update your Talent records used in your specialization trees, adding summary, and then use the "Descriptions Backup" database, to "backup all", and then "Restore all".
This will update all talents inside specialization trees, with the summaries you added in those talents in the database.

4 - you can click connecting lines between talents to connect talents.

5- go to the "Other" tab, and edit a description

6- in the same tab, you can add Additional Career skills. Drag and drop skills to the list.
(this will become useful later in part 2, when i release adding specializations to pc sheets)

7- to finalize, click the "lock" icon on the top right of the specialization window.
This will prevent accidental changes to the specialization, like clicking lines and disconecting talents.


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

viresanimi
June 8th, 2022, 19:13
Just had a gander at it. It looks really great.

Had a couple of thoughts:
I think we need a way to demonstrate that a talent has been bought. Perhaps a check box on the border of a talent, on the specialization tree?
Also. I really hope that this functionality is also added to NPC's as well as PC's when the second part drops.

So far so fantastic. I suspect that I will have a lot of work to do, while watching the Le Mans race this weekend! *grins*

johniba
June 8th, 2022, 19:36
Just had a gander at it. It looks really great.

Had a couple of thoughts:
I think we need a way to demonstrate that a talent has been bought. Perhaps a check box on the border of a talent, on the specialization tree?
Also. I really hope that this functionality is also added to NPC's as well as PC's when the second part drops.

So far so fantastic. I suspect that I will have a lot of work to do, while watching the Le Mans race this weekend! *grins*


When in the character sheet, we will have a visual representation for when the talent is selected, yes.
The border will be darker, and also that top/right side box will have a checkbox.

Also if the Talent is ranked, it will show the total rank in a small box, as a reference.
We will still have the talent list in the character sheet, so there will be two ways to read talents.

I did not intend to create npc specialization trees, as I did not think it would be needed, but it is possible. I will work on this.

johniba
June 8th, 2022, 19:36
And for those that do not like to read a big wall of text when I do release notes, here is a video!


https://www.youtube.com/watch?v=4jw0t-wizO0


EDIT: I just noticed that some talent boxes are a bit misaligned if the summary text is too big, I will release a quick fix later

Xarax
June 8th, 2022, 21:40
The new Specialization tree is amazing. Thrilled to no end that it is finally here and it looks better than I could have hoped for. As you have yourself mentioned though it is wide, and takes up a large amount of screen real-estate. If i could put forth a personal preference, thinner and longer is preferable to wider and shorter. You can always scroll down the tree, but you cant make the window any thinner. Maybe a toggle in settings to show people both options to see which works better for them? Again no idea what kind of coding that would require but hopefully it's helpful. Thanks again! Really appreciate all the work that is going into this!

johniba
June 8th, 2022, 22:35
The new Specialization tree is amazing. Thrilled to no end that it is finally here and it looks better than I could have hoped for. As you have yourself mentioned though it is wide, and takes up a large amount of screen real-estate. If i could put forth a personal preference, thinner and longer is preferable to wider and shorter. You can always scroll down the tree, but you cant make the window any thinner. Maybe a toggle in settings to show people both options to see which works better for them? Again no idea what kind of coding that would require but hopefully it's helpful. Thanks again! Really appreciate all the work that is going into this!

Hi xarax, thanks... that is exactly the kind of feedback i need on this.

I will try some changes, modifying it to make it a bit narrow and longer even with scrolls...

This is fortunatelly the easiest part :)

I will also try adding maybe two ways to view the tree:

- normal one with descriptions
- "light" one, without descriptions but a lot smaller.....

So that way players can decide how to view the tree, toggling as they see fit

sevrick
June 9th, 2022, 01:10
Elegantly done I really like the way it looks. I did notice that some talents drop out side the box. Such as the Sniper shot talent in the assassin tree. I am sure know this just thought I would mention it just incase. I also assume there will be a way to add a specialization to PC character sheet in the future?

johniba
June 9th, 2022, 02:48
Elegantly done I really like the way it looks. I did notice that some talents drop out side the box. Such as the Sniper shot talent in the assassin tree. I am sure know this just thought I would mention it just incase.
Hi sevrick, thanks.
The drop outside i think it is because of the summary description? I only noticed that later today testing.
I am now resizing everything, and although that should avoid those issues, i will still try to make sure i add something to the code so that it wont happen even if the summary is too big.






I also assume there will be a way to add a specialization to PC character sheet in the future?


Oh yes, hopefully this week or so.
You will be able to add specialization trees to characters (any number of specializations) and also by request optionally to npcs

Also please notice a few things:
- Make sure to double check star wars talents. Those that are Force Talents, there is a new field you should make it "Yes" for those cases.
- If you notice something wrong with a talent when you add to the tree (like incorrect active/passive, rank yes/no)... fix the talent record, and drag/drop to replace the wrong one in the tree :)

I already said this in the release notes and in the video, but when adding career, skills and talents to the specializaiton, make sure they all come from the same "library", if you have more than one opened, but in your case, since you are creating the libraries and i think each one is a separate campaign, you should be fine

sevrick
June 9th, 2022, 03:07
I am I good to go on adding them to the libraries and if so has the exporting/importing of description ben tested to work with these trees?

johniba
June 9th, 2022, 03:13
I am I good to go on adding them to the libraries and if so has the exporting/importing of description ben tested to work with these trees?

Hi Sevrick

Yes importing and exporting has been tested and it is included. You can start working on them if you want.
You can check my video, maybe there is a few useful things there you might not have seen (link is a few replies before this)

Idward
June 9th, 2022, 16:41
I always seem to stumble in just as things are getting interesting. Thanks! This is an awesome update.

Idward
June 9th, 2022, 17:41
One thing I noticed, I added the skills to the Career, then added it to a character. But, it does not automatically add them as career skills in the character sheet. Is this also an update that is coming?

Xarax
June 9th, 2022, 17:54
NEW RELEASE!
Version 2022-06-08

In part 1 you will be able to create specialization trees in your database

For now, players cannot add specializations to their pc sheets, this will come in the second release, with part 2

]

Yes, that will be part of a future update.

johniba
June 9th, 2022, 18:46
One thing I noticed, I added the skills to the Career, then added it to a character. But, it does not automatically add them as career skills in the character sheet. Is this also an update that is coming?

Like Xarax said, that will come in the next release

In short here is how it will work:

You will add specialization(s) to the character

You will open the spec tree, click to activate/add the talents from the tree, to the character

The ruleset will take care of adding those talents to the character: adding extra ranks in case of ranked talents

You will be able to check your talent list in the character, it will still list all talents, like it does now, except you no longer need to manually add each talent, you can do it visually from the spec tree

Xarax
June 9th, 2022, 23:40
As I am filling in some info on the races, some beings get a free rank in a random ranking talent. Will there be a way to add talents NOT through the specialization trees that will all work together and read correctly on the specialization trees?

johniba
June 10th, 2022, 01:03
As I am filling in some info on the races, some beings get a free rank in a random ranking talent. Will there be a way to add talents NOT through the specialization trees that will all work together and read correctly on the specialization trees?

Yes, you will still be able to manually add talents and or ranks

Xarax
June 13th, 2022, 14:42
Some idea for the bottom of the pile: a Rollable table on the party sheet tab that collects all players Morality, Obligation, and Duty, so that you can easily automatically roll them at the beginning of the session without having to generate or keep up to date the ever-changing table.

Speaking of tables is there a way to easily and without any trouble change the text format in the tables so that they can contain the rich text format that allows us to put the symbols in it? Filling in the Tables and Edge of the empire has an obligation that has setback dice in the description but they don't become setback when you type in [S].

Also I noticed on the Items entries that the price is indented a bit from the rest of the information column.

Thanks for all you do Johniba and Sevrick!

johniba
June 13th, 2022, 15:22
Some idea for the bottom of the pile: a Rollable table on the party sheet tab that collects all players Morality, Obligation, and Duty, so that you can easily automatically roll them at the beginning of the session without having to generate or keep up to date the ever-changing table.
That was my original plan, but I ended up forgetting to add as a to-do

The way that the party sheet is populated it already has all the info I need to make such an automation.

I am writing this down so I can work on this after the specialization tree is ready

On this topic, I will also use part of my code from the spec tree to create the powers tree aswell



Speaking of tables is there a way to easily and without any trouble change the text format in the tables so that they can contain the rich text format that allows us to put the symbols in it? Filling in the Tables and Edge of the empire has an obligation that has setback dice in the description but they don't become setback when you type in [S].

Also I noticed on the Items entries that the price is indented a bit from the rest of the information column.

Thanks for all you do Johniba and Sevrick!


Tables: I will see what i can do, should not be difficult
Price: easly fixed, will do that.

Elvedui
June 14th, 2022, 23:56
This looks awesome. I have been waiting for this functionality to pick up my game. Great work. I was wondering not because i don't appreciate it, but are these all going to be added to the libraries so that i don't have to type out all of the specializations in the game? Also, i may have missed it on the char sheet and in the discussions. Is there a place you drag the specializations?

johniba
June 15th, 2022, 02:20
This looks awesome. I have been waiting for this functionality to pick up my game. Great work. I was wondering not because i don't appreciate it, but are these all going to be added to the libraries so that i don't have to type out all of the specializations in the game? Also, i may have missed it on the char sheet and in the discussions. Is there a place you drag the specializations?

Sevrick will probably add them to the libraries, but as usual without descriptions

Draggin them to pc sheets is coming soon on my next update later this week

sevrick
June 15th, 2022, 14:49
This looks awesome. I have been waiting for this functionality to pick up my game. Great work. I was wondering not because i don't appreciate it, but are these all going to be added to the libraries so that i don't have to type out all of the specializations in the game? Also, i may have missed it on the char sheet and in the discussions. Is there a place you drag the specializations?

Yup. The next release will be Lords of Nal Hutta. In fact I was in the middle of doing it when the specialization trees update came out. So along with Lords of Nal Hutta I will finish all of the Specialization trees in the Edge of the Empire Libraries. They way trees work now makes it super fast and easy to add specializations, its Lords of Nall Hutta that will take the longest to finish. There are alot of NPC stat blocks in those setting books.

If people are wanting the trees asap I suppose my next up date could be just doing all the trees instead of working on Lords of Nal Hutta as well.

Xarax
June 15th, 2022, 15:42
If people are wanting the trees asap I suppose my next up date could be just doing all the trees instead of working on Lords of Nal Hutta as well.

I personally am wanting the trees asap. Thanks for all the work your putting into this Sevrick!

Xarax
June 15th, 2022, 17:21
@johniba Another recommendation for the bottom of the pile: the attachment form appears very crowded when Base modifiers and Modification Options have been added in. Would it be difficult to make those fillable fields appear not to the right of the heading but below the heading?

Current Example:

Base Modifiers Does something



cool but ends
up being
smooshed into
this tiny field.

Proposed Example:

Base Modifiers
Does something cool and has plenty of room to describe the often
longwinded description of what the attachment does. This also
provides room to create bullet points for multiple modification options.

Sorry if I am over explaining...

johniba
June 15th, 2022, 19:27
@johniba Another recommendation for the bottom of the pile: the attachment form appears very crowded when Base modifiers and Modification Options have been added in. Would it be difficult to make those fillable fields appear not to the right of the heading but below the heading?

Current Example:

Base Modifiers Does something



cool but ends
up being
smooshed into
this tiny field.

Proposed Example:

Base Modifiers
Does something cool and has plenty of room to describe the often
longwinded description of what the attachment does. This also
provides room to create bullet points for multiple modification options.

Sorry if I am over explaining...

Ah great suggestion and super easy to do...
Since this is so easy, i will addon the next release

sevrick
June 15th, 2022, 19:48
I personally am wanting the trees asap. Thanks for all the work your putting into this Sevrick!

Then in that case what I will do is all the trees for the books I have finished, then go back to business as usual.

Elvedui
June 15th, 2022, 21:01
Yes the trees are critical. While i understand the descriptions may not be in the trees is the functionality being added so that if it affects a stat or skill it will automatically add it on the sheet? Or do we need to do the functionality for each one ourselves in addition to the description.

johniba
June 15th, 2022, 22:51
Yes the trees are critical. While i understand the descriptions may not be in the trees is the functionality being added so that if it affects a stat or skill it will automatically add it on the sheet? Or do we need to do the functionality for each one ourselves in addition to the description.

There is currently no automations in the ruleset.

Adding a specialization to a character, checking a talent in the tree, you will see the talent listed in the character sheet, but for now, there is no automation: a talent will not automatically add bonuses of modify a roll.

I do have that planned though, but it will take a while.

Xarax
June 16th, 2022, 05:43
It's sort of a bit of automation, but would it be difficult to cause dragging and dropping a ranked ability that is already on a character sheet to add to that abilities rank? Dragging and dropping the same ability twice or even 3 times is faster than dragging and then opening the ability to set the rank level.

Thank you Sevrick and Johniba for all the work on this framework!

johniba
June 16th, 2022, 06:15
It's sort of a bit of automation, but would it be difficult to cause dragging and dropping a ranked ability that is already on a character sheet to add to that abilities rank? Dragging and dropping the same ability twice or even 3 times is faster than dragging and then opening the ability to set the rank level.

Thank you Sevrick and Johniba for all the work on this framework!


Specialization Tree will solve half of the issue.
If you activate a ranked talent in a spec tree, if you already have ranks in that talent, it will automatically increment it in the talents list

I want to keep it flexible, so you will also be able to just add talents directly (I see this being mostly used in genesys and also for npc talents when you dont want to go too deep and add spec trees for them.
In this case yes you will be able to drag an existing talent and it will instead increase the rank

Xarax
June 16th, 2022, 15:00
Specialization Tree will solve half of the issue.
If you activate a ranked talent in a spec tree, if you already have ranks in that talent, it will automatically increment it in the talents list

I want to keep it flexible, so you will also be able to just add talents directly (I see this being mostly used in genesys and also for npc talents when you dont want to go too deep and add spec trees for them.
In this case yes you will be able to drag an existing talent and it will instead increase the rank

It also has application when populating the talents that exist on NPCs who have no talent tree. Like I said low priority but it might be helpful down the road.

Elvedui
June 16th, 2022, 15:13
Automation is key for me, but only because i don't typically have the time to invest in putting all the data (and figuring out how to do it). Thanks for the great work Sevrick and Johniba.

johniba
June 16th, 2022, 17:23
Automation is key for me, but only because i don't typically have the time to invest in putting all the data (and figuring out how to do it). Thanks for the great work Sevrick and Johniba.

The only data the libraries do not contain are descriptions. Sure you would initially have to edit and add those descriptions from the books, explaining what each thing does.
We have to do this because otherwise we would have trouble with copyright, and also because we dont want this ruleset to replace the need to purchase those books....


The good thing is that it is quite easy editing those talents, skills, etca and adding descriptions, and you only need to do it once.
After you do that, even if you update the library from a new version, the descriptions will remain.

Actually even without the descriptions, assuming the players are familiar with the system, playing in that current state without automations is the equivalent of having a "normal" session with pen and paper.


Now on automation, this will come with time.
I do want to make it so (for example) when you have a talent that would add a bonus die to a combat roll, it will automatically do so to your dice pool.

I am at the moment focusing on making both rulesets "complete" in terms of content. I want them to have everything you would normally have in a pen and paper table session.
We are still missing the specialization trees, jedi power trees, for example, in star wars.
I feel like we are almost done with those.

I want to finish these before I work on automations, because it is a complex piece of code, and also because this way I feel, people will have a more complete experience using FG.

So what I mean is: stick with us, provide as much feedback as you can (this is super valuable) and soon we will work on the automation part.

Xarax
June 16th, 2022, 17:26
Automation is key for me, but only because i don't typically have the time to invest in putting all the data (and figuring out how to do it). Thanks for the great work Sevrick and Johniba.

Unfortunately due to copyright entering the data yourself is the only real option. Basically though, the how-to is simple.


To subscribe and download the rulesets, follow the links, provided by our very own Sevrick:

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)

After that load up the frameworks in and loading (not your in game server), and start adding info to the talents. Whatever gets put into the summary is what will appear on the tree.

Side note: if the ability is a force power Type: Yes in that field.

It does take some work but Sevrick has done a great job getting things listed properly so that all we need to do is add descriptions that can be found in our books.

sevrick
June 16th, 2022, 20:58
Also you are going to want to make sure you back up your descriptions from the descriptions tab, before you download a library update from me other wise all your descriptions will be overwritten with blank descriptions.
Then after applying the update restore from backup.

Elvedui
June 16th, 2022, 20:59
The only data the libraries do not contain are descriptions. Sure you would initially have to edit and add those descriptions from the books, explaining what each thing does.
We have to do this because otherwise we would have trouble with copyright, and also because we dont want this ruleset to replace the need to purchase those books....


The good thing is that it is quite easy editing those talents, skills, etca and adding descriptions, and you only need to do it once.
After you do that, even if you update the library from a new version, the descriptions will remain.

Actually even without the descriptions, assuming the players are familiar with the system, playing in that current state without automations is the equivalent of having a "normal" session with pen and paper.


Now on automation, this will come with time.
I do want to make it so (for example) when you have a talent that would add a bonus die to a combat roll, it will automatically do so to your dice pool.

I am at the moment focusing on making both rulesets "complete" in terms of content. I want them to have everything you would normally have in a pen and paper table session.
We are still missing the specialization trees, jedi power trees, for example, in star wars.
I feel like we are almost done with those.

I want to finish these before I work on automations, because it is a complex piece of code, and also because this way I feel, people will have a more complete experience using FG.

So what I mean is: stick with us, provide as much feedback as you can (this is super valuable) and soon we will work on the automation part.

Totally agree with content complete and then automation. I can type in data as needed until i find someone willing to share...lol

Elvedui
June 16th, 2022, 21:00
Thanks. I am subscribed to both. Waiting for the new libraries and other trees being updated.

sevrick
June 17th, 2022, 00:39
Edge of the Empire

Added all Specialization Trees:).

Age of Rebellion Libraries

Corrected "Knowledge Specialization" activation from Passive to Active (Incidental).
Renamed Duro to Duros
Fixed Elomin Typo

Force and Destiny Libraries

Correct page reference of TIE Pilot
Fixed "CSA Intrusion Specialist" Typo
Fixed Lethal Blows talent typo
Added missing Cerean species

kessler25
June 17th, 2022, 01:29
Also you are going to want to make sure you back up your descriptions from the descriptions tab, before you download a library update from me other wise all your descriptions will be overwritten with blank descriptions.
Then after applying the update restore from backup.

I know you guys have a post on doing those backups/ restores, but I lost track of it. Could you repost the link? please and thank you!

Idward
June 17th, 2022, 01:38
https://drive.google.com/drive/folders/1UNyE7f7qbI5It8cCHmoEoWSoSeVhWxR- it is also the first post on page 1

johniba
June 17th, 2022, 04:53
I know you guys have a post on doing those backups/ restores, but I lost track of it. Could you repost the link? please and thank you!

I have to re-record a tutorial, that old video is outdated, but here is a small step by step:

1) I advise you create a campaign just for editing descriptions. Name it something easy to identify, like for example "Star Wars Descriptions Backup"
Do not use this campaign for anything else.

2) Log into FG, open that campaign

3) Open all libraries you want to edit/add descriptions

4) Now, edit records, adding descriptions, in any database you need (talents, skills, items, etca)

When you are done with those descriptions:

1) In the right sidebar, locate the "Descriptions Backup" database (it is under Campaign), and open it

2) Click the "Backup ALL" button.
P.S.: FantasyGrounds may freeze for a couple of minutes, this is fine. If you have a lot of things to backup, that will happen
When the backup is done, you will see a message in the chat window:


All description fields stored into the Descriptions Backup database


3) Now you will export those descriptions, and create a module you can use in your campaigns:

in chat, type /export, and press ENTER
This will open the export window.

Edit the following fields:

- File name: this will be your module file name
- Name: you can use the same name as you used above, or something else. It is the description for the module
(you can call it something like "Star Wars Descriptions Backup")

Under "exported record types", make sure you only have one thing selected:

"Descriptions Backup"

Click "Export", the button is located at the bottom of the screen

This will create a library module for you



How to use the descriptions you created

1) Open your normal campaign (the one you will use to play)
2) go to libraries and locate/open your Descriptions Backup module, the one you created above
Also make sure you have the other libraries opened (the ones from sevrick)
3) on the right sidebar, locate and open the "Descriptions Backup" database
4) Click "Restore ALL"

Now all records will have the descriptions you edited.

Whenever you want to edit/update more descriptions, just open that campaign you have specifically for this, and repeate the steps to backup and create a module
If you have a new campaign, just create a campaign, open sevrick's libraries and the one you created, and restore all records

johniba
June 17th, 2022, 04:55
I am still working on the character sheet Specializations, but should have it in soon (probably weekend)

kessler25
June 17th, 2022, 14:18
Thanks all!

Elvedui
June 17th, 2022, 15:06
I am still working on the character sheet Specializations, but should have it in soon (probably weekend)

You're a hero of the Republic.

Idward
June 20th, 2022, 00:03
Servick, one thing I noticed is that you have "Force Sensitive Exile" and "Force-Sensitive Emergant" as a career. The career should be "Universal" with the specialization being "Force Sensitive Exile" and "Force-Sensitive Emergent."

sevrick
June 20th, 2022, 03:20
Servick, one thing I noticed is that you have "Force Sensitive Exile" and "Force-Sensitive Emergant" as a career. The career should be "Universal" with the specialization being "Force Sensitive Exile" and "Force-Sensitive Emergent."

Yes I noticed this while doing AoR trees they should be available with next update.

johniba
June 21st, 2022, 01:08
NEW RELEASE!
Version 2022-06-20

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

Fixes:
Item Record: fixed alignment for Price column



Improvements:
Item Attachment record
- modifiers text is now under the modifiers label, providing more space in the window, to show the description



NEW Features:
Career Specialization Trees! (part 2 of 2)
Specialization Trees in Character/NPC sheets!

This feature is available for both Genesys and Star Wars rulesets.
Instead of writing down a long text, I recorded a video. Please watch the included video where I show how the feature works!
P.S.: Just a quick info: When you check/uncheck Talents in the Tree, there is nothing preventing you to check a Talent that is not yet connected to a previous, checked talent.
No code in the ruleset enforce this behaviour, the players should keep this in mind, and follow the rules on how to acquire talents.



https://www.youtube.com/watch?v=Sef4btFGgL8

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

sevrick
June 21st, 2022, 01:40
Looks good but the text for the talent trees is super small now. I know of some ways people handle this issue is to set a default text size, maybe the size it was originally, then if a description is too long it lowers the font size of that talent to fit the box.

johniba
June 21st, 2022, 01:47
Looks good but the text for the talent trees is super small now. I know of some ways people handle this issue is to set a default text size, maybe the size it was originally, then if a description is too long it lowers the font size of that talent to fit the box.

I will revert the font size to what it was before.

sevrick
June 21st, 2022, 02:05
I will revert the font size to what it was before.

Will the text fit into the boxes still?

johniba
June 21st, 2022, 02:29
I have just uploaded again the Genesys ruleset, with bigger fonts for summary in the spec tree.
I also fixed an issue with the backup/restore code, which was not removing summaries from talents in spec trees inside character/npcs



Will the text fit into the boxes still?

The only text that did not fit for me was sniper shot, but i did not enter texts for everything yet.
If you see any text that does not fit, let me know.
I will try resizing the boxes, and if that is not possible, i will let you know so you can try shortening texts, but i want to try

sevrick
June 21st, 2022, 02:55
What about a scroll wheel to the right appearing for text that is too large?

As for a list of Talents too big:

Desperate Repairs
Body Guard
Weak Foundation
Push the Specs
Side Step


There were some other ones that were like a word or two outside and I didn't mention them. Since if the ones above were fixed they should be also

johniba
June 21st, 2022, 03:01
What about a scroll wheel to the right appearing for text that is too large?

As for a list of Talents too big:

Desperate Repairs
Body Guard
Weak Foundation
Push the Specs
Side Step


There were some other ones that were like a word or two outside and I didn't mention them. Since if the ones above were fixed they should be also

Yeah I can add a scroll wheel. I will test it with those Talents

EDIT: Did some tests, and to add a scroll wheel I need to modify the code in the talent node a little.
The quick solution would be to just make the talent nodes a bit longer, but that adds to the overall size of the specialization window.

Tomorrow I will try modifying the talent so it can have a scroll...

Xarax
June 21st, 2022, 06:06
This looks awesome! Thanks so much Johniba! The ability to drag and drop additional ranked talents is amazing and will make filling in the NPCs so much easier. I found it worth while to try and shorten some of the descriptions but making the descriptions that are too big scroll able would be a really cool idea. You can click the Talent trees on and off on the Specialization tree! I was wondering how involved unselecting a talent on the tree would be, and it's just a click! Brilliant!


A few things that I noticed,

There was talk about making the talent descriptions less wide and longer. Is that still happening or was it pushed back for a later update?
I have no idea how difficult it would be to add this kind of automation but is it possible to say, for your first specialization tree to have all of the skills attached to that career and tree be auto selected as class skills? Not high priority, and I have no idea what it would take but it would be nice to have that on the future automation pile somewhere.


Again, Johniba thanks so much for all you do! This work is immensely appreciated.

johniba
June 21st, 2022, 06:18
This looks awesome! Thanks so much Johniba! The ability to drag and drop additional ranked talents is amazing and will make filling in the NPCs so much easier. I found it worth while to try and shorten some of the descriptions but making the descriptions that are too big scroll able would be a really cool idea. You can click the Talent trees on and off on the Specialization tree! I was wondering how involved unselecting a talent on the tree would be, and it's just a click! Brilliant!


A few things that I noticed,

There was talk about making the talent descriptions less wide and longer. Is that still happening or was it pushed back for a later update?
I have no idea how difficult it would be to add this kind of automation but is it possible to say, for your first specialization tree to have all of the skills attached to that career and tree be auto selected as class skills? Not high priority, and I have no idea what it would take but it would be nice to have that on the future automation pile somewhere.


Again, Johniba thanks so much for all you do! This work is immensely appreciated.

1- on the size of the talent descriptions: Yes I will be resizing for the next update so you will all be able to give feedback

2- I was already going to do just that but I wanted to release the part 2 of spec trees today
Tomorrow I will be releasing that feature: dragging a career or specialization to a character will auto select the career or specialiation career skills automatically

:)

Xarax
June 21st, 2022, 15:24
1- on the size of the talent descriptions: Yes I will be resizing for the next update so you will all be able to give feedback

2- I was already going to do just that but I wanted to release the part 2 of spec trees today
Tomorrow I will be releasing that feature: dragging a career or specialization to a character will auto select the career or specialiation career skills automatically

:)

Awesome on both counts! Looking forward to it!

Some additional questions for the bottom of the pile:

Are there plans to set up an individual Tab specifically for the planets or are we going to leave that to story tab?
If there are plans to set up a tab specifically for the planets, perhaps it might be worth while to think about having 3 Tabs for the descriptions of those planets, One for each setting. No idea if this is practical, but there is certainly some overlap between the setting books and that might be an easy way to condense the number of double and triple entries that appear, assuming the GM is running a game in all three.
Is there a way to fill in the longer descriptions of the critical injury and critical hit tables? It's awesome that we can drag and drop criticals onto tokens with a single counter but it would be nice if we could actually edit the descriptions that are generated to give the whole information, instead of just the copyright lite version.

hanks again for all your hard work on this!

johniba
June 21st, 2022, 15:55
Awesome on both counts! Looking forward to it!

Some additional questions for the bottom of the pile:

Are there plans to set up an individual Tab specifically for the planets or are we going to leave that to story tab?
If there are plans to set up a tab specifically for the planets, perhaps it might be worth while to think about having 3 Tabs for the descriptions of those planets, One for each setting. No idea if this is practical, but there is certainly some overlap between the setting books and that might be an easy way to condense the number of double and triple entries that appear, assuming the GM is running a game in all three.
Is there a way to fill in the longer descriptions of the critical injury and critical hit tables? It's awesome that we can drag and drop criticals onto tokens with a single counter but it would be nice if we could actually edit the descriptions that are generated to give the whole information, instead of just the copyright lite version.

hanks again for all your hard work on this!

The planets database is a cool idea, and easy to do
What other fields would you like to have in the planet record?

For the critical injury, I will think about it, it would be possible to create a critical table database so you could edit the texts

Xarax
June 21st, 2022, 19:13
For the Planets all of them have these fields at the beginning
Astronavigation Data:
Orbital Metrics:
Government:
Population:
Language:
Terrain:
Major Cities:
Areas of Interest:
Major Exports:
Major Imports:
Trade Routes:
Special Conditions:

Background is the big field that has paragraphs and pages of information. Perhaps make all of these fields able to have items drag and dropped into them. Especially fields like, Astronavigation Data, Major Cites, Areas of Interest, and trade routes. I could easily see myself creating description for things going into these Fields and then wanting them accessible from the planet page.

Regarding the critical hit tables and the Planets, both low priority. Thanks again for all you do with this!

Idward
June 21st, 2022, 19:24
Would it be possible to have species give talents and items? There is a space for Special Abilities, but one of the Trandoshan's features is their claw weapons, and Bothan's give a rank in the Talent: Convincing Demeanor

johniba
June 21st, 2022, 21:08
Would it be possible to have species give talents and items? There is a space for Special Abilities, but one of the Trandoshan's features is their claw weapons, and Bothan's give a rank in the Talent: Convincing Demeanor

Special abilities granted by species is in my todo list, should be in the next release
Good one, i did not notice about the Trandoshan item... i will get it out and see what to do

johniba
June 21st, 2022, 21:11
For the Planets all of them have these fields at the beginning
Astronavigation Data:
Orbital Metrics:
Government:
Population:
Language:
Terrain:
Major Cities:
Areas of Interest:
Major Exports:
Major Imports:
Trade Routes:
Special Conditions:

Background is the big field that has paragraphs and pages of information. Perhaps make all of these fields able to have items drag and dropped into them. Especially fields like, Astronavigation Data, Major Cites, Areas of Interest, and trade routes. I could easily see myself creating description for things going into these Fields and then wanting them accessible from the planet page.

Regarding the critical hit tables and the Planets, both low priority. Thanks again for all you do with this!

Thanks, written in my todo list...

Xarax
June 21st, 2022, 21:46
Speaking of To do list, I don't know how you keep them but it would be helpful to me at least to be able to see that list, that way I am not suggesting things already present on the list, or suggesting side projects when a feature that I really want is currently being worked on. However, if sharing this requires any more work than sharing a google docs link, don't bother. I'd much rather you use your energy on the framework than curating a to do list to satisfy my curiosity.

johniba
June 21st, 2022, 22:25
Speaking of To do list, I don't know how you keep them but it would be helpful to me at least to be able to see that list, that way I am not suggesting things already present on the list, or suggesting side projects when a feature that I really want is currently being worked on. However, if sharing this requires any more work than sharing a google docs link, don't bother. I'd much rather you use your energy on the framework than curating a to do list to satisfy my curiosity.

Good idea
I have them in a document in my development folder, but I will see if I can have them online, so everyone can check/give feedback

Xarax
June 22nd, 2022, 02:31
@johniba, just a heads up, there are maybe a handful of Force abilities in the Force and Destiny books that come with a conflict cost. I am not sure what what the easiest way to label these is but I wanted to let you know.

53257

From Keeping the Peace, p. 26

johniba
June 22nd, 2022, 14:40
@johniba, just a heads up, there are maybe a handful of Force abilities in the Force and Destiny books that come with a conflict cost. I am not sure what what the easiest way to label these is but I wanted to let you know.

53257

From Keeping the Peace, p. 26

Ah thanks

I will see what i can do

Xarax
June 22nd, 2022, 16:21
Johniba! you sly, stealth coder! You released an unannounced update changing the attachment fields! Looks great!

johniba
June 22nd, 2022, 21:20
Johniba! you sly, stealth coder! You released an unannounced update changing the attachment fields! Looks great!

oh maybe i forgot to mention sorry!

Hope you liked it haha

sevrick
June 22nd, 2022, 23:02
oh maybe i forgot to mention sorry!

Hope you liked it haha

So with the attachments were you going to eventually add a way to keep track of which mods are installed and failed based on an earlier post? I ask because I wasn't sure if, as it stands now, the final iteration.

johniba
June 23rd, 2022, 00:22
So with the attachments were you going to eventually add a way to keep track of which mods are installed and failed based on an earlier post? I ask because I wasn't sure if, as it stands now, the final iteration.

It is on my list, but I did not think of a good way to do it yet.

I want to create the Force Powers first, after that, I will see what i can do

sevrick
June 23rd, 2022, 00:27
Edge of the Empire

Added Force Sensitive Specialization.

Age of Rebellion Libraries

Added all Specialization Trees.
Added the Talent "Black Market Contacts" even though it doesn't apear as talent with a full description in any Age of Rebellion source book. Yet the Rigger from Stay on Target has it in his tree. A mistake by FFG, no doubt. So I added based on the description from Edge of the Empire and added a page number of theoreticly where it should appear in Stay on Target.
Added the following missing weapons: Koromondain SVT-300 Stun Cloak, Mon Calamari Coral Pike, Mon Calamari Energy Lance, and Sorosuub CS-12 Stun Master.
Add "Table 1-3: Specific Drives" from Lead by Example.
Added "Table 1-2: Random Commander Motivations" from Lead by Example.
Added missing Special Ability "Combat Computer" from E522 Assassin Droid.
Added "Droid Brain Detonator" Attachment from Fully Operational.
Fixed Light Anti-Vehicle Battery weapon qualities being in the description.
Added Dewback Item stats.
Corrected several typos.
Several small fixes.

Special thanks to Xarax for providing the need corrections that need to be made.:)

jeffencourt
June 23rd, 2022, 04:37
Big thank you for all the great work!
My players noticed tonight that it would be great if there was a spot either on their weapon/item or character sheet to mark the weapon’s damage it has taken so the know to add the setback die etc and can remember to ge them fixed. Is that something that could be done?

Xarax
June 23rd, 2022, 04:45
Big thank you for all the great work!
My players noticed tonight that it would be great if there was a spot either on their weapon/item or character sheet to mark the weapon’s damage it has taken so the know to add the setback die etc and can remember to ge them fixed. Is that something that could be done?

I second this as an excellent feature.

I also second Sevrick's request for attachment mod tracking.

Thanks Sevrick for the Updates!

johniba
June 23rd, 2022, 05:01
Big thank you for all the great work!
My players noticed tonight that it would be great if there was a spot either on their weapon/item or character sheet to mark the weapon’s damage it has taken so the know to add the setback die etc and can remember to ge them fixed. Is that something that could be done?

I will add this to my list, should be very easy to add

jeffencourt
June 23rd, 2022, 12:57
I will add this to my list, should be very easy to add

Thank you very much!

Elvedui
June 23rd, 2022, 15:41
Edge of the Empire

Added Force Sensitive Specialization.

Age of Rebellion Libraries

Added all Specialization Trees.
Added the Talent "Black Market Contacts" even though it doesn't apear as talent with a full description in any Age of Rebellion source book. Yet the Rigger from Stay on Target has it in his tree. A mistake by FFG, no doubt. So I added based on the description from Edge of the Empire and added a page number of theoreticly where it should appear in Stay on Target.
Added the following missing weapons: Koromondain SVT-300 Stun Cloak, Mon Calamari Coral Pike, Mon Calamari Energy Lance, and Sorosuub CS-12 Stun Master.
Add "Table 1-3: Specific Drives" from Lead by Example.
Added "Table 1-2: Random Commander Motivations" from Lead by Example.
Added missing Special Ability "Combat Computer" from E522 Assassin Droid.
Added "Droid Brain Detonator" Attachment from Fully Operational.
Fixed Light Anti-Vehicle Battery weapon qualities being in the description.
Added Dewback Item stats.
Corrected several typos.
Several small fixes.

Special thanks to Xarax for providing the need corrections that need to be made.:)

Great work. Are you adding the trees from the Dawn of the Rebellion book or did i miss it and that was already done?

sevrick
June 23rd, 2022, 18:29
Great work. Are you adding the trees from the Dawn of the Rebellion book or did i miss it and that was already done?

I am adding every tree of every source book I have currently done. When I get caught up I will just release the trees along with the whole source book.

So far I have finished all the specialization source books. Now I am going through the setting books. Next I will move onto era source books, and lastly the compendium books and offcial adventures. After all that is done I will work on my random table generators I want to make that I mentioned in a previous post.

If new features like force trees come out I will update the source books I have done already before continuing where I left off.

johniba
June 23rd, 2022, 22:18
I know some of you wanted to check my TO-DO list

I have edited it a bit to make it clearer (they are confusing to anyone but me probably, but they help me keep track of what i need to do)

This list does not garantee that the item will be done: in some cases it may be we will end up changing it a bit, or even not doing it, but most items will be done

TODO (https://drive.google.com/file/d/1nP6X7rBOlNbIxQldAJujK0TvfUTlH1kA/view?usp=sharing)

Xarax
June 25th, 2022, 15:57
I know some of you wanted to check my TO-DO list

I have edited it a bit to make it clearer (they are confusing to anyone but me probably, but they help me keep track of what i need to do)

This list does not garantee that the item will be done: in some cases it may be we will end up changing it a bit, or even not doing it, but most items will be done

TODO (https://drive.google.com/file/d/1nP6X7rBOlNbIxQldAJujK0TvfUTlH1kA/view?usp=sharing)

Is it just me, or after 1 look at that to do list, I am afraid of saying anything else that might add anything else to it?

Thanks again for all the work that you put into this Johniba. You too Sevrick! adding all of the items, npcs, attachments, vehicles, talents, skills, specializations, and careers was a herculean task, and just being able to go through and just add descriptions, to them all is a huge gift to all of us GM's. Much appreciated!

johniba
June 25th, 2022, 16:31
Is it just me, or after 1 look at that to do list, I am afraid of saying anything else that might add anything else to it?

Thanks again for all the work that you put into this Johniba. You too Sevrick! adding all of the items, npcs, attachments, vehicles, talents, skills, specializations, and careers was a herculean task, and just being able to go through and just add descriptions, to them all is a huge gift to all of us GM's. Much appreciated!

Well I am in favor of having as many items in that list as possible.
We should always reach for the stars :)

Plus developing these rulesets always leave me with a feeling of acomplishment, something i rarely feel nowadays in my work, which is also programming...

One day, when most of those things are done, I still want to develop a new ruleset for Warhammer Fantasy RP 3rd edition, and one for Legend of Five Rings.... both systems i love that also have narrative dice

But I will only start those when I feel that both SW and Genesys are feature complete

sevrick
June 25th, 2022, 18:46
Edge of the Empire

Added item to represent the Melee Stats for Sokhli Spray Stick.
Added Ax -108 Surface-Defense Blaster Cannon as a vehicle weapon. Also there seems to be conflicting rarity with the weapon stat and the attachment. If anyone knows what the proper rarity for this weapon shoul be let me know.
Added Weapon profiles for Underslung Scattergun and Under-barrel Flame Projector. Stats like this that are attachments that have weapon stats as well I have a tagged subtype of Attachment to let you know it isn't a standalone weapon.

Age of Rebellion Libraries

Moved the 3 on Hull Trauma for Aratech R82 Jump Boots to System Strain.
Added Repulor Pack as vechile stats.

Force and Destiny Libraries

Added Specialization Trees for Force and Destiny Libraries.
Changed Knowledge Specialization talent from Passive to Active (Incidental).
Changed Savvy Negotiator talent from Active (Action) to Passive.
Changed Healing Trance (Improved) from Active (Action) to Passive.
Changed Overwhelming Aura (Improved) from Active (Maneuver) to Passive.
Add Respected Scholar talent because it was mission from Disciples of Harmony book.

Thanks for all the support I am seining in the comments.
Also I was able to get Force and Destiney trees out faster thanks to Xaraxs help.

SmartAlec
June 25th, 2022, 23:12
Yeah I can add a scroll wheel. I will test it with those Talents

This is great to hear; I'm having to use a bigger font as one of my players has a tiny screen and terrible eyesight, and struggles to read the default font, but it unfortunately makes the specialisation window completely mismatched. Some sort of scroll window thing would probably fix that right up!

It comes out like this (https://i.imgur.com/dJC01GI.png)

Xarax
June 26th, 2022, 04:13
Also I was able to get Force and Destiney trees out faster thanks to Xaraxs help.

Happy to help. I've got most of the books too, so if you've got a project that you want to split and I've have the book it's in, I am happy to help contribute to this awesome project.

@Johniba as you seem happy having this to do list get longer as you go, I'll put forward another suggestion: on the Item tab, the special box's code altered so that we can put hyperlinks into it.

Namely I want to be able to put hyperlinks to weapon (and sometimes armor) qualities in the special field instead of having to include them in the general field.

53307

No idea what it would take, and ideally it be great to either have these Item Qualities (minus the descriptions of course, but fillable) baked into either the framework that Sevrick publishes, and eventually for the purposes of automation built right into the game framework itself.

Thanks again!

johniba
June 26th, 2022, 15:55
Happy to help. I've got most of the books too, so if you've got a project that you want to split and I've have the book it's in, I am happy to help contribute to this awesome project.

@Johniba as you seem happy having this to do list get longer as you go, I'll put forward another suggestion: on the Item tab, the special box's code altered so that we can put hyperlinks into it.

Namely I want to be able to put hyperlinks to weapon (and sometimes armor) qualities in the special field instead of having to include them in the general field.

53307

No idea what it would take, and ideally it be great to either have these Item Qualities (minus the descriptions of course, but fillable) baked into either the framework that Sevrick publishes, and eventually for the purposes of automation built right into the game framework itself.

Thanks again!

I already have plans for item qualities. The way we implemented (as a comma separated list) was an idea I had when looking at how some actions/powers and other fields were implemented in DND5

53318

If you look at the actions field, each particular piece of it (the action, damage result etca) is parsed separatelly, even though it is a simple text field.

I will be implementing this for SW/Genesys, so the specials field will be interpreted when we get to have automations

But before automations, soon I will be adding a specials database, and I will be adding at least this parsing functionality so that when you hover your mouse over and click, a window will popup with a record in the specials database, for that entry

sevrick
June 26th, 2022, 16:39
I know some of you wanted to check my TO-DO list

I have edited it a bit to make it clearer (they are confusing to anyone but me probably, but they help me keep track of what i need to do)

This list does not garantee that the item will be done: in some cases it may be we will end up changing it a bit, or even not doing it, but most items will be done

TODO (https://drive.google.com/file/d/1nP6X7rBOlNbIxQldAJujK0TvfUTlH1kA/view?usp=sharing)
This would be good to have posted on the 1st page. It will help avoid people wondering if your going to do x. They go there and see 1st before posting.

mossfoot
June 26th, 2022, 18:17
Just updated! Glad to see the talent trees added. How are things looking in terms of having certain talents/attachments/etc automatically add to certain rolls (where appropriate)?

Sevrick - Even though it's not in the books, perhaps you should add "Unarmed" "Punch" or some such thing to items so that they can be added to your inventory and weapons slots?

Huh... I had it so I could change the background image to something I wanted (so I could give "City" "Desert" "Arctic" "Jungle" vibes and so on) but that option seems to be missing in Options now? I can only add a Star Wars decal now (boring)

Also, am I missing something regarding talent trees? I can add and adjust the trees on my end, but the players can't (get a Script Execution Error instead)

sevrick
June 26th, 2022, 20:22
Sevrick - Even though it's not in the books, perhaps you should add "Unarmed" "Punch" or some such thing to items so that they can be added to your inventory and weapons slots.

I can do that.

sevrick
June 26th, 2022, 20:26
Huh... I had it so I could change the background image to something I wanted (so I could give "City" "Desert" "Arctic" "Jungle" vibes and so on) but that option seems to be missing in Options now? I can only add a Star Wars decal now (boring)


I think this was changed by fantasy grounds some time ago. You add decals by going to your assets folder and adding your images as decals.