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MadBeardMan
March 1st, 2021, 22:51
Hi Folks,

** Updated to version 0.5 **

Something I believe Carlton wanted and asked for a while ago, it's been on my back burner for a good while, but I've been working on an interview for a new job and to take my mind off that boredom I decided to finish the extension.

Now this is a BETA which means it's probably got some bugs and due to how complex it is, there are bound to be a few so ANY BUGS found please post here and NOT in the normal bugs channel, this allows me to keep on top of this.

Now I'm releasing this as an extension, this is so you can all play with it now and give us feedback, note I'll fix issues/enhance when I feel like it, but v1.2.3 is taking dev priority at the moment. Once this extension is all working and it's agreed it's a nice neat feature then I'll roll it into the next update after that.

Some instructions, drop the attached MGT2E Task Chains.ext into your 'extensions' folder (which is located as a sub-folder to your FGC/FGU installation). Note this was created using FGC but all updates are made in FGU so will support both.

After you've installed it, and enabled it you should see a 'TC' appear in the top right buttons. Click that and you'll have an empty window. Right click anywhere and select 'Create', you'll have your first Task Chain, give it a name, for example, 'Preparing for Jump'.

Next to add the tasks, click the + button, I do this as many times as I have steps, so for this click it twice.

Now drag the Skill (you can't manually enter) 'Astrogation' into the 1st step, and then 'Engineering (j-drive)' into the 2nd step. Next we set the Characteristic, it's 'EDU' for both, so select those. Next we have the 'Task Difficulty' well for a normal jump this is 'EASY' so from the drop down pick 'Easy 4+'.

Finally, we have a 'Mod' field, this is for things like bad equipment, adverse conditions, in our case we don't have any, but a lack of maintenance could cause a -1, or worse.

So that's it, a Task Chain has been added. You'll notice it's in a yellow background - this is because it can't be seen by any of the players yet.

Players will also have a TC button on their screen, get them to open this up. On your Referee screen click the 'Eye' to the left of the Task Chain name and the background will change to green, and your players will see it appear as well.

Finally, each player who wants to attempt to complete one of the tasks, they must drag a SKILL roll onto the first available task, in our case, Astrogation. When the dice are released, a roll should appear in the Chat Windows and the results will be fed into the Task Chain under the Result and Next DM columns.

The next player repeats this and drags their Engineering (j-drive) onto the 2nd task, you'll see they get a bonus/negative dice roll based on the Next DM from the previous task.... and that's our Task Chain completed!

Now once 'finished' the Referee can just re-hide it (clicking on the eye again). and if you right-click on it, you'll see an 'Eraser', you can clear the result and Next DM columns, meaning this Task can be reused and reused.....

Version: 0.2
Added ability to hide/show the subtasks associated to the Task Chain

Version: 0.3
Added new Global setting 'Task Chains: Filter Tasks' (Defaults to No)- this new setting will show ONLY the next task to be completed to the players, so they have no prior knowledge of all the tasks etc.

Version: 0.4

Client Window is wider by default
Both Client and Host support the window being made wider
Skill Required Field now changes the frame when something is hovering over it, this indicates dice can be dropped
If the wrong skill is dropped a chat window message appears showing what was dropped and what was expected
Unskilled can be used in place of any required skill

Version: 0.5 - In the chat window on loading it will tell you it's this version.

Changed Effect title to 'Next DM', as this is what this number does
Changed the effect to match the next DM based on the Core Rulebook

Cheers,
MBM

Dalton Calford
March 2nd, 2021, 22:56
Very, Very NICE!!!!

This Carlton chap must have had a brilliant mind to suggest it....

MadBeardMan
March 2nd, 2021, 22:59
Very, Very NICE!!!!

This Carlton chap must have had a brilliant mind to suggest it....

That he did, he may suggest another cool feature now.....

Btw I thought earlier about a button to hide the 'subtasks' to a chain, ie hide the Astro/Engineer so that a Referee can keep a good number ready for use. Was also thinking we make this a sidebar button, and thus allow these to be saved/imported in modules!

Cheers,
MBM

Dalton Calford
March 2nd, 2021, 23:33
Hey MBM.

I am going to have to play with this, but, it would be great to be able to save whole systems as modules to save redoing it for every adventure.

Right now, the elements that I would really like to see are

(1) add Charm to Characteristics - it's mentioned as an attribute in the companion and I use it along with Soc in my games.
(2) remove money/mortgage/debt etc from the main page of the character and instead make them inventory items - if someone has no debt, don't take up the space, but, there are more types of currency than imperial credits and while you may have a Mcr of imperial cash on you, it is considered to be far less by the Swordworlder you are currently negotiating with.

There are other things, but, those two changes will make my gaming so much better.

Best regards
Dalton

MadBeardMan
March 3rd, 2021, 00:35
Hey MBM.

I am going to have to play with this, but, it would be great to be able to save whole systems as modules to save redoing it for every adventure.

Right now, the elements that I would really like to see are

(1) add Charm to Characteristics - it's mentioned as an attribute in the companion and I use it along with Soc in my games.
(2) remove money/mortgage/debt etc from the main page of the character and instead make them inventory items - if someone has no debt, don't take up the space, but, there are more types of currency than imperial credits and while you may have a Mcr of imperial cash on you, it is considered to be far less by the Swordworlder you are currently negotiating with.

There are other things, but, those two changes will make my gaming so much better.

Best regards
Dalton

Hi Chap,

Will do (1) in the next update, it's easy enough, problem is, there's only enough space for a certain number of characteristics.
To do (2), I've been thinking we move to a more DnD setup in Inventory, so any currency can be stored, so I'll think more about this.

Cheers,
MBM

Dalton Calford
March 3rd, 2021, 03:40
Appreciated MBM!

There are some free fonts created by the community over the years, some are on COTI needing an account to get them but here is a link to a simple download
https://sol.trisen.com/default.asp?topic=10&page=123
can you put a font (any font) into the system and show how you did it (via an extension) as I have tried and it has not worked.
Just share the example code and we can do the rest.

Dalton Calford
March 4th, 2021, 00:20
Hi MBM, Excellent work! I really appreciate this.

Couple of Small Issues
(1) The task chain should have a formated text box BEFORE the steps and after the name, to explain what/why the task chain is used.
(2) The Characteristic does not allow ALL available characteristics, such as luck or sanity. (this is true for the character sheet as well here is a sample fix)
<template name="cycler_tc_characteristic">
<button_stringcycler>
<parameters>
<defaultlabel> - </defaultlabel>
<labels>Str|Dex|End|Int|Edu|Soc|Psi|Luk|Mrl|San|Wlt|Chr</labels>
<values>Str|Dex|End|Int|Edu|Soc|PSI|Luk|Mrl|San|Wlt|Chr</values>
</parameters>
(3) Is is possible for them to be separate elements vs a all in one big scrolling list?

MadBeardMan
March 4th, 2021, 10:58
Hi MBM, Excellent work! I really appreciate this.

Couple of Small Issues
(1) The task chain should have a formated text box BEFORE the steps and after the name, to explain what/why the task chain is used.
(2) The Characteristic does not allow ALL available characteristics, such as luck or sanity. (this is true for the character sheet as well here is a sample fix)
<template name="cycler_tc_characteristic">
<button_stringcycler>
<parameters>
<defaultlabel> - </defaultlabel>
<labels>Str|Dex|End|Int|Edu|Soc|Psi|Luk|Mrl|San|Wlt|Chr</labels>
<values>Str|Dex|End|Int|Edu|Soc|PSI|Luk|Mrl|San|Wlt|Chr</values>
</parameters>
(3) Is is possible for them to be separate elements vs a all in one big scrolling list?

Hi Dalton,

Thanks for the feedback.

(1) - Why do you need this? The description is large enough to put in any other details, if it does get added, do you want the Players to see it?
(2) - I can't see why you'd have chains with some of the optional characteristics and there's an issue if the optional characteristic isn't in use. Once this is merged into the main code and I've built a cycler that uses real options this will be solved.
(3) - Explain what you mean - and why would it be better to be separate elements rather than a list.

Cheers,
MBM

Dalton Calford
March 4th, 2021, 14:47
Hi Dalton,

Thanks for the feedback.

(1) - Why do you need this? The description is large enough to put in any other details, if it does get added, do you want the Players to see it?
(2) - I can't see why you'd have chains with some of the optional characteristics and there's an issue if the optional characteristic isn't in use. Once this is merged into the main code and I've built a cycler that uses real options this will be solved.
(3) - Explain what you mean - and why would it be better to be separate elements rather than a list.

Cheers,
MBM

Hi MBM,

(1) Task chains in the context of the VTT are powerful game accelerators. Some, like those in combat will be used repeatedly, but, others such as getting into a better position in the que at a class A starport in order to out maneuver an opponent, well, lets just say they have lots of detail but are rarely used. (I will explain such a task chain at the bottom of the email as an example). The description is NOT about describing the task chain, it is about USING ie a formated text box with bold etc, will allow the GM to list possible modifiers, special rules etc that would normally in game, need to be either looked up or decided randomly on the spot, but, with a description as part of the task chain, it can be all prepared in advance.
Last night, I worked out 35 task chains, some for use with space combat, some for ground combat, some for trade and commerce, while others where for how to setup a meeting with an individual, who can only be met with socially, in a highly restrictive area.

Which brings us to (2). Until you have a way of limiting the selection to only those attributes picked by the GM, we still need access to the attributes. For now, it is a small price to pay to iterate through choices we don't use in order to get to the ones we do. Luck, Wealth and Charm are all attributes that I found myself limited by their lack of support in the system, to the point where I manually altered the script to handle them.

And finally (3), Task chains can be quite long, in multiple steps (I had a 14 step task chain, dealing with getting an engine repaired which included part sourcing and customs etc) So, if a referee has 6-7 common repeating TCs and 20-30 rarely used TCs, that is alot of TC's to scroll past if the average TC has 3-4 steps. Add in descriptions and you loose the whole benefit of having TCs as you loose time finding the one you want.
Picture trying to find the spaceship you want if you have to scroll through all the ship details until you get to the one ship on the list you want.
If each TC was it's own entity that can be linked to a note, just presented in a name only list (for players, the TCs in use are shown). Then it is easy to find your particular TC or even have it as a linked item from a ship/encounter etc.

Another item needed is a time element, where the GM can specify the time interval and the player rolls it. The player could also increase the time interval to get a bonus to the roll or be hasty to get minuses to the roll. A running total of time would be critical.

Finally, the effect, as a GM you need to be able to specify the type of effect - for some rolls, the effect is the amount you beat the target by (such as the final roll to hit for combat), but, for other rolls, the effect is based upon the chart on page 60 of the core rule book.
The GM should be able to select how the effect is to be calculated at each step, as it will affect how the TC is worked out. I refer to the two effects as "Standard Effect" and "Task Chain Effect"

As for an example task chain, used rarely, but, can be used repeatedly. Such a task chain is used when you have a group of skilled team mates working together behind the scenes to setup the actual encounter where the role-playing occurs. Such a chain can be equally used against a local noble, well known politician, famous performer or a notorious criminal. Where the venue is, when it occurs etc is all up to the GM/players.

"Make Contact (Social) with Target"
Notes
Step 1 DM +Difference in SOC (Character - Target)
Step 2 DM +Difference in WLT (Character - Target)

Steps
(1) Find out targets schedule (Streetwise) (Soc or Chr or Wlt) Standard Effect (1D days)
(2) Get needed invitation to social gathers (Carousing) (Chr or Wlt or Luk) TC effect (1D*4 hours)
(3) Arrange distraction to get by "Handlers" (Deception) (Wlt or Chr) TC effect (1D*10 minutes)
(4) Make "impression" to begin conversation (Diplomat) (Soc or Wlt or Chr) Standard Effect (1D seconds)

I hope I am clear on the use of the TC and how it can benefit RP

Dalton Calford
March 4th, 2021, 15:35
Hi MBM,
Just a followup to the above.
I do not see Tack Chains as replacing role-playing, but, in many stories, you see the results of days of preparation, summarized in a few moments on screen or a sentence or two in a book. Such details are the drudge work and can have the players loose track of the story as they try to keep track of all the monotonous detail work. Most times, you don't even make reference to it as it does not move the story along, BUT, in certain cases, the coordinated effort of multiple people, is relevant to the outcome but is still really boring.
So, with task chains, you can not only keep track of the book keeping of such coordinated actions, you can also have it become a simple, quick thing that players know about but are not expending lots of time thinking about.
With as complex a setting as the 3rd Imperium, players may have 7 or 8 different task chains going on, each at different stages of development, from researching the local criminal underground, finding illicit goods, getting materials for a patron and repairing their ship. With the task chains, these all are happening but the players use them to finally get to the point where it is a high drama scene where the role playing and combat takes place.
I can see this as becoming really important as mercenary is released.
best regards
Dalton

MadBeardMan
March 4th, 2021, 16:06
Hi Dalton,

Thanks for your very detailed replies, at this time I don't have any spare time to build out the task chains extension beyond some simpler changes.

I am going to add an arrow to the title line, that allows you to hide/show the separate tasks - this will clear up a lot of space and it's a simple change.

After speaking with GregRex, I'm going to think about a 'reveal' option, ie the players only sees the tasks as they are asked for.

Adding tasks and allowing multiple characteristics won't work as it overrides the characteristic as the dice roll is made.

It also seems we have a different use of a task chain, I rarely use them, I see them for repeated actions. Anything else like trying to get ahead of a enemy in a starport - this would all be done on the fly. I wouldn't have this planned ahead. So I still don't see the need for a description, is this something the players see when you 'play' this task chain? If it is, it will be text.

But I'm busy on the next update, so only minor work can be done on this.

Cheers,
MBM

Dalton Calford
March 4th, 2021, 16:28
Hi MBM



I am going to add an arrow to the title line, that allows you to hide/show the separate tasks - this will clear up a lot of space and it's a simple change.

Wonderful, that works as a quick fix.



After speaking with GregRex, I'm going to think about a 'reveal' option, ie the players only sees the tasks as they are asked for.

That is good, as some TCs are for a single person, so I can send the "sensor" and "positioning" tasks to the player in charge of that, so they can roll/work off screen from the others and report on the results, vs being the player who just repeats what the GM says.



Adding tasks and allowing multiple characteristics won't work as it overrides the characteristic as the dice roll is made.

I would never change (add or remove steps) a TC but, allowing for a single characteristic that is selected from all the possible characteristics is what would work. In my example, you will see the "or" meaning one of vs multiple.



It also seems we have a different use of a task chain, I rarely use them, I see them for repeated actions. Anything else like trying to get ahead of a enemy in a starport - this would all be done on the fly. I wouldn't have this planned ahead. So I still don't see the need for a description, is this something the players see when you 'play' this task chain? If it is, it will be text.

I would not show it to players - it is more of a note for the referee. I use notepads and quecards for alot of this in FTF gaming, going back to MT days. A Task Chart Library with individual tasks able to be linked to from other locations allows for the adventure to be all setup in advance and have the notes as hints as to how to handle it in different situations. This is especially useful when having TCs produced by others and provided in a module.



But I'm busy on the next update, so only minor work can be done on this.

No worries, this is a powerful tool as it is and I will be using it in my games immediately.
I may also start modifying it myself to see what I can do with it to assist you.

best regards
Dalton

MadBeardMan
March 4th, 2021, 16:32
Hi Dalton,

If you want to work on the 'code' then I can send you the repository branch, so if you update some things you can pull/merge - it uses git for the source control.

Let me know,
Cheers,
MBM

Dalton Calford
March 4th, 2021, 16:40
Hi Dalton,

If you want to work on the 'code' then I can send you the repository branch, so if you update some things you can pull/merge - it uses git for the source control.

Let me know,
Cheers,
MBM

Sure, I would love that.

MadBeardMan
March 4th, 2021, 18:26
Sure, I would love that.

Hi Dalton,

I got your DM, I'll sort that for you over the weekend, please note this will be merged back into the main source code so there will be a cut-off point (whenever I decide), but that extension has got all the stuff to show you how to build other extensions, if you do, then please share on these forums.

Cheers,
MBM

MadBeardMan
March 5th, 2021, 18:53
Hi Folks,

Just pushed a small update to this. You can now 'hide/show' subtasks - and this is remembered, this allows you to add routine task chains and then hide the subtasks thus you can see more in the lists.

The 1st post has the updated extension.

Cheers,
MBM

Pharoid
March 5th, 2021, 21:49
I started a session and started a client session using localhost IP and selected a character and I can see the task I defined and everything is there. I can't however figure out how to drop a skill/roll on it. I tried to drop the appropriate skill roll on it in a bunch of places but its not taking it. does it have to be an actual player session from another computer? Thanks again for creating this.

MadBeardMan
March 5th, 2021, 21:59
I started a session and started a client session using localhost IP and selected a character and I can see the task I defined and everything is there. I can't however figure out how to drop a skill/roll on it. I tried to drop the appropriate skill roll on it in a bunch of places but its not taking it. does it have to be an actual player session from another computer? Thanks again for creating this.

Hi,

Sadly the player window doesn't have the helpful 'surround' appear when you're on it, but when you drag the dice, it's the 'hand' that has to be in the description box, around about the middle, I'll try and get a visual indicator added tomorrow.

Cheers,
MBM

adzling
March 6th, 2021, 15:29
loving this gonna try it out on todays session

MadBeardMan
March 6th, 2021, 16:41
loving this gonna try it out on todays session

Nice, I'm working on an update for it at the moment, one that only shows the players the current 'task'.

Dalton Calford
March 6th, 2021, 16:44
Nice, I'm working on an update for it at the moment, one that only shows the players the current 'task'.

Players may have multiple tasks on the go at any one time - each with their own time frames.
A multi-day task involving tracking down a source of equipment
A different task researching/tracking down information on the current adventure
A different task dealing with the local government beauracracy to get permission to go deep outsystem to investigate a lead

etc.

So, a flag that specifies "Active Tasks" vs just a single task would be great!

MadBeardMan
March 6th, 2021, 16:57
Yes but this is for Task Chains, not Task Lists - two very different things.

In a Task Chain the effect of the previous task is the DM for the next task.

So it's not a flag, it's just code to work out which one is next.

MadBeardMan
March 6th, 2021, 18:39
Folks,

Just updated the 1st post to hold Version: 0.3

Added new Global setting 'Task Chains: Filter Tasks' (Defaults to No)- this new setting will show ONLY the next task to be completed to the players, so they have no prior knowledge of all the tasks etc.

This is the last update for a while, I do plan to add the following:

1. Freetext area under title, to enter in GM notes about this Task
2. Option to 'delete' the task chain when completed - for those that are one-off tasks that you don't need anymore
3. Ability to export as a module, very useful for those of you who want to build up series of tasks based on certain events, ie Spacecraft Operations Task Chains, Trade Task Chains etc.

Cheers,
MBM

dQnielk
March 10th, 2021, 09:48
Hi,

Sadly the player window doesn't have the helpful 'surround' appear when you're on it, but when you drag the dice, it's the 'hand' that has to be in the description box, around about the middle, I'll try and get a visual indicator added tomorrow.

Cheers,
MBM

This looks like it's going to be a great feature, thanks for adding it.

I, too, am having the same issue as Pharoid, using a second instance of FGU as a player test. Unable to get it to work, despite numerous attempts dropping it at various locations. I'm going to test it tomorrow with one of my players, though, and I assume that works, so no big deal.

MadBeardMan
March 10th, 2021, 09:53
This looks like it's going to be a great feature, thanks for adding it.

I, too, am having the same issue as Pharoid, using a second instance of FGU as a player test. Unable to get it to work, despite numerous attempts dropping it at various locations. I'm going to test it tomorrow with one of my players, though, and I assume that works, so no big deal.

There are two rules to get the dice to drop properly.

1. You must drop the correct skill - it has to match 100%
2. The 'hand' (not the Dice) must be in the skill (or any other field), that feels a bit wrong but the hand not the dice are the mouse pointer.

I might spend a bit of time trying to see if I can get the fields to outline, the issue is the player side the field is rread only.

Anyway please let me know how you get on.

Thanks,
MBM

Tallens
March 11th, 2021, 10:49
There are two rules to get the dice to drop properly.

1. You must drop the correct skill - it has to match 100%
2. The 'hand' (not the Dice) must be in the skill (or any other field), that feels a bit wrong but the hand not the dice are the mouse pointer.

I might spend a bit of time trying to see if I can get the fields to outline, the issue is the player side the field is rread only.

Anyway please let me know how you get on.

Thanks,
MBM

Hi MBM

Just like the others, I'm facing the same kind of issues, it won't drop anywhere, it's like it doesn't "pick up" the roll anymore,
Steps taken:

I've made sure that both skills are from the same book (Player reference or Guide)
I've tried dropping with both generic and exact wording skills, on all 6 fields, to the left, to the right of all fields, I've tried dropping with dice, hand and anything inbetween, as well as dropping on other parts of the window to see what happens.
I've tried to minimize/maximize the window (there is a field clipping issue as far as I can see)


So far I've not been able to get it to work.

@Edit: I can see that it changes the Difficulty upon the roll, so it's registering something, but I'm not sure why the roll itself isn't there.

But this is for FGU, not sure if this isn't supported in FGU.

Any help would be nice, as this is one of the most AWESOME features I've ever seen for FG

@suggestion: would it be possibly to "label" the sub tasks, and not only the top?.



Best Regards
T

MadBeardMan
March 11th, 2021, 13:33
Hi Tallens,

Lunch time here, tested in FGU.

All works - note the Client window needs its minimum updating and some of the titles need to be made wider so the text isn't clipped.

When you add the Sub-Task you drag in a skill from the skills list, that is the skill that's required, no other skill will work.

The player drags off their Skills list the correct skill and places the hand in the 'Required Skill' and the dice vanish when they're dropped and then appear in the chat window.

Can you confirm you are using the latest Task Chains extension? It's had 3 updates since first released.

There will be another coming over the weekend with those client layout issues sorted and maybe a method to highlight the correct 'place' to drop the dice.

Your suggestion, what would the label be used for?

Keep ideas coming though, once I allow it to be released as a module (once data format is all agreed) some kind person could probably create a library of Task Chains for all to use....

Cheers,
MBM

deejaay1018
March 11th, 2021, 19:24
Having same issue with no result when dropping. Just today 03/11 I grabbed the file on page one for the download.
I am very confident I have the hand hovering over the 'Skilled Required' field (dragged over same named skill roll from character).
One clue I wanted to tell you is that the only thing I see that indicates it is functioning to some degree is that the Task Difficulty changes to the correct subtask I have put in the chain.

Don't know if it really matters but I am using FGU for the Mac.

Tallens
March 11th, 2021, 19:27
When you add the Sub-Task you drag in a skill from the skills list, that is the skill that's required, no other skill will work.

The player drags off their Skills list the correct skill and places the hand in the 'Required Skill' and the dice vanish when they're dropped and then appear in the chat window.

Can you confirm you are using the latest Task Chains extension? It's had 3 updates since first released.


<root version="3.0" logo="logo.png">

Is the version it say in the XML, and no matter what I do, I cannot make it roll or do anything, I had my players test it out today, and none of them could get the rolls to work, we tried different settings, UI scales, window scales, dice-drop locations and so on.

I'll await the update, I'm not sure what else I can do.

also elaborate on my label after tonight's session, :)

/&/T

MadBeardMan
March 12th, 2021, 13:35
Hi Tallens,

That's not the section of the XML you check for version, that's the root XML version....

Look a bit lower and you'll see it.

<properties>
<!-- Attributes -->
<name>MGT2E Task Chains</name>
<version>0.4</version>

Also, I've uploaded version 0.4 - In the chat window on loading it will tell you it's this version.

Client Window is wider by default
Both Client and Host support the window being made wider
Skill Required Field now changes the frame when something is hovering over it, this indicates dice can be dropped
If the wrong skill is dropped a chat window message appears showing what was dropped and what was expected
Unskilled can be used in place of any required skill


The two final points should help you.

@Deejay1018,

Mac shouldn't matter but one of my players uses a Mac and we find the dice roll off the screen, or roll at a million miles per hour, so hopefully v0.4 will help as well.

Cheers,
MBM

adzling
March 12th, 2021, 17:42
thanks for the updated task chain extension mbm.

i've been building tables to support or PoD campaign and am now wondering if a table can trigger a task chain?

cheers!

MadBeardMan
March 12th, 2021, 17:45
thanks for the updated task chain extension mbm.

i've been building tables to support or PoD campaign and am now wondering if a table can trigger a task chain?

cheers!

Hi Adzling,

I'm not sure, as a task chain is just the tasks window, it's like having a small window with just that chain in and then that appearing...

Interesting.

Btw download the extension again, I just added 'Unskilled' rolls being allowed

Cheers,
MBM

adzling
March 12th, 2021, 18:07
k will do thanks

dQnielk
March 12th, 2021, 21:09
Hi,

Sadly the player window doesn't have the helpful 'surround' appear when you're on it, but when you drag the dice, it's the 'hand' that has to be in the description box, around about the middle, I'll try and get a visual indicator added tomorrow.

Cheers,
MBM

Follow-up. v4 works great. Was able to test with a second instance of FG and worked as expected.

Question: the effect for the first roll applies to the second roll directly in my tests ... meaning if the effect of the first roll was 5, the next roll in the chain got a +5. However, according to the chart on task chains on page 60, the effect is used to determine a modifier from -3 to +3. Am I misunderstanding something from the core book, or should the extension reflect the core book and doesn't?

MadBeardMan
March 13th, 2021, 01:11
Follow-up. v4 works great. Was able to test with a second instance of FG and worked as expected.

Question: the effect for the first roll applies to the second roll directly in my tests ... meaning if the effect of the first roll was 5, the next roll in the chain got a +5. However, according to the chart on task chains on page 60, the effect is used to determine a modifier from -3 to +3. Am I misunderstanding something from the core book, or should the extension reflect the core book and doesn't?

Hi dQnielk,

Good spot. I was too focused on Spacecraft and fixing the issue without the rolls not registering (this is down to the fact you need a new action type which is in Dev but not live.

So I'll fix up the Task Chain extension tomorrow as it's 01:11 here and I should go to sleep, but busy working on the PC sheets Ship Tab ;)

Expect v0.5 tomorrow at some point.

Cheers,
MBM

MadBeardMan
March 13th, 2021, 14:13
Afternoon All,

I've just added the updated Task Chains extension, it's got the fix that dQnielk highlight last night.

Version: 0.5 - In the chat window on loading it will tell you it's this version.

Changed Effect title to 'Next DM', as this is what this number does
Changed the effect to match the next DM based on the Core Rulebook


I keep having more ideas on, but gotta focus on the PC spacecraft stuff.

Download play and let me know!

Cheers,
MBM

Tallens
March 14th, 2021, 15:54
What ever you did with the 5th version made it work for me, this is REALLY good stuff, I love it!!

MadBeardMan
March 14th, 2021, 15:58
What ever you did with the 5th version made it work for me, this is REALLY good stuff, I love it!!

See the update on the original post for 0.4 and 0.5, basically, I call 'TASKS' their own thing (so I can capture the roll result) and that's what stopped it working for you, as I run in the Dev Channel and that has the updated actions....

Glad it's working, that's ace news.

Cheers,
MBM

dQnielk
March 14th, 2021, 18:26
See the update on the original post for 0.4 and 0.5, basically, I call 'TASKS' their own thing (so I can capture the roll result) and that's what stopped it working for you, as I run in the Dev Channel and that has the updated actions....

Glad it's working, that's ace news.

Cheers,
MBM

Good work, thank you. Every thing five by five.

rcruk
March 21st, 2021, 14:28
Awesome.

This really is a good addition.

Thanks Dalton/MBM

rcruk
March 27th, 2021, 15:16
Small bug perhaps. During the game this worked well for Task Chains I set up in play. However the players were unable to see the boxes for a Task Chain I'd prepared earlier.

This was the view from the players perspective. 45221

MadBeardMan
March 27th, 2021, 16:23
Small bug perhaps. During the game this worked well for Task Chains I set up in play. However the players were unable to see the boxes for a Task Chain I'd prepared earlier.

This was the view from the players perspective. 45221

By earlier what do you mean? Players only see Task Chains you share/make visible, it uses the Combat Tracker method of showing what's available, well it shares quite a lot with the CT as far as structure.

If you mean earlier as in an earlier version of the Task Chains extension, I would advise you delete them and add them back in.

Cheers,
MBM

rcruk
March 27th, 2021, 16:36
By earlier what do you mean?
Cheers,
MBM

Good Afternoon MBM,

I had set one up before the players logged into the game.

Kind regards,
R.

MadBeardMan
March 27th, 2021, 20:55
Evening,

Well I've given it a good test and fed it a cup of tea and all appears good, are you upto date with the latest version?

But note I'm going to merge this into the main ruleset very soon, part of v1.2.4 I think. Then you won't need to worry about such sillyness.

Cheers,
MBM

rcruk
March 28th, 2021, 12:51
Evening,

Well I've given it a good test and fed it a cup of tea and all appears good, are you upto date with the latest version?

But note I'm going to merge this into the main ruleset very soon, part of v1.2.4 I think. Then you won't need to worry about such sillyness.

Cheers,
MBM

I’m sure we can manage until then.

Thanks MBM

jolinemelina7
March 29th, 2021, 18:06
Is it possible to separate elements and have them in one big scrolling list?

MadBeardMan
March 29th, 2021, 18:33
Is it possible to separate elements and have them in one big scrolling list?

Hi jolinemelina7

I don't know what you mean, could you explain more?

Cheers,
MBM

Vayne187
April 9th, 2021, 21:37
Im so excited for this to go live!

Pharoid
June 21st, 2021, 23:15
Love this extension! Any chance anyone is putting together a list of task chains in a mod or something? Or maybe there's still no export/import ability yet?

Thanks!

MadBeardMan
June 22nd, 2021, 10:48
Love this extension! Any chance anyone is putting together a list of task chains in a mod or something? Or maybe there's still no export/import ability yet?

Thanks!

It's going live in the next build and does have an export feature so people could build a series of standard tasks and share!

Cheers,
MBM

dosfox
August 9th, 2021, 14:49
Not sure if this is still the correct place to post bugs for this, what with it being implemented into the MgT2 Core, but:
Task Chain rolls do not appear to take Effects (such as Fatigued) into account. This occurred during a recent game where a Traveller had the Fatigued effect. Other rolls, such as skills and combat rolls were rolled with the appropriate BANE, but the Task Chain rolls did not.

MadBeardMan
August 10th, 2021, 13:03
Not sure if this is still the correct place to post bugs for this, what with it being implemented into the MgT2 Core, but:
Task Chain rolls do not appear to take Effects (such as Fatigued) into account. This occurred during a recent game where a Traveller had the Fatigued effect. Other rolls, such as skills and combat rolls were rolled with the appropriate BANE, but the Task Chain rolls did not.

Good catch. As it's being rolled in I'll make sure it checks for effects etc.

Cheers
MBM

ThatsSoNoc
November 28th, 2021, 16:32
MBM,

Before you start lol... Yes, I know how to load Extensions... (place them in the correct file, activate them etc.) But, this one does not appear on the list of loadable extensions on the lobby screen. It's not there to select. And that is reflected by the chat screen not showing it as having been loaded.

Furthermore, when I try to open the ext file (change the file extension to .zip) and try to examine the contents of the file I get a strange (I have never seen this before, Windows Error). This occurs ONLY with this extension and none of the others I have in my vast collection of extensions.

50122

I downloaded the extension from the file link on page one of this thread (v0.5).

Using:
FGU v4.1.12
MGT2e rules set

Everything is up to date.

MadBeardMan
November 28th, 2021, 16:37
It's being merged into the Main Code at the moment.

ThatsSoNoc
November 28th, 2021, 16:42
It's being merged into the Main Code at the moment.

Oooooh-wah! Okay, I will wait for the new release.

MadBeardMan
November 28th, 2021, 16:56
Oooooh-wah! Okay, I will wait for the new release.

It's mostly done, but had to stop due to the new Sidebar/Decal updates coming to CoreRPG. Everything is on hold until that drops (soon I think).

Note that Task Chains are being expanded. They're now like any Record, you can add them, delete them, export a module full of them etc.

Cheers,
MBM

tommenquar
December 31st, 2021, 03:09
Has this been released yet? i am just now finding out about this extention, and dont want to download it if im gonna have to turn around and rip it out =P What is the status on this good sir MBM?

Grommit57
December 31st, 2021, 20:56
Since the update a couple weeks ago the extension no longer works.

tommenquar
January 1st, 2022, 03:58
Since the update a couple weeks ago the extension no longer works.

I can confirm this.

GravityBlade
January 12th, 2022, 15:43
Any status update? Just curious.

MadBeardMan
January 12th, 2022, 15:49
Any status update? Just curious.

Hi GravityBlade,

Good question. It's nearly finished, bigger job than I hoped. So should be with Switeworks by the weekend, which means you should see it arrive on the 24th.

I've had a few evenings off, not been feeling too great, but good enough tonight to get on with it.

Cheers,
MBM

MadBeardMan
January 16th, 2022, 17:46
Folks,

Just to let you all know. I finished the development of the Task Chains, so it's now part of the Ruleset and no longer an extension.

I did a demo of it yesterday during the Fantasy Grounds Academy Symposium.

Basically on top of what the extension did, you also have reference task chains. So here you can create as many as you want, and then can drag them into the 'Host' Task Chains (like the Combat Tracker it's a small TC button at the top right). This means you don't have to keep everything in the Hosts screen anymore.

I'm now fixing bugs and things, so you should see this update on the 24th Jan. It should be in TEST from early next week, go have a play and let me know.

Cheers,
MBM