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View Full Version : Help With Total Conversion from 5e to Custom



ItsCliffGaming
March 13th, 2025, 00:44
Working on converting 5e over to my own custom ruleset that has a lot of commonalities with 5e. One thing I want to change is the starting Ability Score of 10. I cannot find the right place to change this default value. I have searched through all the 5e files and anything that referenced ability score that had a +10 to it, I changed to a 0, but it still starts all new characters off with 10 in all abilities scores. Any help on pinpointing whatever I missed would be extremely helpful.

(PS - ChatGPT has been garbage with helping with the LUA / XML work, so I have been doing a lot of fumbling in the dark. Any suggestions or tips I will gladly take!)

damned
March 13th, 2025, 05:18
in template_campaign.xml


<template name="number_abilityscore">
<basicnumber>
<default>10</default>
<script file="campaign/scripts/number_abilityscore.lua" />
</basicnumber>
</template>

ItsCliffGaming
March 14th, 2025, 04:35
Thank you, so much!

ItsCliffGaming
March 14th, 2025, 07:01
Hey Damned - I haven't touched power-page.lus or record_char-powes.xml - but I am getting an error saying:


[3/14/2025 1:58:01 AM] [WARNING] template: Could not find template (buttongroup_counter_power) in class (power_item_header)
[3/14/2025 1:58:01 AM] [ERROR] Script execution error: [string "STRANGE_Days:..paign/scripts/power_page.lua"]:411: attempt to index field 'counter' (a nil value)
[3/14/2025 1:58:01 AM] [ERROR] Script execution error: [string "STRANGE_Days:..paign/scripts/power_page.lua"]:407: attempt to index field 'counter' (a nil value)

The errors point to:

w.header.subwindow.counter.setVisible(false);

and in the power_item_header I am seeing:

<buttongroup_counter_power name="counter">
<anchored to="leftanchor">
<top />
<left relation="relative" offset="5" postoffset="5" />
</anchored>
<invisible />
</buttongroup_counter_power>

Do you know any other relationships to this that I may have changed to inadvertently affect this?

Moon Wizard
March 14th, 2025, 18:51
Do you have a buttongroup_counter_power for your ruleset?
You have to define your own, since the base one is a special case set to 5E only in the CoreRPG ruleset. You can copy the 5E one from there.

I'm probably going to move all those custom templates back into the individual rulesets at some point soon. The consolidation is nice; but the modding is more complex.

Regards,
JPG

ItsCliffGaming
March 14th, 2025, 23:25
Thanks Moon! Is there some place in the 5e files that points specifically to that file? It seems like just moving the file over and defining it in the base.xml isn't enough.

Moon Wizard
March 14th, 2025, 23:38
It's in CoreRPG right now; which is why I mentioned I need to move it back into 5E for inheritance purposes.

Regards,
JPG

ItsCliffGaming
March 14th, 2025, 23:42
Yeah, sorry for not articulating that properly. I moved the file from CoreRPG into my mod folder, I added it to the base.xml - I was just checking if there was some place in code that points to it. Either in Core or 5e that specifically says use this file? Sorry for the newbie questions - I am fumbling my way through this.

Moon Wizard
March 15th, 2025, 03:03
I would not move the whole file; just redefine that one template.

The "buttongroup_power_counter" is used in "power_item_header" windowclass defined in the 5E ruleset.

Make sure to at least scan over the Developer Guide section on Rulesets to get a basic overview of the objects that you're working with:
https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996644401/Developer+Guide+-+Rulesets

Regards,
JPG

ItsCliffGaming
March 15th, 2025, 06:18
Yes, sir. Thank you for the link and the guidance!