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PneumaPilot
April 12th, 2009, 19:39
Thanks for the input, turelus!

I think that making the picture and sketch windows scalable is probably easily doable. Since I've been messing around with window frames, I've been setting the min and max sizes to the graphic size to force the program to display the image properly, but I think with a little tweaking, I should be able to get the things to scale without graphical artifacts.

I like the idea of changing the portrait circles. Little polaroids wouldn't exactly fit the scale, but maybe we can do something else, like put the pictures in a key fob, with a set of keys hanging off the side, all hanging on a little hook. I'll play around with it.

For a map, what about a blueprint page with curled corners tacked to the board? That would be very mappy.

As far as the buttons you mentioned, I'm not quite sure what you're referring to. Do you mean the skull bubbles? They just didn't work at such small resolutions, and they started to look weird on the sheet if you made them too big. I want to completely overhaul the character sheets anyway to make them fit the bulletin board theme. Maybe when I figure out what would look good in that department, we can revisit the idea of the bubbles. Who knows, it might just be perfect for the new look.

Also, for those who have the new version of the ruleset and noticed the Ouija board frame in the frames folder, I have been working on a way for the Storyteller to move a puck around a Ouija board so the players can see it moving but not interfere with it. I thought that this would be a helpful tool for telling ghost stories in the WoD (I just bought the Ghost Stories book and am looking forward to running some Hunter adventures with ghosts, that's why I'm trying to incorporate the Ouija). I haven't quite got it figured out yet, though, so I disabled the code in the release version. Maybe this feature will be complete by the next one.

Llellwylliell
April 13th, 2009, 08:09
I agree the lack of picture scalling is troublesome. I use alot of pictures in my vampire campaign. At the moment probably 200+ pictures of the local vampires, important locations and more generic scenery. I guess it isn't critical, I could always just resize the files carefully, but the resize ability is missed. Not really specific to your ruleset, but a file structure within the image selection would be a big help.

Does the ruleset have the ability to toggle the hide or reveal of the storytellers dice rolls? When I type in the commands I get a response that seems to indicate it works, but it doesn't. Again, not hugely important, but it would be nice. I understand, and reserve, the right for the storyteller to adjust rolls in order to make the story better, but open unbiased rolls can add a level of danger and make players properly cautious.

If that last tab on the character sheets isn't going to be use for anything else, could you just set it to another notes page?

Also, would it be fairly trivial to add in a 'box' for players to make secret rolls in?



One thing I am thinking about, specifially concerning your desire for feedbck from people playing the various nWoD sub systems is minions in vampire. Vampires, due to their inherent vulnerabilities, are forced to use humans and ghouls. Really only the smallest fish in the vampire pond are going to have no henchmen. Coupled with their addictive blood, and powers to influence the mind and emotions, getting these followers can be pretty easy too.

At the moment, I am not sure if people should just make up their followers on seperate character sheets. Certainly for the important, fleshed out ones, this would be the way to go. However, I'm also wondering if for less well developed minions, a system like you have set up for vehicles and animals would suffice. It would need some more fields. I can imagine it taking about half a page and being scrollable just like the current animal section.

We have only played one session with the new ruleset, and we were in the missle of something, so it is going to take us awhile longer to decide what we would feel is most helpful.


Thanks for the great work. I will certainly keep pumping my players for feedback as we continue to use the ruleset.

turelus
April 13th, 2009, 21:58
PneumaPilot I'm not sure the character sheets need to be changed, I know you want to go with the bulletin board style but unlike the other things it's not something that needs to look as though it's posted up, Just my opinion I love them the way they are.

Also thanks for taking suggestion into consideration :)

PneumaPilot
April 14th, 2009, 17:10
Thanks for some great suggestions Llellwylliell! I definitely think that players need a way to organize their retainers, mentors, contacts, etc. I'll start putting some thought toward that immediately.

As far as a box for secret rolls goes. I have absolutely no idea how to do that. :( And I've never understood how to hide/reveal my own rolls (I didn't learn how to use the FG software before I started hacking it up - my mistake), so I'm not sure about that one, but I can try to figure it out.

I also haven't figured out how many other pages are needed for each template yet, so I'm not sure what to use the last tab for. I may just end up deleting it eventually, unless you really think we NEED one more notes page.

@turelus - I will only change the character sheets if the change will make them look a LOT cooler. If I can't pull it off the way I'm imagining it, then I won't do it - at least not until I CAN pull it off the way I'm imagining it.

Llellwylliell
April 14th, 2009, 19:06
I actually really like the character sheets as they are, so it would have to be a pretty smashing upgrade to top them.

The command for hidding and unhidding dice in FG2 (as far as I know it) is just "/die reveal" or "/die hide". Using your ruleset I still get the replies from the system, telling me that I have just revealed or concealed the dice, but my players assure me my dice never become visible.

Actually while talking about dice, can you get rid of all the non d10? I don't know why, but I have one player who keeps rolling d12.

unerwünscht
April 14th, 2009, 21:42
I can't seem to find a link for the Library in this ruleset... any chance of adding it back in? As I am new to nWoD I would like to make some quick reference sheets for my games if nothing else.

Foen
April 14th, 2009, 21:46
Check out the FG Wiki, https://oberoten.dyndns.org/fgwiki, it has the most recent release (0.93).

Stuart

PneumaPilot
April 14th, 2009, 21:47
Yeah, I axed the Library because I didn't understand what it was good for. Someone else asked me to put it back in, along with the item tool. I'll have to figure out how to do that. I'm fairly good at tearing things out...not so much at putting them back. I'll have to research it in the D20 ruleset. And if we're going to have it back, I need to understand it and try to alter it so that it suits the nWoD better.

PneumaPilot
April 14th, 2009, 21:49
@Llellwylliell - There is no way currently to remove the other dice. I think that one of the developers said that this was something on their to-do list.

What we do (And what I wish I could make default in the ruleset) is assign the F1-F12 keys to roll 1-12 d10s. That way, when I tell a player to roll 7 dice, he just hits the F7 and away we go. It works really awesome. Give it a try.

Foen
April 14th, 2009, 22:07
Duh! My bad: I assumed you couldn't find the ruleset in the Library, not that you couldn't find the Library in the ruleset! *slaps forehead*

unerwünscht
April 14th, 2009, 22:21
Quite all right, it let me know that I was on an older version.

PneumaPilot
April 16th, 2009, 17:08
Some folks have mentioned that as a Storyteller they do not have access to the image sharing function or the sketch sharing functions. Has anyone else had this problem? Does anyone who HAS had this problem know what has gone wrong?

Llellwylliell
April 17th, 2009, 17:23
I've shared probably 100 different pictures and maybe 8-10 drawings across games with 1,2 or 3 people. So far, I haven't had anyone say they haven't received a picture, though I guess sometimes if they don't see it they may not know they aren't seeing it.

PneumaPilot
April 17th, 2009, 22:12
Thanks, someone else on the White Wolf boards said that they weren't having any trouble either. I guess it was just an install problem for those who did.

April 18th, 2009, 09:34
So, we had our game this past Thursday and I have to say the new ruleset is absolutely amazing!!! I was totally blown away!? I really like the "realness" off everything. It really helps with immersion since we aren't face to face. Also, I didn't even notice the whole dice rolling vertically thing, so don't worry about it Pneuma. I really wish we were playing this Thursday. I can't wait for the next game night. And I know we've told you before, but thanks for all the work you're logging into making the ruleset really cool and fun for us to use!

unerwünscht
April 18th, 2009, 20:44
OK.. ran into a quick issue, where should it be storing map images? I do not have a folder for them, and anything hand created in Images or Maps gets placed in "drawings" so that isn't helping me hunt it down any.

PneumaPilot
April 19th, 2009, 01:45
Yeah, I know there's a problem there currently. I've been thinking about making a special map function using a blueprint frame, but I haven't even really tried to find something like that yet. I think you could put your maps in 'drawings' for now. That should pull them up on the sketch paper. If it doesn't, let me know and I'll think about it a little more seriously.

PneumaPilot
April 19th, 2009, 01:46
Thanks for the encouragement, Chuckster! You're just lucky I didn't have a clip in that gun when I pulled the trigger, that's all I'm saying. If Jonathan would have been there, he very may well have shot you. ;)

unerwünscht
April 19th, 2009, 02:43
Still nothing, I even created a test map inside of fantasy grounds, and cant find where it is saving that file at.

unerwünscht
April 19th, 2009, 03:49
Let me know if you figure it out. There are a few other things that I would like to implement into the ruleset for my personal games. I am going to look into it tonight and tomorrow. Once I have made the changes needed for our games, I will send you an archive of it, so you can tear through it and see if you would like to keep any of those changes.

April 19th, 2009, 09:41
Yeah, he sounds unstable at best. But it made for an intensely dramatic moment! I was like, "Wow! Kaleb's gonna die this quick? Might as well have named him Elstar..." (Don't know if you remember that or not.)

PneumaPilot
April 19th, 2009, 14:58
Still nothing, I even created a test map inside of fantasy grounds, and cant find where it is saving that file at.

I haven't tried this, but looking at the code it may work. Try making a folder in your campaign folder called 'sketches' and put your map in there. The <folder> tag in the adventure_sketches.xml file says 'sketches' because when I was trying to separate photos from drawings, I just copied the adventure_images.xml file and changed all of the 'images' to 'sketches', so it might be looking for a 'sketches' directory.

Hmm, I'll have to find out how a ruleset creates the folder structure in the campaign folder so I can make sure it adds a 'sketches' folder and, later, a 'maps' folder.

unerwünscht
April 19th, 2009, 15:07
Awesome, worked perfectly.

PneumaPilot
April 19th, 2009, 18:15
Great, that's good to know. Now if I can just figure out how to have the program create that directory...

wyrdhamster
April 20th, 2009, 23:37
I have one question - on witch programming language is written Fantasy Ground? It's for maybe helping PneumaPilot, of course

unerwünscht
April 20th, 2009, 23:46
The application itself is written in some form of C. My guess is C++ but maybe C#. However the rulesets use a combination of XML, and LUA.

Griogre
April 20th, 2009, 23:47
The developers have said C++ and some C, I think.

AndyPan
April 21st, 2009, 00:06
Seem to be having a problem with images. I downloaded the ruleset last night to check it out, and gotta say, it looks awesome! I was hoping that it was usable with Masquerade, but it might be time for a change anyway.

I wanted to show a friend and potential player the look of an image with the Polaroid look. I dropped an image file into the images folder, like I always have for d20 rulesets. However, when I try to view it within the ruleset itself, the Image tab is empty. Just in case, I also checked the Maps tab, but that was empty as well. Is it just a bad install or did I do soemthing wrong? Thanks for the help, and again, great job!

PneumaPilot
April 21st, 2009, 03:07
Hey Andy, the image thing should work because I use it extensively every session and others on here have said that it works. Check and make sure you're dumping your images into the proper campaign folder (I know, duh, but still...). If that doesn't work, try re-installing the ruleset, because it should work.

And yes, it's definitely time for a change from the Old World of Darkness. The new stuff is super-awesome!

AndyPan
April 21st, 2009, 03:53
Well, I deleted the ruleset and readded it, and am running into the same issue. Maybe I can describe my process, and you might find my error?

1. Downloaded the zip file NWoD0.93.zip from the FGWiki.
2. Open the zip file, and extract the contents directly to the Ruleset folder in FG2.
3. Started FG2, and created a campaign that I called "Vampire Test".
4. Found a picture of a creepy alley, just something to test (this one specifically https://jonas.doublejay.be/wp-content/creepy.jpg), and saved a copy to my computer.
5. Copy/pasted the image into the Images folder, inside the Vampire Test campaign folder.
6. Opened FG2, started the campaign, and checked for the image. Nothing in either of the Images folders.

This is pretty much the same process I have always used for any images I use in my D&D games, so I'm not sure why it's not working. Unless the version I have isn't the current incarnation, although am pretty sure the wiki said it was the latest. Hope the above makes sense. Would really like to try this out. Thanks for the help.

AndyPan
April 23rd, 2009, 04:00
Okay, never mind. I figured out what the problem was. Somehow I copied a shortcut to the folder, not the actual image. Don't ask me how, just apparently I am an idiot. Copied the actual image into the folder, and it works fine.

I am curious about one aspect of the ruleset though. Normally, if I drop maps or just images into the Images folder, both will show up under the Images tab. However, you have, more or less, two images tabs, one for "photos", the other for maps. Now the maps tab... is that only for DRAWN maps? Or is there a way to have maps designed in say Dundjinni that can be played on, like you would in D&D? Granted, I remember back when I was playing Masquerade, it was mostly roleplay, and lighter on the miniatures and mapping than d20 games like D&D. I am just curious if the maps need to be drawn as you go.

Anyway, glad I figured out what was wrong. Now can look at the possibility of using the ruleset. Great job!

AndyPan
April 24th, 2009, 00:39
And again, never mind my last question. Just read every last page of this thread, and found the suggestion of creating the "sketches" folder to store maps. Perfect! That makes the ruleset completely functional for my needs. Kudos on a great job! Will be keeping an eye out for future incarnations of the ruleset.

PneumaPilot
April 24th, 2009, 01:26
Glad everything worked out Andy. Sorry about not getting back sooner, but I've been at a conference and hi-speed internet in the hotel room was too expensive to pay for, so I haven't checked the net in several days.

I have planned another map tool that will look like a blueprint or something pinned to the board, but I haven't found the right object to take a picture of for the border yet. And, as I'm sure you've read, I haven't figured out yet how to get the ruleset to make its own 'sketches' folder, but I also haven't really tried yet.

With this conference over, maybe now I can try to develop some new stuff for the ruleset. Now that I know I have at least one person who might use it for Vampire, I'll try to put some more work into getting that aspect of the sheet done.

unerwünscht
April 24th, 2009, 01:34
A quick note here on the maps. In the standard rulesets you can scale the size of the map window. Something that can not be done in this ruleset. I miss the ability to do this. I do however like the fact that I can zoom the map itself by using the ctr+mouse move, and I would much rather the zoom functionality than the window scale functionality if the two are mutually exclusive.

PneumaPilot
April 24th, 2009, 13:54
I will definitely reinstate the window scaling and keep the zooming. It'll be in the next release.

turelus
April 26th, 2009, 00:04
I will definitely reinstate the window scaling and keep the zooming. It'll be in the next release.My hero! =)

PneumaPilot
April 30th, 2009, 23:41
It has just come to my attention (again) how NOT easy to use the NPC window is. Bah! I hate this thing. What I want to do is either make this where it keeps the NPC records on normal character sheets, or else change this thing to already have the attributes and skills listed - separately - along with a place for merits, etc. - the whole 9 yards.

It would just be so much easier to have it open a normal character sheet. It could still keep a list of NPCs in a menu like is available now, but I've got to have the whole easy to access charsheet.

We've talked about the possibility of doing this before on other threads, but everyone seems to want to talk me out of it. Is there something I should know before I begin?

Foen
May 1st, 2009, 05:59
It should be relatively easy to implement - changing the class of the link in npcsmall from npc to charsheet will pretty much do it for you. The issue is that the full character sheet uses a different data structure and hence the changed ruleset will not be backwards compatible with campaigns created before the change was made.

That aside, NPC sheets will suddenly take a heck of a lot more screen space, and (in my experience) GM screen space is always at a premium.

Just my 2c.

Stuart

Foen
May 1st, 2009, 06:03
Ahh, you might not want to change the class to charsheet, but instead create a copy of charsheet called npcsheet and use that instead. The combat tracker uses the class of the dropped link to distinguish between player and non-player entries, and so you should probably keep them as separate classes.

Even better, create npcsheet as a copy of the top charsheet class, but keep the subwindows the same (so npcsheet refers to the original charsheet_main etc) instead of copying those subwindows. That way any changes you make to the subwindows will automatically work for npcsheet without having to keep two sets of code in synch.

Stuart

Llellwylliell
May 1st, 2009, 09:00
That's pretty much what I do now.

For all the primary npc's I create a complete character sheet. Then I just need to make sure it is owned by an alias of mine. This way I can see their stats, add them to the combat tracker, and they get a portrait and an icon if needed.

Unless I want to dual box, I still need to mess around with the npc generator when people start talking. I need to make a new npc, name it and pop out its speech bubble. This is probably the single most annoying thing for me, in terms of micro management during a game.

As far as desktop space I don't think it is much of a problem. A character sheet is something I want to be able to glance at quickly, not something I need to have open permanently.


Another idea along these lines, and going back to something I have mentioned earlier: as players can create notes and share them, can players also be empowered to create npc's and share them.

joshuha
May 1st, 2009, 12:07
That's pretty much what I do now.

Unless I want to dual box, I still need to mess around with the npc generator when people start talking. I need to make a new npc, name it and pop out its speech bubble. This is probably the single most annoying thing for me, in terms of micro management during a game.



You shouldn't need to dual box to talk in the NPC voice. You should be able to just do /id NPC_NAME and then can speak as that name regardless if the sheet is a PC sheet, NPC sheet, or if it exists at all.

Llellwylliell
May 1st, 2009, 16:05
Good to know, I will give that a try.

But that doesn't solve the fact that every time I make a character sheet for an important ally / antagonist, I need to then connect to my own server as a player and 'claim' the character so other people cannot see / access it. Unless I am missing more simple FG functionality.

Tel Arin
May 3rd, 2009, 01:19
Hi!

first, thank you, PneumaPilot for your excellent work.

Our group wants to play vampire with this ruleset, but we do not know how to modify the number of difficulty.

When we throw the dice in the chat, the difficulty is always 8.

How I change it?

Thanks & sorry for the english.

unerwünscht
May 3rd, 2009, 01:47
If my understanding of the rules is correct in the New World of Darkness the difficulty is always 8. It doesn't change, ever, under any circumstances...

I am still trying to figure out if I like this new rule.

Tel Arin
May 3rd, 2009, 03:49
If my understanding of the rules is correct in the New World of Darkness the difficulty is always 8. It doesn't change, ever, under any circumstances...

I am still trying to figure out if I like this new rule.

Ok, thanks for the response. :)

We play in Vampire the masquerade, I don't know that new rule in V.Requiem.

In this case, make us more dificult to play, but still is a fantastic ruleset.

unerwünscht
May 3rd, 2009, 04:01
I just recently made the switch to the nWoD. Partly due to WoTC and their new way of handling.... well everything, and partly because there was this awesome ruleset sitting here, and it didn't work for the Old World of Darkness games (at least not as is).

unerwünscht
May 5th, 2009, 01:23
PneumaPilot, Im not sure if I have said this yet or not, but I love the Polaroid frame. Nice work.

Llellwylliell
May 5th, 2009, 16:23
oWoD was a little funky with offering bonus dice / penalties, the number of success' required AND changing the target number. As each modification is really just changing a single invisible % to score what you want, I always found the intricacies were usually wasted as most storytellers were not very concerned with the maths involved and would just shoot inconsistently from the hip.

unerwünscht
May 14th, 2009, 12:39
I have planned another map tool that will look like a blueprint or something pinned to the board, but I haven't found the right object to take a picture of for the border yet. And, as I'm sure you've read, I haven't figured out yet how to get the ruleset to make its own 'sketches' folder, but I also haven't really tried yet.

Would something like this do the trick? If not, it only took me about 2 minutes, so not that big of a deal.

AndyPan
May 15th, 2009, 01:40
I've been doodling in PhotoShop for a couple days, tweaking some of the backgrounds and stuff for my own use (sorry, PneumaPilot... everything's awesome, but the corkboard was a little bright for me). I've been trying to throw together a blueprint looking frame style, and though would share what I came up with. Looks awesome in game too. It's light enough that drawings show up really well, and maps will work nicely on it too. Hope it works for you.

mr_h
May 15th, 2009, 18:51
I've been doodling in PhotoShop for a couple days, tweaking some of the backgrounds and stuff for my own use (sorry, PneumaPilot... everything's awesome, but the corkboard was a little bright for me). I've been trying to throw together a blueprint looking frame style, and though would share what I came up with. Looks awesome in game too. It's light enough that drawings show up really well, and maps will work nicely on it too. Hope it works for you.

For some reason, my minds eye keeps putting strange contraptions on that and Wild E Coyote holding it with a evil grin on his face.

PneumaPilot
May 23rd, 2009, 00:56
That looks pretty cool! Can you stick a pin in the top of it?

unerwünscht
May 23rd, 2009, 08:14
Me or andy?

Illrigger
May 27th, 2009, 22:38
Nice, except that people don't use blueprints anymore in the day of CAD and inkjet plotters. ;) Blueprints were used so that hand-drafted originals on expensive vellum were handled as little as possible.

Keep it, though - it will look better than a sheet of white paper with tiny lines on it. :)

Awesome work on this - truly. It's amazing what you've built here on a platform primarily for d20.

Are there any plans to add an Exalted sheet to the fold? Is it even covered by the same license?

Tel Arin
May 29th, 2009, 05:28
A question:

there is any possibility to enter links in the character sheet? or anywhere in the cs?

I want to link disciplines in the Disciplines box of the cs. I write the disciplines like a note in the story book so players can see them, but a link will be more useful i think.

Maybe in future updates of the ruleset , there is the possibility of load modules?

Is a fantastic ruleset, we played ( and change to) nwod thanks to it.

joshuha
June 11th, 2009, 03:02
My group has decided to play nWod and as the GM and a resident Fantasy Grounds sage I am going to go ahead and work on adding the following features to this ruleset.

Having a cycling control to fill in the checkboxes. This would be a single control that would fill in the dots from 1-5 each click. It would also store this in the database as a numeric value.
Having the modifier box actual be a dice pool box that has a little roll button next to it. So you can just type 7 in there and roll 7d10 by clicking a button.
Having the ability to click an attribute name and send the dot value to the modifier box and the same with a skill. Thus you could click on Dex and then firearms to get the appropriate dice pool into the new dice pool box and roll those (with appropriate description).
Ability to modify base target number by a right click menu on the dice pool box. I think some of the nWoD system allow modifying the target number in rare circumstances.
Having 10s on the d10 automatically throw a graphical die and add it inline to the roll/success

Foen
June 11th, 2009, 05:44
I have an alternative nWoD ruleset that does some of this stuff, Joshuha, I'll send you a PM with the download address if you want to compare the two.

The check boxes cycle, and there is a composite control for placing multiple checkboxes on a sheet with or without the dots above them.
The mod box acts as a dice pool, although there is no button next to it (you double-click the mod box to throw the dice).
The attributes and skills can be transferred to the mod box (I think you have to drag them, as I haven't implemented double-click yet).
A preference is available in-game to control whether the mouse scroll wheel works with or without a modifier key pressed (such as Ctrl-scroll). The scroll wheel changes the number of dots selected, so the preference helps avoid accidental changes.
Game lines are implemented as extensions. I've really only worked on Vampire, but the others are there as placeholders.
The library is present (the other nWoD ruleset has the library missing).
The ruleset has the extended Notes system (with public notes and GM notes).
There is a group chat facility for a subset of characters to talk privately to one another, at the GM's discretion.
The graphics skin is quite different: more of a dark gothic theme. The icon bar on the right is hidden until you mouse-over it.

It might save you some time, but you may prefer to start with PneumaPilot's version. This was initially a proof of concept for a commercial ruleset, so it re-uses none of PneumaPilot's code, but the licence holder had no appetite for it.

Stuart

Llellwylliell
June 11th, 2009, 12:25
5. Having 10s on the d10 automatically throw a graphical die and add it inline to the roll/success
If you get around to implementing this, you will also need to implement a way to disable it in certain instances.

PneumaPilot
June 11th, 2009, 23:20
Hey joshuha, thanks for taking the time to help out the ruleset!

As Llellwylliell stated, however, the rules for which successes to reroll get changed around a lot. Sometimes you don't reroll anything (like when you are using a shoddy piece of equipment). Other times you reroll 9s and 10s, and still other times you reroll 8s, 9s, and 10s. My thinking was that this kind of thing could be done by the player easier than by changing some settings. Although, I suppose that if you had three little checkboxes down by the modifier box that said '10 Again', '9 Again', and '8 Again', and you could turn any or all of them on or off, that would be pretty cool.

In other news, I've fixed the scalable image window and sketch window. They now properly resize (and I tried to keep it pretty). I also moved where the character portrait icons show up on the sketch window so that it looks better. I will include these changes in the next version to come out soon.

Also in the next version I will finish up all of the Changeling stuff on the character sheets since I finally finished reading the rules to that module. Now I know what needs to be on the sheets.

Also, I've always intended to replace the various buttons on the right side of the screen with something that matches the bulletin board theme. I will try to add those icons in the next release as well.

Here's a screenshot with the scaled image and sketch window:
793

PneumaPilot
June 11th, 2009, 23:24
Having a cycling control to fill in the checkboxes. This would be a single control that would fill in the dots from 1-5 each click. It would also store this in the database as a numeric value.


Just coming up with some way to drop a 5-dot field onto a sheet without creating each dot separately would be the greatest miracle this ruleset has ever seen. I asked about it a TON back when I was first trying to figure out the best way to do it, and I couldn't get an answer fast enough for my group to be able to use the software, so I did it the hard way just to be able to get something that we could use by game time. If you could find a way to do this, it would seriously revolutionize this thing!

PneumaPilot
June 11th, 2009, 23:27
Also, someone asked about Exalted. There was an Exalted ruleset on the boards here at one time, because I have a copy of it in my rulesets folder. In fact, I used its dice roller as an example to create the one for my ruleset. I don't know how well the rest of it works, though, and I think that it didn't have any unique art - it just looked like the standard FG.

But, I have been reading a ton of the Exalted material recently and am TOTALLY in love with the game and would love to be able to play it on FG, so I'll try to see what (if anything) it's missing.

Llellwylliell
June 12th, 2009, 11:04
From experience, it is pretty rare (at least with mortals and vampires) for the 10 again rule not to apply. It is certainly something you would want to toggle off on rare occasions rather than have to switch on the other 95% of the time.

Having played with the ruleset quite a bit (though not a much as I would like), Players don't seem to mind looking for their own X-again successes and just rolling a 2nd (or possibly 3rd, 4th...) batch. Any time you aren't interested in the magnitude of the success, you don't need to bother with bonus dice anyway.

PneumaPilot
June 12th, 2009, 14:47
Yeah, the reason that I have the dice sort themselves on a roll is so that players can quickly make their own decisions about how many dice to reroll.

Umph Ug reincarnate
June 13th, 2009, 22:09
Registering and finding this forum, long live Umph Ug and Kara Shustikov

PneumaPilot
June 13th, 2009, 22:13
Registering and finding this forum, long live Umph Ug and Kara Shustikov

You're such a goober. But yeah, those were the good 'ol days!

joshuha
June 17th, 2009, 19:42
I have been using Foen's template for his dotcontrol and dotbox control and redid the entire first page of the sheet. Note the layout is the same since I like the design its just the backend is cleaner and now the attributes/skills are storing numeric values. I have been able to remove 1750+ lines of code so far and I see room for more improvement.

PneumaPilot
June 17th, 2009, 21:25
Can I get a copy of what you've got? I'd just really like to see how that is done.

Lithl
June 17th, 2009, 21:59
Pneuma, you can also check the dotstat control I added in my Exalted ruleset v3.0. I don't know what Foen's template looks like, but mine did reduce my XML by about 600-700 lines, and I've only got the one page so far ;)

joshuha
June 17th, 2009, 22:03
Can I get a copy of what you've got? I'd just really like to see how that is done.

I sent it to your e-mail address.

PneumaPilot
June 17th, 2009, 22:48
Great, I'll check both. Thanks, guys!

Flekna'ku
June 24th, 2009, 19:08
Hello everyone,

I'm really new to FG (in fact I got it two days ago) and I think it's really cool. I wanted to thank PneumaPilot for the great work he's done creating the WoD ruleset. I'm currently thinking up some adventure for WoD so I can use this with my friends :)

I am sad though that the library got "axed away", because I'd really like to use it. As far as I've seen (and experimented) you can type up the most used infos from the actual paper rulebook and implement it into FG so that the Storyteller as well as the players can look stuff up easily while in a game. This would be really neat for us, since not all of my group have the actual rulebook at home.

Anyhow, thanks a bunch for providing this awesome ruleset :)

Lithl
June 24th, 2009, 23:06
I am sad though that the library got "axed away", because I'd really like to use it. As far as I've seen (and experimented) you can type up the most used infos from the actual paper rulebook and implement it into FG so that the Storyteller as well as the players can look stuff up easily while in a game. This would be really neat for us, since not all of my group have the actual rulebook at home.According to White Wolf's Dark Pack rules for creating fansites, no more than 1,500 words from a single book's text can be quoted, and no more than 10,000 words can be quoted overall. I contacted White Wolf about my Exalted ruleset, and was told that the Dark Pack rules would apply; presumably the same rules would apply to the nWoD ruleset.

You could certainly make modules to use with your players, but if those word-count limits are broken and they get published to the web, whoever makes the module would be in trouble.

Tenian
June 24th, 2009, 23:50
Do not attempt to write a program that converts the rules into modules using input from the players. Although perfectly legal it is the path of ruin!

Flekna'ku
June 25th, 2009, 12:02
Ok, I didn't know that. It wasn't meant to be published in any way, but I guess things do have the tendancy to end up on the internet ;)
As to writing a program ... I wouldn't even know how to start that :p

In any case, I wanted to use Xorn's method of making adventure modules. I tried exporting a module with this WoD ruleset and it said the export was successful, however, it didn't show up in the modules ... thing ... where you can choose which modules to load. Was all empty. Did anyone try that? Was it just me or is this not possible with this ruleset?

Thanks for the infos :)

grakef
July 7th, 2009, 00:42
Btw thank you this is completely awesome and was a huge selling point on me choosing Fantasy Ground verses some of the other options available.

Any chance we could get the library code back in I tried editing it back in myself, and I am close. I can see the modules and select which books, but I can't see the library button just yet.

We like to use vehicles, and a lot of items in my games. For me its really helps to see what I have said ok to and what stats we assigned to it or so I don't have to go flipping through the armory book.

Again keep up the great work. As far as I can tell your doing all this for free which is awesome. I would be happy to donate/buy yeah lunch/beverage of your choice if like as well.

grakef
July 7th, 2009, 07:24
title says its all I got the Library button back was a good learning experience and a quick brush up on xml. I think getting the items back will be a similar process keep the the good work.

XpressO
July 16th, 2009, 09:07
So. I am lazy to go through all the 33 pages of messages in this thread and I'll just ask: Can I play Vampire: The Masquerade with this ruleset/sheet? And if not, could someone point me in to the correct direction to find a sheet for V:tM

Lithl
July 16th, 2009, 16:49
You probably could get a V:tM game running with this ruleset, but the Vampire section is designed for V:tR, not V:tM, so there'll probably be things out of place, or that you'll have to substitute for the proper stat.

PneumaPilot
July 20th, 2009, 06:03
Guys, it's been fun, but I personally am calling it quits. Now that joshuha is working on the ruleset (among others) I don't feel like I'm totally leaving you guys hanging. I think that you have everything that I have (except maybe my expanding borders for pictures and maps - not too difficult), so I'm not cutting and running without leaving anything behind.

I'm not just quitting FG; I'm actually leaving role-playing altogether. And it's nothing against the hobby, it's just that I've made some personal decisions to reduce all of my myriad of interests down to one, and my guitar took the one open slot.

The real reason behind this is a spiritual one (I'm a pastor) and I won't say much more than it comes down to what I've been wrestling with in 2 Timothy 2:4 - "No soldier gets entangled in civilian pursuits, since his aim is to please the one who enlisted him." But, for those not spiritually inclined, another reason could be given that I'm pretty good at a lot of things, but I'm not really good at anything. When I thought about what it would be best to be really good at, I decided that I would like it to be music rather than role-playing. So there I am.

Thanks to the community and thanks to Smite Works. I'm sure I'll miss it. And thanks to all of those who have been so encouraging about this project and who have offered so much help. I'll be interested to check back in from time to time and see what you guys are doing with the ruleset.

Best of luck.

Lithl
July 23rd, 2009, 01:52
Well that's a darn shame :(

Honestly I don't think I could stay sane with just one hobby. But I wish you luck with your guitar!

RiverRat
July 23rd, 2009, 13:57
Best of luck to you. And thanks for all you have done for the community.

RR

Oberoten
July 23rd, 2009, 21:50
May you walk the path you choose with pride and conviction. And may it bring you happiness.

- Obe

Malakh
August 9th, 2009, 05:04
Anyone run into trouble with some of the frames on the Character Sheet not showing up? Merits, Vehicles, Rotes and a all on special2 tab are all blank.

I see data for them in the XML files but those items do not appear. I am at a loss.

Lithl
August 9th, 2009, 22:50
Anyone run into trouble with some of the frames on the Character Sheet not showing up? Merits, Vehicles, Rotes and a all on special2 tab are all blank.Merits, Vehicles, and Rotes are all windowlists. You need to right click -> Add Item to get them.

The Special2 tab doesn't have anything for Mage. If you're set to Changeling, it has Entitlement, Pledges, and Seeming and Kith.

Malakh
August 9th, 2009, 23:56
Uhg silly me, ok I feel stupid. That worked great.

What do you all do for additional Skills beyond the basic ones (i.e. High Speech for Magi)

I played around and was able to add in High Speech as an addition skill by tweaking the ruleset but of course it shows for all races now.

Do most people just put these in Merits?

Lithl
August 10th, 2009, 09:20
If you want to add something to the sheet for only some of the game lines, you need to modify the template_XXXXXbead.lua scripts.

Of course, you could alternately just write it in the notes page :)

BarnabyJones
September 5th, 2009, 17:22
When I tried to run 0.93 of this ruleset (actually, any version, now that I think about it) I got an error message about SetToolTipText being null. Opened the lua and scrubbed out all references to it, then got an error every time I created a new story element, image, or personality. "getDataBaseNode().GetModule()" was null. Commented out all lines related to it, everything works alright now. The only issue I still have is the size of the buttons on the right hand side...can't seem to get them to scale up correctly, no matter how much I tinker with desktopmanager.lua. Has anyone else had an issue like this?

Foen
September 5th, 2009, 17:52
It sounds like you are running an older version of FG. From about FG 2.2 (or 2.3?) new functionality was added: setToolTipText was part of that. The current version is 2.5.1.

Foen

qaesyan
September 11th, 2009, 07:37
I have a quick couple of questions about images/maps.

I got the images to show up correctly in the digital camera but: I noticed that when I place an image in the images folder in my campaign folder, that the image only shows up for selection in the digital camera.

Is that the only format you can use to display any sorts of maps you might wish to share? The polaroid view is great, but I was hoping there might be a way to display larger images. Is there a way I am missing, perhaps even a way to get an image to display on the larger 'drawing' paper?

To be honest, I'm not even much of a fan for using tactical grid maps in my RP, but I was wanting a way to display larger images (larger than a polaroid) without having to force players to scroll a lot. Speaking of maps though, I noticed that the digital camera mode was the only option that has 'masking' available. Is there a way to enable that function for the drawing pad as well?

Sorry about all the noob questions. :o

turelus
September 16th, 2009, 23:06
There was no way to bring up larger images, this was one of the problems I brought up a while back.

While I like the idea of the poloroid and it's great for immersion I would much rather have a resizeable image window for maps or large pictures.

So who are the people working on this ruleset now? I have been away from the boards and RP for a while but looking to run a Vampire game over Winter and would like to have a more up to date bug free ruleset.

Foen
September 17th, 2009, 06:05
I have been working on an alternative WoD ruleset, with a very different look and feel, which can be downloaded from the Wiki. It has a more 'traditional' UI (images, library etc).

Foen

turelus
September 17th, 2009, 15:26
Just downloaded it thanks!

Looks bloody beautiful! love it and looking forward to running a game via it.

Ichabod
September 21st, 2009, 02:12
I have been working on an alternative WoD ruleset, with a very different look and feel, which can be downloaded from the Wiki. It has a more 'traditional' UI (images, library etc).

Foen

Hey. I love you ruleset.

I've begun working on the forsaken sheet. I saw a lot of things were missing.
If it's ok with you of course, I'd be glad to help.

Foen
September 21st, 2009, 05:58
Most of the sheets are just placeholders, with Vampire, Mage and Geist being the only ones that have been taken any further. If you'd like to work on the Werewolf one that would be great! Please let me have a copy of your extension and I'll add it to the Wiki.

Cheers

Foen

turelus
September 27th, 2009, 22:22
Foen just wondering do you have an official page/thread for updates to this ruleset? so I can follow it more closely and give feed back as I use it.

Foen
September 27th, 2009, 22:41
Just wondering do you have an official page/thread for updates to this ruleset? so I can follow it more closely and give feed back as I use it.
Sorry, but I haven't been so organised.

I'd suggest you use the FG forums (adding to this thread or starting a new one), as this is the right place to talk about community-driven content.

Cheers

Stuart

cypherwulfe
January 3rd, 2010, 04:05
has interest in this died?

Foen
January 3rd, 2010, 06:54
The original ruleset (https://oberoten.dyndns.org/fgwiki/index.php/NWoD), which this thread was originally about, is no longer being developed. The alternative ruleset (https://oberoten.dyndns.org/fgwiki/index.php/World_of_Darkness), which I built, is still being supported and is being used by my gaming group (they are currently in the middle of a Vampire adventure), but new game lines are only being added as we need them.

Any bug report posted on the FG forums for the alternative ruleset will also be investigated.

Note that some folks have experienced difficulty with this ruleset not being automatically transferred from host to clients. To overcome this each client can download the ruleset installer from the Wiki and install it locally, or else I think that clients which connect using the host IP address (instead of the passphrase) are able to auto-transfer.

Stuart

cypherwulfe
January 3rd, 2010, 15:27
Thank you for your response. I am going to DL it and check it out.

I play Changeling, and would like to add it, perhaps you could assist and let me know where to look to start adding what I will need for that game?

With your permission as well, I would like to look at what you have done, so I have a template to work with as I try my hand at adding Changeling.

drahkar
January 4th, 2010, 01:03
It will be good to see someone pulling the original WoD ruleset out and dusting it off a bit. I'll admit I'm still partial to that system.

Foen
January 4th, 2010, 06:18
I play Changeling, and would like to add it, perhaps you could assist and let me know where to look to start adding what I will need for that game?

With your permission as well, I would like to look at what you have done, so I have a template to work with as I try my hand at adding Changeling.

No problem. Each game line is implemented as a ruleset extension, so you only need to modify a relatively small part of the code to add a new game line. There is already a placeholder extension for Changeling, so you should be able to start by editing that. Take a look at the Vampire and Mage extensions, and they will give you some idea about what is required.

An extension is just a renamed zip file (with .ZIP changed to .EXT) so you can rename it back again and unzip it. You'll need the Full version of FG, BTW, as Lite versions don't allow you to load different rulesets except when connected to a Full host.


It will be good to see someone pulling the original WoD ruleset out and dusting it off a bit. I'll admit I'm still partial to that system.

The ruleset I built is for the new WoD rules, and is an alternative to PneumaPilot's version, so sorry to disappoint you if you were referring to the old WoD rules or Pneuma's original ruleset;)

Foen

cypherwulfe
January 4th, 2010, 06:49
Foen,

Thank you very much for your permission, and for telling me where to start. Now I have to ask, because I am not sure I am doind something right. I create a new campaign, using the nwod ruleset you created. I enable mage or vampire extensions, and enter. when I create a new character, there is no difference in the sheet whatsoever. I tried it both ways, and both of them on at teh same time. The char sheet appears to be a mortal sheet.

Is there something special I should be doing to enable and view the other sheets?

Foen
January 4th, 2010, 06:58
Only the GM can change a Mortal character sheet into one of the Immortal ones, by right-clicking the gameline icon on the main page of the character sheet (see the thumbnail attached).

NPCs always use a simplified character sheet, so you don't have the option (or need) to switch character sheets for NPCs.

Hope that helps

Foen

cypherwulfe
January 4th, 2010, 07:07
And now.....

I feel like an idiot lol...... TYVM for pointing this out to me, now I can start work on this. Once I get the changeling sheet done, I assume you would like me to send it to you so you can test it, and add to the distrobution?

cypherwulfe
January 4th, 2010, 07:18
And I may have noticed a bug. If it is already reported, I apologize.

If you load all but 1 of the extensions, then you can change the sheet to any style you want, no problem. However if you load all of the extensions available, when you try to change the sheet the program crashes.

Foen
January 4th, 2010, 07:21
If you load all but 1 of the extensions, then you can change the sheet to any style you want, no problem. However if you load all of the extensions available, when you try to change the sheet the program crashes.

Thanks, I hadn't spotted that one - I'll add it to my fix list for next time.

As you say in your earlier post, I'd be delighted to include your Changeling extension in the ruleset and give you credit for it, that's how the Mage character sheet was created. I'll PM you my email address.

Cheers

Foen

Foen
January 4th, 2010, 08:09
The bug arises because there are too many gamelines to display on the radial menu. The maximum number of gamelines that can be loaded at once is seven.

I have fixed the bug so that it will no longer crash the game, but you will still be restricted to a maximum of seven gamelines in any single campaign. The bug fix will be in the next release.

Foen

drahkar
January 4th, 2010, 09:50
The ruleset I built is for the new WoD rules, and is an alternative to PneumaPilot's version, so sorry to disappoint you if you were referring to the old WoD rules or Pneuma's original ruleset;)

Foen

Man. I'll now go sulk in the corner. :)

Ah well. Maybe when I'm done with the Alpha Omega Ruleset and Content I'll consider tackling the Old WoD one for the community. We'll see. :)

ChaosSatyr
February 14th, 2010, 23:33
My group and I are experiencing a few problems with both the nWoD ruleset that pnuema wrote and the World of Darkness ruleset that you wrote. The issue we are having with nWod is that sometimes when the characters make a change on their character sheet the db.xml file gets cut off and the game crashes. When we get fantasy grounds back up and running all the characters are gone and the old db.xml file is put into the db.backup.xml file and a new db file is there.

We love the World of Darkness ruleset that you made but whenever we open the character sheet and try to roll dice the game lags like crazy. We have watched our CPU's jump from 20% to 75%. We tested this on a 2Ghtz dual core and a 2.7 ghtz dual core. Is there anyway you could fix this? If so it would make it possible for us to run our game on fantasy grounds again.

lhide
February 27th, 2010, 20:09
No problem. Each game line is implemented as a ruleset extension, so you only need to modify a relatively small part of the code to add a new game line. There is already a placeholder extension for Changeling, so you should be able to start by editing that. Take a look at the Vampire and Mage extensions, and they will give you some idea about what is required.

An extension is just a renamed zip file (with .ZIP changed to .EXT) so you can rename it back again and unzip it. You'll need the Full version of FG, BTW, as Lite versions don't allow you to load different rulesets except when connected to a Full host.

Foen

hmmm after extracting the ruleset i try to open it in fg but it seems like winrar miss some files or something, because i can only open mortal's charsheet..
amidoingitrite?

Foen
February 27th, 2010, 20:26
If you have the non-mortal stuff installed, you can right-click on the logo at the top right of a character sheet and select vampire etc.

Foen

lhide
February 27th, 2010, 20:31
If you have the non-mortal stuff installed, you can right-click on the logo at the top right of a character sheet and select vampire etc.

Foen

nothing changes only the mortal sheet can be selected...
im asking because i am translating your ruleset to brazilian portuguese so i can play with some friends from brazil... but there is no requiem.xml, forsaken.xml etc...


edit:
and in the extensions field there is no options ,neither mortal (but when i use the .pak version everything goes fine, only that i cant edit unless i extract it..)

Foen
February 28th, 2010, 06:25
If it works fine when you are using the PAK version, then it might be a problem with how you have unpacked the ruleset or it might be something you have edited. Have you changed anything in the unpacked version?

Foen

lhide
March 4th, 2010, 03:25
----------------------------------

lhide
March 11th, 2010, 16:56
If it works fine when you are using the PAK version, then it might be a problem with how you have unpacked the ruleset or it might be something you have edited. Have you changed anything in the unpacked version?

Foen

it was just that i renamed the folder of the translated version to "o mundo das trevas" but i forgot to edit the extensions so they would look for it.... silly me:p
everything is done now, im quite proud of myself, first pseudo-coding i do and i am not a coder or anything:D :D

edit: i will now focus on making a rulebook module to use in my campaings (i do own a copy), do you use any program or something to make yours? is ruleforge a good go? every piece of information would help.

edit2: ground control to major tom?!

Foen
March 12th, 2010, 07:42
I don't use anything other than an XML editor to make rule modules: it is a tedious process that requires manual cutting and pasting from the source PDF to a text file, then adding XML and HTML tags to the text.

You should be careful, however, about any accented characters, because FG is mostly us-ascii and non-ascii characters can cause it to crash.

Ruleforge was designed to help build rulesets, not for making rule book modules, so it wouldn't be much use.

Foen

PneumaPilot
March 16th, 2010, 17:19
Hey Foen, I just installed your ruleset and have been messing around with it a little. I really like it! I love the backdrop and the right-click supernatural selection.

I think I read earlier in the thread about how you can't have all the super modules active at the same time because of the right-click thing. Is there any way of having it count up how many there will be when the icon is right-clicked and then just inserting a "More" button to catch the additional modules?

Foen
March 16th, 2010, 17:38
Hey Foen, I just installed your ruleset and have been messing around with it a little. I really like it! I love the backdrop and the right-click supernatural selection.

I think I read earlier in the thread about how you can't have all the super modules active at the same time because of the right-click thing. Is there any way of having it count up how many there will be when the icon is right-clicked and then just inserting a "More" button to catch the additional modules?

Hi PneumaPilot, and welcome back!

I'm delighted you like the ruleset and a little humbled too, given the immense amount of work you put into your version.

I am sure it is possible to check the number of super modules and amend the radial menu as you suggest, but I was too lazy to do it (alright, that's not exactly true: I needed to stop it crashing and didn't have time to spend on making a proper fix because I was building the BRP ruleset).

I'll look into it and hopefully post some code and/or a new version in the next few days.

All the best

Stuart

joshuha
March 17th, 2010, 01:03
Hi PneumaPilot, and welcome back!

I'm delighted you like the ruleset and a little humbled too, given the immense amount of work you put into your version.

I am sure it is possible to check the number of super modules and amend the radial menu as you suggest, but I was too lazy to do it (alright, that's not exactly true: I needed to stop it crashing and didn't have time to spend on making a proper fix because I was building the BRP ruleset).

I'll look into it and hopefully post some code and/or a new version in the next few days.

All the best

Stuart

Stuart,
I have modified the Werewolf sheet in yours to have the correct Werewolf stats on the special page but still undecided on where to put the various forms and whether I should try to auto-apply stats bonuses.

Also, was thinking about adding a double-click to all the dot controls that would send the value and description to the modifier box so you can more quickly make a Dex + Firearms roll or whatever.

lhide
March 17th, 2010, 06:53
ive been messing around with xml to get the basics, and it seems editing a pre-existent module into a new one is quite easy...
but im stuck with something, its nothing that would stop me from doing it, but a workaround would be quite nice...

so here is my question, there is a way of putting dots (like the ones from the sheet) instead of an asterisk?
( Prerequisites: Dexterity dot dot dot, insteado of Dexterity *** )


ps.: ive attached an image to give you a clear picture of the problem
https://img265.imageshack.us/img265/8387/121km.th.jpg (https://img265.imageshack.us/i/121km.jpg/)

Foen
March 17th, 2010, 07:13
You could try using the key sequence Alt-0149 (hold the ALT key down, type the digits 0149, then release the ALT key).

Foen
March 17th, 2010, 08:01
I have modified the Werewolf sheet in yours to have the correct Werewolf stats on the special page but still undecided on where to put the various forms and whether I should try to auto-apply stats bonuses.

I'd be delighted to include your Werewolf extension in the ruleset installer, if you'd be happy for me to do so? If you need extra tabs on the Werewolf sheet (other than just the one Special tab) you can add them by creating extra entries in the table. For example, to add a Followers sheet:



CharSheet =
{ Frame = "werewolf_sheet",
TabControl = "charsheet_tabs",
Tabs =
{ [1] = {Name="main", Template="charsheet_main", Icon="tab_main"},
[2] = {Name="other", Template="charsheet_other", Icon="tab_other"},
[3] = {Name="special", Template="werewolf_special", Icon="tab_special"},
[4] = {Name="followers", Template="werewolf_followers", Icon="tab_followers"},
[5] = {Name="notes", Template="charsheet_notes", Icon="tab_notes"},
Activate = 1
}
},



Also, was thinking about adding a double-click to all the dot controls that would send the value and description to the modifier box so you can more quickly make a Dex + Firearms roll or whatever.

I thought about double-clicking the dot controls, but a single-click changes the value and it seemed that it was more likely to confuse than help. I'll add it as a preference, so each user can choose whether to enable it or not.

Stuart

lhide
March 17th, 2010, 08:18
You could try using the key sequence Alt-0149 (hold the ALT key down, type the digits 0149, then release the ALT key).
thanks for the fast reply!
ive tried this before but it seems that fg2 cant "understand" many of these simbols, and replace it with a _.

edit: actually, it seems that xmlspy is the cause of the problem, something about it being unable to save a xml with these simbols...
edit2: its because this module is encoded in ISO-8859-1, could i select any other kind of encoding without the risk of ruining everything?

Foen
March 17th, 2010, 08:30
It works fine from within FG, so your editor (XMLspy) must be to blame. If you are working directly in XML, you might try & # 8 2 2 6 ; or &bull; instead. I don't know if they will work, but they're the escape sequences for a bullet.

EDIT: had to space out the characters in the escape sequence because vBulletin replaced the characters with a bullet!

lhide
March 17th, 2010, 09:12
It works fine from within FG, so your editor (XMLspy) must be to blame. If you are working directly in XML, you might try & # 8 2 2 6 ; or &bull; instead. I don't know if they will work, but they're the escape sequences for a bullet.

EDIT: had to space out the characters in the escape sequence because vBulletin replaced the characters with a bullet!

no progress so far...
wich editor do u use?

joshuha
March 17th, 2010, 12:47
I thought about double-clicking the dot controls, but a single-click changes the value and it seemed that it was more likely to confuse than help. I'll add it as a preference, so each user can choose whether to enable it or not.

Stuart

I was thinking on the label itself rather than directly on the dotcontrol.

Foen
March 17th, 2010, 16:44
I have implemented an optional double-click for the dotcontrols themselves, and separately implemented it for the labels. An option controls the former, but the latter is always on.

When a dotcontrol is double-clicked, the code always invokes the onClickRelease handler which changes the value of the dotcontrol, so my new code restores the old value (which creates a flicker on the control). Unfortunately it isn't possible for onDoubleClicked to disable onClickRelease. The sequence of event messages for a double-click are as follows:

onClickDown (returns true)
onClickRelease (changes the control value, and stores the former value)
onDoubleClick (adds the stored value to the die pool, sets a 'has been double-clicked' flag, and returns 'true')
onClickDown (not raised if onDoubleClick returns 'true')
onClickRelease (restores the control value, and clears the flag)


I am currently adding PneumaPilot's suggested enhancement to the radial menu for game lines, and will post a revised installer when that is complete.

Cheers

Stuart

Foen
March 19th, 2010, 10:23
I've uploaded v0.23 to the FG Wiki, which includes the following changes:

The game line radial menu will now cascade down if more game lines are loaded than will fit on one level. The maximum depth it will go is three, which allows for up to 19 gamelines;
Dot controls now have double-click functionality to add the appropriate number of dice to the die pool. This can be switched on/off using a new option;
Most dot controls now also have double-click functionality for their labels. This is unaffected by the option, so is always available;
The DotControl template has an added tag called titlefield. If present, it should give the name of a string-based control which has the title of the dot control. This allows skills, weapons etc to include the correct name when the dice are added to the pool; and
The Mage extension has been changed: it was previously over-riding the charsheet_skill windowclass but now it has its own skill windowclass and a separate copy of the main character sheet tab.

Joshuha, you may want to make use of the titlefield tag in your Werewolf extension, for Gifts, Rites etc. Please let me know if I can add your extension to the ruleset installer.

Cheers

Stuart

Paul Pratt
March 26th, 2010, 16:22
Foen,

I noticed there was a preference for totalling die rolls. I un-commented the code bits in preferences, and chat-chat, but it throws an error.

Line 174 calls to entry.x and that global is a nil value. Am I missing a file I need to edit?

I know WoD needs no totals, but we have a houserule that it would be nice to have.

Any help is appreciated.

Foen
March 27th, 2010, 07:07
Perhaps you could post the files you have modified, then I could take a look?

Foen

Paul Pratt
March 27th, 2010, 08:33
if PreferenceManager.load(Preferences.ShowTotals.Pref Name)==Preferences.Yes then
local total = entry.diemodifier;
for k,die in ipairs(entry.dice) do
if die.result then
total = total + die.result;
end
end
if total~= 0 then
local text = entry.text or "";
if text=="" then
entry.text = "["..total.."]";
else
entry.text = text.." ["..total.."]";
end
end
end

That is the code I un commented in chat-chat.lua. I also found a bit to un comment in preferences.lua.

When I reload the error comes up and points directly to this in chat-chat, specifically the global "entry". It is a nil value. I thought perhaps there was another bit defined somewhere that needed to be uncommented, but I haven't found it.

You do note in preferences:
-- die roll totals: not implemented, as totals don't mean much in WoD

Perhaps there is more to do, I was just checking hoping you'd shine the magic light on me.

Thanks,

Paul

Foen
March 27th, 2010, 10:41
Try this (WoD uses slightly different variable names):


if PreferenceManager.load(Preferences.ShowTotals.Pref Name)==Preferences.Yes then
local total = 0;
for k,die in ipairs(msg.dice) do
if die.result then
total = total + die.result;
end
end
if total~= 0 then
local text = msg.text or "";
if text=="" then
msg.text = "["..total.."]";
else
msg.text = text.." ["..total.."]";
end
end
end

Hope that helps

Foen

Paul Pratt
March 27th, 2010, 18:23
Thank you Foen, that works wonderfully.

Paul

Ttirrem
May 6th, 2010, 16:35
Ok, i have been looking through this massive post, and I'm just wondering if someone can help me. I just need an exact instruction on how to make my FG have a world of darkness feature.

Foen
May 7th, 2010, 05:58
You just need to download the WoD installer from the WoD page on the FG Wiki (https://oberoten.dyndns.org/fgwiki/index.php/World_of_Darkness), then install the ruleset (I think you'll need to unzip the installer and double-click the .msi file). This adds WoD to your list of available rulesets when you create a new campaign.

This only works if you have the Full or Ultimate licence, because only GMs can create campaigns. If you are connecting as a player, you don't need to install anything at all, because the ruleset will download from your GM (provided they have installed it). Please note, however, that there have been some problems with the automatic download from GM to player, and the Wiki page includes advice on how to overcome the issue.

Foen

Ttirrem
May 7th, 2010, 16:12
Thanks so much for the help.

lhide
July 20th, 2010, 03:41
im having some problem with the charsheet extensions, if i check any extesion box before starting a game no one is able to join the games i host,(fg2 freeze and say its "not responding") but if uncheck the extension everything runs fine...
any leads?

Foen
July 21st, 2010, 06:17
As mentioned on the Wiki page, the ruleset has problems copying from host to client automatically (for a reason that eludes me), so it is better to download and install the PAK version of the ruleset on each machine (host and client).

Please let me know if that doesn't fix the problem.

Stuart

AndyPan
August 17th, 2010, 02:41
First off, wanted to say I love the work you've done on this ruleset. Can't say that I've actually played anything in nWoD yet, and it's been years since I first played V:tM. But this ruleset really makes me want to get a Vampire: The Requiem game going soon. Have a question though.

I downloaded and am prepping for play the "Danse de la Mort" chronicle that was offered for free on the White Wolf website. The opening scenario provides four fleshed out Kindred characters. Was confused at first because didn't see where to add disciplines and stuff, but then saw the post about converting to a vampire with the right click. VERY cool, that feature.

My problem is with adding NPC personalities. Most of the NPCs I will be adding are vampires, and need their stats fully fleshed out. However, it doesn't look like that is possible. I read back through this thread, and it looks like you said that all the NPCs would use the basic sheet. Am I correct in my understanding that there's not really a way to add a vampire NPC? If I'm misunderstanding this, could you tell me how I can get the rest of the information onto the sheet?

Again, kudos on the great work. Am looking forward to using this soon. Thanks in advance for the help.

Nilaihah
September 12th, 2010, 17:45
Really enjoying this ruleset, but wondering whether it is possible to up the opacity of the text boxes in the character sheet as I am having trouble reading the content over the background.

I wouldn't mind tinkering with it myself, if you could point me in the right direction to the file that handles it. I tried re-coloring some of the PNGs that seemed like could be it, but no cigar.

StuartW
September 12th, 2010, 18:20
Are you using the nWoD ruleset from this thread, or the alternative ruleset developed by me (under my Foen name)? The former has a pin-board style with polaroid-type image frames, and the latter is very dark, has a blood splash across the chat window, and has right-hand icons which only appear when you mouse-over them.

Stuart

Nilaihah
September 12th, 2010, 18:32
Sorry, I should have specified. I am using yours.

StuartW
September 13th, 2010, 06:53
No problem, I'm on holiday at the moment and can't get to a copy of the ruleset (I'm using a Mac to type this and can't run the Windows installer, even if I download it from the Wiki), but I'll take a look when I get back home and let you know which fie to change.

Cheers

Stuart

drahkar
September 13th, 2010, 13:41
Just a note, Obe is working on upgrading the wiki. He won't have the content back up until likely sometime tonight or tomorrow per his announcement on it,

https://www.fantasygrounds.com/forums/showpost.php?p=96895&postcount=7

StuartW
September 14th, 2010, 17:19
The file you need to change is frames/sheetgroup.png

Stuart

Spiritsoar
September 28th, 2010, 05:32
Is there any alternative download sites for either of the World of Darkness Rulesets? The FG wiki seems to have dead links for both of them.

StuartW
September 28th, 2010, 07:21
I've re-posted the latest WoD ruleset (v0.23.110) to the Wiki.

Stuart

Spiritsoar
September 28th, 2010, 07:38
I downloaded FG with the sole intention of using it for nWoD, thanks so much.

Oberoten
September 28th, 2010, 10:18
I've re-posted the latest WoD ruleset (v0.23.110) to the Wiki.

Stuart

Thank you.

- Obe

StuartW
September 28th, 2010, 18:49
Any other of my rulesets or files missing Obe?

Oberoten
September 29th, 2010, 09:22
I don't know really. There seems to be a lot of files that have been un-linked for some *"/(&/("#/%&%* reason.

I will have to go through and check up what works and not before I answer this properly.

- Obe

Shinmuriel
September 29th, 2010, 14:40
How well does this rule set allow for the various nWoD characters, it looks like the basics are covered but does it cover the minor details associated with Vampire, Werewolf, Mage, Promethean, Changeling and Geist?

StuartW
September 29th, 2010, 22:04
The Foen WoD ruleset has built-in support for Vampire and Mage, with placeholder support for the other genres. If you understand how xml and programming languages work you can extend it to be more complete, otherwise the support is limited. I'm not sure if/how PneumaPilot's version works, so you might want to try both out and select the one that works best for you.

Stuart

Shinmuriel
September 30th, 2010, 20:41
The wiki page link doesn't seem to work for some reason for Pneuma's WoD download, anyone got a good link to a download site? And are there any quick and easy instructions for adding this plugin? Thanks!

edit- Hmm, nevermind i found a link https://oberoten.dyndns.org/ext/ but it has version 0.90 and the wiki says version 0.93 is out but i cannot seem to get the link on wiki to work. Any clue's?

Shinmuriel
September 30th, 2010, 20:54
As mentioned on the Wiki page, the ruleset has problems copying from host to client automatically (for a reason that eludes me), so it is better to download and install the PAK version of the ruleset on each machine (host and client).

Please let me know if that doesn't fix the problem.

Stuart

Does this mean that everyone needs a Full License? I just purchased FG today and im about to install it right now with this rule set as well as the other WoD to compare but some of my players do not have Full Licenses so im wondering if installing the PAK on each computer with be an issue?

drahkar
September 30th, 2010, 21:49
The wiki page link doesn't seem to work for some reason for Pneuma's WoD download, anyone got a good link to a download site? And are there any quick and easy instructions for adding this plugin? Thanks!

edit- Hmm, nevermind i found a link https://oberoten.dyndns.org/ext/ but it has version 0.90 and the wiki says version 0.93 is out but i cannot seem to get the link on wiki to work. Any clue's?

I'm checking on this.

-- Update
It looks like the soft links are gone. I'll follow up with Obe and see if we can track it down.

While I'm doing that. Does anyone have the 0.93 version that they could through at me?

StuartW
September 30th, 2010, 22:12
Does this mean that everyone needs a Full License? I just purchased FG today and im about to install it right now with this rule set as well as the other WoD to compare but some of my players do not have Full Licenses so im wondering if installing the PAK on each computer with be an issue?

No, your players should be fine to install the PAK with a Lite licence.

Stuart

Shinmuriel
October 1st, 2010, 05:25
Ok i got the WoD rule set installed (the PAK version) easy enough. Its should certainly do the job but Id like to check out Pneumapilots version 0.93 (assuming that is the latest version according to wiki) if anyone can toss up a link at any time.

I really love the work on the PAK version rule set theres just two things I'd like to point out, the terms on the werewolf sheet for Primal Urge and Essence and Gifts are still Vampire terms (vitae, blood potency and disciplines) and on the Geist sheet the term for Synergy is still the default morality.

How exactly do I install the non-PAK version of the WOD rule set? I placed the ver 0.90 folder into the FG directory but the rules do not show up when the game starts.

StuartW
October 1st, 2010, 06:15
You have to place the folder in the rulesets sub-directory of the FG application data directory (not the FG program directory). You can get to the application data directory from your Windows Start menu (Start -> Fantasy Grounds II -> Application Data Folder).

You may not be able to find the most recent version (0.93) unless someone happens to have a copy, as the Wiki had an accident and recent versions of the files were lost. As I wrote the other ruleset and kept a copy, I was able to re-upload it.

Stuart

Shinmuriel
October 1st, 2010, 09:26
Ugh I don't see a app data folder anywhere lol. I went into options to show hidden files and that jazz but nothing. Can the folder be added as a new folder perhaps?

StuartW
October 1st, 2010, 13:08
You don't need to show hidden folders, but you need to find it in your Start menu, not Windows Explorer.

If you want to find it in Windows Explorer it is buried deep. In Vista/Se7en you can find it in C:\Users\<your account name>\AppData\Roaming\Fantasy Grounds II and the AppData folder is hidden. The Start menu bypasses this without digging in Explorer.

Hope that helps

Stuart

Shinmuriel
October 1st, 2010, 13:58
Omg thanks, all i needed was a good pathing to follow. Found it!

Hmm, i like both sets of WoD rules. Foens has a very sexy look to it but for some reason it lags slightly with to many character sheets opened up. Its only noticeable on the dice roller really. Is this caused by the higher texture resolution on the background images and such?

Spiritsoar
October 2nd, 2010, 11:37
I've been playing with the ruleset, and I have a problem that seems like it should be easy to fix, but I can't quite figure out how. To simplify for my players, I would like them to be able to drag each relevant modifier into the dice pool area, and toss the d10. But since it's set up as a modifier, rather than a dice pool, it always throws the d10, plus a number of dice equal to the attributes. For example, I drag in Resolve 3, then drag in Composure 3, then toss the d10, and it rolls 7 dice. I'm working around by putting -1 in first, but that's kind of clunky. Is there any way to fix this?

StuartW
October 2nd, 2010, 11:41
I think you should be able to double-click on the dice pool instead of rolling the d10, but it is a long time since I last used the ruleset.

Spiritsoar
October 2nd, 2010, 11:45
Works perfect, thanks for the quick response

Ashodin
October 12th, 2010, 04:14
StartW I really like this rule set.. looks really nice.. What about library stuff? Seems to be empty, should there be anything in there?

StuartW
October 12th, 2010, 07:49
Sorry, but you cannot distribute library material without the copyright-holder's permission. This is a free ruleset and White Wolf don't get any royalties.

We tried approaching White Wolf to see if they wanted to do something official, but they weren't interested.

Stuart

Ashodin
October 12th, 2010, 14:28
Oh that's not a problem, I have most all the books and stuff, I was just wondering if there was a parser like for D&D 4e, that I could use to extract or build data.

Hemophage
December 10th, 2010, 20:25
has anyone found a link for the .93v? i had to find and download the .90

drahkar
December 11th, 2010, 00:33
Just realized that the FGWiki link for PneumaPilot's Ruleset is broken. If anyone has the newest release of it, please let me know and get it to me and I'll put it back up onto the FGWiki.

Thanks!

StuartW
December 11th, 2010, 07:04
I've re-uploaded it.

Stuart

drahkar
December 11th, 2010, 07:48
Perfect. Thanks!

tagwolf
October 16th, 2015, 15:56
Can you provide where the nWoD and WoD rules are? FGWiki had been down a long time and I'm worried the files are lost forever :(

Zacchaeus
October 16th, 2015, 17:35
Does this (https://www.fantasygrounds.com/wiki/index.php/Ruleset:_World_of_Darkness) help?

Oberoten
October 16th, 2015, 22:34
Can you provide where the nWoD and WoD rules are? FGWiki had been down a long time and I'm worried the files are lost forever :(


Dug this up from within the guts of the defunct FGWiki backups for you.
https://oberoten.dyndns.org/fgwiki/images/8/88/NWoD2.4.3.RulesetInstaller.rar

NWoD2.4.3


(https://oberoten.dyndns.org/fgwiki/images/8/88/NWoD2.4.3.RulesetInstaller.rar)

Oberoten
October 16th, 2015, 22:37
Also more digging gave me these as well...

https://oberoten.dyndns.org/fgwiki/images/2/22/

Moon Wizard
October 19th, 2015, 03:04
Are these newer than the NWoD ruleset on the wiki? Should I update the one on the wiki with this one?

Thanks,
JPG

Trenloe
October 19th, 2015, 03:38
Are these newer than the NWoD ruleset on the wiki?
Nope.


Should I update the one on the wiki with this one?
If they work OK perhaps provide them as another option in the nWoD section the Wiki?

damned
January 3rd, 2016, 01:22
One shot Chronicles of Darkness running this coming weekend: https://www.fantasygrounds.com/forums/showthread.php?27568-FGDaze-Chronicles-of-Darkness-%96-Wellington-School-for-Gifted-Children