Pushed a hotfix for this issue
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Are there any plans on implementing all of the optional rules and the ability of removing certain skills based on the setting? As is, this program is not really usable unless you are running a game that includes all skills and has a setting that incorporates everything from primitive societies and superheros to space opera. There is no option to add cultures/races and other things one would think a toolkit rpg would allow the user to make changes in game without having to nearly rewrite the code for the game. Truthfully, it would be best to just drop BRP and do a separate ruleset for all of the other games you do that are setting specific, like what was done with CoC.
It has been my experience, unless the game allows you get rid of stuff not used that the players will just cry that they are not being allowed to do something that is present in the currently available to them in the game through FG. It also makes it near impossible to track which rules you are using and which ones you are not. Most likely, FG is just not a good fit for a game that includes everything so that the GM can create their own set of rules for a specific setting but doesn't actually allow you to clearly implement those changes.
See this thread: https://www.fantasygrounds.com/forum...out-skill-data
We don't currently have any plans to add skill filtering by the GM for BRP. That does sound like it would be a useful extension if someone wanted to put one up on the Forge. It looks like the extension peterb build for RuneQuest is exactly what you are wanting to do. Perhaps he can share his work with you and you can edit it for your needs.
When I use the "reset initiative" button in the CT I get an error "[9/15/2024 4:07:48 PM] [ERROR] Script execution error: [string "Basic Roleplaying:ct/scripts/ct_menu.lua"]:46: attempt to index field 'list' (a nil value)". I have four NPC's in the CT.
The code in question is this:
I'm guessing that this code is deprecaded? Should it be a DB call instead?Code:for _,v in ipairs(window.list.getWindows()) do
Btw I reproduced the error running a vanilla campaign. I use:
[9/15/2024 4:04:07 PM] Fantasy Grounds - v4.5.10 ULTIMATE (2024-08-20)
[9/15/2024 4:04:07 PM] RULESET: Basic Roleplaying: the Chaosium Roleplaying System (2024-09-04) Copyright 2024 Smiteworks USA, LLC
[9/15/2024 4:04:07 PM] RULESET: Core RPG ruleset (2024-08-27) for Fantasy Grounds Copyright 2024 Smiteworks USA, LLC
Pushed a hotfix for this issue.
Thanks!
Hello.
I have noticed that I cannot drag an Effect from the Effects window onto a PC or NPC in the combat screen UNLESS it is their turn in the initiative/strike rank order. This causes some issues during play as, let's say a PC imposes a condition or effect on an enemy, I have to take the combat tracker off of the PCs' turn, artificially make it the enemy's turn, drag the effect, and then make it back to the PC's turn again. This not only imposes extra steps and time during combat, but if there are a lot of combatants, it can be confusing to try to remember where we were in the initiative order.
I know in FGU D&D 5e you could simply drag an affect from the Effects window to a PC or NPC on the combat tracker and the effect would appear.
Is there any easy way to implement this functionality?
Regards,
Devin
A fix will be pushed with the next TEST server update. I was looking at the ruleset due to updating the character sheet for the latest round of standardization changes.
Clicking on an effect from the top right will only apply to the active combatant. If you want to apply an effect from there, you would need to drag and drop it to the combat tracker entry. If you are asking to have effects built into the ruleset, that is requesting an expansion to the code and would be a whole project itself. Something that I will place in my notes, but not done at this time.
Hello.
With the newest update, it appears the main PC screen has been redesigned a bit format-wise. The issue I am having is that now the window for stats takes up almost all of the real estate while the weapons section is very truncated.
The balance of the main tab was great prior to the latest update. Is there any way to rejigger the main tab so that the real estate is for the weapons and not blank space below the stats?
Image attached.
Regards,
Devin
Pushed a hotfix to have the weapon list be expandable.
It's something I would have to examine a bit further than that earlier hotfix. When I circle back I'll take a deeper look.
It looks like I can't add weapons by right clicking, or delete them as well. I can drag and drop an already created weapon from the item list though.
Pushed a hotfix by adding an edit button in the bottom right hand corner this will show a delete button that will help in removing entries.
Thanks!
Also, it seems Powers can not be dragged onto a character sheet at the moment.
Pushed a hotfix for the issue reported.
Please check these problems at BRP system 2025-02-18 , Core RPG ruleset 2025-02-25
1. HIT LOCATION ROLL result is Wrong again. all results are missle location. This problem occurs with every update.
2. Can't select HIT LOCATION ROLL "+ Shift" key to melee / missile roll.
3. BRP Game System X Module's weapon items Weapon Type is gone. Previously, there were descriptions of melee and missile.
4. Character Sheet Skill lists default position is strange. Skills that were displayed on the right side have disappeared.
have to adjust to appear skills all time.
Sorry for all the details I'm pointing out.
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Well there is a beta of the ruleset currently that has a tentative release on 3-4-25 and it's not having those issues.
Attachment 63665
I did some slight changes to the width of the character sheet, but couldn't replicate the missing item types. Give it another look after this hotfix.
Sorry i mean when create an new items that is OK.
I can serect weapon types.i also checked.
but BRP Game System X Module's weapon items is not.
Yes, it is fixed! Thanks a lot.
Hello.
With the latest FGU patch, when I have an NPC and click on the Hit Locations drop down on the Combat Tab, I get a blank menu. I can still click on the menu and get the various hit location configurations right below it, but the menu is now unreadable (see attached screen shot).
Regards,
Devin
Thanks. That works now. However, another drop-down issue has come up that we did not notice in our play yesterday, but now that I ran the hotfix, it has cropped up.
If I have a PC and select his or her armor for each hit location on the Armor Tab and then quit out of FGU and then go back in, the armor dropdowns for each location have resent to blank and the armor points for each location resets to blank.
Attached is a picture of a PC where I have selected armor (Brunhilda before). This remains fine until I close FGU. If I then go back in, it resets as in the other attached picture (Brunhilda after).
Regards,
Devin
Hello.
After updating, making sure there was no old Basic Roleplaying Folder in rulesets, and disabling all extensions (you can see in the attached picture that the default theme is present), the problem still happens. The Armor tab reverts to blank upon restarting FGU.
Regards,
Devin
Pushed another fix for the issue reported.
Perfect! Works great. Thanks!
Devin
Hello. I think I may have found one more drop-down menu issue.
When I go to an Item, the Type drop down window is always empty (despite having previously categorized the item) and I cannot select any of the drop down items on the menu.
Regards,
Devin
Pushed a fix to address this issue.
Thanks. The dropdown menu now works, but every time I access it, I get the attached error.
I would check on your unpacked files.