Thanks for the progress update! Looking forward to the next release.
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Thanks for the progress update! Looking forward to the next release.
Is there a git repository somewhere so that we could help you and contribute some pull requests ?
If the vehicles are going to take awhile to get working, are you planning on releasing a smaller update that fixes the bugs 1st? Mainly the one that doesn't allow me to give minions group skills. When ever I check the box I get this:
Script Error: [string "scripts/manager_miniongenesys.lua"]:28: attempt to index a nil value
Also good job cant wait to see how it turns out.:)
Thank you so much for coding this johniba.
I've been experiencing an error message. Every time I try to add a skill or add a description of that skill a window opens with this error message:
Quote:
Runtime Error: desktop: Unable to create window with invalid class (referenceskill : skill id-00001)
Also whenever i click on the dragon icon on a character sheet to open a window to the skill description nothing opens and an error message appears (in the chat window, not the ):
Are these known bugs, or am i doing something wrong?Quote:
Unable to find skill record with the correct name.
Hey everyone, i will see if i can post a new version with the fixes in the next few days, since it is taking this long to add vehicles... and then continue working on vehicles
I did create a git repository but i am not updating the code there yet, i am using it to track the issues though
https://github.com/ibarzabal/Genesys/issues
I am new to Fantasy Grounds and extension/ruleset building but would gladly contribute. Mainly I have interests in extending this ruleset to Star Wars. Any advice to where I should start ?
I do believe that it is Johniba's intention to make an extension for this ruleset, so it works with the Star Wars ruleset, but not until the ruleset is considered feature complete.
Personally I can't wait for the Star Wars version. While perfectly serviceable, the current Star Wars ruleset has some rather annoying bugs, that is driving me slightly insane. *smirk*
Can't wait for any update here either!
While yes Johniba is planning on making a star wars extension, I would start by unpacking the this ruleset. Open it as a zip file. Then make a new folder and extract those files to it. Look through the various files in a text editor, I prefer Notepad++ but any will do. You can get a feeling on how things work. Since the Star Wars rules are going to be an extension it will work by overriding pieces of code in the main ruleset. This is nice because you can copy .xml files from the ruleset and make changes without effecting the ruleset.
I personally would start by removing skills that aren't in your setting and adding new ones so that by default when you create a character or NPC it will show the right skills for that setting.
In the scripts folder "open data_common_genesys.lua". You can see all the skills are layed out in a specific pattern. Just add and take away skills that pertain to your setting in this case Star Wars. Also keep in mind when making an extension you want to keep the same folder structure.
There is more before you can actually get to work in game but that is a start. I know it's not exactly what you were asking for but that should at least get you familiar with the code and the patterns so you can easily add your own stuff like Star Wars things later. This is all for you if you positively can't wait for the Official extension to come out, but it is also useful information if you want to make your own setting extension for Genesys.
I have already plans to create such extension.
Actually i will create a ruleset that extends genesys, just like you see genesys doing with core, dnd5 does with core, etca.
I am really close to finish all features (i will improve more things also, but that will come later) and as soon as i am done fixing errors and adding vehicles to the ruleset, i will release the star wars one.
Great ! How can we help you then ?
I can code and ran through rulesets and extensions these days, coded some things to learn. It does not look hard, Genesys and CoreRPG rulesets are pretty clear. So let us know if we can help you with some contributions and how.
Thanks for your interest in helping.
Before that, i need to fix some things, specially vehicles, combat tracker, dice rolling code. I believe i will have to rewrite some stuff, in a way that if we work on the star wars ruleset before this, it will make coding it more difficult.
I will keep you all updated here, and when the code is stable, we can talk about working on it
Hey guys, i fixed a few of the reported issues, and before the end of the week, i will be uploading a new version!
Also i am studying the Dnd5 ruleset which gave me a lot of ideas to improve the ruleset, after i am done with adding vehicles (which is almost ready)
Thanks for your patience
That is great to hear. I may be able to test it out with players this weekend if you have it completed early enough for me to give it a quick test before game day. Thank you for your hard work.
I will see if i can provide it before the weekend then.
I just found out most of the issues i am having with the tokens not working on maps etca, is the way i tried to work on the combat tracker.
Right now i am trying to find a simple solution instead of having to change too much code, the good thing is, it could possibly help me add vehicles also
Can't wait to see all of this. Thanks for all the work.
I have a question that may not be specific to this ruleset but when I want to add talents or list items in the character sheet, they are not showing in FGU (it seems to work correctly in FGC). I can add one from the library (and it is added, I can see it in exported xml file of the character) but it is not showing in FG.
I will probably rewrite that part of the character sheet that displays talents and other records, to be similar to what you see in Dnd5 ruleset
I am actually rethinking a lot of the stuff to make this ruleset.
At first i thought i wanted to replicate what star wars was, specially to make it easier to maybe convert old star wars modules but this is no longer my focus
I think moving away from that, and aligning more to what is being done in official rulesets will make this more powerful, upgradable and compatible
For example, i am remaking the combat tracker, so it has a feel and it works like in core/dnd
I will finish this, upload a new version and explain in a post
Sounds good. I am greatly anticipating this new update.
Considering how initiative works, based on player / master choices, I wonder how you would avoid splitting it up in two sections. I love how it works in Star Wars, but if there is a better way of doing it, I am all for it. Curious about your thoughts in that regard.Quote:
For example, i am remaking the combat tracker, so it has a feel and it works like in core/dnd
I have been trying to keep the core combat tracker code in place, adding the way it was done in SW ruleset, but i couldnt make it work
After that, i tried updating the combat tracker from sw ruleset, but then i have to customize encounter and map code.
i am trying to make it one window like in core, but when the next actor needs to be selected, it will request a choice, just like in the sw one, but on the same section of the window....
Well, this is actually taking time, so i wont probably upload it this weekend unfortunatelly
If this does not work, i will do another approach to the split window...
I have been playing dnd5, and more and more i like the way certain things were implemented there.
In view of the issues with the current ruleset in FG Unity (issues with the talents and other records now showing up) I am also thinking of redoing the code, to be more like in dnd5
What i mean by this is mostly a change in layout, but from now on, i will not restrict me to try to keep data structure and design to keep it similar to star wars
I will see if i implement things on a similar approach as it was done in dnd5
With this, i may in the future include some more advanced stuff... like some things automatically updating dice pools, when a talent interferes, or if someone has an impairment from a critical damage, that also would be automatically added to the dice pool, and also show up under Effects, in combat tracker.
By not keeping myself tied to old design, we can basically have a much better ruleset, that is my hope at least
I would rather a better ruleset than trying to keep a design. The automation that dnd has is the reason I am using FG over other VTT.
I agree. If you don't take advantage of the new version then whats the point. I can't wait for things like drag and drop automation. I was thinking it would be cool to take full advantage of the new Quick Adversary creation rules in the Expanded Players Guide. Just drag a template on an NPC have auto calculate the difficulty and the stats and your off.
Yes!
I am excited really, now that i am not holding back to try to keep things tied to the old design, i think this will be truly a bright future
Today for example, I am working on the combat tracker and vehicles.
A PC / NPC will be able to have one or more vehicles, and we will have a separate database for vehicles similar to items.
Under inventory, you will see / manage your vehicles, and choose among them one that will be "active" (meaning the character is piloting it)
Now for the combat tracker, imagine the core/dnd one... and how you can click a button and choose to display another line under the pc/npc to show the target, or the effects. Vehicles will be the same.
Simple... intuitive (since it works like the other new rulesets)
For the initiative and who is the next actor, i am still doing something here, and if it works, it should be even simpler than the one star wars has implemented.
I have fixed also some reported bugs :)
I wont be able to finish today, but i hope to upload in the next days, i will keep you all updated.
I am very excited, i think for the future we will be able to have all the nice bells and whistles that we see in the best rulesets :)
P.S.: for vehicles, after i am done with this first piece above and upload so you can all use and test, i plan on adding a feature where the player could "share" his/her vehicle. That way, we could have someone else piloting your vehicle, or even joining a crew, for example someone piloting, another shooting, etca.
This i will do after the first part is working though.
NEW RELEASE!
I am sorry for taking so long to release this new version, but I hope you will all like it!
I have done a lot of fixes, and I still need to fix more things, but I decided the fixes and improvements done so far are worth an upload and release
First, I am starting to use github, but for now it is just a place for me to keep track of issues, plannings, wishlist...
https://github.com/ibarzabal/Genesys/issues
The code in the repository is not updated, I promise I will soon use it fully.
For now, you can download the new ruleset here:
https://drive.google.com/drive/folde...R-?usp=sharing
The only file I updated is the ruleset itseld: Genesys.pak
Here is a list of all that was fixed:
RELEASE NOTES:
2020 - July - 14th
- COMBAT TRACKER
Completely redone from scratch!
The combat tracker is now 100% CoreRPG code, with improvements to work with Genesys.
With this new combat tracker, the following bugs were fixed:
- Fixed issues with not being able to drag a token from combat tracker to map.
- Fixed issues with not being able to drop encounters into the tracker
Also there are a lot of improvements in the combat tracker:
- GMs can click on the MENU, and work with initiative. They can choose:
a) Roll all initiative -> this will automatically roll initiative to all players and npcs
b) Roll npc initiative -> roll all npcs initiative
c) Roll pc initiative -> you guessed, roll all pcs
Also notice at the bottom of the combat tracker, you will see "Init Skill". The GM can choose between "Vigilance" and "Cool". This will be the skill used in the above initiative rolls
Initiative can be rolled individually by players, and also the GM can choose to open an npc in the combat tracker and roll initiative from there.
The result will be populated in the tracker
- Combat tracker Genesys
This is a step-by-step on how to work with turns and initiative
1 - Make sure all pcs and npcs have rolled initiative
2 - GM-> Control who will have the next turn clicking the button "Next Actor"
Clicking on Next actor will prompt the combat tracker to show a selection of who the possible next actor can be
For example: Imagine the following actors and initiatives:
NPC1 - 3
NPC2 - 2.02
PC1 - 2.01
NPC3 - 2.01
If the next actor is supposed to be an npc, an icon with "?" will appear in front of all npcs that did not have a turn in the round.
The GM need to confirm who the next npc will be to act in the round.
doing so will start the npc turn.
3 - Finalize the turn by clicking "Next Actor" at the bottom (if you are the GM) or if it is currently a player turn, the player can also click and signal his turn is done.
4 - This will prompt for selecting the next actor, based on who has the next slot (pc or npc) and a selection of available actors will be displayed again
Limitation
1) For now, only the GM can choose who the next actor is.
If it is a player's turn, players will need to ask the GM to select among all available players, who the next turn is.
I will be fixing this in the next release!
2) The combat tracker is only displaying the initiative for each slot, it is not showing other important information like HP etca..
I will improve this on the next release
3) Vehicles will show up here later, also for next release
4) I will also add an option to auto roll npc initiatives when you drop npcs on the combat tracker (just like dnd5 has)
Minions
- Fixed an issue with minion group skills not updating properly
Dice rolling
Dice rolling was improved: GMs can now choose to hide a dice roll (click the eye icon in the dice pool window)
Improvements in the code allowing for multiple dice rolls done at the same time (used by combat tracker)
Known issues / not fixed in this release
- Applying critical on a minion does not convert damage to normal damage
- inventory: encumbrance total not properly calculated
- skills: trying to click to open skill windows will cause an error message
- FG Unity issues with Talents and other info in the character sheet not showing up (I will fix on next release)
Awesome man. Can't wait to get this on the table
I just ran through a quick test and have to give you a nice round of applause. I can only imagine the time and hard work you have put in. It is very much appreciated.
I was able to add 2 characters and two NPCs to the combat tracker. I could pull them on to the map without issue. The GM having to choose the next actor up in the combat tracker is a minor inconvenience at most right now.
It was not a long test, but here are the two issues I ran into while running through things.
When I as the GM just added dice to the box and rolled them, this error came up: Script Error: [string "classes/desktop/diebox.lua"]:451: attempt to concatenate global 'msgidentity' (a nil value)
Any rolling I did from the character and NPC sheets worked just fine.
The other issues I ran into were related to applying damage.
The only way to apply damage seems to be directly to the sheet. I could not pull damage to the map token or to the record on the combat tracker. This was really the only rough issue as having to pull up each character and NPC separately every time applying damage can be hard to do when you have a map and combat tracker and other things already up on one screen.
Also, if I attempt to pull damage from the chat window to an NPC sheet that follows a Damage + Brawn formula, it pops up this error message: Script Error: [string "campaign/scripts/manager_char_genesys.lua"]:764: attempt to perform arithmetic on a nil value
After that error message comes up, no damage can be applied to anything until I restart Fantasy Grounds.
I can try to do some more testing later this week, but I was excited to see the new release and had to take an hour to run through it. Thank you very much and I love that it uses the standard combat tracker with the green background on friendlies and red on enemies. I even tested out using the size modifier for an enemy to make him size 2 and it worked great. Great release. Thank you.
Hey thanks a lot for all this input!
There are quite a few things in this list that i feel are easy to fix.
Also now that i have inproved the dice rolling code, it will be easy for me to total damage in the chat window, instead of the "4 + brawl" messages
I made notes and will work on fixing them next release.
For now, dragging dice is bugged. Instead, double click the dice to add them from a character/npc sheet to the dicebox, and click the button in the dicebox to roll it
(EDIT: I fixed the issue with dragging dice from sheets into the dicebox, but I still have an issue with dragging them from the dicebox/sheet to the chat... looks like it is an easy fix.... i will let you all know tomorrow)
Looks awesome. I did notice though that you still can't add ranks to talents. When you click to add a rank on an npc it is typed in the chat window instead.
Quote:
Hey viresanimi, if you test this new release, let me know what you think about the implementation
I absolutely will jump right into it.... after I come home from work in a few hours. 4 weeks vacation... gotta use it on gaming!!!
I did some more testing and noticed a bug with the tokens. When creating encounters and placing their tokens in position on the map, when you try to start the encounter the tokens revert to the default size. Which in my case is huge. They do keep their position but they don't seem to keep the same token size after creating an encounter.
I noticed something similar.
Check your options.
Go to options -> Token (GM)
Look for: Auto scale to grid
Set it as: 80% of grid
Let me know if it works
I noticed this option is default when creating a new campaign, but before this change i did on the combat tracker, it was not in the test campaign i created.
I did check it and it was already set to 80% of grid.
Also I noticed something else. When adding minions to an encounter it doesn't group minions. For example. I am converting the Rise of the Rune Lords Adventure Path and In the catacombs of Wrath there are 11 Zombies. So I decided to split them up into 3 minion groups 2 groups of 4 and one group of 3. When I ran it as an encounter all 11 were separated as an individual and not a group.
Hmm, are you creating one npc for each minion? You are supposed to have each group of minions as one entity (check my screenshot as an example)
Attachment 37743
In the above example, this minion represents a group of 3 zombies together, each with 5 of wound threshold.
Now, your issue with the token, can you give me a step by step? I wil test it
NEW RELEASE - FG Classic and FG Unity compatible!
https://drive.google.com/drive/folde...R-?usp=sharing
I have just released a new version
RELEASE NOTES:
- I started remaking the character sheet and npc sheets. For now I know their layout is not perfect, but i will eventualy completely remake them (to be more in line with modern rulesets like dnd5, vampire, etca)
- Skills are now in the first tab of pc/npc sheets
- In the Abilities tab, we have "Species and Special Abilities", Talents and Critical Injuries
- For now, if a Talent is ranked, the value is not displaying in the main sheet. You need to open the record, and edit the value there
(As a workaround, to make it easier to see if a talent is ranked in the main sheet, I suggest also editing the description to something like "Super Strenght [2]")
This is just temporary, I will improve it later after I implement vehicles.
- Fixed an issue that caused error messages when dragging dice from the pc/npc sheet into the dicebox
P.S.: dragging genesys dice into the chat still causes an issue, please use the button in the dicebox to roll dice for now. You can also double click dice in the sheet to add to the dicebox, which is faster than dragging....
- Melee weapon damage now automatically calculates the total and displays the result in the chat
For example, if you roll 3 sucesses on a melee weapon with +3 damage, and you have 2 Brawn, it will show "Damage: 8"
I will improve this message in the future to also show the breakdown, not just the total... and also a message reminding the player he has potencial critical damage, to choose, when he rolls enough advantages/triumphs
The Ruleset is compatible again with Fantasy Grounds Unity
There are a few bugs, but just cosmetic ones:
- Dice rolled in the chat window will display a strange description, just ignore that for now. (I believe there is not much to do, but i noticed the devs are still implementing changes in this part of the code)