I have everything in the right folder, I'm not getting the activation button at the bottom of the library window, even though the modules are showing up in the 'module' window.
I'm having this problem on two different computers.
I have everything in the right folder, I'm not getting the activation button at the bottom of the library window, even though the modules are showing up in the 'module' window.
I'm having this problem on two different computers.
You need to double click on the module image in the module activation window, to load them or open the book. This is a pre-3.0 ruleset.
Vires Animi
I have a couple of requests for this ruleset.
First of all, I would like it if all windows created or opened for the first time are maximized instead of minimized. I constantly update my modules for this game and every time I do, I need to start maximizing the windows all over. Would be very handy.
Also, theatrical maps are great for keeping track of the range bands, which brings icons into play. I wonder if it would take a lot to re-enable effects or modifiers? I don't care if they actually do anything. It would just be a big help if you could mouse over an icon and see soak / defense values, by using effects or modifiers. Since piercing and breach forces players to modify their damage totals, it would be very handy, if such information was easy for the players to see.
The optimal thing, would of course be to track and be able to modify these value's on the combat tracker but I suspect that would take a lot more work...
I know that there aren't any plans for any serious development on this ruleset, but was hoping these things were small easy fixes.
Thanks
Vires Animi
What's your definition of "maximized"? And which windows are we talking about?
Maximized usually means taking up the whole screen - which I'm certainly not going to do. Then I'll have a bunch of users complaining that the windows are too big when you first open them!
Maybe have a look at the code and you can make an extension that changes the default values of the windows you want to resize, to the values that you want?
This ruleset is not based on CoreRPG, so there are no effects to "re-enable". The ability to code for effects (which will need each one actually coding) will come with a migration to CoreRPG - which will probably happen around the end of this year/early next year.
I may look at doing a very basic text code/parser for skills and weapons that allow dice to be automatically added to the dicebox when a specific skill or combat check is started. Maybe...
I had one follow-up question. In this rule set, can you pre- set up encounters (like you can in the DnD fantasy grounds modules) so you can just drop them into play at the appropriate time? If so, where are they stored? The NPC tab? Or do you just save a bunch of NPCs and sort of drag and drop choose them out of the list on the fly?
Also, can they be linked on maps the same way they can be on the DnD ruleset? Thank you!
The encounter functionality you're used to was introduced to FG after the Star Wars ruleset was created.
Some info and options here: https://www.fantasygrounds.com/forum...l=1#post327005
Hello All!
I am thoroughly enjoying having this ruleset available. Thanks again to all that made it possible. As I get ready for my first session as GM in the next couple weeks, I am putting all my story elements into FG. I had a couple questions that I did not see answers to in other posts (perhaps they are so fundamental others take it for granted already and if that is so, I apologize). However, I understand how to format text using the right-click menus (adding titles, tables, chat text, etc.). What I did not easily see was how to format text (bold, italic, etc). I tried using control-B before typing and that didn't work. So my first question is how to format text entered in 'body text' for italics and bold.
Second question: I did notice, however, when hitting control and alt as modifying keys that it changed a bar along the bottom of the screen. In that bar, there were numbers 0-9. When I hit the alt or control key, the labels of course change in front of those numbers. What are those bars usable for in-game? What sorts of items or short cuts does one put down there?
Thank you in advance for the time spent on replying!
highlight the text and do ctrl+b or ctrl+i or ctrl+u
you can drag items to teh 12 key slots which can then be accessed quickly by mouse or F-key
By pressing ctrl, alt or shift you get another 36 slots and by pressing combinations of those keys you get another 48 slots :)
Shortcut keys in formatted text fields are listed here: https://www.fantasygrounds.com/wiki/...ed_Text_Fields
Hi there. I am running a current campaign in FFG Star Wars over FG with this ruleset and it have worked perfectly most of the time except for minor quirks now and then that doesn't cause a lot of hassle and usually easy to solve on the spot. But one thing that is starting to annoy the crap out of me that I keep to forget to ask about here on the forum. It is actually starting to disturb the game. By now the campaign have gotten a lot of playtime and more adventure modules are created by me. The problem is that NPCs seem to merge stats from NPCs from different modules that are opened into each NPC stat block and sometimes making it difficult to see what belongs to the current NPC and what are from other NPCs. This problem seem to stem from when I have several modules open at the same time. Have to taken some screenshots to illustrate the problem with only one extra module open. Is there a fix available now or a future one coming for this ruleset?
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Hi Chorpa,
I have seen this before but hadn’t related it to having multiple modules open. It sure is a weird one.
I just tested and confirm that the same happens for me.
I took a look, found the problem and fixed it.
I am attaching an extension that will fix it and have emailed Trenloe so he can incorporate a real fix into the ruleset.
Give it a go and if you have any problems let me know.
Ian
MODERATOR: Remove the extension as there is a fix here: https://www.fantasygrounds.com/forum...l=1#post386541 and the extension caused other issues due to an incorrect version compatibility flag.
Thanks for reporting the issue.
And thanks to Ian for (hopefully?) a fix...
I've updated the ruleset to include Ian's fix, and also to fix the library category header issue. It's available here:https://www.fantasygrounds.com/forum...l=1#post387198
Can you please let me know if this fixes this specific issue?
Thanks.
Hey Trenloe
I can confirm that Ian's fix inclusion in the ruleset works like a charm:
- GM encounter lib has now 3 sub entries
- Same for player lib
Thanks for the quick update guys
PS: any status update on the MoreCore migration ?
@Trenloe, I started playing around with the ruleset and libs (for personal updates on some of text references) and i have a couple of question to begin with:
- are you were using any kind of XSD or external tree definitions for your editing?
- which software are you using for XML edition? (dev background here:D)
Thanks guys :)
Welcome to the forums bigjip!
It will be a migration to be layered on top of CoreRPG, not MoreCore. It will be the end of this year/beginning of the next at the earliest.
Nope, I don't use any XSD or external tree definitions.
I use Notepad++ with the XML plugin for editing FG XML.
You are great guys. That was some quick response. Did a quick start up with the new .pak file and it seem to work like a charm now. I'll let you know if I find any more problems on this issue. Otherwise I must say the ruleset work very nice and seems like it's gonna be a long campaign since the players love it. We are gonna run our 16th session next Thursday. :D
Great to hear! :)
Thanks for the feedback and testing.
And, in future, don't let things get to the point that they're really annoying you. Let us know. Although, I may just fob you off with "yeah, sorry, I'll look at it sometime later...." Which might be more annoying! ;)
Nope, because this is the FG child DB node naming and people can delete and remove the child records as they need, so there is never a guarantee that node id-00001 is the Astrogation skill, for example.
If you look at the FG LUA code, you'll see plenty of times where FG cycles through a set of records (a LUA table) using the LUA "pairs" function, and then some field within each DB node will be looked at for a match - usually "name" but could be something else.
ok, make complete sense
I thought this was associated with some kind of schema defined in the ruleset files, tbh i did not spend enough time on this (too busy playing around with the wonderful outcome:D)
I guess i should start by "first-things-first" and look at the tutorials...
Any pointers you would recommend inside all these resources (the wiki, the forum and subforums...) to get started ?
(in the context of the SW ruleset only for now)
This is pretty general: https://www.fantasygrounds.com/wiki/...eveloper_Guide
Unfortunately, the SW ruleset is derived from an older WFRP 3e ruleset, that had a structure that isn't really used that much now (in terms of directory and file naming within the ruleset itself). The GUI layout and control definition XML is still valid, as is the LUA (otherwise the ruleset wouldn't work) - so the API guide is a good place to check: https://www.fantasygrounds.com/refdoc/
But, I'd pretty much recommend working your way down that Developer Guide page in the Wiki - stop at Layering as that isn't relevant to the current SW ruleset.
Brilliant ! thanks a lot Trenloe
Hey guys,
First time actually writing up a campaign in FG (no previous experience with other rulesets) and i am wondering if the following behavior is "normal" or a missing feature in our beloved FFG ruleset:
- inside a story item, I created a nice table structure , including the special dices and everything, pretty happy with the visual result after reopening it
- if i want to copy that nice layout and symbols into another story item, only the symbols remain intact. The nice table layout is replaced by [ ] surrounding the actual content.
Is this a know issue with the formatting textg entry control in FG or am i missing something here ?
EDIT: Also when copy pasting "[D]" inside a table cell, it gets transformed into "[[D]]", bug or side affect
Thanks for any pointers :)
Copy and paste within FG does not support any formatting information. It's something we're looking at improving long term.
You can create a full copy of a story record, and then change the rest.
Cheers,
JPG
If you need several story elements with the same setup in regards to tables and so on, you can make a base template and then copy that. For instance I've been working on a module where I have all the class talents set up for easy reference. I do this by making a template, with the tables set up but empty. I then drag and drop the link inside the story window. Now I have a copy of the template and then I can fill in the notes I need. And saved myself a lot of time.
Its a quirky way of doing it, but hey... it gets the job done. I hope it helps.
Vires Animi
Hello
Strange issue while try to export (using the latest ruleset with Ian's fix included [6MB version] )
Issue repro steps:
1. loaded campaign with no extensions / modules loaded
2. opened console (/console)
3. opening export window (/export)
at that time console contains now
4. entering the just "SW" in the following fields - name/ file name/ author / categoryQuote:
Script Notice: Unknown resource string name : File name
Script Notice: Unknown resource string name : Author
Script Notice: Unknown resource string name : Merge ID
Script Notice: Unknown resource string name : Thumbnail
Script Notice: Unknown resource string name : Specify a file path relative to the application data directory as thumbnail
Script Notice: Unknown resource string name : Exported data
Script Notice: Unknown resource string name : Exported tokens
5. selecting only NPCs (no tokens or any other topic selected)
now console contains new line
I've read on the first post that this was an earlier issue, but I suspect this has been reintroduced with the latest rulesetQuote:
Script Error: [string "classes/utilities/export.lua"]:123: export: Invalid parameters
Resolution
To fully troubleshoot, I reverted to ruleset 2.2.1.b from the first post [9MB] and module export was successful
No big deal but i must admit the latest fix in the library display is helpful for beginners :)
No pressure to fix this, just so that you guys know: export = use 2.2.1b
Use the ruleset here (it includes Ian's fix and another module fix): https://www.fantasygrounds.com/forum...l=1#post387198
Try this one, v2.1.1c : https://drive.google.com/open?id=1Q6...n1kkIROz4cKrtC
The warnings will still be there - it's nothing to worry about. But the error should be gone. And the recent module fixes are included.
Happy to report that 2.1.1.c works for both library hierarchy and export feature
Thanks Trenloe :)
Just out of curiosity, seems you reused 2.1.1.a (from the db.xml) as a base for the version you posted in https://www.fantasygrounds.com/forum...l=1#post386541 (hence causing the rollback on the export bug fix), am i correct ? :D
I used 2.1.1b as the base. I had originally used a dev ruleset I was using - thinking I could sneak another couple of bugfixes in, but I used the wrong one. So just went back to the last proper release, but didn't update the version in the XML - just in the chat window display.
Hello again
I've searched for "tokens" and read all related posts in the thread but i haven't found the info I am after.
I basically prepared my maps and NPCs with tokens and other markers and masked the images.
Currently my tokens are either located in my campaign\tokens folder or under FG\tokens\host folder.
I would like my players to avoid seing the tokens used for the npcs, and local PC connection to the campaign seems to show them.
Where would recommend to put the markers to achieve this?
Token visibility is not controlled by the location of the files, it is controlled by the individual token. Information here: https://www.fantasygrounds.com/wiki/...ens#Visibility But note that you can't set visibility via the Combat Tracker in the Star Wars ruleset.
If you want a token's visibility to be mask sensitive - first set it to always invisible via the right-click menu, and then to Mask Sensitive Visibility.
That's already done :)
Sorry, i didn't make this clear enough: the issue is the tokens being "visible" in the tokens interface menu, on the bottom right column.
Makes sense ?
OK, yeah that makes sense.
Unfortunately, as soon as you share an image with the players that contains tokens, those tokens are shared with the players. FG needs to do this to be able to display the tokens on the maps - the code doesn't go to the low-level detail of whether they are visible or not.
Ok, got it.
And prior to sharing the "hosting image"? they should not be in the token box?
I was interested in the token box only, as I am pretty sure my sneaky players will have a look at it as soon as they connect :D
Thanks for the quick responses, as usual
EDIT:
as per https://www.fantasygrounds.com/wiki/...ding_Locations
does the SW ruleset follows the same behavior ?Quote:
GM Tokens: GM tokens available for all campaigns. Any tokens stored in the FG data directory under the tokens/host subfolder. Accessible via the GM button in the Token Box window. GM tokens are only displayed in the GM token box.
Shared Tokens: Shared tokens available for all campaigns. Any tokens stored in the FG data directory under the tokens/shared subfolder. Accessible via the Shared button in the Token Box window. Shared tokens are displayed in both the GM and player token boxes.
Good evening everyone!
I wanted to mention a bug I noticed to see what the experts thought of it. When I am in game and I roll a 'vehicle critical' via the special die in the dice box at the bottom, I receive an error message via the GM console. It returns this error: Script Error: [string "managers/chatmanager.lua"]:815: attempt to index local 'sourcenode' (a nil value)
I've identified the issue. I'll provide a fix soon.
In the meantime, drag the vehicle critical chit directly to the target. This is the recommended method anyway, as it takes into account any current criticals on the target and adjusts the dice roll appropriately (+10 per current critical).
Perfect! Thank you!