Ahh that was why I missed it. I thought this was the only way to apply a vehicle crit. :p
Hey guys! Just encountered a problem yesterday that I think might be related to the Star Wars ruleset. I have been working on the 5th adventure in our current campaign and was about to export it to a module to use in our game yesterday and got this error message:
I have tried everything I could think of but nothing seem to work. Tried to make the same export in other rulesets and there it seem to work fine. I am thinking it might be something in the last 3.3.5 update that did something.Quote:
Script Error: [string "classes/utilities/export.lua"]:123: export: Invalid parameters
For those who are interested in having clickable sound links within this ruleset, similar to what the DOE: Sound extension (which doesn't work with this ruleset) provides (but not as feature rich) then new FG lin functionality may be of interest to you - info here: https://www.fantasygrounds.com/forum...antasy-Grounds
Sweet, works like a charm !
and being apparently able to include in the exports makes this even better :)
Attachment 23678
Hello Everyone,
I have run into a problem with running my game since I updated to the latest version (2.1.1.c). All of my players but one connected without difficulty. One player, however kept getting an error when he would try to connect with the game (see the image). It says "Error Loading Date: Rulset: Star Wars EotE. Unable to load ruleset file (base.xml). Do you want to try reloading the data?"
However, if he selects yes, it fails and closes Fantasy Grounds. I have tried having him update Fantasy Grounds, uninstall and reinstall Fantasy Grounds. I have tried having him run Fantasy Grounds as an Administrator. I have tried having him delete his ruleset folder contents and then re-update. I have tried having him deactivate his Norton firewall in case it was some kind of conflict. I even tried sending him the .pak file to put in his ruleset folder. None of these things worked.
Any advice on how to proceed?
Many thanks for your time in advance!
Does he get that error when he's joining your game (you see the Player joined message in the GM's chat window)? Or, is that when they're trying to start a campaign themselves as a GM?
If joining as a player, get them to nuke their player cache before joining - from the "Join Game" screen click the nuke button in the top right hand corner and then try to connect to your game. Players don't specifically need the .pak file locally - they will download the data needed when they join your game.
Yes he gets that error when I am the GM and he is trying to join my game. Ok I will have him try that! I never noticed that nuke button there before !
Is there one link with all the SW materials for FG. I just want to ensure I find the most up to date modules. What I have loaded seems to be light on equipment, etc so I think it must be an earlier version?
I can't seem to download this vehicle mod?? The page it takes me to doesn't exist.
I believe you are looking for this it's the Player Library 2.0 has all the equipment/vehicle libraries included. Do note it is a bit dated and newer books are not in the library yet.
I think you've already followed the library data link from the first post to take you here: https://www.fantasygrounds.com/forum...ibrary-modules
Post #1 has a "basic" player library module. Post #2 of that thread has links to the v2.0 player library and encounter module.
Sorry it just becomes confusing since there are links to links to links and many of those links don't work. I think I do have that player mod...and yes I guess it is a bit older. Thanks
I've been doing a ton of tinkering with the Library Mod and it works great. I discovered I needed some additional table lists (like one for careers) so added some code to the ref_equipment_lists.xml. I think it's good, but every time I zip the Star Wars EotE back together, it won't load... basically I recall it cannot find or load the base.xml file for the ruleset. Troubleshooting, I unzipped a clean rule set and just zipped it again (no changes, just unzip and rezip). I get the same issue.
So I don't know how to zip a rule set back together and make it work. I do change the "zip" to "pak" after compression. Any suggestions?
Oh my! LOL! Of course, the extra layer of zipping from outside the folder would create the disconnect. Where is the slapping forehead emoji? If I've learned anything this last week while learning XML, it's the most simplest things that you have to watch. Thanks Trenloe!
New question. I have built new tables in the Library that utilize weapons, items, armor, etc with no issue. Making a table for Talents (Genesys and /or Star Wars) as well as careers is posing a problem. There is nothing currently for careers in the system, so I started using the "ability" classtype one that was used for Species and Special Abilities just to test some things. The talent one has it's own classname type, but no previous tables. I thought I created the correct code in the "ref_equipment_lists.xml" for the tables, but they are not populating with the lines of data I'd expect. The tables pop up when I select them from the Library, and even the various different sections pop up (Tier 1, Tier 2) as well as the column headers (Activation, Ranked, Source). But no data populates. I do have the lists created in the Library for the items.
Do I need to create something else in the ruleset to make it work?
Not exactly sure where the issue might be. If data isn't populating, without any errors/warnings in the console (open the console if it's not already open), then double check that the data path you're passing in actually has some data in it. If the data is in a module, remember to append @<module name> to the database path.
A good way to see where a windowclass is looking for data is to put the following in an onInit function in the windowclass <script> - Debug.console("Windowclass db node = ", getDatabaseNode());
Thanks Trenloe. I cannot seem to wrap my head around it or get the hangup figured out.
I decided to go back to building entries and using the existing tables which has caused me another wrinkle. Some of the titles for weapons are just too long. In the "ref_equipment_lists.xml" I found a value to change that shifted the titles (Name, Skill, Dam, etc) of the table to the right to make room, but I could not get the values below to match up/line up underneath. If I need more width in the name column, is there a simple way to make that happen? Perhaps by doing little steps I can figure out how to make new types of tables work. :)
I keep looking at it, but it keeps looking like Greek. And I'm barely fluent in English. :D In the original code, I changed the <anchored width="500" /> to <anchored width="600" /> for the data under the Special column and the accommodated all the things I needed. But I cannot find one that expands the width for the name column. There are some lines that list values in the <bounds>30,2,120,20</bounds>. I experimented with several of these and the only real change I ended up with respect to the columns under the title was one time the name fields overlapped the skill fields. The letters were literally on top of each other where the names ended and the skills began.
At first I was looking for an "anchored width" value for the name column data, but it just doesn't exist. So the answer I think must be in one of the lines with a <bounds>? I tinkered with lines 17, 20, and 129 for the Weapons table. But other than the overlap, I didn't find it.
Also, I've tried to do some web searching to help explain what some of the items mean in the code and clear definitions/meaning eludes me so I am just learning through experimentation. That is of course the slow route, but the web searching is a rabbit hole with little payoff. Seeing the code you guys created is amazing and definitely makes me appreciative of the effort it took. I hope to be able to contribute something eventually.
You're nearly there! :)
Controls that use <bounds> are mostly statically positioned - so don't resize/move if the window is resized.
Details on control sizing, bounds, etc. here: https://www.fantasygrounds.com/wiki/...ce#Positioning
The way the controls are laid out for the row in the table is:
1) Link field - static bounds (5-25 pixels from the left).
2) Name field - static bounds (30 - 150 pixels from the left).
3) reftableanchor - static bounds (150 pixels from the left). This control is what all of the following <string_reftable> and <number_reftable> entries are relatively anchored to - see "relative" anchoring in the page linked above.
4+ - reftable controls relatively anchored to the reftableanchor control.
Thanks Trenloe! That does look like what I need to understand. I will take a look at that this weekend when I can do so without distraction. I'm slow, but once I get something I can usually extrapolate more things from a discovery and eventually run with it. :)
Trenloe you are a saint! Reading that made a light bulb go off in my head and it actually fixed several things I was having issues with creating new types of tables let alone spacing. Thanks so much!!!!!
Sorry,
New idiot here. Just switched to FG and I LOVE the Star Wars community-supported material.
I've figured pretty much everything out, but one thing that I cannot figure out that seems vital to running a map, is the ability to add an already-dropped-on-map NPC to the initiative tracker. I tend to set up maps and then add NPCs to combat as I go along, but I can't for the life of me figure out how to do it.
The only thing I can figure out is: put NPCs on map, if PCs fight, add NPCs to tracker from NPC list then replace the tokens that are on the map already. This seems to be the only way to leave the NPCs "linked" when making updates in Combat Tracker.
No way to throw them on the tracker on the fly?
Hey, welcome to the forums!
Though I don't use this ruleset, the one Golden Rule of FG (at least for every oher ruleset and I ***-u-me this one too!) is;
"Always place PC and NPC tokens on the map from the Combat Tracker"
So, I think you will find you want to put them on the CT, then from the CT to the map. Never drag directly to the map from anyplace else.
You should be able to right click them and select Visibility. From there you can make them invisible or visible to players.
And I think opponents are already supposed to start out hidden aren't they? Log into a second session using localhost on your machine to see what the players see.
Hi WaHaGames,
The StarWars ruleset, while pretty fantastic, has not yet been migrated to the newer ruleset standard (CoreRPG). For this reason, not all of the features other rulesets have, are available.
What you are looking for is the ability to predefine the encounter, with the token positions defined and when the PCs arrive, hit a button to activate that encounter. Unfortunately the Star Wars ruleset does not yet have that.
A (major) project is underway to bring Star Wars up to the CoreRPG level but don’t hold your breath.
As mentioned by others, you should be able to prepare the Combat Tracker in advance and reveal the tokens but it is not quite as nice as other rulesets yet.
I hope this doen’t put you off, as I run Star Wars this way regularly and we have a blast!
Ian
This is probably the best way to do it. With the additional steps of adding the token to the map first from a NPC record from the campaign data list. This will allow you to click on the token on the map to open up the NPC sheet. Then drag the token from the sheet to the CT. Delete the one on the map and re-drag the token from the newly added CT record. This makes it quicker to open the NPC sheet without having to find the NPC in the campaign data lists.
Thanks, all. I will continue to use this and hope that features continue to flow in over time. I really love the Genesys system and hope that one of the big TTRPGs decides to support it officially at some point.
Hey.. we were going to play a little EotE but I am running into problems getting creatures from the new Reference Manual Extension, it's not working with the combat tracker - rolling initiate, etc. Is there a trick to this?
Since Star Wars is an old ruleset, you may have to copy the creature into the campaign first, THEN drag it to the combat tracker. This ruleset is a microcosm of the pre-3.0 days, so many small things work differently than all the Core rulesets.
Personally I've used all the modules I can find and never had a problem with them.
Vires Animi
Just now getting around to using the SW ruleset. But I'm having a weird problem seeing the player icons on my screen as well as the character select screen. The icon is ok on the character sheet itself (see pic).
Attachment 25927
That's because the PC sheet shows the token, not the portrait. These are two different things.
The player assigns a portrait - when the player has a PC sheet open, they should click the portraits button on the top right of the desktop and select a portrait from there.