These are awsome ideas, i will make sure to code it in...
How do you imagine this, can you give me an idea of how you envision this?
Printable View
For weapons:
You could add a new tab on equipment. And have Dice as a heading and under that labels of Boost and setback with number boxes for you to enter how many you add. You could use this to add setback or increased difficulty for other things. For example encumbrance and cumbersome ratings as a temporary fix until you add more automation.
Then have a second header titled Automatic Results or somthing to that effect. And do the same thing as above only with dice symbols.
As for adding it to the skills themselves, I have no idea. I would have to think more about that. I know that in the pathfinder ruleset when making special attacks and such you choose the damage by dragging the dice you want to use onto a little space. Much the same way you build a dice pool but on a smaller scale. If you could figure out how those work and add a space for it to go next to the individual skill you could use that to tell FG what to add to the roll.
Those ideas are just off the top of my head. I will let you know if I think of somthing better.
Here are the libraries with NPCs added. The other files are too large so I have to figure another way upload them.
Do you have a gmail account? If yes send your id privatelly to me, and i will give you direct permission to upload to google drive
I have just uploaded both files from your post, to google drive
Also, i just thought of something: our npc sheets dont have a field for "settings", so when we look at the list of available npcs, we have no way to know what settings they are for
What do you think, i could add that...
Yes I have a gmail account. I will give you my ID as soon as I get off work. Also along with the setting you might add a sub category like you did with equipment but for NPCs. I noticed that almost all npcs have a sub category. Such as creature, droid, Law enforcement, etc.
What about this. I dont know If it is possible, but is there a way to allow the user to add their own custom tags to npcs and then activate a filter that let's them filter that category. The reason I ask this is because say for example you want to find all creatures with a Brawn of 3 or all creatures with the stealth skill. You would have to go by preset filters, but if you could make your own... You wouldn't have to make filter choices, you would just let them create and add tags to NPC sheets. From there it is up to the individual add a Brawn category or Stealth skill category.
So where do I find my google id?
Ok I sent you a PM with my email.
Is there a mechanic yet that allows you to modify or even enter how many hard points a weapon or armor piece has currently built into the framework?
Awesome. So looking forward to this!
I have uploaded Realms of Terrinoth and Shadow of the Beanstalk Libraries to include NPCs and the skills for those settings.
It am still working on Shadow of the Crucible, but I figured to get out what I could.
Things of note
- Some names have tags in them. That is to remind me that this entry requires something before it is finished.
- There are several NPC that have weapons that are marked as having one weapon or another. This implies it doesn't have both. For those in that circumstance I put a (or) tag on the end of both of the applicable weapons.
Also I do have the Libraries labeld as (No Descriptions) in the title. This is so I could easily differentiate the version with no descriptions and my own that has descriptions. I did plan on removing this when the libraries are completely done, but it occurred to me not everyone might not want this. So let me know, if you would rather have this removed or not.
Also don't hesitate tell me any typos missing entries so I can fix them.
@Sevrick
noticed that some of the skills are missing from the Genesys core (No Descriptions) Namely, Brawl, Negotiation, Operating, Perceptions, Piloting and Primal.
I have no idea how easy or how possible this is, and please if you do decide to do this Johniba put it at the bottom of your to wishlisting, but i was wondering how feasible it would be to have everything you have set up for the NPCs, Just the way it is, and having the display for the NPC sheets exactly like they appear in the books? Ability Scores, Skills they actually have ranks in (preferably dragable to the dicepool) Talent descriptions, Abilities and equipment, all right there, on one neat little front page, fed by the information posted on other tabs. Obviously low priority but would be a very nice ascetic.
Hi,
Actually that is not only possible but something i will do.
As soon as i finish implementing the missing features, i will revisit the npc sheets.
It is possible to have a layout for when you are editing/creating an npc, and then have a simple, one sheet display.
What i want to do, is something similar to the layout of a creature card, like the ones star wars and genesys have.
When i work on that, i will show you some examples for your feedback!
NEW RELEASE - August 8
This release has A LOT of changes and improvements.
(check the attached image for an example)Attachment 38436
1 - Databases:
- Item: Added Hardpoints, attachments
Some limited functionality: attachments need to be manually created in the weapon (meaning dragging and dropping an attachment from the new attachments database is not working, i will fix this later)
Hardpoints are not auto calculated: per core rules the number of hardpoints in a weapon/armor is half its emcumbrance... i will make this automatic soon.
Also, there is no "total hardpoints used"... i will create this later too.
- Item Attachments: this is a new database for weapon and armor attachments (and in the future, vehicle attachments?)
For now, it is not much use, because the feature to allow dragging item attachments into weapon and armor items is not working, but i will work on this for the next release
So, players will have to create their attachments in their weapons for now.
- Career database: for now it is just the description field, so all info on the career goes into the description
- Species/Archetype: completely redone.
The record now shows starting characteristics, wound and strain threshold, starting xp
All other info needs to go to the description field. (you can drag "special abilities" records into the description, so players can easly drag it from there to their sheets later)
Dragging the species/archetype into a pc/npc will link it, but not auto populate the above fields... for now players need to do that manually
Other Fixes:
- Added "npc category" column description on GM combat tracker
- Fixed filter in skills database. It now allows filtering by Characteristics, and Category
- Dragging a skill from the skills database into pc/npc now works!
- PC and NPC skills: you can now edit the whole record!
This will allow players and GMs to customize all skills
Notice that you can delete skills, but once you restart your FG, it will recreate the missing skills from the default list (or setting if you are using one of the setting extensions)
For the next release i will make this much more powerful, and also not needing extensions! I will create a "Settings" database, so players will be able to select a different setting for their characters.
This will populate all skills for that setting, in their sheets.
GMs will be able to enable/disable what settings they will allow, and even create their own settings
(this will also be useful for when i create the star wars ruleset)
Sorry, vehicles database and pc/npc vehicles still work in progress, but almost ready!
You will all notice a big change in the ruleset appearance: I have modified the whole ruleset, using the 5E default skin.
I will modify it so we have our own Genesys theme soon, but i did this because the 5E xml code is much better to work with, so this will set a good base for future customizations (plus it looks much better than core)
P.S.: we still have a few bugs, which i am aware of, specially in FGU I know several fonts are not displaying in a good size... i will soon fix that.
The new version of the ruleset can be downloaded in the link below.
Also... please notice that Sevrick recently also uploaded new versions of his modules!
https://drive.google.com/drive/folde...R-?usp=sharing
P.P.S: I have also updated something I feel I should have done a long time ago
When you start the ruleset, the following information is displayed:
Sevrick's work on his modules are awsome, and i feel like he is an important part of this....Quote:
Genesys RPG community ruleset V0.91 (FG 3.3.9+) by John Ibarzabal (a.k.a. Mestre dos Magos), and Sevrick.
Making your own libraries
Step 1: I would suggest getting the Author extension. This allows you to add your own reference manuals like you see in official products. There is too much to explain on how to use that but this link will have the extension and instructions on how to use it.
https://www.fantasygrounds.com/forum...Project-Author
Step 2: You want to create a New Campaign. Use the Genesys ruleset provided by this forum, and name it as what ever book you are adding. With this example I will use Realms of Terrinoth. To keep organized I put a tag in front of the name so I know that it is only a templete. The campaign title would look like this: (Template) Realms of Terrinoth. If I was to make a campaign that I use to play I would put (Play) in front. Just know you don't have to do this it just helps me keep things organized. Next check the author extension if you are using it.
Step 3: Load up the module I have made that doesn't have descriptions. In this case it would be Realms of Terrinoth (No Des). In the Library menu there is several check boxes. These are the tabs tabs that appear on the right side of the screen. Check which ones you want to see there. Check talents. It will be invisible, that is only because there hasn't been a graphic made for it. It is ok it will still be clickable.
Step 4: Lets open up NPCs as an example for this. You will see a book icon on the right side. This indicates that this record is from an open library. What you want to do is click and drag each entry in the window any where in the window. This will make a copy of them. Notice it doesn't have a book icon. That entry is now part of this campaign you have open and not an external library.
Step 5: Click the drop down box for the group at the top. Click the "/" icon that appeared. Now click the "+" button. This allows you to create a new group. In this case you would name it Realms of Terrinoth. Don't add the (No Descriptions) tag to this one. These ones will have them. Click the "/" icon to stop editing the list. Select (Uncategorized). You should see your list of NPCs you made copies of. Select the group drop down again, this time leave it open. Click and drag each entry onto Realms of Terrinoth. Not Realms of Terrinoth (No Descriptions). You will see it disappear. That's ok. You just moved the entry into the Realms of Terrinoth group. After you have done this to all the records, select the Realms of Terrinoth group. There are all your entries.
Step 6: These are the entries you are going to add descriptions to. However you do it, it doesn't mater copy and pasting from the pdf is how I do it. Note when doing this there will be weird line breaks when this happens just select all the text you copied and press Ctr-J. That will remove your line breaks and you just have to separate the paragraphs.
This method works for items, talents, and NPCs in the same way. Just fallow steps 4 through 6.
Step 7: When you are done adding all your descriptions, go to the chat window and type /export and then enter. A box will appear, I will explain what each area is for:
File Name: This is what your module name will look like when looking at the file on your computer.
Thumbnail: When you open up the library in step 3 you may have noticed the small picture to the left of the library. That is what goes here.
Category: When looking at the libraries that you have open you will see a header in read above. This is that. Any libraries with the same gategory will show under this.
Author: This is...well the author of the content of this module.
Read Only?/Player Module: This is if you want the players to have access to this library by default. For example if you were making an adventure module you would want Read Only. If you wanted everyone to have access you would choose Player Module. You can change this later if you so choose.
The next section is a list of check boxes. These are all the categories you want to export. Generaly you can click Select All and be done with it. The exception I would use is when using the author extension, and you are adding story entries for a PDF. In that case I would select all then deselect Story.
Lastly if you have tokens you want to export with the module you would add them here. Any token that is already add to an NPC will be exported as well. This is for tokens that you haven't necessarily assigned to an NPC but may use for this module.
Now click export and your done. You have made a module that now has descriptions.
So now you load up, in this case, your Realms of Terrinth game you are playing and open up the libraries and you will see Realms of Terrinoth library. Click that, not the Realms of Terrinoth (No Descriptions). Now you can access all your content with descriptions.
Wow the new graphics and changes look amazing! Just let me know what things are ready for adding to the libraries. Are the species or carrers ready?
Should I hold off on the careers. If you were planning on a drag and drop method, it would stand to reason you would want to have a way to add career skills to the careers in the library 1st. This way when you drag a career on to a character sheet it checks all the career skills on the character sheet automatically. Granted it isn't all that much work to check the boxes your self, but more automation is always a plus.
Also some UI Tweeks you might change.
- Extend the width of the Hard Points Required box so it doesn't get cut off by the entry.
- When creating a new species the default window width could be extend out since by default it cuts off the Presence characteristic.
Don't know if your interested but I made some changes to the dice icons and put into an extension to test it out. If you want I can upload the extension so you can add it to the main file.
Attachment 38449
Attachment 38450
Ok I uploaded it. I also added Graphics for the Talents sidebar to match the rest of the theme. I know it's temporary, but should work until then. you may have to change the name since the file name still says it is empty.
wow those buttons look really good
Can you maybe create buttons also for:
Species / Archetype
Item Attachments (or maybe just attachments?)
Careers
Special Abilities
P.S.: Also please notice, the _button_down image should not have a background shadow (check the differences between button_sidebar_empty.png and button_sidebar_empty_down.png)
I uploaded the completed buttons for:
Species / Archetype
Item Attachments (I did just name it attachments, the text is prety small but no different than the encounters button really.)
Careers
Special Abilities
Although I knida gave up half way through trying to make them work with the extension. Still the graphics are there.
How do I turn my Monstrum Encyclopedia into a mod file so I can include it on DriveThru with the book?
That's a rather broad question. I assume it is compilation of NPCs. Click the NPC tab select the group drop down and click the slash then the +. Enter the name of your book here. This groups all your creations. Then make sure it is selected, then right click and create item. This will make a new entry. Fill out all your stats then repeat the process for each npc. This process works for all things you are added to your module.
After you are done to export fallow the instructions I gave in a previous post step 7. On page 58.
After you have done that you will find the module file by opening up FG clicking the folder icon in the launcher. That will take you to the root directory. From there is the modules folder. It is there. Just send that file with your upload.
If you wish to add the PDF into FG see the Author Extension. It good one.
I have updated the libraries to include Attachments and Species.
My export ends up blank when I import it, so perhaps it doesn't work in FGU. I'm on a Mac, so I can't run classic.
I have just uploaded a new version of the ruleset with your buttons :)
thanks a lot
P.S.: I forgot to mention, when you have the time, could you create another one, for "Setting?"
I just dont know if this name will confuse people into thinking it is the settings for the program.. but i want to create a database for settings, so instead of extensions, people will select which settings they will have characters for (this will dictate what skills the character sheet will have on creation)
Ok the Settings button should be there now.
Bug
When checking a minion group skill I get this error:
Script Error: [string "scripts/manager_miniongenesys.lua"]:30: attempt to index a nil value