Have you entered any ships yet?
I am thinking of renaming the field, not just the label.
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Found this Error when clicking vehicles by type:
Ruleset Error: windowcontrol: Database type mismatch for control (speed) in windowclass (reference_groupedlist_groupitem)
Script Error: [string "ref/scripts/ref_groupedlist_groupitem.lua"]:86: attempt to index local 'cField' (a nil value)
Noticed that you can add vehicle attachments, but did not see a field specifically for the number of hard points on the vehicles. Over all though this looks great though! Thanks so much!
Sevrick...
I've been thinking this over night and I changed in the database the vehicle field "speed" (which is max speed) to "speed.max"
I think this is going to be better for coding when i add vehicles to the characters and combat tracker.
Problem is if you added any vehicles, you will need to edit the xml to remove the old speed field, go back to FG and put max speed in them again
I am sorry about this
No other fields will change
I have also done the HT SS modification, and added hardpoints to vehicles
You can download the new version
I am now going to work on adding vehicles to pcs/npcs
A question, I am wondering if there is a way yet to set a list of skills as the primary skill available in a certain campaign and have those skills pop up every time you open a new PC or NPC sheet instead of having to add them manually when needed.
On the NPC tabs, there is no drag and drop icon anywhere on the character sheet to add them to a note, story or Encounters tab. Hopefully this is an easy fix.
That would require making an extension I think, which is fairly easy to do if all you want is to specific Campaign skills to show up by default.
Another way to do it is just make a new npc or pc. Name it template delete and add all the skills you want, then when making a new npc or PC just copy the template.
I am going to add a Settings database soon, that will do that.
Actually you could have more than one setting, and on character creation, drag and drop the setting, that contains all skills, into the character.
That will add skills to it.
As soon as i am done with vehicles i will implement that
Awesome. I really hope that you are having as much fun putting this together as I am exploring the full range of what your framework is able to do. This is really an amazing project.
I noticed hard points are added to the vehicles. I know that's a thing in Star Wars but I don't see any vehicles that have hard points. I looked but I can't seem to find the rules regarding vehicle Hard Points.
It's fine. I may have just missed it. If not you could add it as an option in the settings people who make their own setting.
Hey Guys
I was thinking about:
- Gear attachments, Vehicle hardpoints and attachments
We know the official rules mention they did not see need for Gear attachments, but at least one person already asked for this feature.
Also, no vehicle hard points, and thinking a bit more, i dont think there is even mention of vehicles having attachments officially
So, instead of completelly removing these, I added them as optional house rules!
Check the image attached:
Attachment 38710
So now, we have three House Rules in options
They are by default OFF
- Gears: you can enable Attachments for gears
- Vehicles: you can enable Hard Points field
- Vehicles: you can enable vehicle attachments
Again, they are off by default, you would have to enable them if you want them in your campaign.
Download the latest version as always here:
https://drive.google.com/drive/folde...R-?usp=sharing
P.S.: I will probably only have another update sunday :)
This is an incredibly useful feature--thank you! Looking forward to Sunday now too. What could be next? Who knows, but we are getting spoiled on this project!
Double post oops.
So while adding vehicles, I noticed several vehicles have special abilities. A lot of vehicles in the Expanded Player's Guide has it. You could add a Type or subtype category to Special Abilities so that users can add "Vehicles Abilities". Then add a space for it like you did with Hard Points. Not sure how you would want to handle this.
For now people can just add into the description of the vehicle if you want.
Latest version has been download (updated 8/21) but the genesys options doesn't allow those three shown house rule options. Not sure if I'm doing something wrong, or the wrong file got uploaded but as of right now I can't toggle those options.
Yes logged as GM
Don't see the option.
I have reuploaded
https://drive.google.com/drive/folde...R-?usp=sharing
Also, after you open options, scroll all the way down. The options should be at the bottom
Another thinh: if you are using Fantasy Grounds Unity, make sure you put the ruleset in the correct directory.
FGU uses different directories for LIVE, TEST environments
I am using the regular Fantasy Grounds. Did the update from this morning. This is my options list:
That's because all your option categories are minimized. Press the individual headers!
EDIT: Although the last category is missing. I just updated to check if there were issues. I found none.
to confirm, the update that allows the additional options is found in the genesys.pak file and that file gets put into the ruleset file folder.
I have not updated any of the .mods in a while, could that be the issue?
I am trying to reload an existing campaign not starting a fresh one, could that be the issue?
Sorry to be a hassle :/
Edit: Fixed it! The problem seemed to be the fact that I had the Genesys: Android (Setting) button clicked on my Campaign details. Starting the campaign with that button unclicked allowed the additional house rule setting to appear. Loading it up with the button clicked after it had already loaded with the new options caused the options to disappear.
So curiosity is getting the better of my Johniba. With Vehicles done, what are you working on now? As far as I can see you have taken this thing from a dream to a functional framework that can be used to run anything genesys runs.
Oh, so right now, i am adding vehicles to pcs and npc sheets.
In this first pass, I will make it so a character/npc can have several vehicles, and activate one of them as their current.
Then i will make that vehicle show up in the combat tracker very similar to how you see Effects under chars there.
Then, after that works, i will add a feature allowing players to make their vehicle public, allowing multicrew :)
After that, i will work on the "background" tab for characters.
This will be where we have Motivations and others specific to some settings.
I am going to work on a way that it is universal: similar to how i did actions, i will make it so you can create almost anything, for example adding Favors and Factions (android), Organizations (Crucible) or anything really.
This will also be useful when we make the star wars ruleset...
I also want to eventually remove the combat tab, and add weapons (and vehicle weapons) to the actions tab....
Then I will work on creating settings.
Initially it will be a simple record where you describe the setting, and a tab listing all skills.
So instead of using extensions to activate a setting, you can simply either create a setting while FG is open, or activate one or more, by opening modules.
So also imagine, a player while creating their char will be able to select one of the available settings, this will populate their character with the setting skills, and as a bonus, if a GM wants to mix and match characters from different settings (again useful for star wars) they even can!
After that... altough i have more stuff i want to do in the ruleset, i will prepare the first version of the star wars ruleset.
Wow, wonderful!!
I had an idea for things like duty and obligation. 1stly I think those are great systems for any setting not just star wars. You could add those to the optional rules and just have them appear automatically in the star wars extension.
Next I was thinking of having an obligation/duty/morality chart in the party sheet section. It would get the values from each player you link into the chart. You could add a dice roller to roll for the various types.
Later you might even make a condition that lowers the Strain Threshold and increases Wound Threshold, for those sessions obligation or Duty is triggered. So that when the condition is removed the stats go back to what they were before the effect took place.
PS: I am still working on the vehicles. I had a busy weekend, so I didn't get as much done as I would have liked.
Edit: Also One more category to add Vehicle Weapon, the location of the weapon. I have seen several of this in Genesys one being the World War II-Era Destroyer. They are also in Star Wars. For instance Star Destroyers. A good location for it to appear in the entry is just before the firing arc.