Have you try if with the CoreRPG ruleset you have this buug when you load an image ?
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Have you try if with the CoreRPG ruleset you have this buug when you load an image ?
I have not done anything with CoreRPG.
apparently it is crashing on my side at the first image sharing. After there is no crash.
EDIT :
I have tested with the coreRPG without problems.
After i have try again with my ruleset, and no problems.
I will update my ruleset for know if it is crashing again.
Can you try with it ? :
https://dl.dropboxusercontent.com/u/...set/VtM1.8.pak
Have you re-downloaded the file ? i have updated the ruleset with the last CoreRPG...
I have downloaded it. It seems to be working fine (except for the bugs in the CoreRPG). It handles V:tM incredibly well on my LAN. It also didn't have any errors with a small (2-3 player) game. I'm waiting for the V:tDA extension before I start a campaign.
Cheers,
SF
Cool thanks.
What are the bugs of CoreRPG ruleset ?
Currently, you can view all the current bugs in the Test Release (beta) thread.
Cheers,
SF
thanks
Do you want (like viresanimi) some improve functionality ?
To viresanimi :
You can change health status on sheet page 2.Quote:
While I am very gratified that the combat tracker now works, I find it troublesome that I can't add or subtract damage directly to players and npcs...
The page 1 is full, but if page 3 is useless, i can add the "more" page on page 3 and delete the "more" page.Quote:
If the discipline / Advantages dots were visible on Page 1 of the character sheet, like everything else, it would make it much easier to manage combat.
EDIT : What do you think about it ?
First of all. I would like to point out, that I don't find page 3 useless, and that may have been strong words and that wasn't intentional. I was merely trying to relay the feedback I got from my players.
So let me elaborate.
Page 3 definately has its uses. It is great for referencing various rolls. It really is. I have been playing Vampire on and off practically since it came out, but even I can't recall all the rolls all the time, so having a place to see them is very good. However. Mechanically the page does not take into account changes to stats based on Attributes being higher due to blood expenditure, nor if a character has potency or celerity, that effects those rolls. (We use the V20 rules by the way).
I would like to point out, that Page 3 is missing a roll option for base Firearms attacks. SUGGESTION: Rename the "weapon strike" to "Melee attack" and add a line underneath called "Firearms attack" with the option to roll that. Seems to me that there is space for it right there. Maybe with better titles than what I suggested... heh.
As regards to Health. Yes. It definately works. On Page 2. But what I would very much like to, is to be able to add or subtract damage to players / npc's on the combat tracker directly. For me it is all about "quality of life". When handling multiple NPC's in a fight, I found that I had to do a lot of "open page this, switch to page that, press the more button to see what level they had in disciplines because I am an old fart and I can't memorize them all, close it all again to open next npc - repeat".
I run FG on dual monitors with a high resolution, but it is hard to have a lot of NPC's open at the same time. I found that I spent a lot of time looking for information in various places, so my suggestions are merely here to make things easier too see and speed things up.
An example: The way that Disciplines is set up in the "more" tap is fine. But you can't see how many dots a player or npc actually has in a discipline (or background for that matter) on the frontpage. Now. IF it was possible to make the number of dots visible - nothing more - on page 1. Then I wouldn't need to open the more tap to check it out. It would be right there to see for fast referencing. Again... quality of life stuff.
BUG REPORT: I missed this the last time. We had some confusion regarding Health in the combat tracker and I only found out later why. At some point, after a few rounds, a new round of combat was about to begin and my players suddenly got a lot of errors (I think I mentioned this). What happened was that my players couldn't see how much damage they had inflicted on some of they enemies. They stated, that they were undamaged, when I could clearly see that that had taken damage.
I think I've seen the error they mentioned in another ruleset, and I believe it has also been reported. I think this is a FG problem somewhere. I will report it, if it happens again.
In regards to the option to hide GM rolls in chat, that is something I hope will get fixed. There is an option to turn it "off", but it doesn't work, so I take it as a bug.
I don't know a good way to handle temporary increases in attributes and disciplines that affect dicepools. Celerity in particular requires some handling based on what you do with it. I will think more on it, and if I get any ideas, I will post them.
As always. Thanks for the work put into it. It is much appreciated.
Vires Animi
EDIT: I forgot to reply to your question. Sorry! I don't think moving Page 3 to the More tap is the way to go. I am sure that there are players out there, that like it just fine. People use FG in different ways and having options is a good thing I feel. Unless of course other people here has opinions on the matter, I think you should leave it as is.
Got a few thoughts here on an idea. Use or laugh at it, at your leisure *grin*
I noticed that if you double click on an attribute or an ability, it will roll the corresponding number of dice at a difficulty of 6. But if the difficulty is not 6, you have to change the difficulty each time. So that got me thinking.
In the NWoD ruleset you can download from this site; double clicking on something merely added the dice to a pool, which you could then roll, by right clicking the "difficulty square".
So this was what I was thinking. What if the Modifiers (the +/- button) was redesigned:
Note: I am getting inspirered a bit from the Modifier from the D&D ruleset.
Let double clicking on stats add to a dicepool.
Perhaps double clicking on a health line (say mauled -2) would remove the corresponding dice from the pool.
Have an easy way to add or subtract dice, which you might get for rolling high numbers of succeses on an attack for example. (perhaps a plus and a minus button)
Then be able to push a button called "Roll Dice" or similar and all the dice would be rolled that way.
You could have a list with the difficulty numbers possible to one side from 10 down to .. what is the lowest again? 3? Anyhoo. It would make chosing a difficulty easy. Personally I would leave it such that whatever you have chosen, it stays there until you choose another. There are times when I don't want everything to default to 6, but that is just me.
Anyways. I am envisioning a window that would handle dice rolling in general, for players and npc's.
...
On the subject of temporary increases in physical attributes, I thought about the following:
Have a couple of small + and - icons next to the physical attributes, so the attributes could be altered. I was thinking that dots added would be grey instead of black, so it was clear that these were temporary stats, and the buttons couldn't change the attribute itself (i.e.: pressing the - button would only remove temporary dots).
If these temporary dots would add to those the character had, it would be great.
...
Anyways. These are just ideas that I've been thinking of. No clue if these are hard to make or too much work. I am not a coder and all that. If you don't like them, ignore it. If you do, well great!
Vires Animi
Hello,
When i drag a PC or NPC to the combat tracker, it's ok for the GM but health (bruised,injured,...) are not linked into the Client Tracker. So when GM modify health from the combat tracker, it's happen nothing to the client tracker.
Any idea ? Thanks.
Psting the latest link to the ruleset download on the first post for easier access.
Link : https://dl.dropboxusercontent.com/u/...set/VtM1.8.pak
JPG
Here are a couple pieces of feedback, based on your question:
* You should choose one name for the ruleset (i.e. VtM or Vampire or ...). Otherwise, the people using your ruleset will not be able to upgrade easily between different versions of your ruleset when you update. You can add a version message on login for your ruleset, instead of the CoreRPG one (see desktop.lua:onInit)
* The name field in the CT overlaps the health nodes right now. Make sure to use relation="relative" in the right anchor for the health box layout in the CT entry.
* The health nodes in the CT are currently disabled, so you can't make changes to the CT entry health unless you open the full sheet. They should only be disabled on the client CT.
* The health nodes in the CT are reflecting the changes I made in the full sheet and they are propagating to the client, so I'm not seeing the issue of the client not reflecting the changes.
Hope that helps,
JPG
it's with it : https://dl.dropboxusercontent.com/u/...VtM1.9BETA.pak
EDIT : thanks for your reply
EDIT2 : how can i add a signature ?
Oh. This is nice!!!
Vires Animi
Yep but there is a bug when you delete and add entry to the combat tracker like i have say.
Can you give me more detail on the bug? How to reproduce?
I've never played Vampire, so I don't really know what I'm looking at or have any sample PCs/NPCs to use.
Thanks,
JPG
When the GM add a PC or NPC into the combat tracker (the same twice), client tracker bug.
I'm not seeing anything like that in the test campaign that I made up. It seems to be working fine.
* I created a PC, and dropped in the tracker twice. When I edit the health boxes, the character sheet and both entries are synchronized.
* I created a NPC, and dropped in the tracker 3 times. When I edit the health boxes, each one is unique and only applies to that creature.
If you are still seeing the issue, please create a sample campaign exhibiting the issue for me to look at.
Note: The CT health box controls are set to 30 pixel width, but the graphic is only 16 pixel width. This means that the controls are overlapping and some clicks are being captured by the box next to it. Make sure that you set the width of the boxes to 16.
Cheers,
JPG
It's not into the GM combat tracker (work fine) but into player combat tracker (work not fine),
i have try to print to the console which variable they are into the player combat tracker and i have not health status variable.
see my console.log :
EDIT : I lost sClass variable value into clientct_entry.lua.Quote:
[27.11.2013 13:37:48] Script Notice: sClass : charsheet
[27.11.2013 13:20:11] Script Notice: tokenvis
[27.11.2013 13:20:11] Script Notice: tokenrefid
[27.11.2013 13:20:11] Script Notice: name
[27.11.2013 13:20:11] Script Notice: active
[27.11.2013 13:20:11] Script Notice: tokenrefnode
[27.11.2013 13:20:11] Script Notice: token
[27.11.2013 13:20:11] Script Notice: link
[27.11.2013 13:20:11] Script Notice: initresult
[27.11.2013 13:20:11] Script Notice: =================== : combattracker.list.id-00001 : ===================
[27.11.2013 13:37:48] Script Notice: sClass :
I haven't had a chance to look at the code, but players are not allowed to drop PCs/NPCs into the combat tracker in any ruleset I've built.
Since each database node can only be owned by one user, it doesn't make sense to allow anyone but GM to edit. Also, none of the data links are going to propagate, which is probably what you are seeing.
If you wanted to add the ability for players to drop PCs/NPCs on combat tracker, you will probably need to pass the information to the host and have the host add the new entry. (using a message passing mechanism similar to the End Turn button on the client combat tracker, but passing the class/record info instead)
My suggestion is to just prevent players from dropping PCs/NPCs on the combat tracker, since it is usually something that should be reserved for GMs anyway.
Regards,
JPG
it's happening when the GM try to drag & drop a player to the combat tracker ...
How can i add health status to the GM combat tracker and display it to the Players combat travker with up to date information ?
Problem fixed by reprogramming the "updatedisplay()" into "clientct_entry.lua"
EDIT : i am playing warsaw after i release the new ruleset.
i have finish to play and i release the v1.9 for FGIII beta :
https://dl.dropboxusercontent.com/u/...uleset/VtM.pak
Are they some bug ?
Bug fixed when rolling npc initiative : https://dl.dropboxusercontent.com/u/...uleset/VtM.pak
Vampire the Dark Ages extension : https://dl.dropboxusercontent.com/u/...leset/VtDA.ext
Oooh, V:tDA. Now my campaign can start rolling. Thanks.
Cheers,
SF
EDIT: when clicking on pg 6. of the character sheet using the VTDA extension, the following error occurs:
[30.11.2013 17:23:49] Ruleset Error: window: Control(misclist) anchoring to an undefined control (vehiclesframe) in windowclass (charsheet_spells)
[30.11.2013 17:23:49] Ruleset Error: window: Control(misclist) anchoring to an undefined control (vehiclesframe) in windowclass (charsheet_spells)
Oops totally forget to rename frame, sorry. I am correcting it
It is done, you can redownload it. Thanks.
That was a quick notice and fix! Thank you!
I have a friend that is waiting just for this extension. I know he will be thrilled about this.
Vires Animi
No problems, are they some or few bug ?
Haven't found any more. I'll be running an adventure this weekend, and will test it fully then.
Cheers,
SF
Cool we will see if there are bugs and we will see if i need to rework them !
Found a small bug:
Logging on as a player and opening page 6, with the dark ages extention, I get this:
Network Notice: Client ruleset download complete Script Error: [string "campaign/scripts/template_tabcontrol_darkag..."]:306: attempt to index a nil value
This is with newest versions of ruleset and extentions
Vires Animi
Can you try to redownload and retest plz ?
I will talk to my friend (whom experienced the problem) and test it tomorrow.
ok thank you.