OK, cool. Added to the feature request link in post #4
First of all, thank you for the massive work you've done here! I've just tried v2 and I seem to have a problem with some accented characters in the regular font (the one used for story texts, for instance). A couple of characters have been replaced with SW die symbols, but were (and are) correctly displayed in v1. I don't have any problem with the other fonts, like titles. I've noticed you've changed symbol replacements in "baseformattedtextfield.lua" ("[F]" for "Force die", "[A]" for "Ability Die", etc.), which is a nice addition btw. Is it related?
Another, though minor change: the font used for headers in story texts. Headers now look like main story entries. But maybe it was intentional.
Keep up the good work!
The regular font used in v1 had WFRP3 graphics for the characters 240-255, I've just replaced some of these with Star Wars graphics. So, if you weren't seeing WFRP3 graphics in the v1 ruleset it can't be this. However, if you had some entries in your test that were (s) (a) or [F] etc. then these will now be replaced with the SW graphics.
I've made changes to some of the base reference classes used in the ruleset (mostly bringing in reference classes from CoreRPG for the library). The change in the headers is probably due to this. Are you mentioning this as an issue, or just an FYI that it is a change?
I was seeing the accented characters. I didn't use any symbol replacement. I don't think it would be worth making the change in the ruleset, though, considering most players don't use accented characters, but could you send a link to the font file you're using, so that I can modify it for my own use? I know that FGF files are like a series of images for each character, but I don't know if there's a tool to edit them.
It's a very minor issue (headers are less visible). I can perfectly live with that ;-)
Can you post a screenshot of the v1 ruleset showing the accented characters and the v2 ruleset for the same text showing the new characters please? I haven't made any other changes beyond changing the WFRP3 graphics to Star Wars graphics, so I'm concerned that there might be something else going on.
There you go...
Attachment 9856
As mentioned before, no change for titles, but only for body text.
Unzip the attached file and copy regular.fgf to graphics\fonts in the ruleset, overwriting the current regular.fgf file there. This will mean that none of the library entries that use the special symbols will display correctly.
You'll have to do this manual change each time you upgrade the ruleset.
It works! Thanks. But, as you said, no symbols in the library.
I'm still wondering why it was working properly in v1, and not in v2. I'll dig into this and keep you posted.
There is no mystery there. It's the way Fantasy Grounds treats fonts - as pictures.. 255 pictures. To create new symbols, you have to replace old. In first version I think only one or two symbols from FFG's Star Wars was supported (and some from WFRP 3rd edition as leftovers.. I'm not sure because I added some symbols in my local copy). In new version more symbols were added and they replaced your beloved accented characters. ;) For the same reason I cannot use polish characters - even if I replace font file and replicate symbols, they fit in the same places as polish characters. Not much you can do about it until Unity's version of FG (I hope!).
BTW. You can create not-so-complicated module that will load your font instead of module's font - that way you don't have to repeat font overriding each time module gets updated.
I must be tired and missing it - but I thought you had posted the symbol keystrokes for the dice - but now I cant seem to locate them....specifically looking for setback dice at the moment...
Any time I open the GM Item menu in my current campaign it crashes the program, doesn't do it on a fresh campaign though. Any way to remove the items that I may have made to see if clearing them out fixes things?
Save the campaign db.xml file to a backup, then open it up in a text editor. Remove the <id-0000...> tags from inside the <items></items> section.
Thank ye kindly :)
Trenloe, this ruleset is awesome. My friends and I appreciate all the effort you have put into this. As I contribution I have put together a library containing nearly every starship and vehicle. Feel free to add this to any library build you might be working on. Thanks again for your work, wonderful job!
https://www.dropbox.com/s/8nsq2u7kmx...icles.mod?dl=0
I watched the introductory video on dice pools again, but I couldn't find any information on the lower row: Veh./Pers./red oval/grey oval/lightside/darkside.
How do I use those (especially how do I set the dark/light dice pool)? I can clear it, but how do I add to it?
Edit: I finally figured it out - You have to double-click on them!
I'll be running a one-off session of the new Force and Destiny Beginner Game (assuming I can get my hands on a copy in time) as part of the first FGDaze game day: https://www.fantasygrounds.com/forum...-Noobs-Welcome
More info on FGDaze here: https://www.fantasygrounds.com/forum...ze-has-arrived!
One of the driving goals behind FGDaze is to get people new to FG some exposure to the system. So, I'll be holding a couple of slots open for noobs until closer to the event. So, if you're a FG "noob" then let me know when you sign up, if you're more familiar with FG then sign up fast before the "non-noob" slots go!
Now that I've spent a bit of time with the Force and Destiny side of the rules, I'll be adding some functionality to specifically track force points, committing force dice, rolling the force pool. This will come at some point in the near future. In the meantime keep track of force points/dice and roll the force dice manually.
This is great! I will be using it for the Force and Destiny campaign starting up once it arrives in the stores.
Thanks!
Glad you like it.
Look out for an update to the graphics over the next couple of weeks, thanks to lobosolo.
I may do an update to the ruleset after that to handle the F&D force points and force abilities. The ruleset does that fine now using talents, but I think I can make it a little better for handling force specific info, abilities and career signature abilities as they are, kinda, handled similar to force abilities. Don't let that stop you though, the ruleset is totally playable at the moment for F&D - I ran the beginner game at the recent FGDaze1 using it as is. I, too, am waiting for the F&D hardback before I do any changes to the ruleset.
Here's a screenshot of the F&D Beginner Game at FGDaze1:
https://www.fantasygrounds.com/forum...7&d=1435435537
I was thinking about modifying the graphics of the ruleset myself.. I think that's been my biggest turn-off to GMing a Star Wars FFG game... the buttons are just too damn confusing.
Can you expand on that please? This is the first feedback I've heard that confusing buttons are turning people off from using the ruleset. It looks bland, yes - and that will be addressed with the graphical update. But what buttons do you find too damn confusing? Perhaps we can do something about that...
Jason,
The graphics for V2 of the ruleset are all completed and submitted to Trenloe. He is making a few modifications and then will be publishing it to the community. Here are some pictures of the original work I did. The V2 will be slightly different than this. I wanted to get the graphics for V2 done faster, but I had to move across the country and it was difficult to find the free time. :)
Attachment 10437Attachment 10438Attachment 10439Attachment 10440Attachment 10441
It makes things a lot easier to follow within the ruleset. And it is much more thematic.
In all honesty though...Tren has the much harder task of putting all the logic of the ruleset together. I wouldn't even know where to start.
Regards,
Lobosolo
One more picture of the right side of the ruleset.
Attachment 10442
Regards,
Lobosolo
I would say my biggest issue is the main buttons on the right - which looks to have been addressed in Lobosolo's update. I'd always have to open up every tab just to find the right one, and it was just a headache.
Cool looking stuff on the way I must say.
Incidently I've been working on reskinning this myself. Actually I reskin every ruleset I GM in - its a hobby of mine. Hi hi.
I had one question about the ruleset though. I've been looking at a video of it in use, and the I see the Light side / dark side tokens being used. But I can't seem to make them work. Care to give a quick explanation as to how to make them appear?
Anyhooo... I thought I would share my mad creation here. Keep up the good work!
Vires Animi
Nice! I haven't done any work on the background yet. I was busy trying to get all the individual windows to hang correctly with the new artwork. Making new chits, icons, category icons, etc. I am looking forward to seeing what others in the community can do with the background. I would love to see a ****pit designed that incorporates the existing layout.
Lobosolo
As far as I am concerned, this ruleset needs three things:
The ability to lock text fields.
Restore images to original size
And the ability to have decals in the center. Reason: making star wars like movie introtext on the middle of the screen to introduce games!
Just a few credits worth of thought.
Vires Animi
EDIT: Thanks Jason... that was not at all easy. Not feeling stupid here at all. Nu huh.... *Grins*
I believe I've found another bug, this time it's some issue between the EotE example library and the character sheet.
I'm getting the following script error when my players attempt to drag an item from the library to their character sheet inventory:
I can drag it to their inventory without an error. I can also drag items to my own character sheets without error.Code:Script Error: [string "managers/charactermanager.lua"]:984: attempt to index a nil value
It appears to have something to do with this section...
I removed the listed section and the error no longer occurred. I'm doing this right before a game so I don't have time to dig deeper, but will check later if you haven't already addressed the issue.Code:-- If either the personal weapon or vehicle weapon flag isn't 1 then set it to 0 - needed when not present for correct weapon processing
if itemnode.createChild("isstarshipweapon", "number").getValue() ~= 1 then
itemnode.createChild("isstarshipweapon", "number").setValue(0);
end
if itemnode.createChild("isweapon", "number").getValue() ~= 1 then
itemnode.createChild("isweapon", "number").setValue(0);
end
Only three things? Cool, I can take a break! ;)
Can you expand on this please?
I'll look into this.
This won't come until the ruleset is migrated to CoreRPG. Don't expect that this year. You can still do the old way (before decals recently became a feature) and modify the desktop.png file via an extension - pretty quick once you get the hang of it.
Thanks for reporting. It's the good old issue of players not being able to update base database nodes. I have a fix, and will release when I do the next release with Lobosolo's amazing graphics update.
In the meantime, the fix is as follows: move the problem code a few lines down and change the itemnode reference to newitemnode:
Code:function addItem(characternode, itemnode)
if User.isHost() or User.isLocal() or User.isOwnedIdentity(getIdentityName(characternode)) then
-- Handle trying to add a non vehicle weapon/item to a vehicle - reject the drop.
-- Not currently available to players
if characternode.getParent().getName() == "vehicle" and itemnode.createChild("isstarshipweapon").getValue() ~= 1 then
-- print a message
local msg = {};
msg.font = "msgfont";
msg.text = "Cannot add the non-vehicle weapon: " .. itemnode.getChild("name").getValue() .. " to the vehicle: " .. getNpcName(characternode);
ChatManager.deliverMessage(msg);
return true;
end
-- get the new item
local newitemnode = characternode.createChild("inventory").createChild();
-- copy the item
DatabaseManager.copyNode(itemnode, newitemnode);
-- If either the personal weapon or vehicle weapon flag isn't 1 then set it to 0 - needed when not present for correct weapon processing
if newitemnode.createChild("isstarshipweapon", "number").getValue() ~= 1 then
newitemnode.createChild("isstarshipweapon", "number").setValue(0);
end
if newitemnode.createChild("isweapon", "number").getValue() ~= 1 then
newitemnode.createChild("isweapon", "number").setValue(0);
end
-- print a message
local msg = {};
msg.font = "msgfont";
msg.text = getCharacterName(characternode) .. " has gained the item: " .. itemnode.getChild("name").getValue();
ChatManager.deliverMessage(msg);
-- and return
return true;
end
end
What I meant by locking text fields is that little "lock" you have in CoreRPG, so you can't edit text unless you unlock it. Dunno how else to explain it. Just makes it easier to move notes around, when you've locked them during play.
Vires Animi
Thanks Trenloe, fix works perfectly. Looking forward to the new version.
You're welcome, I have made some updates to it since I last posted, mainly updated all the weapon entries and added in dice symbols to the weapon quality descriptions. Currently I am working on vehicle attachments, one thing I noticed is there is no spot to place attachments on the standard vehicle entry sheet (the party vehicle sheet on the other hand has places for notes), so for time being I just use a generic item labeled "modified hardpoints" to give to the ship to keep track of. This helps when the players all have their own ships and are not sharing a single one. After F&D makes its release I hope to finalize it (until new books that is). Once I do, I will post it back up here. I am also working on an updated equipment library that is going hand to hand with an NPC library for GMs to put together quick/random encounters. These are a bit on the back burner until F&D is released and the game stats are finalized from that book. You are more then welcome to incorporate anything I complete into your main library build(s).
I'll have to put vehicle attachments in there somewhere.
I'm still in the process of using the OggDude data files to auto generate libraries, so I wouldn't spend too much time on the libraries if I were you - unless you want them quickly and/or enjoy doing them! ;)
OggDude's character program rocks I use that all the time. I don't mind making libraries, since I GM, I find myself making a lot of the entries setting up campaigns, so exporting them with a little copy/paste work doesn't take much effort. I also really like the narrative game play of the Star Wars RPG, when my players generate that triple threat on an astrogation roll, I find having a list of premade baddies/ships really gets the gears turning as to what I could do. And if my efforts also help build up this ruleset you put together then I call that a bonus.
Today I thought of putting together a library with tables on how to spend threat/advantage, not sure if that is something you are working on, but you would be more then welcome to it when I finish.