Thank you very much for your feedback, I'm very glad you like it :o !
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Thank you very much for your feedback, I'm very glad you like it :o !
Hi guys, first of all, thanks for your work, it's really helpfull !
I am wondering, the skills in tne PC sheet are in duplicate. Did I do something wrong, or is there any bug ?
Hi and thank you for your feedback.
What version do you use ?
I recommend using the last version (downloadable here https://github.com/Althea21/witcher_fg_ruleset/releases), and reading the changelog from your version to the one you are updating. If your problem persists, send me your campaign as a zip file and I'll have a look a it (you can log an issue on github and attach your file if you want)
Hi, thanks for your quick answer ;)
I am playing on the last one, beta 0.5.0 that you uploaded on the 5th of august.
I will try to send you the bug as you said on github.
Thanks.
Hey Guys, first of all thank you for your work is being tremendously helpful!
I took the liberty of creating automated tables for the lifepath choosing during PC creation.
You only have to roll the tables with the [ROLL] tag and it calls all the other ones you may need.
I exported a module and am sharing with you in case you all find it helpful.
Regards.
https://drive.google.com/file/d/10jF...ew?usp=sharing
Hi, the module do not work anymore, when I open a list box I have lot of errors
Attachment 44139
Same Here. A couple of weeks ago I was able to use it just fine, but now, almost everything that is a dropdown list is broken. too sad.
Hi All, it's probably because of the CoreRPG changes that were made, I had to update all of my rulesets
Can someone PM me in a few days if the original creator hasn't fixed it up, I'll make the fixes and send a push request to them.
Cheers,
MBM
This looks fantastic and I can't wait to try it out. I'm still getting a few errors when I start up which is probably from the new CoreRPG update. I'm looking forward to seeing what else is done with this and possibly even getting an official ruleset to sell on the store because I would also support the hell out of that too.
Does anyone know if there's some progress on this? I'm getting an error when it comes to the PC sheets and the profession drop down menu.
Hello,
First of all, I would like to thank to the creator of the ruleset for the great work he did. I would like to ask if there will be an update to fix it after the core rpg update?
thank you
This looks super promising, but I am also curious if there are is an update is in the works to address the errors from the coreRPG update.
Hi All,
I was hoping to look into this last week but didn't find the time, I'll be looking into it tonight. As I didn't create this ruleset I won't be able to update the first post, however I will send them a push request and add the updated extension in my own post.
EDIT: There's a hotfix in the repo, so looks like it's all been done, see more here:
https://github.com/Althea21/witcher_fg_ruleset/releases
Cheers,
MBM
I tried to report this on Github but I got annoyed with the stupid dice puzzle verification puzzle to sign up because I'm on my phone but it seems like it might not be compatible with the Unity version of Fantasy Grounds. When I load up a new campaign with no extensions I get a few error messages.
[ERROR] framedef: Could not find image file (graphics/frames/blank.png) for frame (shortcuts).
[WitcherTRPG] [graphics/graphics_frames.xml]
[ERROR] framedef: Could not find image file (graphics/frames/blank.png) for frame (windowtitle).
[WitcherTRPG] [graphics/graphics_frames.xml]
[ERROR] framedef: Could not find image file (graphics/frames/blank.png) for frame (tabs).
[WitcherTRPG] [graphics/graphics_frames.xml]
[ERROR] framedef: Could not find image file (graphics/frames/blank.png) for frame (imagebox_header).
[WitcherTRPG] [graphics/graphics_frames.xml]
[ERROR] icon: Could not find image file (graphics/frames/blank.png) for icon (tabtop).
[WitcherTRPG] [graphics/graphics_icons.xml]
[ERROR] icon: Could not find image file (graphics/frames/blank.png) for icon (ct_passive).
[WitcherTRPG] [graphics/graphics_icons.xml]
This is amazing work! Thank you to all those who have put time it. If this is still actively being worked on, will there be refocused efforts for Unity due to the announcement of FGC support ending? It would also be great to take advantage of LOS, lighting, etc.!
Many thanks for all the work that has been put in, I was just wondering is this for unity or classic FG, also is there plans to maybe release this as a full ruleset in the future
Regards
Quick question, using FG classic we cannot seem to drag a roll into the tower to roll it secretly from the skills tab on the character sheet, when we move our cursor it just automatically rolls it. Is there any solution for it?
I mean, when I as a player or my gm, clicks on the skill total/the roll field, and attempts to drag it towards the tower to roll a secret roll, as soon as the cursor leaves the roll field, the roll is rolled openly in the chat. It happens with all of us for some reason.
I adore all the work done for this. Is there any chance we can see the addition of the Witcher's Journal monsters to the bestiary?
Hey Folks,
Is there anyone working on this? I've been messaged on Twitter as I offered some help before? With the latest CoreRPG changes that have dropped things might be broken.
I've got a Witcher game planned early next year (Jan!) and with Covid on the prowl again in the UK it might just have to be VTT.
Cheers,
MBM
I keep getting an error whenever a turn is passed in the tracker. I am the player here, noone else gets this and IDK what I should do.
Error text below:
Script Error: [string "active"]:1: attempt to call field 'onActiveChanged' (a nil value)
Script Error: [string "active"]:1: attempt to call field 'onActiveChanged' (a nil value)
Runtime Notice: s'Reset all pending attacks.'
Script Error: [string "active"]:1: attempt to call field 'onActiveChanged' (a nil value)
Runtime Notice: s'Reset all pending attacks.'
Runtime Notice: s'Reset all pending attacks.'
Script Error: [string "active"]:1: attempt to call field 'onActiveChanged' (a nil value)
Runtime Notice: s'Reset all pending attacks.'
Runtime Notice: s'Reset all pending attacks.'
Script Error: [string "active"]:1: attempt to call field 'onActiveChanged' (a nil value)
Script Error: [string "active"]:1: attempt to call field 'onActiveChanged' (a nil value)
Runtime Notice: s'Reset all pending attacks.'
Runtime Notice: s'Reset all pending attacks.'
Script Error: [string "active"]:1: attempt to call field 'onActiveChanged' (a nil value)
Script Error: [string "active"]:1: attempt to call field 'onActiveChanged' (a nil value)
Runtime Notice: s'Reset all pending attacks.'
Script Error: [string "active"]:1: attempt to call field 'onActiveChanged' (a nil value)
Runtime Notice: s'Reset all pending attacks.'
Runtime Notice: s'Reset all pending attacks.'
Script Error: [string "active"]:1: attempt to call field 'onActiveChanged' (a nil value)
Runtime Notice: s'Reset all pending attacks.'
The github seems to have been last updated 26 days ago but there was no update to the release since April as far as I know. The ruleset is mostly workable aside some errors.
Anyone know how to add skill levels to the profession skills? It only shows the normal statistic as a modifier and won't allow me to edit any skill level for them
Remember, to add skill ranks to a profession skill you need at least 5 in the previous one. So in example of a mage, you cannot advance either of the skill tree lines until you have 5 in magical training. When that is done it works on my end :)
Thanks for the help, I didn't realize you could change the values where the dice button was. My other main question; is there any way to make weapons/armor that I can drag and drop like other items? It would be nice if I could just make out all of the items in the game in advance so that I could hand them out as fit. It would also make it a whole lot easier to, say, switch out weapons among a bandit group for some diversity in combat. The mod seems to only have the basic item creator available, yet inside of a character sheet there are great item blocks for weapons and armor.
Welcome TREXMIST
I havent used this ruleset but - if the Weapons and Armour have link fields on them then you can create a new PC called Armory and add all your weapons there. Then you can drag them from character to character. Depending on coding this could work.
I checked at Lunchtime and it does transfer between characters if the shortcut is shown, the issue is the error that happens at the start affects the display of the shortcut. I have fixed this, so post work I'll send a PR to the GitHub (also fixing all their warnings) and include a zip here.
Cheers,
MBM
Hi Folks,
Attached is an updated version of the Ruleset, v0.6.1. I've taken this off the master branch. Follow the instructions on the 1st post to use this attachment.
*Fixed - The 3 errors due to the missing blank.png
*Updated - The Character Sheet. I've modified the flow (players shouldn't notice) and moved some of the anchors etc. This has removed all of the warnings about height issues.
*Theme - I've compressed some of the theme images, reduced from 6mb down to 4mb.
*Updated - I've changed the way the decal is loaded to fit in with the updated decal system. Attached is another module 'WitcherTRPG Assets', download this and put into modules and you'll have access to the decal (no need to load the module).
Plus I've made a few smaller changes, one to do with the latest CoreRPG updates.
I will fork the repo on GitHub and send across an PR (done).
Let me know if there are any big issues with the changes I've made, I'd be happy to resolve them and help with this ruleset.
Cheers,
MBM
Where exactly is the shortcut supposed to be? Because I still can't seem to find anything that allows me to drag weapons or armor onto other characters. I don't seem to get any errors anymore with your new version though.
I also had a FGU update today, if that might mess with things.
Also for some reason the bestiary and spells addons don't want to show up in the load options now. Just the Calendar. I've no idea why
Morning,
First thing.
1. The Drag button, is the same button that you click to see the item. In the inventory, it's a 'DOT' to the right of the 'Wear/Hold/Don't hold' icons.
Here's a picture showing the button, drag this around to the other characters inv and it will transfer it, and tells you in the chat window.
Attachment 50790
2. No errors. Good, it was a simple fix. All the other changes, mostly addressed warnings (that you can see on the current release using the /console command).
3. Beastiry and Spells Modules. I'll check this, but can't see why they won't load. Fixed this, please download the file from my earlier post, note the filename difference, and delete the older version I attached, OR, rename 'Witcher.pak' (within the modules folder - to WitcherTRPG.pak' and reload FGU.
4. I've sent the PR.
Thanks,
MBM
I think I see the point of misunderstanding here. In that screenshot, it appears that you're showing the Inventory tab of the character sheets, right? What I've been referring to is specifically weapons and armor that can be added via the Combat tab. Those items, as far as I can tell, do not have a drag button and cannot be dragged between characters. They also don't show up in the inventory, only within the combat tab. I don't know if there is a way to link inventory entries with these combat tab weapons and armor or something like that, but that's the main issue I've been having. The "regular" inventory doesn't have all of the proper fill-ins for the weapons and armor like the combat tab does, so I can't really make weapons ready to be dragged and dropped. Maybe that's just a design of the program itself or something.
Either way, sorry to bother so much over this. I do appreciate all the help!
Hi Trexmist,
Right I see. Ok, is there another ruleset that does this? As normally an item (weapon) dragged into the Inventory would create the various weapon/armour parts/actions.
That is quite easy to automate, however would require an items module to fully benefit from it, that wouldn't require permission for basic weapons such as Hand Axe, Iron Long Sword, Chain Coif as these are common words, but any names you wouldn't be able to have so no Temerian Armet or Vicovarian Blade etc.
Cheers,
MBM
Honestly, I've got no idea if any other rulesets are like this. I'm very new to FGU, this would actually be the first game I will have ran with it. I was just hoping there was something I was missing, because I'd love to be able to pre-make all of the weapons/armor so they can be used later. The alternative could be creating entirely different, say, bandit NPC's with different weapons, but that still wouldn't help with players. Anytime a player wanted to pick up a new weapon off of an enemy, one of us would have to enter it into that combat tab and manually search for and enter all the information. Compared to just dragging it from the bandit to the character.
I don't really know a whole lot about FGU modding, I mostly just know how to install these things and that's about it
Hi Trexmist,
Ah ok, makes sense now. Equipment in the Inventory is what normally creates all the actions/effects within FGU. Equipment is key to this, it needs all the various fields (damage, range, reliability etc). That can be built into the ruleset so you could enter it by hand, you then drag these bits of equipment to the NPC's/Characters and actions are added automatically.
Maybe I can build those parts and share that with the ruleset author. I'll have a think.
Cheers,
MBM
Hi everybody,
First I wanted to apologize for not responding sooner, I don't know why but I'm not receiving notification anymore from this forum so I didn't see most of your posts.
For those who didn't see, there's a new version fixing problems caused by the coreRPG updates and a new lighter theme. Also support for basic effects and conditions :
https://github.com/Althea21/witcher_fg_ruleset/releases
Big thanks to MadBeardMan who contributed to the ruleset, I'll merge his modifications asap and release an update as soon as I can (maybe this week end but no promise as real life is pretty chaotic right now)
Thank you all for your support :)
Althea
You only get 1 notification, if you don't click on it or check the forums, you won't see any others until you do.
Do you have a roadmap, as I'm going to (finally) be running a game of this and so don't mind adding to it as a thanks for your work.
Btw do DM me so I can get the Decals Module to you.
Cheers,
MBM