Hey sevrick, those are really good points!
I will make sure to add Power level to npcs
Also, as soon as i figure out the database and the sheets, i will work on a vehicle tab. What you describe is perfecly possible!
Printable View
I realy wish I could help. I do have some coding background. C# though. I know how to code the modules, but am not aware of how the Fantasy Grounds language works. Anyway thanks again for doing this.
Edit: What I can do is make modules for Talents, NPC, Items, etc...and not add a description but instead a source and page number. I will just start filling out the database when ever you think one of those section is done enough for data entry. Then post it up some where on the site.
Hey Sevrick, dont worry... oh yes modules will be a lot of help in the future.
I have a few more things i want to check with talents and other databases, and as soon as they feel ok, i will let you know
I can also give you access to the google drive folder so you can upload your modules later :)
Oh I have a new version available (check my next reply)
Update notes:
1 - Database changes:
- Character structure changed to be in line with what CoreRPG, 3.5 and others use:
Characteristics data are inside a node now
Example:
- Skills are also in a node: skilllist, and talents in talentlistQuote:
<charsheet>
<id-xxxxxx>
<characteristics>
<agility>
<score type="number">2</score>
</agility>
<brawn>
<score type="number">2</score>
</brawn>
<cunning>
<score type="number">2</score>
</cunning>
<intellect>
<score type="number">5</score>
</intellect>
<presence>
<score type="number">2</score>
</presence>
<willpower>
<score type="number">2</score>
</willpower>
</characteristics>
If you have been using the ruleset, your characters will not display the correct characteristics and skills
I hope not many people got affected, but I believe changing this now is for the best, for future improvements and compatibility
When I started developing, I used the same structure as in Star Wars ruleset, but now i am fully commited to using the same data structure
for custom data, using the same pattern Core uses.
2 - Genesys Dice
- Dice icons!
I have created genesys icons so when rolling dice, genesys characters will show up (no longer using star wars)
They dont look great though, I might rework them later....
- Fixed issue where dragging dice would not work:
Dragging genesys dice works from character sheet to diebox, and also from desktop (dice listed below the diebox) into the diebox
Dragging dice directly from character sheet to chat does not work for the moment, but since people will want to add Difficulty/Challenge dice to their pool before rolling, i dont think it is a big issue for now.
3 - Talents
- I have created the Talents database:
Click the big Library button (right side) and select Talents
Here are the fields:
Name: this is the talent name
(bellow name there is a big text box, this is where you would input the whole description for the talent
Tier: type 1 to 5 (in the future i will improve this, so we can only choose 1-5)
Summary: you can use this as a brief description of the talent effect, like what dice it adds and when. For now it is not used, I want to have this displayed in the character sheet in the future
Ranked: type yes or no (same as tier, i will improve later)
Activation: same as in the books, and i will also limit input later.
Setting: this is where you can describe what setting can use this. it is free form. Examples:
All
Norrath, Fantasy
Modern, Weird Wars, Android
It should be an indication for the player if he can choose this or not. I may in the future make the ruleset restrict what a player can select, but this is for a future improvement
4 - Character sheet
- Removed "main" tab. There was really no reason for it...
- Abilities tab: now you can input Talents here... you can also drag an existing talent (from the talent database) into the character sheet, it will list in the sheet, and link to the talents database :)
What I am working now:
1 - Character sheet
- Combat: I need to add Critical damage, conditions, equiped weapons...
In the future I also want to allow magical characters to create their own spells and list them here, or maybe a separate tab..
- Inventory: this requires me to finish the item database
2 - Item database
- yeah, working on this will also help inventory
3 - Selecting different settings for your campaign (norrath, android, etca)
Download link:
https://drive.google.com/drive/folde...R-?usp=sharing
Awesome work. I was just wondering if the Font for the Symbols has been implemented. If so do you know the command for them, such as [A] for advantage, etc.
I have an extension for the old Star Wars ruleset that changes them to Genesys fonts but I am not sure how to locate the exact file you would need.
Also I notice that when entering the Description just below the name you have use a carage return before typing description or it will overlay the name catagory.
I have seen a font with genesys symbols, but the ruleset is using icons.
If you open the .pak for this current version, go to:
graphics/fonts
You will find a font named: GenesysGlyphsAndDice.ttf
I have placed it there, but i am not currently using.
What is this extension you mention? I would like to have a look
And about description, what screen?
It was given to me by the people from Finding the Narative podcast. He knows enough coding he created an extension for it. I will send an attachment.
For the Description. After locking the talent when finished with it the description is overlaping with the "Name". You can get around this by pressing enter 1st then entering the description.
Edit I forgot to mention it was made for the Star Wars Ruleset.
I have just looked, they have done just like i did, and actually how it has been done since WFRP. Unfortunatelly there is no way to use fonts to show dice, as far as i know
BUT
OH Man their dice graphics are so much better than mine... would you have their contact?
I want to see if they would be ok for me to use their graphics in the ruleset :)
[email protected]
They also have some setting extensions to go along with it as well not sure if it would be of any use.
Thanks, i emailed them
Hey Sevrick this got me thinking that maybe I should do Terrinoth / Android as extensions.... what do you think?
Initially they will only restrict what skills you have access to, but later i could create specific Desktop themes for them.
So instead of working on a code to have it in options, you choose the extension for the setting you want....
If you did it that way would it be just as easy for others to add their own setting? It is how the others did it but I don't know if it is better that way or they did it simply because of the limitations of it not being from CoreRPG.
I think there are a lot of ways to do this, the one where I said I could add options and you choose the setting was inspired by the way Star Wars does it, but others usually just use an extension to overwrite stuff, usually graphics, or small stuff like tables.
If I go with my first idea, with the options, it might be more difficult for other people to create their extensions/settings (yeah the more i think, the less i like this approach)
I have just created two extensions: Terrinoth and Android. I have uploaded it to the same google drive. You can test it.
So here is how it works.
For now, the only difference loading one of those extensions, is that the skill list will change. It will be only the skills for the setting mentioned.
What the extension does is:
- Overwrites the skill list
- Changes the destktop decal to use the graphics for the setting in the extension
I think this approach would be the easiest for other people to create their own configurations, and turn them into settings.
In the future, i might add more stuff... for example, for Terrinoth I could add another tab in the character sheet, to list Heroic Ability.
ALSO: it is possible to populate the race/archetype, and career lists, but I will only do this after i am done with those databases
If done properly here is my idea:
Imagine that the race table would have info like starting characteristic, xp and other stuff:
We could make it so when the person drags that race into his sheet, that data is populated :)
But i am ahead of myself, i will first make this 100% functional, we can do this later :)
If you test those extensions you might notice something strange if you for example, create a character using an extension... close FG... and choose lets say another extension for a different setting.
And when you open the character sheet, you will see some skills are editable now.
That is ok! It means you had lets say, created a character with a skill in a setting that does not exist in the other. It does not get deleted, but it allows the person to edit/delete :)
This only happens in this situation though
Sounds good. I have already started on talent data entry, but I am still not sure what keyboard shortcuts or code to enter to get the Genesys Font symbols to show up. For now I will just put some abrveation such as [SU] for success, etc...Then go back and fill them in when it is setup.
I'm using FG v3.3.9 and the Genesys.pak as of 2020-01-28 06:23am, I tried to roll a /die 1d100, the dice show up properly, however the total doesn't show up, and only shows a 0 0. Using /die 2d10 could work using the left number as the 10's and the right number as the 1's. Not a big deal I believe.
I did notice somethings when entering talents. It would be more aesthetically pleasing and faster if the order you entered the information is the order they use in the books. Just in case you were going to tweak things a bit.
Of course all of these things I mention to you is for when you get around to it.:)
With the Star Wars: EotE ruleset there was a discussion about removing all dice (except the d10 as that seemed to be the only once needed). However, I decided to leave the dice in (but move them off to the side of the desktop) as there is sometimes the need for all the other dice in a RPG - to roll randomly on tables the GM may have created, to roll a d8 to get a random cardinal direction, to randomly target 1 fo 4 people, etc.. I felt it was best to leave them in so that GMs and players can use them if they like, rather than completely remove them.
Much obliged tons for attempting to get a CoreRPG form ready for action, that ought to ideally be more future-confirmation than the more seasoned non-center rendition. I'll rest somewhat better for the fate of my Star Wars battle once there's a center ruleset working in Unity.
Thanks for your words Jason
Rest assured that this ruleset will indeed help with the Star Wars one.
I am pretty sure I can make it run after i am done with 1.0 on Genesys
I believe I can create a new version of SW ruleset using Genesys with the importruleset feature, so there will be one code to take care instead of two, when we need to update in the future.
I have just uploaded an updated version
RELEASE NOTES:
- Issue with /d100 not showing correct result:
I have fixed the result, it will display correct now, but I still did not fix the value showing inside the dice. I will do this later.
- Added Special icons to default fonts
You can use ALT+number to insert special symbols into the text (for example, describing that a talent will roll extra Boon dice... etca)
(Dice are number 241-246, and results are 250-255)
Known issue: The font symbols have some strange particle issues when running the ruleset in FG Unity
I will upload an image showing the list of symbols and their codes, in the same address you download this ruleset.
- Added back default dice to desktop
Some players might still want to roll default dice in their house rules or for any other reason, so they are back
- Talents
Reorganized the talents window, so fields are listed in the same order you will see them in Genesys books.
- Graphics:
Updated dice icons, dicepool background and icons, with better ones (thanks Chris Holmes, from the Finding the Narrative podcast for these!)
Download:
https://drive.google.com/drive/folde...R-?usp=sharing
I was wondering if it is all right to upload the Talents with their descriptions or not. I know that someone before me uploaded the star wars librarys but had page numbers instead of the description.
Also I am not understanding how the font works. I held down the alt key while typing the number and nothing changed.
You cannot upload the descriptions.
You hold left alt and type the numbers, but you need to type them in your numpad. Then you release alt
If you do not have a numpad (notebook for example), you can use a windows app named "Character Map"
Maybe then you can input all those characters somewhere, like in notepad, and then copy and paste as you need.
I might implement a better way later.
About descriptions: yeah you cannot type descriptions, that would be a problem related to copyright.
That does not mean that each individual player later cannot update their own campaign, but that is up to them to enter more info they need, in their campaign
We cannot distribute that level of info, as it would be like sharing information from the books....
Thats weird because I did that and these characters showed up"=±)=·vnČ"\
Edit: oops didn't see that you added fonts to the link. I was thinking they would be in the ruleset themselves. I do know that there is a way to package the Fonts and Refrence them within the Ruleset, Since the Ruleset I upload for you had a fonts folder.
Well here is the Genesys Core Rulebook Module. All it has so far is the talents without the descriptions. You can add it to your download link to put all the downloads in one place.:)
The fonts are in the ruleset yes. I have tested them in the talents fields: description, summary.... and in the character sheet: notes
BUT, i dont have a numpad, i used that app i told you. It might be that i am wrong, i need to test on a full keyboard, and i will let u know
How do I give this thread and johniba a thousand "thumbs up"? :)
Like I mentioned to you in Discord, I hope to be able to help after March on this project. I finally had an opportunity to read through this last night and noticed you brought up lua. I did a lot of work on the previous rule set in Dreamweaver, but steered clear of any of the lua components as they scared me off. Is the unity engine and core mostly lua? The tables I built pretty much just used the html type coding.
Yes, all the data processing is done in lua.
It is a very simple language really.
The thing is, most of these scripts are not hard coded with fields, so for example, if a lua script is looking at a particular window or list, it will look for tags, and check their names an identify those as a database node, or a field
At least for myself, two of the banners on the desktop are not visible, Careers and Talents, but, I can click on the spaces and open them up. If I go into Library, the banners aren't showing there either, though the names are. I saw a brief mention about it when the Talent database was being worked on, but nothing about it since, so I figured I'd mention it.
Attachment 31404
Just seeing the PNG is getting me stoked to start playing again. :)