Nice :)
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Nice :)
Nice! Thank you! :D
I am going to start from scratch to avoid any problems.
Huge news! Thank you so much for all the hard work on this. I am getting an error when I start a new campaign though. It is not loading the force die. Am I doing something wrong?
"Attempt to instantiate missing window class (dForce)"
Image of error attached
Attachment 40099
Nevermind! I downloaded the updated Genesys.pak file and that immediately fixed it. Thank you!
Thank you so much
Well, think I'm officially switching over now.
Do you have plans to implement the dice pool viewer into this version?
There is a typo on the skills. Educations should say Education.
Also I would change "Pilot - Planet" to "Piloting (Planetary)" and Pilot - Space" to "Piloting (Space) to be more consistent with the books.
In the Inventory of character sheets the Location and Enc categories are miss-aligned.
Also what is the syntax for Force Pip and Force Die. Also there are a lot of places the symbols aren't changing. Along those same lines boding changes the text size.
Ah awesome, thanks for the info.
I will fix the typos and release again tomorrow, and probably green light at least part of the databases so you can start creating content.
For the places where symbols dont change and the bold things, this will be carry over from genesys as they share the same code, i will fix one which should fix both, soon
Oops I ment "Knowledge (Education)" might be more appropriate. This would make it much easier to find knowledge skills when they are put in alphabetical order.
You might not need it in this format per-say if you were planning on separating the skills by a header that said Knowledge Skills for example.
Hey Sevrick
Here are some changes:
1 - NPC record:
- Removed "Power Level"
2 - Talent record:
- Removed "Tier" field, and added "Trees"
- For Trees, do it just like in the books, and separate by comma (example: in the EoTE book, "Anatomy Lessons" talent, Trees would be "Assassin, Doctor"
Cost field will not be here... I still want to create a database for Career Specializations, but that will come later. So for now, this part will have to be handled by players in a temporary way, maybe in notes....
3 - Talents Library list
- Removed Tier from the list also...
4 - Skills: I did the update you mentioned before...
P.S.:
Please notice this change in how skills will be auto-populated in a PC or NPC, this is something I did not explain, but it works in Genesys and SW:
When you create a new pc or npc, the skills list will be populated with all skills from the ruleset.
You can now delete skills, and it will NOT re-add them automatically IF you leave at least ONE skill.
This may be useful in some situations... for example in Star Wars, someone can remove the Age of Rebellion skills from their character if they want, it will not be added automatically
Also I thought, not sure if you want this, but you could for example remove all skills from an NPC except the skills that they should have (really not sure if you want this though? I was thinking specially on Minions)
Just maybe something we could talk about...
So as soon as you download the new version, I think these databases can be created:
- Careers
- Items
- NPCs
- Skills
- Species
- Special Abilities
- Talents
I still need to work on the Vehicles sheet for SW, so please do not add Vehicles for now.
Also a suggestion for the .mod file names...
Maybe start their names with:
Genesys_.....
Star_Wars_....
What do you think? maybe easier for people to identify what to download...
I have updated the Star Wars ruleset, you can download....
Download:
https://drive.google.com/drive/folde...R-?usp=sharing
Awesome I am on it. Sounds good for the naming of the files.
Some things I noticed
- Not a big thing but it would make it easier for Talent data entry if trees came right after rank as it appears in the books. As it right now the description is after Rank.
- (Minor)I am not sure what to make of the Setting category. Since star wars is the only setting for this rule set it seems to not have a function.
- Also a check box for Force Talent and Possibly Conflict Talent. For now I will just add it in Italics before the source and page number.
- (Minor)The Star Wars background with stars cuts off on high res monitors.
- The symbols still aren't showing when enter the proper syntax for talents and equipment.
- Are the symbols for Force Dice, Force pip, Light Force, and Dark Force?
- Bold still not match the font size with the rest of the non bold text.
Not sure if you missed the last 3 bullet points in the previous post or it is still to come in a later update.
Ok here are my comments on some of those:
- About the Talent field... yeah i was having a bug when that field was in the correct order, and I left it like that just because it was how it worked, but i will see how to fix and change it later.
- I was thinking that the Setting Field could be used for "Edge of the Empire, Age of Rebellion....", let me know what you think
- I will do that...
- Oh ok, that is in the Star Wars Theme, i will see what the issue is, and talk to srbongo, since he is the creator of the theme...
- Do you remember what fields that is happening? the description i think? I will have to work on this...
- I think we should yes, i will check the code today. I still did not create a new Star Wars font containing the SW symbols yet, so you will still see Genesys symbols. For some cases like success it is ok, but for Advantages, since they are very different, it will be noticeable. I will later maybe next week try to create a new font specific for SW ruleset. It is not a big deal, since it will not impact the xml files, it is just visual.
- I will work on that.
Thanks for all the hard work you do to make this a reality. As far as the 5th bullet point I will get a more complete list of where they do and don't work.
As for the 2nd Bullet point. The way I am doing the modules is splitting them up into the 3 different lines. So you could leave them if for example you didnt want to deactivate a modules to filter them. In any case it doesnt hurt to leave them where they are and we can decide later.
Here is the list of where the symbols work and where they don't
Working
- NPC Abilities Description
- NPC Notes Section
- Story
Not Working
- Talents
- Items
- Skills
- Careers
- Item Attachments
- Special Abilities
- Species
- Quests
- PC Notes
- PC Actions Descriptions
I love the ruleset so far johniba, thank you a lot for the work you are doing, about to have my first session in your version today. I have a couple questions, I am using the Star Wars part, is there a way to roll for ship weapons, or is that not quite implemented yet?
While entering items I just realized that it would be cool to have a place on a PC sheet to show equipped cybernetics. It could work like attachments. This isn't as high of a priority as other things but wanted to mention it while I thought of it. If you would have to create a new library to do it, it might not be worth it.
The attachments for star wars could use a small change. You could remove Modifiers and add Base Modifiers and Modification Options.
Things of note
- Also you forgot to change Warfare to Knowledge (Warfare). This should be changed before I can add NPCs, since I will have to re enter them after the change if I don't.
- No box for entering silhouette for species or we could add it as a special ability.
I have fixed the warfare rename my self as it was easy not sure if you want me to up load it to the cloud? All I changed was the data_common_sw.lua file and renamed the Warfare skill to Knowledge (Warfare).
Issues
- I noticed Encumbrance Threshold isn't being calculated properly on PC sheets.
- PC sheets need to have bigger credit windows, the treasure section.
Speaking of the encumbrance threshold, can we have a place to increase the value, to account for packs and bags and such.
Hey Huske, the ruleset will calculate accordingly if you wear a pack and add items inside, but I will leave a field so people can adjust, for any other cases.
For example:
Create an item, for example name it Backpack
Change the encumbrance field to: +4
Equip that backpack, you will notice that it subtracts 4 from the character encumbrance.
But in any case, later on I will add another field in the inventory tab near encumbrance so people can adjust the threshold, with a manual value, for lets say, cases where they have some house rules or their settings allow it.
I have fixed the threshold here in my current version and it will be fixed when i upload later this week.
Now when you say bigger window, what do you mean exactly? Do you mean a larger field for the description of each field?
Or do you mean the text field bellow? If you mean this one, the field actually expands the section, if you add more lines
Aahh! Ok.
Double post. oops
I am running this in Unity. What I mean is, if the PCs have like 99,999 credits it gets cut off. Any more digits than that is unreadable.
Attachment 40317
Hey @sevrick
Something I only noticed now that I will have to take care later when I am fixing fonts.
I dont know how I didnt pay attention to this, but several of the places where in the fonts we are using the dice and symbols are characters used in spanish and portuguese countries.
I am a bit ashamed to admit, since I live in Brazil, and I only noticed now about this.
I will have to relocate the characters. What this will mean is that any already entered data you have, will have to be edited.
Not a bit deal, I can provide the old versus new code for each symbol and it would be a matter of search and replace in the docs, but still... extra work and I am sorry for this.
I need to think where we can put this symbols in a way that possibly it will affect the least amount of people using it, meaning, I need to see if i can put them somewhere that even if it is used by another language in some country, it can be avoided (maybe uppercase letters, i dont know yet)
Just wanted to let you know, but this is something i will work on after i am done with vehicle support, so probably next week
I will keep you updated on this
Attachment 40320
Well I wasn't sure I would find it but I did. An NPC with more than 5 ranks in a skill. The Hut Crime Lord on pg 406 of the Edge of the Empire Core Rule book, has 8 ranks in Resilience. That is pretty beastly.
I was checking in the official forums and found an interesting discussion:
https://community.fantasyflightgames...omment-2303505
This looks like an exception. Now I wonder how I should make it.
Visually, adding 10 pips instead of 6 pips in the npc skill list will make it very bloaty (in my opinion)
I will do some tests and see what makes it acceptable.
One option I think is doing away with pips in the npc sheet: going back to numbers, but I like the pips so I will try other options
Another is just adding 5 more... but this will make all npc skills in all sheets have 10, and all this work for one npc feels wrong
Another option may be changing the look of the "off" pip to an empty image, and making it 10 pips. Visually it will not bloat, but will allow flexibility to have up to 10 in npcs...
I will test each, probably the last option will be the best...
8 does seem ridiculous. If that is the only creature with an 8 ranks in a skill, I wouldn't mind just putting it at 5 and calling it a day. I could also add a note something like this:
"RAW says this NPC has 8 ranks in Resilience. This is likely a typo but unconfirmed. Use GM Discretion if you want to add more than 5."
Since most people seem to think it was a typo. If we come to find out there is another skill with higher than 5 ranks, that might change things. Still it's up to you.
Hey, so this is what I did.
For the npc sheet, I am raising the skills maximum from 5 to 10, and keeping maximum 5 to PCs
In the rules that I found, both SW and Genesys mention 5 is the maximum value a PC can have in a skill.
Nothing is said regarding npc skills. Genesys book does mention about minion groups of no more than 5 individuals per group ( possibly to keep their skill level fair) but that is not a hard cap, more a suggestion i believe
So, as I keep working on some stuff, I will only release this in the weekend, and will keep you all updated here