Possible yes. Practical No. I don't think it would be worth the time that would be taken away from working on the ruleset it self.
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Sorry, there is no way to import those.
In the beginning I was designing this ruleset to have the same data structure, but later in the process I saw it was holding me down on some new features.
Not to say it is not possible to write down code to convert it later, but i cannot afford time to work on something like that now, i am afraid
Thanks for your work on this Johniba, it looks excellent.
So in order to make dice pools so far, I click on the dice to add them to the die field and then hit the button to roll, is this the right way to do this?
Also, a few general questions for anyone who might know:
1) Is there a list of features somewhere to show what can be done particularly with this system?
2) Since the movement is abstract in nature, do most people use grids on maps to snap the tokens?
3) Also, has anyone found a way to import library information aside from the EotE stuff on the first post?
Thanks guys.
Since ranges are abstract, I have this setup in photoshop, where I can easily change the background to fit the story:
https://www.dropbox.com/s/o5htwx89yi...ample.jpg?dl=0
Although I have idea regarding maps, but I have nothing firm in mind yet, sooo... Anyways. The above example has worked quite well so far in my star wars adventures. I hope this will inspire you.
Vires Animi
Interesting. So those range band fields are an overlay you put on top of an image?
While I realize that image may be an example, do you use pictures as maps? I can see where it might work with the right image.
In figuring out the range bands, is the distance for "medium range" measured from one "Medium" to the opposing "Engaged", or from one "Medium" to the opposing "Medium?" Sorry for the confusion.
I have mentioned to Johniba a while back about adding an adjustable distance calculator... so to speak. Much like when you have the tokens locked and you want to move in Dnd or Pathfinder. It shows in feet but something might be done to change that to short, medium, Large, etc depending on how many squares you move. With the possibility of a way it to define how many squares = short range, how many for medium range, etc for purposes of maps with different scales.
Hey there! I was more asking about adding libraries that are already made. Sadly, I wouldn't know where to begin to make my own libraries or adventures.
As it stands right now, all I think I could get to work is maps and tokens, character sheets, the dice roller, and the basic library for the EotE core stuff in the link of the first post of this thread.
Does the combat tracker work to track initiative and effects on characters?
Are attacks and wounds automated like in a regular D&D game on FG? Sorry for the somewhat noobish questions, just trying to figure out what I can and cannot do with this so I know what I need to work on.
Yes, but you will usually want to add difficulty dice, and others, before you roll
1) Not yet, actually I will soon record a video, showcasing what we have so far. I was going to do it after i finish working on missing features, but I feel like I should do it before that, and maybe re-record as I add stuff
2) Not sure, but that is one aspect I want to see what i can improve, in the future.. I was thinking maybe adding graphical representations for distance, maybe tokens or arrows, i dont know, havent thought too much about this yet
3) I am afraid there is no easy way to import libraries from EotE ruleset.
If you dont have a lot of customizations, I would suggest you download the library that Sevrick has implemented. It contains data from the EotE book, so you would only need to recreate your custom npcs, and pcs
The combat tracker does work with the Star Wars / Genesys mechanics for initiative. Effects are done using Fantasy Grounds default way, so you can add effects to pcs/npcs that are in the tracker.
The ruleset does not handle targetting yet, and so, it cannot apply damage to a targetted enemy, automatically. I will later implement that.
Currently, there are a few ways you can apply damage.
After you do a combat roll, you can either drag the damage result into the enemy in the map or combat tracker, or you can drag the damage token (which is a feature i copied from the old EoTE ruleset
Also notice there are tokens for critical damage you can drag into enemies.
Thanks again guys! If there's anything I can be of assistance with please do not hesitate to ask. I will continue to play around with it and advise if I pick up any issues. Looking forward to the vid Sevrick!
I have a question on making a library. I want to add all the skill descriptions from my copy of pdf’s but if I export them it doesn’t export the skills from the ruleset after I change the descriptions. It seems like I would need to make my own skills and export them but the character sheet skills would not link to my new ones with the full descriptions.
Is there a way I can edit the descriptions of the skills permanently in the ruleset or have an exportable module so I can keep the work across multiple campaigns?
I had a chance to test some stuff with friends, one on a Mac, the other a PC, both on Classic. We were just playing around with the sheets, getting a feel for it for an eventual transfer.
I should note that both of them had issues upon arriving that rendered it unuseable, but in both cases restarting FG fixed it. First time installation jitters, I guess ;)
Lol I made the video only to find out it was on my 4k monitor so it ended up being 2.3 gigs. I will have to figure a way to get it to you or reduce the size.
Edit: Ok I compressed it and put in a new Video Tutorial folder. Let me know if anything was unclear. It isn't exactly professional quality but it should get the information need across.
Just to bounce in since we're talking about custom libraries. I gave Johniba a couple of modules for the Trades of Terrinoth and Terrinoth Talents foundry books to add to the zip if he likes them enough. These would give you a good idea of how to make your own Talents, Careers, etc.
Here is the quick video I made for updating and exporting library modules.
https://www.youtube.com/watch?v=A-zg6cjlfMw
Like I said let me know if there is anything unclear or that I missed.
Great job with the video Sevrick.
The extension mentioned in the above video called author can be found here: https://www.fantasygrounds.com/forum...Project-Author
I have given some thought how I am going to do the Universal Books. Such as Rise of the Separatists. The plan is to Merge Rise of the Separatists and Collapse of the Republic into one module. This seems to make the most sense. However Allies and Adversaries, Gadgets and Gear, and Dawn of Rebellion will get their own module. The only book I don't own is the Starships and Speeders book. Unless I pay 300 bucks on ebay for the scalped price, I won't be able to add it. I hope they reprint it. :(
As I have been adding huge capital ship I noticed something.I think it would be a good idea to add a Weapon Location category. Then be able to collapse that group while looking at the weapons. A good place to put it would be just before the Fire Arc category.
As an example here is what I am talking about. The Imperial I-Class Star Destroyer looks crazy.
Attachment 41156
Hmm, is there a weapon location information, on the ships in star wars?
Anyway, one thing I can easly do is order the list by Fire Arc and Name
For location, we would need the ship data to have that information, otherwise we are adding stuff that does not exist officially
I get this Error when I select type in the vehicles:
Ruleset Error: windowcontrol: Database type mismatch for control (defense) in windowclass (reference_groupedlist_groupitem)
Script Error: [string "ref/scripts/ref_groupedlist_groupitem.lua"]:86: attempt to index local 'cField' (a nil value)
I wanted to see If I could filter creatures as vehicles from vehicles.
Edge of The Empire Libraries
- Renamed Explosive and Ordinance to Explosives and Ordinance.
- Add Force Sensitive Exile.
- Removed Assasin Droid duplicate in Items.
- Add/fixed more missing page numbers
- Removed "(One gunner in BTL-S3)" on Ship's Compliment for the BTL-A4
- Add missing "Twin Light Laser Cannons" to the Lambda Shuttle
- Added Jetpack as a vehicle.
- Added Captive Rancor creature vehicle stats per Stay on Target rules.
Age of Rebellion Libraries
- Added Age of Rebellion Core Rulebook Libraries
- Added Dewback creature from Stay on Target so it could be refrenced for Sandtrooper.
Also I added the thumbnails for any wanting to use them per the instructions I gave in the recent video on adding your own descriptions.
Sevrick,
Should these two libraries be consider complete? I want to start adding descriptions, but I can hold off if you are still making additions or enhancements. Thank you for all the hard work!
I plan on Added 3 main modules: Edge of the Empire, Age of Rebellion, Force and Destiny.
I will add the Splatbooks (https://en.wikipedia.org/wiki/Splatbook) to their corresponding Line.
I will add Adventure modules separate.
The universal splatbooks will have their own module. Except for the Clone Wars book I want to consolidate the 2 books into 1 module.
Sooo long story short. They will be updated constantly.
If you want to add your own description you can watch this video then if something changes you can reference the change-log I will add with each upload.
https://www.youtube.com/watch?v=A-zg6cjlfMw
Oh ok. So if I export the descriptions on everything in there now, just keep the Template campaign and then make updates as you do and then export the complete template each time? I guess I was concerned about exporting the template (with descriptions) and then trying to keep track of what I described before and what I hadn't.
Guys, I think I have a way to develop a small utility that will help with updating descriptions.
I am thinking of a program that can extract descriptions you create from a module, and update another module.
So let me update the ruleset in the next days, and I can come up with a utility that will help us with that.
I am thinking that it could be something like this:
The utility would be able to extract all descriptions from a module, into a csv file.
When you get a new version of a module with no desc, you could use that file with the same utility, telling it to update that module with your csv file containing the descriptions
It is not hard to do, I can make it
Actually better than creating an external program...
I can create inside the ruleset, a way to export descriptions to an xml file, and later, import it.
That way, it will be easy for people to reimport their created descriptions.
Talking about libraries, I saw your video sevrick, but I was thinking, it would be easier if you provided the "campaign" with no desc, instead of the person having to create one, and copying records into it?
If that is not too much extra work, i mean.
That way, someone who wants to work on the descriptions could just download those, open as a campaign, edit the descrpitions, export (using the function i will create), and everytime they get a new version, they could simply open the new campaign version, reimport the descriptions, and export the campaign into a module
We can talk more about this, if you want
I think the function to export and import is not difficult for me to create
I am not sure I understand what you are saying. Do you mean the name of the groups such as "Edge of the Empire (No Description)" should be changed to just "Edge of the Empire".
If so yeah that is fine. The only reason I did that was so I could tell at a glance which records did and didn't have descriptions.
Johniba, I'm loving the ruleset for my Edge of the Empire game in currently running. I have a question about an extension and possibly if you have any plans to implement this feature.
The extension allowed you, in the dice pool part of the interface, to click and add automatic symbols, the success/fails and advantage/threat. It's meant for talents or equipment that auto gave these results.