Well, I've got all I need, PDF wise, to play the ruleset.
Now I plan to manually put in all the talent descriptions by editing the xml... :P
Well, I've got all I need, PDF wise, to play the ruleset.
Now I plan to manually put in all the talent descriptions by editing the xml... :P
Getting this error every time I open the initiative tracker and anytime I put anyone onto it
- Attachment 10503
I'll also add that I've gotten an error every time someone selects their character. I'll get the log for that later.
What version of Fantasy Grounds are you using? Before you start your campaign look in the top right corner of the launch screen - what is the exact version reported there?
What version of the ruleset are you using? The exact version is reported in the first line of the chat window when you load a campaign.
How are you adding entries to the Initiative Tracker - are they coming from a module (from the library) or from the NPCs campaign list?
A bit more info would be good to try to track this down.
Fantasy Grounds v3.1.1 Ultimate
Star Wars v2.01b (FG 3.0.12+)
I should note that the initiative error comes up also when I open it. So every time I open it, I get that error. Every time I drag and drop an npc from the npc campaign list or a player (by dragging their token onto it) it comes up.
Ok just started a new campaign, everything is fine... So may be something corrupting it. My fiddling around in the module (testing the input of information) may have screwed something up, even though I was particularly careful.
v2.1 released. AMAZING graphics update from Lobosolo! Go to this post and add to his reputation - he deserves it: https://www.fantasygrounds.com/forum...l=1#post220779
Bugfix for error reported here: https://www.fantasygrounds.com/forum...l=1#post220867
Thank you Trenloe! Excited to see it out in circulation. :D
Thanks Trenloe and Lobosolo - looks great - very much an improvement in looks and ease of use!
In celebration of the new look ruleset, I'm running a one-off "Fringers" session this coming Saturday: https://www.fantasygrounds.com/forum...ntain-Daylight
Great update guys, really love the graphics update. Here's a little library I been putting together, it's got the basic combat advantage/threat charts, a dice chart, and some combat conditions I have put in. Enjoy.
https://www.dropbox.com/s/ulqzl70a20...ables.mod?dl=0
So just some feedback on the Star Wars ruleset after doing some combat test rounds.
This mainly concerns the initiative tracker and the application of wounds.
While the automatic 'apply wound' feature is pretty neat, I find it rather useless and in all my combat rolls have never used it, as much as I would like to. Reason for this is cause it only goes up to 7, and most damage rolls I find are 7+. So things like unarmed combat and such I can see a use for, and really low damage yields, but majority of things will do higher rate of damage.
Now, I've no problem putting the wounds in manually, especially considering I GM a warhammer ruleset (2nd edition) that has zero automation features. Problem with the initiative tracker and applying wounds is soak. If I want to find out the soak of an npc, I have to click on the profile. This is not a problem for a couple of npcs or so, but if multiple npcs are being used with different soak, it can become a bit of a hassle.
It might be just the case that I'm used to seeing soak on the tracker, as is the case with the warhammer ruleset, but it would be nice if the automatic wound tool was increased so that it gets to be used more often, or that even a listing of soak is on the tracker.
Just my 2 cents.
Xydonus,
After the character or npc rolls the combat check with their weapon, you will get the damage result in the chat frame. Just drag the [Damage: 12] from the chat frame to the character sheet, token or combat tracker entry. It will automatically apply soak for you. You should only use the chits for non combat rolls, strain etc. If you are using blaster with the stun setting, it also has to apply the soak (unless it is specifically a stun weapon).
Trenloe hasn't added targeting and more advanced features because this ruleset is based on an older FG code. He has plans to update it to be CoreRPG compatible (in the distant future). But really, for Star Wars RPG, it is not as pressing due to the cinematic nature of the combat.
Regards,
Lobosolo
Thanks Lobosolo for explaining. Plus, if you want more wounds/strain from the chits you can use the modifier control to add a numeric value before you drag the wounds/strain to a target. Remember to toggle the soak shield if needs be (for the wound/strain chits). Hopefully this means the chits aren't as "useless" as you first thought, Xydonus? :)
You can also use the modifier box to adjust wounds generated from a combat check.
Ah, cheers for that. Yeah the chits are certainly more useful now :P
Just one further question regarding vehicles in the tracker. I know vehicles themselves are sorta beta, but am I right in saying that there's no way to apply wounds to them by dragging starship damage from the chat to the vehicle in the tracker?
I've tried it myself, but any wounds I drag onto the vehicle only goes onto the npc who has the vehicle.
Hey Trenloe, while putting together a library/table for critical injuries/hits I noticed that I could not drag and drop criticals from any source to the next. Library entries would not drag onto N/PCs nor could you drag and drop the criticals from one sheet to the next like you can with abilities/conditions/inventory items. I wasn't sure if this was a bug or working as intended just thought I would report it.
That's working as intended - i.e. I haven't done any drag/drop functionality for critical records. The critical drag/drop functionality is only implemented for dragging from the critical chit directly to one target, which does the roll for the critical as well. There is currently no specific class for the critical result (it's just stored in a specific portion of the PC/NPC database). Hence why there is no ability, at this time, to drag/drop critical results.
Trenloe,
In running a game today we noticed something - might be since the graphics update - but first we've noticed. The fog of war on the players side is transparent and they could see behind the mask. Is that a new issue?
Also - when the DM uses a destiny point - does that alter the player die pool automatically the way the player dropping it on their pool? I don't seem to be doing it properly and the players have to manually adjust .
To clarify what Talen meant (and what we meant during the game) was that we could see through the map entirely - not what was masked. Meaning if we had a character sheet up under the map, we could see the character sheet behind the map (NOT the masked area of the map.)
Hmm. The backgrounds are slightly transparent in order to provide a "projected" appearance. I wonder if the mask layer is glitching out? I will have to test this when I get back to a computer with fantasy grounds. I am in the middle of moving and no internet until the 10th. :(
It's a slight transparency, it's not 100% transparent. For example, the following shows very slight transparency with a little bit of the underlying windows showing:
https://dl.dropboxusercontent.com/u/...ansparency.jpg
Is this really much of an issue?
Manual at present. Drag the token onto the desktop (just so it flips over) and ask the player to press the purple + sign in the top left of the dice pool window which upgrades the difficulty of the dice pool.
I'm planning on investigating if it's straightforward to implement them by the GM dragging to the dice pool viewer and/or player portrait.
The first extension for the ruleset is available here: https://www.fantasygrounds.com/forum...Text-extension
This is an extension that takes the base critical hit data from the ruleset and allows you to (personally and privately) modify it to display the full (copyright protected) critical injury text - rather than the "See page XXX..." text.
I can't provide the full critical injury text in the base ruleset for copyright reasons. But this extension will allow you to spend approx. 10-15 minutes to enter the copyright text into the extension (XML editing required) and use it to display full critical hit info in your own games. Please don't share any resulting extension if it contains copyright data.
That's awesome Trenloe, can't wait to test it. On a side note I will be updating my starship/vehicle library to reflect changes from the latest core book release.
That should do it. As of now I am calling this module complete, as new material is released I will update it, and I may find a few corrections to make here and there. As for the ships/vehicles that are not in the library currently, many were omitted because they were customized designs of stock craft and are generally unique versions, and it takes little effort on the GM to recreate them when running an adventure. I also updated weapon entries, modifications, and added a basic weapon table to it. Link is the same, https://www.dropbox.com/s/8nsq2u7kmx...icles.mod?dl=0 Enjoy.
Well done and thank you Miekael!
Just wanted to say thanks Trenloe for putting together the SWRPG module. You are single handily the reason as to why I purchased FG. Keep up the good work and I really look forward to the updates and hope to see more in the near future.
Here is a preview of the next library I got nearing completion. This is V0.5 of my GM Encounter Library. This contains various NPCs from all the core books (still working through F&D) and I will eventually expand it to have NPC gear entries, ability entries, and I plan to roll in some other useful GM stuff like condition entries. Like my starship/vehicle library, I will be omitting all of the named NPCs from the various adventure supplements since the focus on this library is to build encounters using generic templates. Link is below, Enjoy.
https://www.dropbox.com/s/gclyjmh47s...brary.mod?dl=0
Thanks for doing this. It is very much appreciated.
Cheer's Miekael! You've saved me a ton of manual labor doing this. Much appreciate your modules, and look forward to more!
Wow! I am outta it for a little while and everyone has delusions of grandeur.
Great work guys!
Thank you.
Lobosolo
Fine work the lot of you who are working on making SW work for us, on a side note Devin will be releasing a pack of 20 tokens sometime soon on his site for star wars. and I made a thread asking what sort of tokens people were wanting to see more of. when you are able please check it out and let me know what kinds everyone is wanting first. https://www.fantasygrounds.com/forum...Night&p=225605