I'd love to see this function implemented! It would certainly take away at least one potential source of unnecessary work. I'd help if I could, but I've got no idea how to do any of this community content sort of thing
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Hello again,
I've spoken with sylv0308 about this and other bits. As I need this for my game I'm going to do the coding on it over the weekend. I'll then share the code with Althea.
I've got some work to finish on the next Traveller update so not sure how much I'll get done but I will try.
Cheers,
MBM
Hi All,
I've entered 60% of all the equipment (Weapons, Armor complete) - but what I want do to is to automate the creation of the weapon attacks and armour effects, but run out of time tonight.
If anyone has a campaign with a good group of characters and doesn't mind sharing could they please contact me, as that'll save me rolling up half a dozen characters, plus I find it tests what I've done better on other campaigns.
Cheers,
MBM
Howdy MBM,
I and my players will be more than happy to share with you our campaign file for this endeavor! Although my connection isnt the greatest, i can work on getting it to you ASAP
Hi tommenquar,
No need now, thanks for offering though, but still useful if you can do it. I've done all the coding that allows a weapon/armour to be dragged into Inventory and then the same item appears in the Combat Tab with the various effects etc. Equipping/Deleting the item from the Inventory tab also removes/updates the Combat Tab.
I've been adding all the gear, and diagrams, potions, oils etc. When that's complete I'll be sending it over for approval. Oh and fixing a bug I found.
It's not far off being right for my group, but I'm keen to help a bit more here and there. Suggestions as to what should be worked on next is always useful.
Cheers,
MBM
The ability to drag and drop spells (even if they arent automated) would be fantastic!
I shall have a look for you after work.
Also please note, I need to finish the next Traveller update so I won't do anything for spells until then. I've got a few evenings of work with Traveller but hope to finish at the weekend (it's a lovely big update).
Cheers,
MBM
As traveler is my main slice I completely understand. Also excited to have you on board these projects! Keep up the excellent work!
Any updates on this project? I've been very much so looking forward to seeing your work! No rush, just curious where things are/what's been done. Thanks for the work!
Hi Tommenquar,
You should already be able to drag/drop the spells from the module to the spell tab of the character sheet (the according spell class must have been created prior to drop the spell or you'll have the following message in the chat box : "The spell is not compatible with the target magical class.") I just tested it and it works fine on FGC.
Attachment 51022
Hi Trexmist,
Next update will be mainly including all the fixes and work that MadBeardMan made for the gear and equipement.
On my side I'll try to finish effects and conditions support and also specific combat skills from profession tree (parry arrow, etc ...). I'd also like to implement spell casting automation as I've done for combat.
But i have very little free time at the moment and I'd like to use it to play a little campaign with my friends (fun fact : I started this ruleset to be able to play with my friends but only had time to DM one adventure for now :) )
Hi All,
As Sylv0308 states. I've been adding gear and equipment recently. I hope to finish that in the week and hand it over. When that's done I'll speak with sylv0308 about what other things I can do, so that he can focus on playing. I was in this exact same situation when building Traveller, I could either build it, or play it (but not both).
Cheers,
MBM
Hi all,
A new version including MadBeardMan fixes can be downloaded here : https://github.com/Althea21/witcher_fg_ruleset/releases
Also I made a quick google form to collect some information to help plan the future development, if you could take a few minutes to answer, it would be greatly appreciated : https://forms.gle/QRCxVq3aJuQ1TjG39
Thanks
Althea
I am using FGU…have not had an oppertunity to try it since the post.
I've been having a bit of difficulty with the ruleset, though I don't know if it's user error or not:
First, I can't seem to find the new Assets module within FGU anywhere. The Bestiary, Spells, and Calendar show up just fine but for whatever reason I cannot get the Assets to show up in menu to allow me to activate it. It's been placed in the same modules file as the others, so I have no idea why it won't show as available to load.
Second, what is the correct procedure for utilizing the custom modifiers that have been created? I often times get errors when clicking on them, so I don't know if there is a bug involved or if there is a specific time I should press these modifier buttons in order for them to work correctly.
All in all, the whole thing has been great and I thank you all for your hard work!
Greetings, I decided to make some changes and started with something simple:
1 - Move the ps_order to the ps folder.
2 - Add the extra fields for vehicles, as well as the strings for them.
3 - Addition of a data_library to start putting the information related to the book.
5 - Addition of "coins".
6 - Addition of languages.
4 - Fix when opening the effects part.
I intend to "learn" to be able to do:
1 - Add buttons on the side tab for spells, alchemy.
2 - Create the categories of items, spells and alchemists.
3 - Create the fields for these items.
4 - Add fonts for languages.
Of course, these pretensions take time, especially for those who don't know how to program.
And I also apologize for the boldness of messing around and for not knowing how to use GitHub and send the ruleset here on the forum.
Attachment 51168
Hey yako2020,
Thanks for doing this, anyone doing extra bits will help make this ruleset better for it.
Couple of pointers, mostly around your 'learn to be able to'. I've complete the Equipment/Gear work and sent a PR to the ruleset owner for them to review and merge in/etc. That has a data_library so there may be some issues. Nothing too bad I suspect though, I've also completed the work bringing spells into the Side Tab and allow them to be listed/filtered. That will soon be with the Ruleset owner to merge in.
On the GitHub repo, you'll see versions, in there there's a kanban board of features to be added, have a look in there and post here if you want to work on something. I'm still donating some of my time to this Ruleset as I wish to use it for my own game soon.
Cheers,
MBM
Delete this post please
Just curious MBM, were there any other changes you made to this system in the past few months? we are picking this back up and would certainly like to run with the latest version. Thanks man and keep up the fantastic work on all you do.
Also how would 1 go about applying the updates you pull requested on github?
Well at the moment the ruleset creator isn't available, so my MR's/PR's are still outstanding. Once they return, then maybe we can move forward again.
I've got more work done on it, but relies on my previous work.
I'll try and speak to them again in the next week, but we must respect their personal lives, as this isn't a commercial ruleset.
Cheers,
MBM
Why hello again!
I did drop them a message, and they're not available. I do have access to the repos so I could look at merging my own work... I'll tell them I plan to do that and then give them a week to say 'Yes or No'.
I didn't pick this up as such. As I was going to run a game I thought I could repay the creators with some help. I am keen though to run this, and I do have more coding done for it.
Cheers,
MBM
Hey I'm wondering if there is an update? I'm keen to see this working properly on FGU. I'd like to help but I have no idea where to even start. Thanks!
Anything new on the update? Would love to come back to Unity with my group.
Hello, any updates for the Witcher for FGU please? The last update has been released a year ago sadly
MBM has had a tough year outside of his FG related activities I believe. Not sure as to any progress, but he may reply.
Well, looks like my group is staying with classic. Sadly I'm just not skilled enough to get the ruleset running again.
Hello all,
I've been working on v0.6.3 today.
- Fixed all errors going into the PC sheet/combat tab (same with NPCs)
- Updated all the code to match the latest CoreRPG changes over the last year.
- Fixed error with Fumbles adding the negatives rather than taking them away (and ignoring the 1)
- Merged in the equipment changes I made last year
- Added custom sidebar graphics based on the rulebook look and feel
I'm going to continue fixing things as I find them (there's an error when adding/removing from the CT), it's all on github under branch v0.6.3. Go have a look.
Also, I've applied to have an FG Forge page for The Witcher Community ruleset, if that gets approved I'll add the various mods/paks to the Forge so you get updates without having to download and install.
Cheers,
MBM
Welcome back hirsute one!
Hi All,
Ok so on top of everything yesterday, today:
- Fixed errors with the Parry, Block, Dodge and Reposition rolls, they all now show 0 when a fumble dice is rolled (for that dice)
- Addressed layout issues with the NPC sheet on the Combat Tab
- Dodge now uses Dexterity and not reflex as the base value + roll
- Updating the CT to use the latest CoreRPG changes
Once I'm happy with the CT no longer throwing errors then I'll call this version finished. I'll update the GitHub releases and package up the Equipment.
All done.
https://github.com/Althea21/witcher_...ses/tag/v0.6.3
Cheers,
MBM
Bless you, MadBeardMan.
You are a hero, man. Seems like it works fine.
However the inventory doesnt't track the weight of the items, at least for me.
A reply would be nice, if the error is on my site or just not fixes yet.
@MadBeardMan
Code:function onInit()
CharEncumbranceManager.addStandardCalc()
end
Hello I have an issue installing the ruleset, if I copy the ruleset and modules in my Fantasy grounds folder, it overwrites my existing folders and all the modules and rulesets I had are lost.
If I change the name to the ruleset folder to The witcher, then it works, but I am not able to activate the modules in the Library, they are not available for the ruleset.
Regards.
Extract the folder called rulesets into your \rulesets folder so it looks like \rulesets\rulesets
then rename that second folder as WitcherTRPG so it looks like \rulesets\WitcherTRPG
Hello again. Sadly I can report some issues with the ruleset. At least in my group the players get a error message every time they open an NPC. Also some of the modifiers you can check like aiming for a specific zone dont work.
I would like, if these problems are a fault on our site. If not, I hope you're still working on the ruleset.
Greetings Jahtran
This build may or may not fix your immediate issues.
TBH I am not sure what to do with the following files. Do I drop them here? C:\Users\...\AppData\Roaming\SmiteWorks\Fantasy Grounds
Attachment 57995
Thank you,
jrock1
Oh, I don't think I'm supposed to unpack it since it's a Ruleset. Please disregard.