Hi Talley,
Yes I need to create icons for those. I will do it as soon as possible, the buttons work even tough they are "invisible" in the library, for the moment
I will fix the library in the next version i upload
Printable View
Cool. I wasn't sure if it was just me. Keep up the good work! Looks amazing so far! So excited to see this!
Here is the Realms of Terrinoth Library for Talents :).
Edit: Were you able to see what was wrong with the font symbols? Just thought I would check because I am not sure if there is something I need to do to fix it.
Edit: Also I did notice that when you bold something the text seems to get smaller for some reason.
Here is the Genesys Extended Players Guide. Sorry I would have just uploaded them together if I knew this one was going to be done so fast.
:cry: That is so beautiful! :cry::cry:
hey just a quick update:
i havent uploaded a new version in a few days, but it is mainly because I am at a point where several parts of the code are tied up together.
Right now, I managed to prepare the code that will accept critical rolls into character sheet, and also almost the whole charsheet
After that, I want to finish the Archetype/Race window (include starting characteristics, etca), and that will leave me with working on item/npc
I have found a way to speed up the process, without adding old code into the ruleset so that is great news, since i can reuse a lot of code from star wars without adding old stuff that would overlap corerpg
I will try to upload a new version tomorrow
I still haven't been able to figure out how to get the font symbols to show. I even installed the fonts in the download link to see if that would work. Not sure why it's not working. Were you able to figure out anything on that front? If it would require too much work right now don't worry about it.
Also I should have Shadow of the Beanstalk uploaded soon.
Here's an old post but I think it applies specifically to FG Classic. https://www.fantasygrounds.com/forum...nd-fonts-in-FG
And another post, more related to either version I belive: https://www.fantasygrounds.com/forum...-OTF-TTF-fonts
In order for the special symbols to be used, you need to create them in the font used in the object, in this case, the text boxes in the ruleset.
Fantasy Grounds Classic (the normal one) uses FGF, a custom font format. The newer versions of FG (still classic) are smart enough to convert as you run the ruleset, on the fly (if you use a ttf and you do not provide a FGF) also...
Fantasy Grounds Unity on the other hand only uses TTF.
The issue is that the TTF font I created is not 100% compatible so FGUnity displays them with some invalid particles coming out of them. FG classic though works ok
For the time, i will focus on finishing the ruleset, and later i can tackle the font matter again :)
Also I want to see if i can make inserting those symbols in text a little more friendly
I imagine something like this:
- Imagine you are typing a text like:
"Add [dBoost] to your combat rolls"
And when you finish editing, the ruleset will replace that [dBoost] with the actual symbol, so you dont need to use exotic commands in your keyboard
We will see... :)
I downloaded the application that generates it from a TTF, I then got a copy of another font that included Genesys symbols, and managed to insert them in
I am currently creating a Reference Manual for the Genesys Core Rulebook. No worries about the fonts I can wait. The only thing, it would be nice is to have a list of what code would be entered when it is implemented, so that all the code would be changed retro actively.
For Example [dBoost].
It's just a thought but if it won't work that's good too. I am probubly too excited for my own good. Thanks again for your hard work :).
The Star Wars ruleset allowed this in the Story tab, however you would have to close the story tab and reopen it to actually see the dice.
For example [D] was used for Difficulty die, [A] for Ability, [S] for Setback, [B] for Boost, [C] for Challenge, [P] for Proficiency, [F] for Force
And for results: (S) was Success, (F) was Failure, (!) was Triumph, (D) was Despair, (A) was Advantage, and (T) was Threat
For example, You would type "Make a HARD ([D][D][D]) STEALTH check." Once you closed the tab and reopened it, then the [D] would become the Dark Diamond symbol of the difficulty die. I believe the original posts for this are somewhere in the original Star Wars ruleset Threads at: https://www.fantasygrounds.com/forum...r+wars+ruleset but with 78 pages it might take a bit to find it.
I never knew that!
Through trial and error I found the codes for the symbols and made a list, from which I could copy from or just remind myself what the code was.
[QUOTE=punisher5150;474465]
Punisher, that is AWSOME news!
It means I can copy the logic from that code, and replicate into the ruleset, and possibly into other fields aswell... like descriptions of talents etca
I will have to put this in the end of the to-do list, but i cant wait to do it
Thank you
I have just uploaded a new version!
RELEASE NOTES: Feb-02-2020
1 - Character sheet
Most of it is done:
- You can now input Abilities, Talents, Critical injuries, Conditions: for now, right click the list to add a new item manually. I will later add the new UI from CoreRPG (icons to add, delete etca)
- Talents can be dragged from the Library into the character sheet, and auto populate. I will do the same later for Abilities (which will cover racial abilities) and this is a preliminary for critical rolls and automatically adding critical results into the character.
- Inventory: you can either create an item in the inventory or drag from the item database.
Inventory uses CORERPG features: Clicking the Carried/Equiped will equip, unequip weapons and armor (weapons will show up in the combat tab), and you can also put items inside items:
(for example: Lets say I create an item, lets name it "Bag"; then I create another item, a Sword; now on column "Location" for the sword, I can type Bag, and the sword will be organized inside the bag
P.S.: clicking the dice icon to roll for a weapon in the combat tab is not working yet
- 2 Item database
- The item window is almost 100%: it is missing the "skill" field for weapons, and there will also be more features later, like bringing back attachments
- For now I would advise not to start creating an item database, until i can finish it at least
- When you start creating a new item, notice there is a special field named "Type". It is free form, but if you enter "Weapon" or "Armor" it will display more fields accordingly. for example for armor it will show Damage, Critical, Range...
- Subtype is also a free entry: we can use it to classify items for example "Melee, ranged..." or any classifications people want. That will be used to sort them in the Items main window, where you can click the Weapon or Armor buttons and have a complete list of items in the database
There is a lot to do, but i made a lot of progress also, i will keep you all updated
If you would like to test this version, it can be downloaded in the same link as before:
https://drive.google.com/drive/folde...R-?usp=sharing
[QUOTE=johniba;474477] OK I dug up an old Guide I created and found the exact Dice symbols and Result Symbols, PLUS the equivalent code for editing in the XML file of a FG module. Also, these codes work in most of the tabs for Star Wars Ruleset (ie: story, NPC, Items, etc etc).
DICE
Difficulty = [D], õ
Ability = [A], ö
Force = [F], ÷
Setback = [S], ñ
Boost = [B], ò
Challenge = [C], ó
Proficiency = [P], ô
RESULTS & SYMBOLS
Force (Light) = (+), ø
Force (Dark) = (-), ù
Despair = (D), ú
Advantage = (A), û
Threat = (T), ü
Failure = (F), ý
Triumph = (!), þ
Success = (S), ÿ
Attached is an IMAGE file I use when making Star Wars FG modules. Ignore the ALT and CNTRL, CNTRL SHFT codes. Those are quick keys I setup for editing in word docs. The FG codes above are on this image.
Attachment 31441
Exciting news. I will hold off on adding adding items to the database untill finished. I was wondering though does core allow for those font symbols to be colored? It's more on the aesthetic true, but the idea is interesting.
From what i saw so far, it doesnt seem like it supports that. You can choose a font type and color for an object (text box, button, etca) but not per character in the text. It could be something hackable and i will certainly try, but i dont want to give false hope :P
Awesome! I am super excited. All I really need now is NPCs as bare minimum and I can start playing. BTW don't worry about if you have to change something to talents and they have to be redone for some reason I can do it again.:)
[QUOTE=johniba;474505] Happy to help. The coding is a little over my head, but I'll continue to monitor this Thread. I've been using the Star Wars EoTE Ruleset since close to the beginning so I may be able to dig up stuff from the old forums if needed. I'm exciterd for a CoreRPG based Genesys and the inevitable Star Wars extension or Star Wars CoreRPG ruleset (whichever is deemed the best way to go!)
Here is Shadow of the Beanstalk module. I guess that's all until the Key Forge setting comes out.
Also it goes without saying as soon as other elements become available such as items, Adversaries, etc I will be updating the modules.
I am glad I could be apart of this is some way.:)
Thank you! Looks really good. Wish you could add the Force Die to allow Star Wars gameplay (maybe an option?).
Both .ext for Terrinoth and Android are not needed anymore (from gdrive) as Decal images are now inside the ruleset?
Also found this error when I add a new NPC:
Quote:
Script Error: [string "common/scripts/string_attackline.lua"]:46: attempt to call field 'parseAttackLine' (a nil value)
After i am done with the code, i will create a ruleset for star wars. It should not be difficult because the ruleset will import genesys, and add what is missing. Dont worry.
For now, i would advise using the EoTE ruleset for playing star wars
Oh about the decals.. yes i kept them in the main ruleset, so people can choose to use a decal even though they are playing core.
When you use the extension for say, terrinoth, what it does is:
- change the decal to terrinoth
- make a special list of skills, in the character sheet, for terrinoth
So i kept the decals for now, but i might change later :)
About the npc error: yeah sorry that window is not ready yet, should be soon!!!
I want to get ready to move to FGU and there your ruleset will work. If you added an option like decals with Star Wars and force dice I don't need all dice with star wars logos, you can play Genesys Star Wars and like tokens are still Light and Dark Force the Force die would help as an option. I could always activate a d12 and do conversion but if you enabled that option It would make the wait a little less painful :)
Ok... I did not see the list of skills that is a must then... Sorry but then it is not working as intended. When you use .ext you should remove the Decal code as then it doesn't work after you select any option you cannot recover original setting decal. Just the list of skills as the Core Genesys ruleset already has correct Decals to choose from.
Oh... no need really found that you can right click on d12 and select optional dice dForce and it will roll the Force Dice to generate Destiny Pool! You did an amazing job! Thank you again! :)
New version!
RELEASE NOTES
1 - Added critical rolls
Use the desktop token, drag it into chat and a crit roll will be executed (but will not be applied to anyone)
Drag it into a character, and the crit result will add a critical injury to the character.
Wounds and Strain
Added tokens to drag wound and strain to characters.
It has exactly the same functionality from SW ruleset:
- Right click for menu: choose the shield icon to toggle if soak will be subtracted from the damage input or not
Weapon items
When creating a new weapon in the Item database, notice the following:
- In the Type field, type "Weapon" so you will be presented with extra fields related to weapons
- Skill field: you have to type EXACTLY the skill name
Examples:
a) Melee
b) Melee (Heavy)
c) Ranged
... etca
I will later make this easier, but for now, make sure the skill description is exact
- Damage field:
There is a small difference from SW rulesets:
Typing a simple number will tell the ruleset later when rolling the dice, that damage is "flat" (for example ranged weapons do flat damage)
If you type a "+" sign before the number, it will tell the ruleset that damage should be the value PLUS the character's Brawn characteristic
For now, in the damage result when rolling, the ruleset will only calculate damage+extra damage from the roll, and will remind you to add + Brawn
Later I will make this automatic.
You can Drag weapons into a character inventory, and then click the "Equiped" icon to make sure it lists the weapon as Equiped
This way, the weapon will show in the Combat tab, in the character sheet.
If you go there, you can roll combat dice
You can also create Items directly in the player inventory.
The only difference is that it will not go into the database, it will be for the character only
TODO:
- Automatically update Defense and Soak in the character sheet if you have equiped armor
- Make NPC sheets workable.
The current ruleset does not have the npc database working properly yet
Download link:
https://drive.google.com/drive/folde...R-?usp=sharing
It's such a great time to be a Fantasy Grounds and Genesys fan. I have been adding the Geneyes Core book as a reference to FG. Sadly I can't up load it since that would be a major copyright infringement, but if you have the PDF it should be easy enough to do it yourself, to anybody interested in doing that.
When dragging the die from a weapon on the combat tab I get an error that says a bunch of times:
Script Error: [string "common/scripts/weapondicepool.lua"]:28 attempt to index local 'weaponnode' (a nil value)
Also something that might be good to add, since you are going add items adding soak and defense to the character, is a temporary soak and Defense or a misc soak and defense bonus. For like barrier spells and such. Maybe it's something that goes in the effects section instead though.
Lastly is the items good to go as far as me adding items to the modules?
I have just fixed the combat drag issue... you can download again.
About items:
Yes it is ready to go, just remember a few things:
Item fields:
- Type: this is an important field. value "Weapon", and "Armor" will display fields related to that.
if type is anything else, only common fields are displayed.
I think that could be used for creating "fluff" items, for example torch, food, etca... items that dont have mechanical rules, but are used roleplaying
Or for example, items from Terrinoth like "Alchemist's kit", backpack, bedroll, etca...
- Subtype: as far as i know, it is only important for now for armor and weapons.
If you for example give a weapon a subtype, lets say, "Melee", "Ranged", "Melee Heavy".... when in the items window, if you click the Weapons button, a window with a weapons list is shown, and the items will be separated by their subcategory
Give it a try, and see how that and the group thingie works!
Items window: Groups
You can edit and create groups... the group you have selected before you create an item, will be that item's group
I still dont know what classification should be used, maybe you can think of a good one.
- Text field above "Setting"
This is the description field. For weapons, this field is also displayed in the combat tab in the character, under the item itself
I think for now for weapon for example, it could display special powers, maybe quality properties for now?
In the future, i would like to expand this
For other items, lets say potions, it could be used to describe how it works mechanically:
"This potion gives the drinker extra strenght for two turns..." for example
But remember, do not type that into the .mod file you will share, leave as "look at page xxx"
It is fine if you do in the file you will use personally.
Awesome I will get to work right away. So I was wondering about the whole misc armor thing I mentioned in my last post. Would that be an effect?
Abou those temporary effects, I think i will later add as conditions
You may notice that in the combat and main tab, where talents, criticals are displayed, i recently removed that conditions.
It was something from warhammer, i am not 100% sure it is used in sw, and i will check, but one think i believe it could be used, is for those temporary conditions
So in the future, we could create those...
Imagine a spell gives a particular temporary effect like you said, maybe it add 2 soak for 2 rounds.
We could add to everyone a condition for that, and the effect would be added for 2 rounds.
Maybe even the combat tracker, when a round is changed, will automatically decrement those rounds from the condition
I think this is something we can improve in a new version of the ruleset, after i am done with the basics
But it is a great use for conditions!
I am also thinking of creating a spells tab...
So we know spells are dinamic, but the books say players are free to create their own spells
Maybe a player wants to create a personalized spell, or just record in his sheet one combination he is particular to cast frequently...
he could record it in his "spellbook"
Maybe each spell entry would list the dice involved, description, skill check, and under effect, we could enter conditions...
Those conditions, when the spell is successfuly cast, could be distributed to players or npcs :)
But i will leave that for later, we can brainstorm this after we are done with 1.0 :)
So for now, i would say players will have to track their soak and armor, and temporary increments on those, before they receive damage.
No big deal, since on tabletop you will usually need to know these things anyway hehe
BUT the future is bright for our ruleset!