Pushed a hotfix for this issue
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Are there any plans on implementing all of the optional rules and the ability of removing certain skills based on the setting? As is, this program is not really usable unless you are running a game that includes all skills and has a setting that incorporates everything from primitive societies and superheros to space opera. There is no option to add cultures/races and other things one would think a toolkit rpg would allow the user to make changes in game without having to nearly rewrite the code for the game. Truthfully, it would be best to just drop BRP and do a separate ruleset for all of the other games you do that are setting specific, like what was done with CoC.
It has been my experience, unless the game allows you get rid of stuff not used that the players will just cry that they are not being allowed to do something that is present in the currently available to them in the game through FG. It also makes it near impossible to track which rules you are using and which ones you are not. Most likely, FG is just not a good fit for a game that includes everything so that the GM can create their own set of rules for a specific setting but doesn't actually allow you to clearly implement those changes.
See this thread: https://www.fantasygrounds.com/forum...out-skill-data
We don't currently have any plans to add skill filtering by the GM for BRP. That does sound like it would be a useful extension if someone wanted to put one up on the Forge. It looks like the extension peterb build for RuneQuest is exactly what you are wanting to do. Perhaps he can share his work with you and you can edit it for your needs.
When I use the "reset initiative" button in the CT I get an error "[9/15/2024 4:07:48 PM] [ERROR] Script execution error: [string "Basic Roleplaying:ct/scripts/ct_menu.lua"]:46: attempt to index field 'list' (a nil value)". I have four NPC's in the CT.
The code in question is this:
I'm guessing that this code is deprecaded? Should it be a DB call instead?Code:for _,v in ipairs(window.list.getWindows()) do
Btw I reproduced the error running a vanilla campaign. I use:
[9/15/2024 4:04:07 PM] Fantasy Grounds - v4.5.10 ULTIMATE (2024-08-20)
[9/15/2024 4:04:07 PM] RULESET: Basic Roleplaying: the Chaosium Roleplaying System (2024-09-04) Copyright 2024 Smiteworks USA, LLC
[9/15/2024 4:04:07 PM] RULESET: Core RPG ruleset (2024-08-27) for Fantasy Grounds Copyright 2024 Smiteworks USA, LLC
Pushed a hotfix for this issue.
Thanks!
Hello.
I have noticed that I cannot drag an Effect from the Effects window onto a PC or NPC in the combat screen UNLESS it is their turn in the initiative/strike rank order. This causes some issues during play as, let's say a PC imposes a condition or effect on an enemy, I have to take the combat tracker off of the PCs' turn, artificially make it the enemy's turn, drag the effect, and then make it back to the PC's turn again. This not only imposes extra steps and time during combat, but if there are a lot of combatants, it can be confusing to try to remember where we were in the initiative order.
I know in FGU D&D 5e you could simply drag an affect from the Effects window to a PC or NPC on the combat tracker and the effect would appear.
Is there any easy way to implement this functionality?
Regards,
Devin
A fix will be pushed with the next TEST server update. I was looking at the ruleset due to updating the character sheet for the latest round of standardization changes.