That's sound great. I like the spells tab idea.
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That's sound great. I like the spells tab idea.
I noticed that there is no rarity category. Is the note category where the description goes or is that the blank space above the setting. Just a suggestion but you could label the place where the weapons qualities go as "Special" and the text Description as "Description".
Also I am not sure but is there away to hide text from the player until the weapon or item is identified? I know that you can conceal the name of the item, but not sure about a description.
Also the items say Weight and not encumbrance.:p
Also if you wanted to put that little extra finish on it you could order the categories in order that they appear on the tables, like you did with the talents.
I hope I am not being too big of a nuisance. OCD kicking in :)
Thanks again for all your hard work
Non-id name and notes are shown to the player if the item is not identified.
I will clarify that renaming that label
The big field with no label, above setting, is the one with the full description
I will see if i can add a label there
I also need to make sure that an item cannot be listed in combat, if it is not identified, or at least
Just thought I would check in and see how things are going. It's been awhile since I heard anything. I have weekends off I was just looking forward to adding all the items in. No pressure I am just realy excited. Lol I refresh this forum like 30 times a day to see any news. :)
First map if you don't already have it. Original Post: https://twitter.com/FFGames/status/1214246392857841665; Map link: https://images-cdn.fantasyflightgame...tion_names.pdf
That's beautiful!
I am working hard to make the npc sheet working.
I tried two things... one creating it from scratch to make it look like the ones you see in DND 3.5 and 5... but to be fair, i didnt like the results.
It is mainly because my skills i would believe, are not up to par atm
But then, i started working on the one SW ruleset has... and it clicked!
So, i will upload tonight a version where it works, so people can test and give feedback
It is not the final version yet, but it works
I will fix the items window, and upload this...
Woot. Let the party begin :)
RELEASE NOTES - Feb 9 - 2020
1 - Character inventory
- unidentified weapon if equiped will be ignored, and will not show up in the combat tab
2 - NPC Sheet
- tabs show redundant information:
I still need work to do, speciall remove some redundancy: some things show up multiple times across tabs and i will still make this look better and more functional
For the time being, i decided to release anyway, so people can test the ruleset
- improve skill list
I want to improve the list, maybe for minions only show skills when they are selected, since minions have access to a limited range of skills
For now, when creating a minion, make sure to mark the "minion skill" checkbox in the skill, and also notice that the skill total will be calculated automatically at this time (minions have skills at their number -1, so a group of 3 minions when they have a skill, the skill value will be 2, for example
3 - Items
- Added Rarity, Special fields
- Reordered fields so they show up in the order they are presented in books
- You can set an item as "unidentified"
Notice that there are two fields: "non-id name", and "non-id notes"
These fields are what the players will see for name and description of the item, if unidentified
Unidentified items cannot be used in combat
- Please notice that the big text box right before "Setting" is the main item description
Work in progress:
My next focus is making Initiative rolls automatically update character and npc positions in the combat track
Download link:
https://drive.google.com/drive/folde...R-?usp=sharing
hey Sevrick!
Please download the latest version and let me know what you think.
Please read my notes in the previous post.
I think the item database is ok to be used now
I believe now the ruleset has all basic features to be properly used!
I will try to run some tests, and also please let me know what you find!
:)
Will do. Item data entry will take a little longer than the Talents did since there are more of them and more fields. But none the less I am excited to get started.:)
By the way, sorry to keep you waiting.
Yes i am also so so hyped for this... i would say too much
What happened is: most of my free time i was working on this, and when i came back from vacation, my mind was so caught up on this that i could not sleep
I would be thinking on this constantly even when almost sleeping, so i took a few days off, even when i really wanted to code the ruleset hehe
But now, i want to polish it a bit.
I will get initiative to work tomorrow, make the npc sheet look better and less redundant, and overall, make the ruleset 1.0 i hope
After that, we can discuss what to do next. I really want to change the looks, make it look better.
Also improve a few things, and work on a vehicle feature. I am still not sure i like the way star wars ruleset did, making vehicle a tab in the charseet, so i will take some time, and look at it
I will of course wait on your feedback!
I think you mean the party sheet, right?
I will check them.
I was thinking if instead of a fixed tab for vehicles, it should be treated like a pet/npc, where you could have it under inventory. That way people could actually have multiple vehicles/mounts.
I think this part may need more feedback
Altough I am trying not to change too much, in hopes that i can make an upgrade script to allow people to import their existing database later in an updated sw ruleset, some things i had to change....
In the Star Wars ruleset, the vehicle tab in the PC/NPC sheet is a way of displaying/tracking data both in the PC/NPC sheet and the CT, and controlling the vehicle (making linked rolls, etc) for the currently used vehicle. Drag/drop a vehicle to the PC/NPC sheet to populate the data, overwriting what was already there. Maybe this could be expanded upon to populate the data if a vehicle in the inventory is equipped, keeping the previous data (damage, etc.) in the record in the inventory for vehicles that are unequipped.
Not exactly. I've attached three images to show all of the places where vehicle information can be loaded into a Star Wars ruleset adventure.
Attachment 31526
Attachment 31527
Attachment 31528
As for feedback I do like the idea of being able to have more than one vehicle in the inventory. Perhaps each vehicle in the PC inventory will link to its own vehicle tab in the party sheet? And keep the vehicle sheet its own entity to store all of the types of vehicles in the ruleset for database management.
So I have been testing the ruleset and I decided split up feedback for testing into 2 parts issues and polish. Issues being more important than polished features. Polish is ideas that have come to me that might make it better but aren't a priority.
Issues
- Weapons can't be dragged to NPC Inventory.
- Weapons in the NPCs combat tab can't be dragged to dice pool.
- Display Encumbrance Threshold on character sheets.
- The Armor button in the items window is displaying AC and Wt instead of Armor, Defense, and Encumbrance
Polish
- Weapon qualities not showing up in PC combat tab. You might show weapon qualities 1st then a description.
- After clicking the Weapons button in the items window. You could mirror the tables in the official books. As well as change Wt to Enc.
- More search filters for the items, such as searching by Skill and Setting.
- A Gear button for the Items window.
- I know it was possible in pathfinder and dnd to click on certain keywords, such as conditions, and then it would bring up another window displaying what the effect does. You could add this feature to Weapon qualities.
- When armor is worn, its encumbrance rating is supposed to be reduced by three, to a minimum of zero.
Item Database looks beautiful BTW.:)
Rofl no disrespect meant on your work:). True it got the job done well enough, I just spent years looking at all the things the old ruleset couldn't do. To be honest I didn't expect something like this to ever happen. So I resigned my self to working with what I had. Hence my excitement to see this brought to fruition.
Ain't that the thruth! I've tried looking into code, but my mind isn't wired for it, so I have all the respect in the world for someone, that says: "I'm gonna do this" and does it. I am pretty excited about this ruleset.Quote:
Neither did I when I asked the community to take on updating the old ruleset for FGU. @johniba has definitely gone above and beyond here!
I just hope that once it is done, that there will a be a Star Wars extension for it. And since it is CoreRPG based, I sort of assume that this will work with the Author extension (which is amazing by the way). I can't wait for that!
Keep up the good work!
Vires Animi
omg, the star wars ruleset and the warhammer frp rulesets are anything but feeble!
When you start to see how much the code handles and so many incredible things, it is an awsome achievement!
I only hope one day we can improve upon that... but oh no, never associate it with feeble!
Most of these are easy to fix, i will work on them.
By gear button, what do you suggest the filter should catch up to show?
The armor and weapon buttons open up a window showing those items from that category... should gear show all the rest, or are you typing "Gear", in the item type field?
About the feature similar to pathfinder... yes! I saw that and i really want to do something like that.. maybe after i fix these issues, polish npc sheet and finish initiative and combat track
i think i know what you mean, but if you could look the sw and warhammer rulesets from the point of view that i have been doing, from inside the code, you would start to feel amazed.
I think the only weakness in them is that they have this legacy with working with old features, but oh man it is actually incredible.
I still love warhammer frp3 and one day maybe i can update it, but it would a lot more difficult...
Unfortunatelly there is a weak link... i am learning as i go and i am sure some decisions i am taking are not optimal.
Maybe after this is done and with more experience under me, i will revisit the code and make it better.
I still stumble over things like getting node and window information, or passing info around...
Hi Vires
I think that right after a few days when i started looking at the code and working with it, i already saw that it would be very possible to create an update for star wars
Star wars ruleset afterall is pretty much a few more things on top, and in some critical code, like dice rolling, i made sure not to remove things related to star wars, so that the code could coexist with both.
After I am finished, i will work on an update for the star wars ruleset...
My only big concern is regarding with data compatibility.
Whenever possible, i tried to stick to structures found in the star wars database, but some fields/nodes will be different.
I know that it is possible to make code that will identify a previous version of a database being executed and update it when first opened in the new ruleset, but i will have to do tests with it.
Last thing i want is to make a ruleset that would invalidate work from other people...
This is just the beginning though, and i am so excited for the future... i love to work on stuff like this, and i have to say i havent felt excited writing code like this for a very long time.. Not since i was a young man!
But the really good thing about all of this is how it all works
When this Genesys ruleset is loaded, it actually loads CoreRPG first...
It then replaces a few things... and add the new stuff. This is the biggest difference from the previous rulesets, so if CoreRPG updates some things, it is easy for us to look at our code, and make it work with new stuff.
It also means that several modules written down fo CoreRPG will work with no to little change in code...
So when the time comes for me to work on a new SW ruleset, it will work just like that.
SW will actually start by loading Genesys (which in turn also loads core)... and only adding the different and new stuff from SW :)
I have just loaded that extension you mentioned... it looks incredible!
Since i am not familiar with it, i could not test it, but i can say so far, it should be 100% compatible since i am not changing CoreRPG features for stories, etca.
Let me know, if you test it and find anything wrong, ok?
By gear button I mean how weapons and armor have a button you can press to see the items in a table format as well as organized by sub categories. I would suggest do that with gear as well. I can then use sub categories such as Cybernetics, Magic Implements, Potions and Elixirs, etc. In the type category, I did put "Gear" when entering the gear items in the libraries. Also having these subcategories for gear would allow for people who may have different ideas for subcategories tailor it for their specific needs.
Ok here is the Genesys Core Rulebook with Items added. A few things of note.
1st: I applied errata changes into this version.
2nd: Items with a 0 encumbrance I made their encumbrance 0.1. This makes it so 10 zero encumbrance items add up to be 1 encumbrance per RAW. Although I think this is an optional rule.
3rd: I was missing the Adversary Talent it's here now.
4th: The only items I purposefully left out was the example items in chapter 5. There descriptions were just there justification as to why they added certain stats. I can add them if anyone thinks I should.
I could have made some errors so let me know if anything is amiss.