Awesome, thanks!
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I heard some talk earlier about adding the libraries to the subscription for Unity... has that happened yet? Is it a separate subscription? Or is it still on the to-do list?
I do have a forge account and plan on uploading them but I think Johniba wanted me to wait on that untill somthing gets figured out. I honestly forgot what that was. :)
Heh, The Great Unity will occur... just give it time ;)
Just something to bring up, because I don't know if it's an issue for this program to deal with or some larger issue, but the narrative dice still can't be hidden from players view for GM rolls. Only the d10 rolls can be hidden.
Potentially useful feature - for the Party Sheet, perhaps there could be a way for the GM to tell if the items in the inventory are simply owned, carried, or equipped like on the character sheet?
I had and idea. I noticed that there is not symbol for a force die, meaning the commit force die symbol. The closest thing is the proficiency. You could add the same symbol you have for Proficiency die only make the inside a solid white to distinguish Proficiency from Committed Force die.
The commit Force Die. There is Actual 4 force symbols
(+): Light Pip
(-): Dark Pip
[F]: Light/Dark pip
??: Commited Force Die
Any force power that has a committed force die has it. As before the Proficiency [P] comes closest because they are both 10 sided dice. Having a solid white 10 sided die for the symbol would work while keeping the Proficiency die [P] the same.
Commit Force Die:
Attachment 49293
Proficiency Die:
Attachment 49294
[F] is the force die. Do we need a distinct symbol also to represent dark+light?
I mean well, if in other websites and books the force die is represented like you showed, I can see what we can do
The big problem is how we are restricted to black and white, we cannot represent them in colors.
I am concerned that the white dice you linked is surely going to be confused a lot with proficiency
Let me see if i can come up with some "mock ups" and we can see if it is going to work
I'd say "no". The seperate Light and Dark symbols was a thing in the early books, but was replaced with the general Light+Dark symbol entirely later on. It simply means Force Die. You can literally just replace any old symbol with the new one.Quote:
Do we need a distinct symbol also to represent dark+light?
Ok now I am confused. Those images were screenshot streight from the offical books. We already have the force pip representing both light and dark pips. That is [F]. And that is great. But there is a big difference between that symbol and the Force Die.
The [F] symbol represents the choice you have when you use a force power. You can use light or dark. They changed to this symbol in later books when they knew more accurately how the light and dark force pips worked. It used to be just (+) and (-) which we have already as symbols. More about this on page 21 of the Force and Destiny Core Rulebook.
The Force Die
This represents the force die it's self, not the white/dark pips on its face. ie Enhance when you use it for ongoing effect to give you increased Brawn or agility. I use commited force die because that is where it comes up most when talking about it. The rules for the committed force die are on page 282 of the Force and Destiny Core Rulebook. Much in the same way you have a[D] representing the Difficulty Die and have (F), (T), and (D) for the symbols on the face of that die. You have the Force Die [Insert new Symbol here] and the symbols on it's face representing [F].
The reason I am looking for a this symbol to be added is when we add descriptions that symbol is going to come up whether you are entering a the description of a Force Power or Adding the books through Author. Since the Light/Dark Symbol aka [F], don't mean the same thing it could get confusing if we used that where ever it talks about a Force Die
As far as having a sold white symbol for The Force Die symbol and just the outline for a Proficiency, that was just a suggestion, I will leave that to you.
Not so. There are some abilties that specify specifically that you use light side you get x result you use dark side you get y result. For example Overwhelm Emotions Talent found on page 141 of the Edge of the Empire Core Rulebook. It wouldn't work if you just replaced all those light and dark symbols with dark/light symbol.
Also it doesn't mean the Force Die. More accurately it means the coice of either light or dark as a result when either one will work.
Yeah, the text will say if it is a dark side power or something. I think what you're saying is true for some of the early work and thus it might be confusing when the new symbol was introduced. I haven't come across anywhere where using the new symbol and replacing the old one's, caused any problems whatsoever, understanding exactly what a given talent / power would do.
I mean. I don't care one way or the other much really. I'm just going to use the new symbol, but if others need the old one's, I am not going to stop you. Different strokes for different folks and all that. And i do like options!
EDIT: Just hand another gander. Yeah. It does not mean force die, but force point. Which is what I meant to say, but failed to do correctly.
So here is an idea:
[F] - I will have to replace the symbol with another to represent the Force Die. It will still be [F], so for now, use [F] for force die, ok?
When I update the fonts, any descriptions where you used [F] will automatically show the new die symbol
For the other case, of representing the dark/light pip... we need an official name for this, and I will create a new code substitution.
So far here is the challenge:
There is no way to make the new Force die a "total white" icon, due to how the ttf in black and white represents that character
So the proficiency symbol is already white (because we cannot have a yellow one), and it is the way it is, because there is actually no white... only either black or nothing... so it needs to be like it is: a hexagon line, empty inside
I was thinking, how can i represent the force die in a way it will be recognizable, and wont be confused easly with proficiency?
I have done two mock-ups, please check the attachment.
Attachment 49302
This is my first test (attached image)
The F is very faint and thin... I will try tomorrow to make it more visible if possible
The good news is that I fixed all issues with symbols not aligning with other text, specially bold text
It is working in FGU but for some reason not in FGC... but i will fix this one also for sure
Attachment 49306
I'm using FGU.
All I'm doing is creating a dice pool, making sure the eye to the right has a line through it, and making a roll.
I've also tried it with the eye having no line through it, and then again with the line through it.
In all cases, the percentage die results will not show up, while the narrative die results will show up.
Is it possible you've got some add on that's really common but not part of the vanilla build? As far as I know the only mods I have on my system are ones connected to this project
I have uploaded the libraries to the Forge and is now pending approval but I left out the Force and Destiny until I am finished with Disciples of Harmony. So it will hopefully be available soon.
Also I have bundled them into one forge subscription, if you would rather have them separate let me know.
As for the Genesys Libraries I am not sure how particular they are on thumbnails. Since I use the cover art for my thumbnails I am not sure they will allow them to be uploaded. If not I will have to come up with a new thumbnail for them. If I do upload them the plan is to bundle the Genesys Libraries together.
I think I found an issue, and I will be fixing it
I had the issue of the pool showing even when i want hidden, if I create a dice pool from scratch. By this i mean just clicking and adding dice to the dicepool box, and rolling it
If I start the dicepool from, lets say, clicking a character/npc weapon, that problem does not happen
I am going to fix this today, and release an update
Working on the Fonts symbol for Force Die and force points
I tried making the "F" inside the force die bigger, but it looks too small, or either it becomes a smudge.
So I am testing this other possibility... let me know what you think
Also notice, I adde (P) as a code for "Force Point", which by the way is using the old symbol that Force Die used
And... I made Lightside Force and Darkside Force bigger
Attachment 49312
NEW RELEASE!
Version 2021-09-29
Unless mentioned, the fix or improvement is for both Genesys and Star Wars.
Fixes:
- Special Symbols and Dice in text:
Fixed alignment for all symbols in Genesys and Star Wars
(For FG Classic, there is still an issue with symbols overlapping when in Bold text. For now please use Normal font when displaying them. I will fix soon)
(Star Wars) Created a new symbol: (P) for Force Point. Please notice that Force Point is using the "old" symbol that was previously for Force Die.
(Star Wars) Do not worry if you entered text using the Force Die, there is no need to change or edit text: the new symbol will show up instead.
(Star Wars) Changed the Force Die symbol to a hexagon with black/white color.
(Star Wars) Enlarged both Lightside and Darkside symbols
- Fixed a bug in the dicepool where the rolled dice would display even when the GM selected for a hidden roll
This bug happened when if you created the dicepool from scratch (and not for example, by clicking a skill in the skill list, or a weapon in actions)
Important information Currently an incompatibility with "The Author" extension makes the new feature I created for /export databases without any description text not working
Dont worry! If you do not need to export libraries with no descriptions, The Author will work fine with both rulesets!
If you actually need to export a library with no descriptions, please disable The Author extension before opening the campaign and exporting.
How to download the new version:
FG Unity:
You can subscribe to both rulesets in FG Forge. This will ensure that they are automatically downloaded whenever I upload a new version.
(P.S.: everytime I upload a new version here in the forums, it may take a few hours for it to show up in Forge, as it requires Moderators to approve)
(P.S.: If you have already done this before, you only need to click "Check for Updates" in FG Unity, and the download will start)
To subscribe and download the rulesets, follow the links:
Genesys: https://forge.fantasygrounds.com/shop/items/143/view
Star Wars: https://forge.fantasygrounds.com/shop/items/159/view
(Remember, if you want to use the Star Wars ruleset, make sure to subscribe/download BOTH)
FG Classic
You can download both rulesets in the link below
Make sure to save them in your "rulesets" directory
https://drive.google.com/drive/folde...R-?usp=sharing
Modules and other extensions need to be downloaded from the above link also (even FG Unity, they are not in the Forge)
Updated files:
- Genesys.pak
- StarWarsFFG.pak
Looks good. If you enter the code where it goes with no spaces to either side it looks just right. The was one thing I was wondering about. Is it possible to reduce the automatic spaces add in between difficulty dice. Not sure how it works but, maybe removing one space to it's left and right would do the trick. Other than that looks spot on. This will defiantly scratch my OCD side :).
I didn't think I would need it but I ended up needing it. That is formatting text for "Use with" section for the Attachments. Occasionally it calls for some Bolding of text.
Along that same lines, eventually it might be a good idea to add some sort of function that allows you to check boxes or something on installed mods on an attachments. Also show which mods you failed to install. No need for this right away, just throwing it out there so some ideas can be forming in the meantime.
I can change Use with to formattedtext. I will do this for the next release.
On the checkbox thing, let me see if I understand
For example, I have a weapon, and it has like 3 attachments
You say, we would have a checkbox to the left of each of those attachments, where I could check on/off?
I wonder if that would not be redundant? I always assumed, if you have a mod in an item, it means it was installed...
So the way Attachments and mods work is like this. (All this can be read on page 187 of the Edge of the Empire core rulebook)
If you want to install an attachment on an item you just do it and gain the Base Modifiers effect. You could leave as is and be fine, but modifaction options allow mechanics to test there luck by enhancing the attachment further through mods.
Each modification option has a number before it. This signifies how many times you can attempt to install this particular mod on this attachment. Installing a mod requires a Hard Mechanics check on the 1st mod you install and some credits. Each mod installed after the 1st increases the difficulty by 1.
For example lets use Augmented Spin Barrel.
It has Modification Options of 2 Damage +1 mods, 1 Weapon Quality (Accurate +1)Mod, 1 Weapon Quality (Pierce +1) Mod.
If I wanted to Increase my damage by +1 I would make a Hard Mechanics. I roll and succeed now I have used one of the two +1 damage mods. I try my luck add attempt it again at an increase difficulty, so a Daunting Mechanics Check. I failed this one now I can't attempt to install any more +1 Damage mods. Since the 1st one I succeeded but the 2nd one I failed regardless I will have to buy another entire attachment to attempt this mod again starting from scratch if I am dead set on having a total of +2 damage with this attachment. Now this doesn't stop me from attempting the other mods such as the one that gives me the accurate quality.
This is why it is important to track which mod options have failed. So you know that you can't attempt it again. Also it is useful to see which mods you have installed successfully so far.
You could add mods individually to the attachments input the number of installs allowed and the mod would have that number of check boxes. Unchecked means not installed, a Check could mean Installed, and an X or something could mean failed check. The boxes could look similar to the skill check boxes you have for ranks.
So: Checked, X, Unchecked
Could mean There are 3 attempts for a mod and you made the 1st failed the 2nd and haven't attempted the 3rd.
These are just some ideas. You would know in the end if any of these ideas could be implemented.
Edit: Oh btw with adding formatting text to the "Use With" can you add it to "Base Modifiers" as well. :)
This is really cool Sevrick. I I can make a request regarding it that perhaps when it is implemented this ruleset would be something that can be toggled on and off for Genesys provided it isn't a pain to implement. My Shadowrun items could definitely make use of this being implemented well even though the ruleset doesn't make use of it.
Yeah it is not difficult to implement in Genesys as optional.
This is the nice stuff of both rulesets actually extending from each other.
I am going to read the pages on the rules Sevrick pointed out, to see if i can get some inspiration on how to make this.
Also on some completely different news... I have been updating the code that executed dice rolls in the rulesets.
When I started coding it, it was some of the first things I did.
I was just starting to learn how to code in FG and some stuff I was just copying parts without knowing 100% of how it worked. Most of the code was a frankenstein of things from the previous rulesets like warhammer FR 3rd and the previous Star Wars FGClassic ruleset (which also borrowed from WFRP3 ruleset)
The problem with the code is that it uses some really old method of rolling dice.
I have read some cool posts by Trenloe explaining how to code dicerolls in the most recent versions of FG, and have redone some parts.
The cool thing is that now, the code passes me the TARGET the PC or NPC doing the action is targetting...
So, for now this means not much, but it is ready for me to do some small automations, specially in regards to maybe adding defense dice automatically to the roll based on the target... and also maybe apply damage automatically :)
Some other nice things is that this new code will allow me to start writing another cool automation: the ability to add the weapon and talent specials to rolls...
But before I do that, I will do this attachment change, and also focus on the specialization and talent trees
After that... I will add some cool automation using that update in the dice rolls
<deleted>
Automation! Aaaaahhh! Bring it on. Don't threaten me with a good time! I am always forgetting to add defense dice to rolls.
Thanks for all your doing on this Johniba!
Sorry guys no go on the Star Wars Libraries in the forge. I was emailed and told that in so many words for this type of library I they would have to get special permission from FFG and they didn't really want to bother with it, since they would have to sift through a lot of legal mumbo jumbo.
So I guess the libraries will have to stay in the cloud.