Yup your right. here is the updated file. Thx:)
Printable View
Realms of Terrinoth items have been added.
I haven't added attachments are added as a type. As far as Rune Shards I will wait until official word on how they will be done.
As always let me know if anything seems off. Enjoy:)
Genesys Expanded Players Guide with Items add.:)
These look really nice
I have uploaded them to google drive
Tomorrow i will work on those items you showed me.
I will still take a bite longer to work on the combat tracker / initiative, altough rolling init is working now
After that, i will think of how to add attachments etca to items
Were you able to finish off the NPCs? I mean by finish off, able to start the libraries :).
Also I noticed that there wasn't a place to put Hard Points. I figured you would just add it when you are ready to do that part. But I was thinking would that add a space to the existing entries or would you have to create a new entry for it to show up?
Also Strategic range is missing. I didn't notice until Adding the Guided Missile Launcher from shadow of the beanstalk.
NPC, Ah not yet, another thing i will work on tomorrow.
I will check those other things also
I never added strategic range, i never used vehicles so i didnt pay attention to that chapter.
I will have to read more, in order to update combat with them... so
I am not sure wheter i shoud just allow that range to be selected when creating weapons, or restrict them somewhere
I will probably just add
Hard points, not ready
So, it seems i should actually finished those before working on init and combat track, i will work on them for the next days
I just wanted to thank you guys for the time and effort being put into this. I love the Genesys system and am looking forward to playing the game online. Keep up the great work. Thank you.
Same, I think the only thing I am waiting for is a functioning combat tracker similar to the original version. But the interface here is so much more easy for me as a GM
Just FYI with the new update I can no longer open the Genesys campaign inside FGU. With the one before it was working fine. It returns back to the initial screen.
Quote:
[2/12/2020 12:29:12 PM] [NOTICE] Launcher scene exiting.
[2/12/2020 12:29:12 PM] [NOTICE] Tabletop scene starting.
[2/12/2020 12:29:26 PM] [<color="red">ERROR</color>] Error loading ruleset XML file. [Genesys] [campaign/record_char_main.xml]: Unexpected XML declaration. The XML declaration must be the first node in the document, and no white space characters are allowed to appear before it. Line 1, position 4.
[2/12/2020 12:29:26 PM] [NOTICE] Tabletop scene exiting.
[2/12/2020 12:29:26 PM] [<color="red">ERROR</color>] Object (ActionsManager) deleted without cleaning up attached Lua object.
[2/12/2020 12:29:26 PM] [<color="red">ERROR</color>] Object (customdie) deleted without cleaning up attached Lua object.
[2/12/2020 12:29:26 PM] [<color="red">ERROR</color>] Object (customdie) deleted without cleaning up attached Lua object.
[2/12/2020 12:29:26 PM] [<color="red">ERROR</color>] Object (customdie) deleted without cleaning up attached Lua object.
[2/12/2020 12:29:26 PM] [<color="red">ERROR</color>] Object (customdie) deleted without cleaning up attached Lua object.
[2/12/2020 12:29:26 PM] [<color="red">ERROR</color>] Object (CharManager) deleted without cleaning up attached Lua object.
[2/12/2020 12:29:26 PM] [<color="red">ERROR</color>] Object (customdie) deleted without cleaning up attached Lua object.
[2/12/2020 12:29:26 PM] [<color="red">ERROR</color>] Object (customdie) deleted without cleaning up attached Lua object.
[2/12/2020 12:29:26 PM] [<color="red">ERROR</color>] Object (customdie) deleted without cleaning up attached Lua object.
[2/12/2020 12:29:26 PM] [<color="red">ERROR</color>] Object (customdie) deleted without cleaning up attached Lua object.
[2/12/2020 12:29:26 PM] [<color="red">ERROR</color>] Object (MinionManager) deleted without cleaning up attached Lua object.
[2/12/2020 12:29:26 PM] [<color="red">ERROR</color>] Object (customdie) deleted without cleaning up attached Lua object.
[2/12/2020 12:29:26 PM] [<color="red">ERROR</color>] Object (customdie) deleted without cleaning up attached Lua object.
[2/12/2020 12:29:26 PM] [NOTICE] Launcher scene starting.
[2/12/2020 12:29:27 PM] [<color="red">ERROR</color>] Game server connection was lost. Please return to launcher, and start game again.
Hi Alfarobl,
I have fixed that issue, it is running in FGU again, can you please reupload? If you have any issues lemme know
https://drive.google.com/drive/folde...R-?usp=sharing
Thanks a lot!
I will be releasing soon the first part of the combat tracker working hopefuly, and the other fixes reported with item and npcs soon... in the next couple of days
This version of the tracker should track npcs and pcs.
After that i will work on vehicles, which i will have to run some tests. I am trying to come up with a better way to represent vehicles in the comba track
Issue is gone now! Thank you. Loading into FGU perfectly. ;)
Found an issue with rolling weapon dice.
If I double click from the combat tab and then use the die icon on the dicebox, it rolls correctly. However, if I drag the dice instead pressing the button, it does not calculate damage on a successful roll.
So, when you drag dice directly from the character sheet into chat, it will roll the dice, but it will not include difficulty dice and other negative ones.
I dont really think atm of a good way to do that, so I wonder if it is too bad to have only support for dicebox for the moment.
So people would have to:
- drag their dice into the dicebox (or double click)
- add difficulty/setback/challenge dice
- roll it clicking from the dicebox
What do you think?
So today I was just thinking all the crazy stuff we could do with the crafting rules for star wars for some crazy automation. For example droid crafting from special modifications. I know it's long way off, but just thinking of the possibilities makes me excited. Who knows in time this could replace Ogg Dudes Character Generator. I am not sure but I think fantasy grounds has a way of printing out character sheets. BTW Ogg Dudes character generator is good place to go for some inspiration.
I didnt know about this character generator you are talking about, something i should definitelly check out later
You are correct, there are is a lot of room for improvement :)
So just an update... today I fixed a few issues:
[FIXED] Weapons can't be dragged to NPC Inventory.
[FIXED]Weapons in the NPCs combat tab can't be dragged to dice pool.
[FIXED] - Add strategic range
[FIXED] - rolling dice does not display actor name
This last one, by actor i mean the character or npc... The nice thing is that now i receive this information... who rolled
It is nice for the future, because i will also be able to provide a full damage calculation in the end of an attack roll, instead of saying " x damage +Brawl"
I will still fix the rest of the isues, and add those missing things to items, before i release it.
After that, i will work on the combat track, leaving vehicles last.
I am thinking of adding vehicles as a special kind of npc...
I mean it will act as an npc for the purpose of receiving damage, and listing on the combat track...
It will also have an inventory, controlled by the owner.
But, in the combat track pcs will be able to inform if they are inside the vehicle
Vehicles will be listed in the inventory as if it was a special item, and the owner will be able to "wear" one vehicle
I will need to finish everyting else before this, so we have room to playtest the idea, if it does not work, we think of some other way
i also want to add Pets/controllable npcs
They will also be listed under the character sheet, and it will be just like a simplified npc.
Still, i have to brainstorm the idea, and it will be for last
I was wondering if there was a way to make an item reduce encumbrance. I was thinking If there was a "+" in front of it it would reduce encumbrance rather than add to your encumbrance. That way when your all ready to do that Encumbrance threshold on the PC sheets it would calculate appropriately. For now I have been just setting those items to 0 encumbrance.
Actualy in the books it says just that in the tables for things like backpacks. It puts a + in front of every item that is similar. I noticed this particularly while entering the gear section of the shadow of the beanstalk source book. You can see a representation of this on page 101. It is however somthing that can be done later if you wish as far as priority.
Here is Shadow of the Beanstalk. I didn't add ICE in this one as it seems like the extension would need a little more attention before adding it. For that same reason I left out Hard Points.
The issue I noted was that I couldn't roll the dice. I could. But when I dragged the dice instead of clicking the "roll dice pool" button, the damage wasn't calculated. I really prefer dragging and dropping dice from the dicepool, because that button is so teeny tiny on my screen.Quote:
So, when you drag dice directly from the character sheet into chat, it will roll the dice, but it will not include difficulty dice and other negative ones.
I dont really think atm of a good way to do that, so I wonder if it is too bad to have only support for dicebox for the moment.
So people would have to:
- drag their dice into the dicebox (or double click)
- add difficulty/setback/challenge dice
- roll it clicking from the dicebox
What do you think?
I would, however suggest, that the "roll dice pool"-button could be dragged to the shortcut bar. That would be very neat!
I love the idea of controllable npc's!
So I am not sure if many of you out there know how to do this so, I figured I would make a guide. Since we can't upload any description due to copy right laws that doesn't stop me from teaching people who have the books and want to add Critical Hit Descriptions to their own game.
Step 1: Create a folder call it what ever you like Critical Hit Descriptions for example.
Step 2: Create a folder called "scripts" inside the folder you just made in the step 1.
Step 3: Open the Genesys Ruleset with an archive program such as winrar, 7zip, etc. Now open the scripts folder in the archive and extract the file "data_common_genesys.lua" to the scripts folder you made in step 2.
Step 4: In the root folder you made in Step 1, right click and select new and Text Document and open it.
Step 5: Copy the following into text document:
<?xml version="1.0" encoding="iso-8859-1"?>
<root version="3.0" release="4">
<announcement text="This is where you would type anything you want to show at the start when loading FG" font="emotefont" icon="rulesetlogo_GenesysRPG" />
<properties>
<name>The name of your extension goes here</name>
<version>3</version>
<author>This is where you put who made it</author>
<description>This is where you enter a short description of the extention</description>
<ruleset>
<name>Genesys</name>
</ruleset>
</properties>
<base>
<script name="DataCommon" file="scripts/data_common_genesys.lua" />
</base>
</root>
Step 6: Replace the text in areas as appropriate. Once done save and exit.
Step 7: Rename the text document "extension.xml". Make sure to replace the .txt with .xml. Then say yes to except the change.
Step 8: Navigate to your scripts folder and right click "data_common_genesys.lua" and open with note notepad.
Step 9: Scroll down until you find "critical_injury_result_data". You will recognize the names of the different critical hits. You will also see...
description = "<p>See page 115 Genesys Core Rulebook.</p>",
each critical hit will have one of these change the text in between the <p> </p> to the appropriate description.
Step 10: When you have entered all the descriptions for each critical save and exit. Now select all the files, the scripts folder and the extension.xm. Right click and Send to Compressed Zip folder. Name it whatever you want.
Step 11: Change the .zip at the end to .ext
Step 12: Now open Fantasy Grounds click the folder icon on the top right for it to open your Fantasy Grounds directory. Open the extensions folder and move the compressed file, you made in step 10, into the folder.
Now when you run your campaign just select the extension before loading.
Actually I can make that a bit better...
If people modify that, every time they update their ruleset they will have to re-edit.
I will create a separate extension, so someone could edit their critical extension to add descriptions, and not worry about an update overwriting it
I will do it later today
Then they can follow your instructions but instead of modifying the ruleset, they need to do it only once in their extension
Ok I checked here and... it is VERY easy for me to do that but there is an issue.
Currently the database field containing encumbrance is a number.
We have a choice: either we would have to use -x for normal encumbrance and +x for items that remove it (which i find horrible), or i change the field to string.
If I change it to string, either:
- i have to work now on the database upgrade script, which will take me some time,
- or we modify the xml files directly, fix the data you have already input in them, and i update the ruleset
For the second option, if you want you can send me the files and i fix them, or you would have to do it
You will have to do a search and replace:
you would have to replace:
andQuote:
<weight type="number">
with
<encumbrance type="string">
Quote:
</weight>
with
</encumbrance>
Make sure you make a backup copy in case it messes up
If you want i can do it for you too...
After that, you will either type a number as always for encumbrance, or a + before the number, and the ruleset will understand that is a container that removes that amount of encumbrance from the character
Awesome. I can edit the xml files myself. That's not a problem. When should I do it? Has it already been updated?
Also didn't you say you added tactical range? I don't see it as an option when adding items.
I am uploading a new version, adding among them, tactical range for weapons, and you can also edit the xml files already... the modification to the ruleset will use that
Also, check out the items buttons :)
I not only added a Gear button, but i revamped the lists so they now match what we see in official book lists
By the way, check out a few items, i think some ranged weapons have subtype "ranged weapon" and others "ranged weapons"
I wonder, what do you think, should maybe subtype be "Melee", "Ranged"... instead of "Melee Weapon(s)", etca? since the window already mentions weapons... but it is your call, if you prefer to subtype as "Ranged Weapon", "Ranged Weapons", or "Ranged"
And now that we have a Gear window, i can see one strange subtype, maybe it was a typo... it is for item "cybereyes"
RELEASE 2020-Feb-13
RELEASE NOTES:
I have done a few fixes and improvements:
Issues
[FIXED] Weapons can't be dragged to NPC Inventory.
[FIXED]Weapons in the NPCs combat tab can't be dragged to dice pool.
[FIXED]The Armor button in the items window is displaying AC and Wt instead of Armor, Defense, and Encumbrance
[FIXED] - rolling dice does not display actor name
Improvements:
[DONE]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.
[DONE]A Gear button for the Items window.
[DONE]When armor is worn, its encumbrance rating is supposed to be reduced by three, to a minimum of zero.
[DONE] Item database: item weight is no longer "weight" (numerical field), it is now "encumbrance" (string field) as now you can add a "+" sign to encumbrance, meaning that this item helps with encumbrance (backpack rules, Core Rulebook page 94)
If you type a "+" sign before the encumbrance number in the item, it will signal the character inventory that the item actually helps with encumbrance threshold.
For now what it means is that it will subtract encumbrance in the final total... in the future i will show a breakdown of encumbrance in the inventory ("encumbrance threshold: [Brawn] + 5 + "Backpacks" - Carried/Equiped items")
ITEMS:
- Added "Strategic" Range
We now have 3 special types:
- Armor, Weapon, Gear
We have a window for Gear (go to Items, click Gear Button)
All item lists (weapon, armor, gear) have columns listed in the same order as you will see in official books
For example
Weapons:
Name / Skill / Damage / Crit / Range / Encumbrance / Cost / Rarity / Special
Still working on the following issues/improvements: (not included in this release)
Improvements
- Display Encumbrance Threshold on character sheets.
- Weapon qualities not showing up in PC combat tab. You might show weapon qualities 1st then a description.
- More search filters for the items, such as searching by Skill and Setting.
- "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."
- Modify inventory script so that defense and soak are automatically calculated and updated on character sheet (i may have to postpone this, i may have to add melee/range defense to items, for special cases?)
- Allow player to drag a control to shortcuts, to roll dice in the dicepool
- finish combat track and initiative
- add controllable npcs and vehicles
Attention:
Item database: item weight is no longer "weight" (numerical field), it is now "encumbrance" (string field) as now you can add a "+" sign to encumbrance, meaning that this item helps with encumbrance (backpack rules, Core Rulebook page 94)
Download as always:
https://drive.google.com/drive/folde...R-?usp=sharing
Issues:
- Npc critical damage: minions should not get critical, should get direct damage based on critical severity
- Missing item hardpoints (maybe also create a database for hardpoints)
The Libraries have been cleaned up and should look a lot better. I took your suggestion and did a way with the redundancies.
One other thing you might want to make the cost column width just a tiny bit bigger so that the paces can all be on one line. I just noticed this with the prices in Shadow of the Beanstalk.:)
It's coming together, it's so exciting!!
So I notice when entering the descriptions for talents that some talents have multiple paragraphs, but when creating a new line it doesn't add the space between the paragraphs like it does with the story tab. It might look more consistent across the board if it worked the same.
Also I decided to just use the symbol that were in the old rule set that was mentioned earlier. If I need to change them it can be done easily with the find and replace function with notepad ++.
One last thing. I am not sure if I mentioned it but bold and italics don't seem to work in the talent descriptions either.
Ah, I have investigated here, and in Talents, the Description field was not the proper format, so it did not allow you to format text.
I have fixed it, but I am afraid you will need to do some search and replace in your mods.
Please to the following in your files:
Search for:
<description type="string">
Change to:
<description type="formattedtext">
After that, check if the field is working ok in the ruleset
You will need this new version I have uploaded:
https://drive.google.com/drive/folde...R-?usp=sharing
Let me know if the formating and paragraphs are working now.
I will provide more details on changes, in my text post after this reply
About symbols: yes you can do that. I did some tests with creating a Genesys font, and i think i can make it work.
So here is how it works.
Later when I implement the font, if you are editing any of those formatting fields (in story, talent, item etca), if you type the code like (D) for example, after the record is closed, the ruleset internally replaces that with the proper character, which in terms of notepad++ for this example is & #250;
(notice I added a <space> between & and #.. that is because the forum is replacing that code with the character...
So here is the table (I have included the force die also, because i will use the same code for later, easier to maintain)
symbol replacements
& #255; - (S) - Success
& #254; - (!) - Triumph
& #253; - (F) - Failure
& #252; - (T) - Threat
& #251; - (A) - Advantage
& #250; - (D) - Despair
& #249; - (-) - Darkside Force
& #248; - (+) - Lightside Force
dice replacements
& #247; - [F] - force die
& #246; - [A] - ability die
& #245; - [D] - difficulty die
& #244; - [P] - proficiency die
& #243; - [C] - challenge
& #242; - [B] - boost
& #241; - [S] - setback
Sweet it should be easy enough to find and replace what I have done so far.
RELEASE NOTES 2020-Feb-16
- Weapon Properties (special) not showing in PC/NPC combat tab:
I have fixed this. Now under the equiped weapon you can see the special powers.
I did not add description though. I want to test it this way, maybe adding description is information overload/bloated window... but lets see. I can add it later.
- Dice Pool:
As an alternative to clicking the "roll dice pool" button, a player can instead use the /rolldicepool command
Players can also type that command in chat window and instead of hitting ENTER, drag it into their shortcut to reuse.
- Player/NPC Character Sheet:
1 - Talents in main tab now also show description, so it is easy to read all talents and what they do. (I will later do the same for Species and Special Abilities)
- Reorganized NPC Sheet
- Added: Power Level (Combat, Social, General) as per Expanded Player's Guide rules
Overall:
- Description fields such as in Items, Talents, Notes on npc sheets etca are now properly using formatted text, meaning text can be formatter just like in Stories, with bold, bullets, etca.
(I still need to add custom genesys symbols to the font, this will come later)
- More search filters for the items, such as searching by Skill and Setting.
Download:
https://drive.google.com/drive/folde...R-?usp=sharing