Hi Xen,
Thanks for reporting that. The attacks were blank because it got that error and wasn't able to complete the script. I will put an extra check for that.
Dakadin
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Hi mrgrey,
I am hoping it will be in the next couple weeks. I am trying to get the attacks/defenses on the Combat Tracker reworked along with the Combat tab on the Character Sheet by the end of this week so it can be pushed to the test channel. Then if there aren't any major issues, it should be ready for live the following week.
Dakadin
This is all looking really good.
Yeah, it is definitely working really well. I just want it to be as smooth as possible for the move to the live channel so those that don't frequent the forums have a good experience with it. A few of the recent issues are things that need to be cleaned up before then though.
This is in FGU but now that you mention it each test I had been doing was just from the Skills sidebar button. So I went back and manually created a new skill in the Skills tab on the character sheet and that worked fine and then I created another new skill directly in to the Skill Development window and it also worked fine. I then created another skill from the Skills sidebar button and again the skill was broke until I started cycling through the Progression options. Attachment 34916 I also noticed that I had to open the skill from the Skills tab on the character sheet to cycle through the Progression options to get the bonuses to calculate. If I opened the skill from the Skills sidebar, cycling Progression wouldn't work.
Xen
Thanks. That should help me to track it down.
Ran another test game tonight and had 3 friends on the server so let the fun begin! :) After one of the players finished adding in their inventory items they had a stock Target Shield in their inventory and after adding the character in to the Combat Tracker I noticed that their shield was not showing up in the Defense section. I removed them from the CT, opened their Character Sheet and dragged a Target Shield from Character Law Table 08-14 Armor Prices in to the Combat tab so that it would show up in the Defense section and added them back to the CT. As soon as I added the character to the CT it threw an error, Attachment 34987, and if I expanded the Attack section the Rapier would disappear but the Target Shield would be listed. If I went back to the character and removed the shield from the Combat tab and added them back to the CT I wouldn't get any errors and the Rapier would reappear. I thought maybe it was just the shield but I tried it on the Normal, Target, Wall and Full shields and kept getting the same errors. I also had this error come up after adding in a shield and modifying it's properties for some extra DB then added it to the Combat tab.
Thanks for the details. I am working on redoing that whole exchange right now. It should clear up most of these types of issues. Right now I am working on getting the Combat tab weapons section so it is linked to the Inventory tab items if they are weapons or shields. That way if you modify one it will show up on the other. After that I am going to use the same basic strategy for the attacks and defenses on the Combat Tracker. That should simplify things and make it a bit less confusing. It should also prevent the errors you encountered but I won't know for sure until I finish up all the pieces.
As a workaround in the meantime, you should be able to drag the shield directly to the defense section of the Combat Tracker.
Dakadin
I was able to drag the shields directly in to the CT and even though it still threw errors it didn't cause any weapons to disappear. I ran a few combat rounds and it didn't affect combat in any way that I could see so it still worked out.
I'm trying to set up a Monk for one of my players and using the old guide from 1.5 I figured out how to add in the MA Strikes, Sweeps & Throws in to the Combat tab. Attachment 35046 On the right side of the Martial Arts section it looks like a slide bar was trying to load but I only have 2 lines in there but when I add this character to the CT you can see all of their attacks but I somehow got this mysterious blank attack that keeps showing up. I deleted their Martial Arts from the Combat tab and added them back in but the blank attack keeps appearing. I added in the same MA skills to another character, Onna, and added her to the CT but there is no blank attack on hers so I'm not sure what's happening. There is also some 'chain' looking icon appearing next to a lot of the numbers and Crown icons. I'm not sure what those are either and it's not something I can click on. I also can't click on the Crown icon for any of the MA attacks to open the information like you would clicking on the Mace. I also saw some new errors in the Console I hadn't seen before. Attachment 35047. I think they showed up in the console after I was messing around with the ranks but I've not been able to recreate what caused this just yet. The script error at the bottom happened when I was trying to click on one of those chains and accidentally grabbed the number 1 and dropped back on the CT.
Xen
Hi Xen,
The extra blank is likely a spot where I missed the initial blank entry that exists for the attacks and defenses. It is removed if there is a normal attack listed in the weapons section. I will track it down. The error probably occurred when the blank attack was created. Thanks ofr the screenshot of it, since it should help me to track it down.
The "chain" icons represent links back to the source sheet whether it is an NPC or PC. If you change the source it should update the linked field.
I removed the link (red crown) icons from the martial arts because they don't use the items They use the Martial Arts section instead. Opening them wouldn't work in that case. It is the same thing for the Parry entry in the defenses.
Hopefully this weekend, I can finish up with the parts that should clean up quite a bit of what you are encountering.
Dakadin.
I was playing around with setting up an encounter with some Goblins. I had gone through some tutorials I found for encounter setups but I was wanting to create an encounter that could have Goblins of different types such as in this image. Attachment 35073. I know I can set up an encounter that will randomly throw out a number of foes if I used something like 1d6 but in this case I was simply wanting to have a list of various types of Goblins and be able to open that encounter and manually select whatever I wanted out of that list.
Let's say I only wanted the Goblin Archer and the Shortsword goblin to load. I would select the 2nd goblin and set its number to Zero, but if I clicked the 4th goblin and try to set him to zero then the last one I had selected would revert back to 1. So the only goblin I could set to Zero would be whichever one was currently selected. If I clicked the button to add the encounter to the combat tracker then it would add them all except for whichever goblin that was set to Zero. Is there another way I should be doing this? I know I can drag the individual types of goblins right from the NPC list but I was going to work on setting up groupings of encounters by types, such as goblins, orcs, skeletons, etc, then have a variety of those types of creatures in each group.
Xen
Hi Xen,
I did some tests and the problem you are having is the encounters will allow a minimum of 1 for the quantity of NPCs of a given type so once you leave that field it sets it back to 1.
You might be better off just creating a separate encounter for each different type. You can use the filter at the bottom of the encounter list window and type in the type of creatures you want encounters for and it will just show those. Then open the encounters you want to use.
The other thing in case you didn't realize it, is you can drag the tokens from the encounter to a map and when you use the encounter it will automatically add them to the Combat Tracker and the map in the spots where you placed them.
If you want random things then look at the FG tables, story templates and random encounters. I seen some amazing things people have created with those.
Hopefully that helps,
Dakadin
Ok I see what you are saying now, yeah that does help. It took some more playing around with it but I think I got it. I know I had read about dragging tokens down to the map to kind of preset an encounter but I guess I just wasn't doing it right. So I created an encounter with a goblin archer, placed the tokens on the map which of course placed the Checkmark for each token then closed the encounter which causes all the tokens to disappear from the map. I clicked the shortcut for the encounter to reopen the encounter and dragged the encounter icon to the CT to load them all which makes them appear back on the map.
I did notice though that after placing the tokens and closing the encounter window, if I clicked the shortcut it opens that window back up but the tokens are still missing from the map until I load them in to the CT. Should the tokens appear and disappear each time you open that encounter window? What if I placed the tokens on the map but happen to forget where on the map they were placed? I think I would just have to add the encounter to the CT so I can see them again so I could move them. Attachment 35092
I was thinking it would be nice to be able to see the token placement in case I wanted to make placement adjustments before actually getting to an encounter instead of adjusting as the encounter happens and without having to add them to the CT to do it but after further testing this looks like a Unity specific thing. I loaded up a 5E campaign and went through the same steps and the tokens there don't reappear until they are loaded in to the CT either.
Xen
Once placed and the encounter closed, the tokens only appear again when the encounter is loaded into the CT.
If you want random amounts of creatures use the Random Encounter. You can do a lot of options in there to determine numbers, even something like 1d4-3 which will give you 0 of that creature type 75% of the time and just 1 the rest of the time. Very useful.
Over the past week some friends and I have been running a game going through the basics of character creation, how to use controls, a number of combat scenarios and some other stuff. Aside from all of us being FG newbies we had a lot of fun and it was such a blast rolling the RM dice with my friends again who all live in another state. (I was the one that moved away!)
During this time I came across a number of items I found and thought I'd just compile one list and post it all at once. Some of the stuff I've found concerning weird image loads and disappearing text I can't actually count out that it wasn't just my system freaking out but it was still something I would repeatedly see.
CL - Table 04-01 Race Abilities, table cuts off at the bottom at Greater Orc and can't see Troll.
CL - Primary Skills - Except for Disarm Traps, Pick Locks, Stalk and Hide which don't have enough text in their descriptions for a scroll bar, all other skills in this list won't scroll and most of the scroll bar buttons are overlapping each other.
CL - Secondary Skills - No scrolling on Dance, First Aid, Frenzy, Lore skills except Technical, Meditation, Music, Rowing, Seduction, Spell Mastery and Tumbling
CL - Secondary Skills - No scrolling and scroll buttons overlapping - Subduing, including created skills. Long descriptions the text blips in and out. While writing the description for this the text kept blanking out and I'd lose where I was at but if I kept writing the text would show back up. Attachment 35118
AL - Image issues. In one example (Attachment 35119) I clicked on the Crown icon at the header for 1.0 Introduction opens another window which is identical to the page in the Reference window but when the new window opens the images don't load. If I resize that window, close it and reopen it then I can see the images. (Attachment 35121) The images are still there even if I can't see them because I can click on the empty space and the image itself loads in another window. (Attachment 35122)
AL 4.10 - I couldn't find this table in any of my books but it seems to me like there should be information there in the first column. (Attachment 35120)
Misc
Unable to drag any item from RM Tables down to the hotkeys. I was wanting to hotkey the tables for Spell fumbles, M&M and Resistances.
Hopefully I'm not throwing out stuff that you are already aware of Dakadin. :) Seems like you may have mentioned something about images and window sizing, I just couldn't remember. lol
Xen
I was playing around with manually creating Bleeding affects on characters The first time I did it I bled the character for 25 a round and at Zero hit points they went unconscious. So I kept clicking through the rounds until it maxed at 191 (character has 100 hp + 91 Con stat) and it threw an error. (Attachment 35143)
I tried doing this a few more times but I couldn't get that error to repeat.
Xen
Thanks Xen. I will look into those.
This table is in RMC Arms Law on pg 43 of my PDF: Attachment 35156
I haven't even looked into doing that yet. ;)
Dakadin, thought I would offer some help with these items.
NOTE: I can see the Troll in Table 04-01, not sure what is happening there for Xen. I am guessing part of the issue is that for whatever reason the original author decided not to implement window resizing on some of the windows (it seems pretty arbitrary to me as to which can be resized and which cannot).
Attachment 35204
For the inability to scroll, it seems the Mouse Wheel does not work to scroll for Skills, but grabbing the scroll bar and dragging it to scroll up/down does work. It is difficult with Skills that have a lot of descriptive text to grab and use the scrollbar because it will tend to scroll really quickly with just slight mouse movements.
As a contrast to the inability to use the Mouse Wheel for Skills, the Mouse Wheel works fine on Table 06-01 Race Background Options. I did a few other checks here and there, and everything I briefly tried worked with the Mouse Wheel, I did not check everything though.
Attached is an image of using the Mouse to grab and drag the scrollbar.
Attachment 35214
Hopefully this helps to track it down.
Edit: sigh, not sure what happened to the second image there.
Thanks Sulimo. That does help.
Hi Dadakin!
Last week I tested many things in test Channel v2.0.4. I've noticed when I roll any skill or stat from Party Sheet and use "Show GM roll option" the players always can see the roll result even if "Hide Roll Result" is selected in Party Sheet. I wanted to point this issue if you didn't knew it in order to help.
Regards,
Prunttonner
Thanks Prunttonner. I will look into that issue.
Hi,
I just wanted to provide an update. I am trying to update some code I had to use to get the attacks/defenses on the Combat Tracker working in the first place. It was one of the first things that I did when converting it to CoreRPG so I haven't looked at it in about a year. I was testing with it a little over a week ago and notice some things that were likely to cause issues if you tried to do them in certain ways so I wanted to update it so that it wouldn't cause frustration.
I am working on updating how the attacks/defenses on the Combat Tracker, Combat tab items and Inventory items are all connecting. In the current version, they are all separate items which causes some confusion and is an issue with the new version of the Combat Tracker. I am working on making them link to each other so they all point to one base item instead of potentially 3 different ones. This will allow updates to be made in any of those 3 locations and have it reflected in the other ones. It will also allow me to clean up the code for the attacks/defenses so that there are few exceptions needed for the different possibilities.
Right now, I already have the Combat tab items and Inventory items linking if they are one of the 6 weapon types of shields. This means that you can drop a new weapon on the Inventory or Combat tab and it will add them to the other tab. If you delete or change it in one location then it will also be updated in the other location. The other attacks like spell attacks and martial arts won't create an inventory item.
Which brings me to one other change that I did because it has always been a bit confusing for me. I removed the martial arts section of the Combat Tab and converted the existing ones to attacks in the top section of the Combat tab. This will allow adjustments to be made to them and skills to be associated with them like the other attacks. I added the martial arts attacks to Arms Law like the spell attacks are in Spell Law. I also added buttons to the Combat tab so it is easier to add the martial arts and spell attacks. Here is a screenshot:
Attachment 35315
I was hoping to finish all the changes by the end of the weekend but I am running behind. I still need to work on the Combat Tracker attacks/defenses. There won't be time to finish these up and test them for a move to live next week. If I can finish them up by Friday then it will give a full week to test the new functionality to see if there are any issues.
Please let me know if you have any questions.
Thanks,
Dakadin
Cracking work!
We carried on with out game using FGU last night, and I found a few more issues:
One of the character lost all of their equipment when i started the campaign up, and if i dragged new equipment to the inventory tab, it did not appear. This also lost the links to armour etc on the combat tab. When i checked this morning, the equipment was there again, but the links to the combat tab had to be redone. There were no script errors associated with this.
I have also noticed that it does not roll Initiative automatically for the NPC's each round, even though selected in the options.
There was one other thing, but i have forgotten what it is and cannot read my own handwriting. I will post again when i work it out...
Yeah it ended up being a bit more than I was planning to do for this version. The current version works for the most part but it won't take updates to the entries in the Combat Tracker. This would mainly become an issue when the PCs leveled up or trying to use alternate criticals. This would require removing the entry from the Combat Tracker and re-add them to show the changes.
I got busy and forgot to come back to this but thank you Sulimo for the extra info and helping to clear up my notes. Yeah I don't know why my Table 04-01 is chopped off like it is when it appears yours is working fine. I checked this on my wife's computer also as a stand alone install and and that table is chopped off as well.
The original developers of the RMC ruleset did a good job of having the windows resize based on the number of rows in the window lists so they didn't include scrollbars or allow resizing. This still works great in FGC but doesn't in FGU because windows refresh differently so it can't resize it automatically because of how it was done. Keep letting me know about these so I can be sure to get them resolved even if I have to manually just make them the right size.
Last night I hosted my first 6-player game last night. :) Attachment 35534 With that many people it was still very much a learning process even though I had done multiple 1-2 person games helping my players set up their characters and to simply learn the system better. It's very different running and testing a game by myself and having a full load of people connected but we had a blast. We played for about 5 hours and I did notice a few new things throughout the night most of which I think actually has more to do with FGU itself rather than the ruleset, for example, my host system locks up for about 10 seconds or so when a player connects and still some slow table loading.
I did see that under MA Striking (76-80) the Front Kick crit won't actually apply to its target and add an Unconscious state. (Attachment 35535 Also, when players were finishing up their turns and clicked Next Actor all the sudden the HP bars of the characters tokens and any status icons they had would turn a pink color. (Attachment 35541) The color change would clear itself up then come back throughout the night.
Xen
I don't generally spend time on the test channel but am extremely grateful to those of you that are. In am looking forward to the new ruleset once it comes to live so thanks for all the hard work and testing. Also Dakadin thanks for all the work on the ruleset, can't wait!
Ruleset v1.8.x doesn't work as well as I expect in FGU. That's the reason to spend time on the test channel. If we want a FGU decent version somebody has to test it!!! In my opinion v2.0.4 is a great advance for RMC players and Dadakin is doing a great job because the player experience is smooth even in test channel. As always there are minor issues to fix, but it seems cool.
I ran another session using FGU and experienced some of the issues you have encountered. Here are a few things that might help when running a game in FGU.
- It takes time to load a table on the Table Resolver the first time. Open the RM Tables before you start playing and open any tables that you normally uses by dragging them to the Table Resolver. It seems to cache them so it goes much faster after that.
- If things disappear off the Combat Tracker like attacks or defenses, then just have the person that is experiencing it close and reopen the Combat Tracker and they should be back. For some reason, it isn't initializing those panels at times when they are opening and closing them.
- The pink bars on the tokens is a Unity issue where the graphics aren't loading properly.
- The missing images from the Library when you click the link to go to a specific section is an FGU issue also. I was able to duplicate it using the 5E ruleset.
I am almost ready to turn over the version that I am working on. I am just working on the campaign conversion part so should be able to turn it over tomorrow. It's been a lot more involved than I thought it would be but I am really liking how things are working with it now.
Basically if you add a weapon or shield to your inventory it will automatically add them to the Combat tab and Combat Tracker. If you delete them from the inventory it will delete them the Combat Tab and Combat Tracker. If you add an attack, weapon or shield to the Combat tab, it will add it to the Combat Tracker and if it is a weapon or shield it will add it to the PC's inventory. Removing them from the Combat tab will remove them from the Combat Tracker and the inventory if appropriate.
The links all link back to one base item either on the Combat tab or in the inventory if it is a weapon or shield. If you update it in one place it will be reflected in the others. The fields are also linked to each other so the updates will be seen in the other locations.
One outcome from this is some of the fields in the lists are read only now so you have to click the links to make changes to them. Adding or deleting attacks/defenses on the Combat Tracker won't update the base records whether they are PCs or NPCs. This will allow the GM to add things without them being permanently added to the base records. If you want them to be part of the base records then go to that record and make the appropriate changes.
Once this is in the test channel, please test it if you can since this involved quite a few major changes and I want to see if I can resolve any major issues by Thursday.
Thanks,
Dakadin
Great work so far - I tried the Ruleset in FGU and was so impressed that I am going to try it out with the Saturday campaign. I'm sure there will be bugs but the improvements are considerable.