Ok guys the Edge of the Empire Library should be available again. Sorry about the delay. :)
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Ok guys the Edge of the Empire Library should be available again. Sorry about the delay. :)
It comes down to whether Disney fells like it is a big enough deal to send their lawyers after you :). I am 99% sure Disney isn't going flip out if some makes a star wars adventure and shared it, and happened to have the name Luke in it. Likewise with the name of wookie and bantha. I suspect the more it effects Disneys pocketbook the more their eyes would be upon what you are doing. Though this isn't always the case. Just look at the You Tube videos that were flagged by Nintendo, sometime back, when content creators were making let's play videos. Though they have gotten a little less strict about this, this is where the other 1% comes in. Disney may just one day decide those pesky RPG players need to stop using the name Luke in their adventures they are sharing and there would be nothing we could do. I am not worried about this because they also have to consider PR and what effect doing this would have on the community as a whole.
Where the rubber meets the road is Cease and Desist orders. If you get one of those you know they are serious about what you are doing with their license.
Should I get word from Fanyasy Grounds staff definitively I cant do "X", I would then comply obviously.
What I think Dammed was saying more or less be careful with those names. Probubly because they may watch those high profile names more closely than the generic ones.
I thought you should know that the tables for the various items isn't working. When click on the table filters it comes up blank.
I have three questions:
1. A party ship was high on the to-do list on the last post I could find. Is it working, yet? If so, I can't seem to find it. If not, is going to be like the one in Classic - where it has its own ship-shaped icon above the chat?
2. I'm testing combat for my campaign before switching over from Classic. The fewer places a player (and GM) has to look for things that affect a character, the smoother it runs, but I know there's also a threshold of information on the screen that becomes jumbled and messy. However, I'm finding it really cumbersome to have to switch back and forth between the Action tab and the Main tab when running mock combats, so I know it'll be a problem when I bring in my players. How difficult would it be to put a character's combat stats (Soak, Thresholds, Defense) at the top of the Action tab?
3. In Classic, there's a button to roll remaining Force dice where a character's Force Rating is listed. Could that be re-implemented?
1 - Party ships is the feature I am working at the moment, and should be available real soon.
You may have seen how vehicles currently work, but here is a quick explanation:
- Each character can have multiple ships (this is in the inventory tab)
- In that inventory tab, you can "enter" one of those vehicles.
What I am adding now are two things:
- Each character will be able to share one of more of their vehicles.
- Shared vehicles will also display in the inventory tab of all characters and can be activated just like one of their own. This means that effectivelly, more than one character can be in the same vehicle.
In addition to this, in the Party window, the GM will be able to add "party vehicles"
Think of these as permanently "shared" vehicles.
This in my opinion is vastly more flexible than the old ruleset (the one you call classic)
I am still finishing the code for the party window, and this should be released soon.
2 - I like your suggestion, and I will add the core stats to the actions tab.
Also, have you tested the combat tracker? Did you add npcs and pcs there?
In the combat tracker you can see in a summarized way all the core stats from pcs and npcs...
In the case of npcs you will also be able as a GM, to have access to all the npc actions.
If it is the active npc, this section will show up automatically, but you can also toggle these (in the icons to the right of the core stats)
You can also toggle and expand stats and weapons for vehicles, if the pc/npc is piloting one.
All of this is very similar to what you described to me, except for PC actions.
I decided not to add those, as most of the time each player will be responsible for rolling their on pc actions.
3 - I am still thinking of how to implement that. I feel like the way it is shown in the old ruleset it is not very practical.
Force dice will usually be rolled together with other actions, but if you or someone else explains to be how it would be still useful to have the "old" feature, I can also add that.
1. I like how vehicles work in this new FG Unity ruleset. I think the ability to add a vehicle to the group inventory so they can share it across sheets sounds great. Honestly, it's the kind of functionality I've always wished we had in FG Classic.
2. I've played with the combat tracker a lot and I definitely like it more than the old one as a GM. However, several players use laptops, so their screen real-estate is precious. I rarely ask them to have a map, their character sheet, and the combat tracker all open at the same time (on top of which they're also juggling Zoom and sometimes Discord). I run the game from a desktop with two large monitors and I'm always happy to handle the tracker for them. My players will definitely use the character sheet as-is, but I know they'll like it more if they can mostly stay on the Action tab during combat.
3. True, there are a fair number of Talents that allow rolling Force dice along with a skill check - but almost ALL Force Power checks require rolling solely your available Force dice. We've been using the FG Classic Star Wars ruleset for a long-running all-Jedi campaign and they love having a single place where they can track how many Force dice are committed and a button to roll the remaining Force dice. At least one PC has used that Force die roll button almost every single session twice a month for close to three years. Admittedly, that's anecdotal and could be unique to the campaign I run, but we genuinely use it all the time. In this ruleset, there's already a field for tracking Total, Committed ("Spent"), and Available Force dice, so it stands to reason that adding a button to roll those Available dice would make that section more useful. However, I also know next to nothing about coding, so I honestly have no idea how difficult it would be to implement.
On the topic of "screen real estate", could you perhaps size down the Dice Pool window a bit? It is far too massive for what it has to display. I understand that it is so large due to being tied to the Party Sheet, but it would be nice if it were smaller.
Making a note here. This should also be easy to do.
I think I will resize it a bit, send a screenshot here for you and others to provide feedback.
I've been trying to think of other ways to improve it.
I agree that the less places people have to open and click, and less opened windows is usually the best, so for example, I have been thinking of trying to incorporate the dicepool tracker in the combat tracker.
Not really sure if it would be a good thing, maybe I can add and your guys can test.
I don't know if it helps, but you can also adjust the UI by typing "/scaleui #" into the chat window, where the # equals the percentage. So "/scaleui 90" shrinks everything to 90% of default. It adjusts everything, not just the dice box, but my laptop players found it invaluable.
I don't know if this is possible in Unity, but I'd like it if taking the token from a character/NPC sheet and putting it onto an image (say a map) would also provide a link back to said sheet if clicked.
As it stands this only happens if you drag from the Combat Tracker to the map. But maybe a scenario is being set up where combat isn't expected and you just want to place people and have references back to relevant sheets.
As it stands, I have to open a sheet, add the token to the combat tracker, then drag the token from the tracker to the map. It would be nice if they all interconnected so it didn't matter which order you did this in (like adding tokens to a map, halfway in the scenario going "oh crap, it's going to be a fight" and dragging the tokens from the map to the Tracker (or sheet to Tracker, whatever works at the moment)
PCs should always stay in the Combat Tracker.
For NPCs drag their link rather than their portrait and it will appear as a pin.
Would it be possible to give vehicles an inventory tab. I cant count how many times I wished for this feature as a way to keep track of where all my stuff is located. It also would be a good way to track encumbrance on the vehicle if you wanted.
I know the To-Do list is long, but I had a thought...
Talents and equipment that remove Setback dice are super common. In OggDude's character generator, when you export a sheet, it displays a number of little black squares with a red line through it to indicate how many Setback dice a character removes from those checks. I don't think it needs to be automated or connected to Talents and equipment or anything, but maybe just have a little thing you can click to add that little symbol next to skills so players don't forget? Or even just another column of number fields, then label them accordingly at the top?
There's so much to keep track of in this system that anything that consolidates information at a glance has a huge ROI.
Attachment 51146
This is actually a super nice suggestion!
Let me have a look at this a bit. I do believe I can implement this quite quicker than a full automation, and one does not invalidate the other!
Thanks a lot for this.
Currently I am finishing with vehicles, then I will work on the specialization trees, but man, this suggestion I think I will see if i can also work in parallel to these two.
I've been copying the skills, then rewriting the name to include S-X or B+X for Setback/ Boost dice to subtract/ add. However, if you could perform this minor miracle, it sounds way sexier! And I'd personally be okay with kicking the automation down the road as I'd know to add/ subtract anyway. Specialization trees baby! Big shout out to @chikininabizkit for the idea.
Ran into a couple of issues tonight:
1. Voting in the chat is weird. You can't have multiple votes going at once, only the last one in the chat responds properly. If you click on any of them, it puts a check in the latest one, but only clicking the latest one can you put an X or clear the response
2 and 3. The icons for attacks respecing soak or not don't match up. Turning soak on and off for damage changes the icon on Strain. It does actually change the setting, but the text for dropping damage doesn't say if it's respected soak. E.G. "GM applied 6 damage to player" when you dropped 8 against their 2 soak.
The voting thing is CoreRPG - its common to all rulesets.
Is there a way to make items that act as containers collapsible. Maybe when you specify a container for an item a + or - apear next to it that is toggle state (signifying wheather it is closed or open) so you can hide and reveal what is in the container.
If this is possible it would greatly reduce the clutter in the inventory system I think.
Who knows with vehicles having inventory I will be able to move alot of it out of my characters and my not be as useful as I originally thought.
You can already do that by typing in where it is stored. If you have an item called "Backpack" and you write "Backpack" on the "store location" line (cannot remember exact name rn) then is automatically placed under the backpack item and an indent is placed before it.
Not to mention I'd like a way to streamline that process, instead of having to write "backpack" on the items in question. Drag and drop would be nice. Another icon to cycle through (besides blank, carried, worn) too, but of course the problem there is if you have more than one item that can carry things (backpack and belt pouch, for example)
I haven't seen this in any ruleset. Yes it might be nice, but i would rather see the rest of the force power, talent and specializations implemented and full combat tracker functionality to include ship combat first...lol
Vehicle combat is already included in the combat tracker.
However, there is one REALLY annoying bug - the values displayed appear to receive their input from multiple sources. Sometimes, if I edit the hull trauma value of a vehicle more than twice, it keeps updating the hull trauma value. Switching between the new and old value continuously.
EDIT: I discovered another bug. If you add critical damage to the sheet on the "Vehicle Tab" of a character sheet (only tried it with PCs so far) it does not add this critical damage entry to the sheet of the vehicle "item" in the inventory. Worse yet, if you go back to the Vehicle Tab, the crit damage is deleted there. It does not save, it seems.
If you add the crit damage via the inventory item, then it stays.
I think there is something fishy going on with the referencing between the combat tracker entry, vehicle tab entry, and inventory entry.
Age of Rebellion Libraries
- Added Strongholds of Resistance Source book.
Genesys Core Rulebook and Expanded Players Guide Libraries
- Can't remember what I fixed and the changelog I had made got deleted when I upgraded my computer so dosn't hurt to redownload it I guess :)
Sorry it took so long what with work and computer issues.
Does anyone else get an error when dropping two d10s into the dice pool?
[2/13/2022 5:33:41 PM] s'ChatManagerGenesys.lua: sendSpecialMessage - msgtype = sendplayerdicepool'
[2/13/2022 5:33:41 PM] s'ChatManagerGenesys.lua: sendSpecialMessage - msgtype = sendplayerdicepool'
[2/13/2022 5:33:41 PM] [ERROR] Script execution error: [string "classes/desktop/dieboxgencontrol.lua"]:236: attempt to concatenate local 'type' (a nil value)
Hey everyone, sorry for my lack of updates and replies.
I am updating my computer and should be back soon.
I will go back and write down all the bugs and suggestions reported since my last post, and also see if i can work on them for the next release, which should come in a few weeks time
I think it would be nice to see the currently remaining minions in a minion group in the combat tracker.
The Genesys ruleset for Fantasy Grounds (Non-Unity) did that, and that was quite useful for narrative reasons. It made it easier to see at a glance whether the hero is faced with three or four bandits (when you use just one token to represent the group of bandits. You cannot place multiple tokens of the same tracker entry after all).
Yeah this somthing I wish could be changed is minions. There is a feature in FG that let's you place encounters ahead of time on the map. It works just fine when you add Nemesis and Rivals to the encounter, but when you add a minnon FG still thinks that there is a single character. True you can just add one token on the map for the minon and narratively say they are all lumped somewhere in that space. But this really is immersion breaking for me. I always have separate tokens for my minions. I still follow all the rules for minion groups but visually I separate them.
I wonder if there is a way to adjust manually, when creating an encounter, the number of tokens generated when you add an npc.
So for example you drop an NPC that is a rival into an encounter that then shows text box next to that npc that can be changed and is 1 as a value by default. In this case you would need to change this since 1 rival equals 1 token. But then you add a minnon. This minnon group has 3 of them so then you would change the 1 to a 3 and 2 more tokens would appear below that you can place.
This would cover all your bases. People who want 1 token to still represent multiple NPCs can and people who would rather split them up have the option as well.
Hey everyone,
The mininons suggestion is great, and I think I can do it easly.
I am finishing restoring all my stuff to the new computer, and should resume working on the rulesets this week, I should have a new version soon, and I will try to include this improvement on minions :)
After the recent FGU updates, I keep getting an error when I pull up a map with tokens (NPCs and PCs) on it:
[3/5/2022 7:22:04 PM] [ERROR] Script execution error: [string "scripts/manager_effect.lua"]:695: attempt to call field 'convertStringToDice' (a nil value)
What is that about?
It also gave me an error about decrepit actors? That appears to have been fixed by clearing the vault and forcing a full update of FGU. Strange.
EDIT: It gives me an error sometimes when I try to advance through the combat tracker using "Next Actor" as well.
Attachment 51841
I updated all the ActionManager.getActor calls to ActionManager.resolveActor and changed all the StringManager.IsDiceString, StringManager.convertDiceToString and StringManager.convertStringToDice calls to DiceManager.
Not sure if that's all that's needed, but it will at least fix the errors you've reported so far :)
https://drive.google.com/file/d/1G-6...ew?usp=sharing
Hopefully this is useful until johniba can put out a polished/final update. I haven't ever used this ruleset, so I just fixed the issues that were obvious to me.