I have made a note on this.
I am working on several fixes and a few new features which I will be able to release soon, so I think I can improve the code on minions and fix this weird behaviour
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1 - Unfortunatelly I dont think there is a way to code the colors individually, but I will look into it. It would definitelly add a bit of visual improvement. Even if we cannot currently have custom 3d dice (not any time soon) colors would be nice, but I cannot promise anything :(
2 - A long time ago I did remove them until some people asked to bring them back. I can add some options to turn them on/off, I will make a note on this to work on my todo-list
By the way welcome and thanks for your suggestions and comments. This is what makes these rulesets get better and better :)
I know it might not be for everyone but I just discovered The Foundry as a alternative VTT. I only mention this because The Foundry seems to have massive improvements as an engine that FG is missing. The star wars ruleset, so to speak, that the community has been working on there is in an incomplete state. It has somthings this one doesn't have and this one has somethings that that one doesnt have. The people over there seemed to be doing nothing with it to fix the issues. Which is why for now I stick with FG. If you know how to code Java and html it may be worth your while.
Now if you are a Pathfinder 2e fan I would choose foundry all the way. The things the community is doing with that system is nothing short of amazing.
This would be pretty great. There's an extension for the other FGC SW ruleset that gets rid of them. The instances of standard rpg dice in this system are basically nonexistent and I have several players who play on laptops where screen real estate is precious, so we ditched them and never looked back. It's hardly an urgent priority, but it'd be nice to have the option.
I would love to learn to code for Foundry VTT and create a ruleset there, but i dont want to overlap work from current people.
If one day it is abandoned, I would start a new one, or pick up where people left it.
Another thing is that I notice that the equivalent of rulesets there are much more prone to breaking due to updates in the foundry core, maybe because it is still going through some very big updates.
Maybe when foundry is more mature, it would not be the case, but it does discourage me into trying to create something over there aswell.
For now, if there are any features in that ruleset you would like to see here, if it is something that I can pull off doing in FG, I can add :)
Yeah it kinda put me in a weird situation where I have poured so much time and effort into FG version. Then comes along a seemly superior VTT, I have to ask myself do start all over with a better VTT or do it commit to the one I put so much effort into. People ask them simaler things about their car :). I did read in one of the changelogs from the people who made the star wars Foundry ruleset is stopping working on the current version in order to work on the one that will replace it. So take from that what you will.
The one draw back I think for foundry is the need for port forwarding. For me it isnt a big deal, but for people that dont have access to their router will have to go through a 3rd party like hamatchi. I have been adding things to the foundry to prepare running a game in it to see how my players like it.
I will still be adding Libraries to Fantasy Grounds. Nexus of Power should almost be done. Setting books take the longest and I will admit I was distracted by Foundry.
Yeah it think it is good to get perspective looking at other software
In regards to Foundry VTT, I dont really know how they export/import data, like libraries. FG at least it is super easy to edit data and export into modules.
Still, I dont want to give the impression i am stopping any time soon on FG hehe.
To be fair, and to tell a secret, I recently started reading Legend of 5 Rings, and although it exists in FG as an extension, I would love to give it a full ruleset treatment, once Star Wars and Genesys have a solid basis with all missing features.
After that, I would still like to work on a thing I still have close to my heart: Warhammer Fantasy RP 3rd edition (yeah i still want to create a ruleset for unity for this hehe)
So the way it works is you have what you cal Modules these work not unlike FG extentions, only the can also include what we call libraries in the same file. In foundry their libraries are called compendiums.
In game you create somthing, be it species, vehicle, weapon, etc then you export that to a compendium which uses a standard folder structure to organize. Exporting is as simple as zipping up the folder and uploading it as a module. Importing can be done manually by unpacking in modules folder or automatic through Foundrys version of the forge.
Its sounds complicated but easy to understand.
Absolutely love what you guys created here :D I use it for my Genesys Campaign and everyone at my table is amazed this even exists.
I was wondering how hard it would be to be able to select normal initiative instead of FFG's group based initiative. Ours table enjoys the more straight forward turns.
Keep up the great work!
Is this ruleset close to being updated. I know that the plan was January and plans change.
I am working on updates, mainly a list of fixes for reported bugs, and also finishing the vehicle implementation and specialization trees.
I do have to apoligize on my lack of communication and lack of regular updates though.
Life is currently very busy at work and i am also moving to another house, and did not have a lot of time to work on the ruleset.
I believe this will continue for the next month and half, and when i am finally in the new house, i will have plenty of time.
Having said that, I do want to provide updates soon, at least the more pressing ones (fixes and small improvements)
But in short yes, I am still very much involved in the rulesets and will keep them updated
NEW RELEASE!
Version 2022-05-16
Unless mentioned, the fix or improvement is for both Genesys and Star Wars.
Fixes:
Several bug fixes and compatibility updates for FG Unity (related to CoreRPG)
NPC (minions): fixed an issue with minions where entering "Number of wounds per minion" when "Number of minions in the group" is zero or empty would result in "Total wounds threshold" to display incorrect sum.
NEW Features:
- Create shortcuts for Dice rolls!
You can now drag a dicepool from the Dicepool window below chat, into a hotkey.
This is a long time requested feature that was available in the old Classic ruleset and now also available in both Genesys and StarWarsFFG for both Classic and Unity Fantasy Grounds
Some tips on using the feature:
- Start by clicking and adding a skill, weapon roll, or power just like usual, into the dicepool
- Add extra dice (like difficulty, boosts, setbacks...)
- Drag the complete dicepool from the dicepool box, into one available hotkey at the bottom of the FantasyGrounds window.
After this hotkey shortcut is created, clicking the hotkey will bring the dice back to the dicepool
Advanced features:
You can right click the hotkey you created, and edit the description
There are two special features you can do with descriptions:
- If you edit the description so it begins with "+", this will make the hotkey to add those dice into the dicepool window without clearing existing dice.
- If the description contains "/roll", this will make it so after the hotkey adds the dice, it will automatically roll all dice in the pool.
Check this video where I have a quick guide on how to use this new feature
P.S.: sorry for the low voice, it is very late here and I did not want to wake up the family :P
https://youtu.be/1uNmAc57yYk
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
I just wanted to give a quick update on the current development.
Right now I am almost done with the "Vehicle sharing" feature.
This is the one that will allow players to unlock vehicles so party members can use them, and even multi-crew.
I am also going to include a couple of extra features that are very easy to finish and that i hope will improve with combat.
I will probably release it tomorrow end of day, or in the weekend
After that, I will focus on finally finishing Spec Trees :)
After re-reading what you said, let me know if I understand
I think you mean that you would like that turn order to be processed by order of rolled initiative, and not like in official rules, where any player can choose to go on a "slot" of a player rolled initiative, and so on, right?
If that is the case, I think I can add an optional toggle in the options menu, for the gm to choose that (as a house rule)
The new drag and drop rolls are awesome @johniba. Thanks so much for all the work you do on this project! Looking forward to vehicle sharing and talent trees too!
NEW RELEASE!
Version 2022-05-22
Unless mentioned, the fix or improvement is for both Genesys and Star Wars.
Fixes:
Desktop: Fixed issue with Wounds chit where toggling Soak with right click would not work
Combat Tracker: Fixed issue where vehicle stats would not properly update when PC entered a different vehicle.
Improvements:
Desktop: Changed text in tooltips for: Vehicle Critical, Personal Critical, wounds and strain chits, to make it easier to understand.
Desktop: When an attack roll is successful, the amount of damage is displayed in the roll results (for example, "[Damage: 7]")
Before the current update, you could always drag that text result that contains the damage into a character/npc, and that value would apply to that character/npc
In my opinion though that is not very intuitive and I am sure most players werent even aware that could be done.
I have made some improvements which I believe will be easier to remember and to use:
Now, whenever a damage roll is successful, both the Wound and Strain chits in the desktop will have their values automatically reflect the damage result.
The player can then drag either one of these chits into a character/npc (depending of course on the roll, usually it means a wound damage), and the damage will be applied.
The player can also right click the chit in the desktop and decide to toggle soak on/off, before the chit is dragged.
NEW Features:
- Vehicles: Sharing vehicles with party members
(check attached screenshots as examples)Attachment 52884 / Attachment 52885
Players can now share vehicles!
(GM: in order for sharing to work properly, make sure to have the Party Sheet updated with the correct player list.)
How it works:
Player: Go to your character sheet, inventory.
For each vehicle you want to share with party members, make sure to click the small "padlock" icon in your vehicle, and unlock it.
Right under the vehicle list, each player sheet will show a list of shared vehicles.
Entering a shared vehicle is simple: just click the "enter vehicle" icon.
More than one player can be in the same ship (as crew members!)
The GM can also see a list of current shared vehicles in the party sheet.
Combat sheet: for GMs, you can also see which vehicles each player is using, and it will also list the owner of the vehicle.
P.S.: right now I am aware that the Player version of the combat tracker window is very poor in information.
I will add info on the vehicles soon.
I would also appreciate feedback from players/gms: what information in the combat tracker would you like players to have access?
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
Important note for Fantasy Grounds Classic users
Although this version is also compatible with FGC, there are no noticeable changes, only internal code.
For now the rulesets are totally compatible with FGC, but I strongly advise people still using FGC to consider upgrading to FGUnity.
Smiteworks is no longer updating the Classic application, and it may come a time when I cannot maintain the code compatible.
For now, it is still compatible and I will do my best to continue this, until it comes a time it would hurt the development... If that time comes, I will let everyone know
Download Genesys ruleset even if you are playing Star Wars
Always remember to download BOTH rulesets if you intend to use Star Wars
Hello! That shared vehicle seems to work like a charm. But I did an oopsie. Prior to the update, I had the same vehicle for all three characters. With the update, I deleted the vehicle from two of the characters BUT I may have had them still IN the vehicle when I did. Now I see the shared vehicle in inventory and the Party Sheet, but I can't exit them from the old vehicle on their character sheets to use the shared vehicle. I get this error message:
Script execution error: [string "campaign/scripts/char_current_vehicle.lua"]:13: getPath: Invalid parameter 1
Any and all help is appreciated. :)
Edge of the Empire
- Removed Personnel Carrier and Fenn Sesslyn Duplicate.
- Fixed the Activation Status Typos on several Talents.
- Fixed Encumbrance typo on Holoscanners.
Force and Destiny Libraries
- Added Nexus of Power Source book.
- Chaged Thisspiasian Puzzle Ring subtype to "Holocrons and Other Ancient Talismans"
- Removed duplicate Shortcut (Improved) and Swift.
Hi Kessler25
Thanks for that report.
I have fixed the code.
If you are using FGClassic, download it again from google drive (only the Genesys.pak file), if using FGUnity, just click check for updates :)
I did some tests and now it is working leaving a vehicle if it was deleted.
If the list of shared vehicles still show the deleted one, just go to one of the characters and share/un-share another vehicle and the list should update.
If you still have errors let me know
Works like a charm. Thanks for the work you and sevrick do!
I am currently working on an error in rolling vehicle critical damage, where it is calculating the wrong critical, and also another where a player cannot roll critical on an npc, dropping it into its listing in the combat tracker
So the ruleset downloads from forge when it is updated, but not the libraries correct? If so would it be possible to put the date the library was updated where you put the ruleset update date? That way we know if the libraries needs to be updated?
NEW RELEASE!
Version 2022-05-24
Unless mentioned, the fix or improvement is for both Genesys and Star Wars.
Fixes:
Vehicle Critical: fixed an issue where the wrong critical from the vehicle critical table would be applied.
Combat Tracker: fixed an issue where players could not drop/roll critical vehicle to npcs, and sometimes an error message would pop-up
Star Wars: added fix to leaving current vehicle (same fix I applied to Genesys, forgot to add it last update)
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
Important note for Fantasy Grounds Classic users
Although this version is also compatible with FGC, there are no noticeable changes, only internal code.
For now the rulesets are totally compatible with FGC, but I strongly advise people still using FGC to consider upgrading to FGUnity.
Smiteworks is no longer updating the Classic application, and it may come a time when I cannot maintain the code compatible.
For now, it is still compatible and I will do my best to continue this, until it comes a time it would hurt the development... If that time comes, I will let everyone know
Download Genesys ruleset even if you are playing Star Wars
Always remember to download BOTH rulesets if you intend to use Star Wars
Sorry Guys you should be able to download the Libraries again. Johniba was able to make the export process much easier.
Note: The Age of Rebellion Libraries will have an annoying thing where everything is unlocked by default. So in your campaign if you revert changes on a record it will be unlocked. This was due to something in the past that accidently unlocked all the records. I can fix it I will just have to go through all the records in the Age of Rebellion library one by one and lock them so it will be the default on the exported module.
I think you mean in the GM's ct, right?
I have attached two screenshots: one showing the gm ct and another the player's point of view ct
I can definitelly add minion info in the CT, I will add that to the gm CT, but I was also asking about the player's ct
Currently they see only the npc name and their rolled initiative
I dont know how much info should be shared by default, as there is no official stance on this.
Maybe I could make some options so GMs can toggle on/off on what they want to share
Attachment 52938
Attachment 52939
An idea for an optional feature would be to add how badly damaged they are.
For example
100% = Uninjured
75%-99% = Slightly Injured
50%-74% = Injured
25%-49% = Badly Injured
1% - 24% = Near Death
I got the idea from a mod on the foundry. It let's the PCs have some idea of how badly damaged a creature is without giving out exact wound and strain values.
There is one change I want to make to the ruleset, but I would also like to open this for discussion and feedback
So in Genesys and Star Wars we do not use d4, d6, d8, d12 and d20 dice.
I am thinking of hiding them by default in the rulesets.
I will also provide a small extension (available to download in google drive and also through the Forge for FGU) that will bring back the dice, in case someone wants them in their desktops
I think this would be a good idea. These dice are not used and they take up space in the desktop
Now, if a lot of people dont like the dice to be hidden bu default, I can do the other way around: keep the dice visible and create an extension to hide them
What do you all think about this?
Yes. Hide the dice.
Yeah good idea. There are a few cases that require them but not enough to warrant having them out. For example rolling for kryat dragon pearl in Adversaries and Allies. I think they say somthing like roll 1d4-2 is how many pearls you get. For that I have a physical dice I can roll if I need to.
I'm all for hiding those dice!
Also as a feature request for the future it would be nice to have minions represented as multiple tokens, at least as an option. Mostly to avoid confusion from my players, but also as I use maps a lot, just to better illustrate situations.
Also, while I'm posting, I just want to thank you for making this ruleset. It's my favourite system to run games in, and having it all up and working on FGU is incredible. I appreciate all the work that's gone into it!
NEW RELEASE!
Version 2022-05-26
Unless mentioned, the fix or improvement is for both Genesys and Star Wars.
Improvements:
Combat Tracker:
- NPC will now list number of minions, if the npc category is "minion"
PC/NPC sheets and Combat Tracker: Actions -> Weapons
- Adjusted text size for weapon name and special. In some cases where either were too long, the text was clipping (fixed now)
Regular Dice (d4, d6, d8, d12, d20): Removed these dice from the FG desktop.
To bring them back, I will be providing an extension. If you want those dice to show again in the desktop, you will be able to do so, enabling that extension.
(It is currently pending approval on The Forge)
Another option, if you will only rarely roll any of those dice, is to use the "/roll" command from fantasy grounds
For example, typing in chat:
/roll 1d4
- Will roll 1 d4
/roll 2d41d10
- will roll 2 d4 + 1d10
and so on...
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
Important note for Fantasy Grounds Classic users
Although this version is also compatible with FGC, there are no noticeable changes, only internal code.
For now the rulesets are totally compatible with FGC, but I strongly advise people still using FGC to consider upgrading to FGUnity.
Smiteworks is no longer updating the Classic application, and it may come a time when I cannot maintain the code compatible.
For now, it is still compatible and I will do my best to continue this, until it comes a time it would hurt the development... If that time comes, I will let everyone know
Download Genesys ruleset even if you are playing Star Wars
Always remember to download BOTH rulesets if you intend to use Star Wars