I will research if we can make that possible with the tokens.
Thanks for your words, I love working on these rulesets, and it makes me super happy when I hear back from people using and enjoying them :)
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Its been a while since i used this rule set and im probably missing something. But i cant seem to get the dice buttons on the characters action tab or skill tab to work, when i click the little "D20" to add dice to the roller nothing happens. The main abilities will add the dice to the dice roller window but nothing else will. This has been happening with NPCs and PCs as im testing everything today. Thank You for any help
Here is a few things you can check:
In the character sheet...
In the main tab: check if the character has values to all characteristics
In the actions tab, look at the weapon this character is using. Note the skill name.
Now go to the Skills tab and look for that skill. The name must match exactly
Usually it is the case of the character not having the skill, sometimes the skill name is slightly different.
The Genesys/StarWars show regular dice extension is up on the forge:
https://forge.fantasygrounds.com/shop/items/658/view
This is only for those that want to show the regular dice (d4, d6, d8, d12 and d20) in your desktop.
I removed it by default from the two rulesets since they are rarely (if) used.
The extension will also be available for download on google drive (same link as always) for FG Classic users
NEW RELEASE!
Version 2022-05-28
Unless mentioned, the fix or improvement is for both Genesys and Star Wars.
Improvements:
Combat Tracker:
- The Radial menu now displays separate options to roll npc initiative for "foe+neutral" and "friendly".
Character / NPC Sheets
- Added Stat blocks (attributes/Soak/Wounds/etca) to the Actions tab
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
Right now I am working on the Specialization Tree, but at the same time taking a look on if it is possible to add multiple tokens for the same combatant in the combat tracker (in our case for minions)
If that is not possible, I think I could at least add some info on the token, to display it is a minion group with x members....) Anyway, I will try something here, maybe even add to the ruleset so we can test.
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Thanks for the feedback. This item is one of those cases that at the time while working in the combat tracker I was either full of things to do and forgot to add that, or in some cases I did not really know how to implement, and as I progressed working in the rulesets, learned new things but forgot I wanted to do this.
So it is always so important to get this kind of feedback. Thanks again
How is the specialization tree coming along? As a non-coder I have no idea what this part of the framework would entail.
I am done defining the structure of a specialization record and the tree.
It needs to work together with the current talents.
Now I am creating the specialization window. No fancy graphics atm, this will come in later.
This is my development focus now. I do have some minor items in my to-do list and some bug fixes or small improvements, but i want the spec tree to go out in the next release.
I know you are working on the trees but did you have somthing in mind for the attachments section? No rush just wondering if you remember and had it on your list.
I know i used to see a dice pool tracker, i could right click on the dice pool field and open the tracker to see the dice the players were entering. Im trying that now and i dont see where the tracker is anymore? am i overlooking it somewhere or did it get removed? thanks!
I know i used to see a dice pool tracker, i could right click on the dice pool field and open the tracker to see the dice the players were entering. Im trying that now and i dont see where the tracker is anymore? am i overlooking it somewhere or did it get removed? thanks!
EDIT: Sorry for the double post, computer lag
EDIT 2: I found it in the party sheet. I have to admit I like almost all the upgrades that have been done with this rule set. So much hard work has gone into it. But I definitely liked the old dice pool tracker.
And I know someone else has said it before and I believe it’s being worked on or at least thought about. Having the DM be able to add dice would be nice.
And one last observation, it would be cool if there was a place on the combat tracker to track boost and setback dice gained.
Overall this is great though. Thank you for all the hard work.
We talked about attachments but more specifically modding attachments, and how when you mod an attachment you can fail at installing a mod but can try to use the other mods that are available for that attachment.
For example take the Augmented spin barrel (pg. 188 of the EotE core rule book)
It has the following mods:
2 damage +1
1 weapon quality (Accurate +1)
1 weapon quality (Pierce +1)
The number in front of each mod is the amount of times it can be attempted. If I try to install the damage +1 mod and fail the check I can try to install it again. Like wise if I succeed on the 1st check I could attempt the 2nd to get a total of +2 damage if I succeed both checks.
As of now there is no real way to track which mods you failed to install, succeed, or which ones havent been attempted yet. I thought about allowing you to have slots for mods on the attachments and have a toggle able state to show if it is installed, failed, or not attempted next to each mod. You have text box when editing it to allow input of how many mods the attachment has and that would add the specific number of toggle able check boxes.
I wanted to give you guys a little teaser on the Specialization Tree development :)
Here are some screenshots. Please dont mind the lack of information on each talent listed in the tree, and also the lack of "lines" connecting them.
I am working on the code under the hood first, and will still make this look a bit better.
This is the specializations database, where GMs will be able to create Specialization Trees.
The code is already working. Creating a spec tree is just as easy as creating any other record like a talent, item, etca.
You create the specialization, and then just drag and drop talents where you want them to go.
After that, I will also make sure you can connect them clicking to enable/disable links between talents.
After this it is just a quick step in making it into the character sheets.
Players will drag Spec Trees into their sheets.
They will still retain the talent list for a quick look, but a button in the sheet will allow them to open and look at the Spec Tree
Clicking on each talent in the tree will enable/disable. If the Talent is a ranked one, it will automatically update the total rank in the talent, in their talent list.
Later on when I work in xp calculations, this will also be automatically calculated.
This code later will also be used for Force Power trees :)
Attachment 53018
Attachment 53019
Attachment 53020
I am sure you guys are gonna love it!
All this automation... Talent trees at last... Aaaahhh! So cool Johniba!
On the astetic side of things the boxes look big with only the talent title they look a bit empty. I wonder if you might be able to set up the specialization trees so that the talents description appear in the box in their entirety along with talent exp cost in a way similar to what is displayed in the Star wars books. The exp costs could (provided the coding allows for it) even be automatically generated based on the depth of it's location down the tree since the first layer abilities are always 5 points, the second layer abilities 10 points and so on. Perhaps even a place on the tree to indicate weather the ability is active or passive.
As usual I have no idea how easy or difficult any of this is to code, but I hope it helps.
Dont worry about the aesthetics, I will resize those boxes, add information/icons, make it look better later.
I will not be adding the xp cost right now, but the way I am designing things, it will work later (I will be focusing on xp calculations as a whole, later)
I want the boxes to have all information you would expect from the talent tree:
- icons to represent active/passive/force
- link to open the full talent record with all descriptions
- current rank (if a talent is ranked), plus a quick list of where each rank came from (which talent trees)
I think half of the hard part is done... i already have a design for how the ruleset will update the talent lists (based on a talent being ranked or not)
In the end, it will all fit.
The talent trees may be released in two parts:
- Specialization database (so sevrick and others start working on creating records for the specialization trees)
- specializations on pc sheet (the main part of the code)
I expect everything to be done real soon.
So cool. Really looking forward to it. Thanks so much for all the work that goes into this project!
I have made progress with the specialization tree.
Here is another teaser :)
It has a much better look now.
I also did not want to add a lot of text fields (like informing if the talent is active/passive, ranked or not etca), so the background changes based on that.
The background will be in red for active talents, and blue for passive. It also has a little square (which players will use to mark as having the talent. This square has an extra chevron symbol, if the talent is ranked.
For Star Wars, I will later also add an "explosion" icon to the top left side (just like in the books) to show when it is a force talent.
I will still work on spacing the boxes, adding lines... I need to find a good balance between the window size having all info, but not getting too big....
Attachment 53026
Aaaahhh! That looks amazing!
very sexy. Thanks for the updates. Lets us know one day our dreams will come true!
Looks awesome super excited. One question, is the summery text input box going to be used for tree descriptions? I only ask because I think doing it that way would be preferable since some full talent descriptions can get quite long.
Hi sevrick
Yes the description that is shown in each talent in the tree is the text from summary in the talent record.
On that note, I am changing a couple of things in the Talent record in the talents database:
- The talent record will no longer show the "ranks" field. It makes sense to show that field only when the talent is in the pc/npc sheet.
- For SW, I added a new field "Force Talent", which if you edit it as "Yes", will be used in the specialization tree to show that the talent requires the user to be force sensitive
I will be releasing the Specialization Tree update in two parts:
1) As soon as the Specialization Tree is ready for GMs to create records for the database (so you will be able to start adding them to the modules)
2) second and last update will be when the specializations will be available in pc records
I have waited so long for the specialization tree's! Wohoo... just remember that you need to be able to insert some arrows or something, so you can see the progression of talens. At least for Star Wars.
Can't wait!
I am adding something like that.
When looking at the spec tree from a pc sheet
- For ranked talents, the talent will display a number showing the current rank.
- For non ranked talents, if the talent was already purchased in another specialization, this will also have a visual representation in another spec tree: you will see cost "X"
Everytime you "mark/purchase" a talent in the tree, that little box in the top right will have a checkbox.
Purchasing a ranked talent will automatically show the total rank
Clicking in the talent in the tree will popup a window showing details:
- For ranked it will list where each point of the rank came from: spec trees and from which slots in the tree
- For non ranked, it will show where that talent was purchased
The pc sheet will still have the talent list aswell, i will not remove that.
So players will have the flexibility of checking their talent list, trees, etca.
How do I add Obligation, Duty, and Morality to a character in the Star Wars ruleset? At first, I thought it was under tables, but that isn't it, then I tried from the "Party Sheet" and lastly, I tried adding something to the sheet from the player side, but I was unable to set anything. I also am not sure how to use the dice pool tracker. I am on the latest version of rules (based on the forge). Is there an introductory guide to this ruleset anywhere?
@Idward, down on the lower right hand side of the page is a brown button with a white slash in it. If you click on that it will open up the option of being able to add your Obligation, Duty and Morality by hand. To my knowledge, (which is very limited) there isn't a way to drag and drop those things onto the character sheet yet. Welcome to the community!
Ah awesome! Thanks. And I found out that you just need to double click the light side dark side section to generate the game's starting pool and how to clear it. I am still not sure what the dicepool tracker is for but other then that I am now ready to poke about and get ready for players
Hi idward
The dicepool tracker will only show anything if you have someone else logged into your session.
You can test this by opening Fantasy Grounds a second time, and clicking "join", and then joinining your local session as a player
When the GM and at least another player are connected like this, the dicepool tracker will always display the current dicepool the players are building in the dicepool under the chat window.
About a guide:
It is indeed in my plans to record a short video as a tutorial on all the ruleset features.
I plan on doing this as soon as I finish my current development on the Specialization Trees
Here is another development update in the Specialization Tree:
On top of already having different background colors for Active or Passive talents, and also a chevron symbol on the right side when the Talent is ranked, for star wars I added another visual cue:
Force Talents now show an explosion symbol on the right side
I have also added the missing xp cost from the window, and now that part of the code is almost done.
Tomorrow I will add the functionality to add connection lines to talents.
As soon as this part is ready, I will upload a new release of the rulesets, so Sevrick and anyone else that wants can start populating their databases with Specialization Trees
Oh and on the Career database record, I will add two tabs:
- Career skills (this will be a list similar to the one I created for the specialization window) - this will be useful when creating a character: as soon as you drag the career to the pc sheet, all career skills will be marked as such, in the skills list
- Career Specializations - this will list all specializations in the database for this Career. This will be extra useful for players, so they dont have to open the Specializations database and filter out....
Here is an updated screenshot:
Attachment 53045
Just quick side note for everyone if you find somthing wrong in the libraries you can let me know. Even if it somthing like inconsistency errors. I want to be as polished as possible. Either post it here of PM me. There is a lot of content to go through, so it is very possible I may have gotten stat wrong here or there.
Hi everyone,
The Specialization Tree is coming along well.
The record is fully functional:
- We can drag and drop talents into the tree
- Background will change based on the talent being Active/Passive, Force Talent or no, Ranked/Unranked
- XP Cost is listed now
- You can click and create connections in the tree
I am still trying to improve the window.
There is a small challenge with sizing each talent. The window is already too big
For that reason it is a bit difficult to space each talent, and I will still work on that, but now I wanna focus on finishing its features so i can release.
You can also click the talent title, and it will open the full talent record from the database, for consulting it.
Also, I have made the second tab look a bit better, with extra text fields and the skill list in the same window
Here are some screenshots
Attachment 53061
Attachment 53062
I was thinking about this Johniba. There are already 2 fields in the talent section: Why not make it so that what is listed in the summary section, is what is displayed on the specialization tree? That way the user/GM can size the description appropriately, or even copy the summary right from the book with little trouble as it is written in the trees.
Also, the trees look amazing!