Yes to my knowledge it deletes everything.
Yes to my knowledge it deletes everything.
Maybe I should just scrap that campaign and begin anew. :-/
Edit:
Just trying something, I did delete the character and the slot went away. I added a new PC, and they appeared by themselves. I also imported the problem PC and that mysterious slot came back and wouldn't let me delete it. So, as far as I can tell, there's something up with the character file. I'm going to try and create a new game and see if the same thing is happening there.
So, I created a new campaign and imported the problem character everything is normal. PC can be added and deleted from the campaign as it should be normally.
Edit: So I used the original campaign, and created a new character, and everything is normal as well. Very strange.
Awesome that you got it working, I am still curious how it all started to begin with. If you ever do recreate it, let us know for future references. Happy gaming!
Will do! Yeah, I'm not sure what was going on with that.
Question 1: I've got 3 GMs who run this campaign. Now if they either purchase or subscribe to the Ultimate License, can I copy the campaign over and send it to them and they'll be able to use it and have all the stuff I've inputted and reverse?
Question 2: I've got different tabs set up in the stories section, can I share the tabs specifically and content as well? A tab named EoE Stories with 3 adventures in it. I want them to see the tab and the stories in that tab.
Use the /export command for this. It will open a window and you drag all the entries you want into it. After you export it, you will find a new module file (named what you input during export) send this file to the other GMs and they can load it through the module button on the top right. It is the gold icon that looks like a book. They have to place the module you exported into their module folder for Fantasy Grounds. Make sure to include the NPCs, gear, vehicles that you may have linked in your story section.
I typically use this function to create the libraries by first making the entries in a generic campaign and then exporting. Then with a few additions to the code it becomes a library.
Nice! Thank you so much for everything Miekael! I really do appreciate all the assistance you've given me today. I think that's all the questions for now. lol
I tend to drag the adversaries / gear / vehicles out of the library and make them local. You can make modifications to them there, group up the minions, etc. Link the local copy from your story entries, and export with your module. When the module opens, the copies from your module are created in a group.
Another option is to copy the whole campaign directory and send that to the GM - this will contain all of the data when the game was last used: wounds, token positions on maps etc.. ZIP up the <FG Data>\campaigns\<your campaign name> directory and send it to the GM. They'll also need the correct version of any modules/extensions used, and any tokens but this could be the best way to get the exact copy of the game.
New issue? When I share and open the library modules, should the players have access to any of them that I share and open? If they're supposed to, then I'm seeing them grayed out with the Preload Image web next in one of the corners. The end result is that the players can't manage their characters. Even starting a new campaign, I get the same issue.
The open/closed book doesn't show for modules downloaded from the GM. Double click on the module icon in the "Modules" activation screen and this will open the module.
There seems to be a bit of an issue around the library showing blank titles in the left side. A quick work around is to close the library, then close and open the module and re-open the library - this should show the heading correctly.
I need to have a look at why this is happening, and also why the open/closed book icon doesn't show for shared modules where a player doesn't have the module locally.
Players can always manage their characters, even without libraries. Everything can be entered manually by creating a new entry in the relevant section (right-click on a section/heading and select "Create item" from the radial menu).
I seemed to remember the book icon being an issue with the Rolemaster ruleset as well (discussed here: https://www.fantasygrounds.com/forum...l=1#post250035) and so I've reached out to Dakadin to see what he did to fix it for the RMC ruleset. Standby!
Nice!
A couple of questions:
Is this finished? And if not do you plan on adding higher value damage and strain tokens, because I often found the players easily exceeding 7 damage.
No, it's not finished, but is pretty stable and completely usable in the current state.
The damage and strain tokens are primarily for random damage application (fire, falling, etc.), not normally for damage done as part of an attack. Attack damage will be reflected in the chat window as part of the attack result and can be dragged directly to a target to apply the damage. For an example of this see #3 in the first screenshot here, where the result of the attack roll generated 14 damage : https://www.fantasygrounds.com/forum...l=1#post209786
Thanks and you inadvertently answered my question that I forgot to ask about how to get symbols in the game too. But one more thing. Do you have to put the description in manually?
The Description of the Critical and what it does.
The critical text cannot be made available due to copyright. However, I but together an extension that allows the GM to enter the critical text for their own private gaming use, without sharing outside of their private game: https://www.fantasygrounds.com/forum...Text-extension
Thanks also I am DMing the Age of Rebellion Game Dead in the Water and it has a medical droid stat that uses Medicine as an attack, which isn't an option for it when making a weapon. This is understandable, but are you planning on expanded which skill you can use for proficiency with a weapon, so to speak?
*Edit
Sorry one other thing if you have a weapon that deals just stun damage how do drag the damage over without the game thinking its normal damage?
Thanks for your help and well done on such an awesome ruleset.
Sorry for all these questions but just one more. In the symbols I don't see the half light and half dark symbol commonly found and introduced into the Force and Destiny Core Rule book. Do you intend on adding it?
Just letting you know I found a typo in your critical xml sheet. Under the vehicles where "Major Hull Breach" should be for the title is "Gruesome Injury". Not sure if it matters but I just renamed it to the correct name.
Moved your first post regarding this to the extension thread that this relates to: https://www.fantasygrounds.com/forum...Text-extension
Thanks for the incredible work that you're doing on this! I just started to work with Fantasy Grounds this weekend, and this ruleset is the main reason I chose to invest in the software. :-)
One very small and personally subjective criticism though: Is there an option somewhere to change the font size/font colour in the combat tracker and some other windows? For my taste, the writing is oftentimes quite thin and small, and the glary red pretty hard on the eyes.
Welcome Ser Duncan Pennytree - have a look at the Big Fonts CoreRPG extension. It wont work with this ruleset but you should be able to use it as a guide on how to make one for Star Wars.
I think I did a really simple one called Black Font for ShadowRun or similar?
Thanks for the info, damned. As someone with no experinece whatsoever in coding language, this will be quite the experiment for me. :D
What are you trying to change?
Init | Used 2 Maneuvers | STRAIN | WOUNDS
headers?
Yes, basically every header on the right side of the Combat Tracker Window, and Font Size in general, in the Chat for example. Generally speaking, I find the font size in the whole programm to be to small, but the colour palette of the D&D5-theme, for example, keeps it readable. Some colour and contrast combinations in the Star Wars theme just make it pretty hard and strenious on the eye. But maybe this is a general concern I should bring up with the devs elsewhere? This is one of the reasons why I never played EVE Online - the writing was to small, and for a very long time, you couldn't change it. Drove me nuts.
I think your best bet is to use the /scaleui XX chat command to scale the whole interface. Where XX is a percentage - try /scaleui 125 to start.
The issue with changing individual font sizes is that the GUI has been specifically designed to maximise the efficient placement of a certain font size, changing the font size would screw that placement up and you'd end up with labels out of place and/or overlapping.
Try /scaleui first.
Already tried it. In addition I played around with a few extensions that change the Font Size, and I've encountered exactly the overlap problem you've described. Changing the scale blurs the font, which makes reading thin ones even harder. I will have to experiment a bit.
But if this sounds like nagging, don't get me wrong: I'm grateful for all your suggestions and help, Trenloe & damned. :)
This really little extension will change those White Fonts in the Init Tracker to Red.
You can use Black - Substitute the
<color>#ff990000</color>
with
<color>#ff000000</color>
You can also pull apart the ruleset and extension to see how/what else you might change.
ScaleUI is still your best bet overall but you might need to experiment with different scalings. If you screen is big enough try 133 and 150 and see if they are clearer.
Looking forward to trying this, thanks Trenloe
We had another session tonight - and finally got the use the Combat Tracker properly - after viewing the tutorial video again. With the addition of the libraries this ruleset is getting better and better. I am sure I am still not getting everything right.
In fact some of the features are still a mystery to me (vehicles and running combat efficiently) - is there a chance we see additional tutorial any time "soon"? ;-)