You make this stuff sound so easy. Amazing job, as usual.
Printable View
You make this stuff sound so easy. Amazing job, as usual.
Updated to v2.7
- Removed the stat cyclers for saving throw and initiative fields on the combat tab and replaced them with read-only modifiers.
- Created option to auto-roll the deed die with attack/damage rolls (default = on) for warrior, dwarf, dwarven priest, paladin, and ranger classes.
- Armor statistics were not calculating correctly when using armor AND a shield - fixed.
- Added Subtype and Damage Type fields to the item record.
- Removed the die cycler from the weapon and spell lists and replaced with 3 dice fields to account for higher level PCs with multiple action dice.
- Created a Base Spell Check frame on the spells tab to specify (1) the ability bonus used for spell checks, and (2) miscellaneous modifiers that apply to all spell check rolls.
There were a few issues with weapons dragged to the inventory list not creating the proper entry in the weapon list:
- If multiple damage dice were specified (e.g. 1d4/1d10 for a dagger), both dice were included in the damage field - changed so only the first die is acknowledged. Typically, the second damage die specifies backstab damage for thieves.
- The bonus field was only applying to attacks, not damage - fixed.
- The item ID function was not working properly - fixed.
Apologies if this was already addressed before, and I missed it. I think there's a bug in the weapons section under the combat tab of character sheet. When I "attach" a different action die it appears to default to a d20.
Am I missing something?
Thanks.
It will appear like a d20 probably, because there is no 3d model for a d16, but does it roll a d16 or a d20 when you make the roll? It will report in the chatbox which die was rolled.
... double post
It was definitely working for me when I tested it over the weekend, but I will check it again. Sometimes changes in other parts of the ruleset cause problems - I was definitely messing with the CharacterManager file quite a bit after I got the dice fields working, so maybe I did something to piss it off.
Ok, it should be working now. Thanks for pointing that out FlightlessScotsman - it was an easy fix. I remember now changing the script because I had an idea about something (that I didn't end up doing), and I never changed the code back... if that makes any sense :)
But it works for me now. Let me know if the same is not true on your end. You can download from the same link above.
Awesome. I'll give it a look now.
EDIT:
Looks like the fix did the trick.
One more question. I'm kind of at a loss how to go about adding spells to the template module that you created. I'm assuming you have to unpack the module and hand edit the .xml files. Any help would be greatly appreciated.
Thanks again for all of your hard work @leozelig
This is something I read will be in a future core update. Spells aren't exportable yet, but they will be.
https://www.fantasygrounds.com/forum...Release-v3-2-1
I think we're referring to two different things (maybe?)
I was referring to this post in the thread https://www.fantasygrounds.com/forum...l=1#post271874
I had missed that post, thanks. I believe that yes, you have to edit the XML files in that module to add spells, just tried it out.
However, I gather we will have the ability to edit spells within FG without XML editing and be able to export them in the near future.
That's right, I think I set it up so that you fill in the fields with the spell info and copy-paste the template to add additional spells. I have completed modules for everything except spell check tables - my spell entries end after the general description. Too bad I cannot share them. Take a crack at it and let me know if you can't get it to work. I'm sure I can help you figure it out.
The OGL on page 450 calls out what is product identity (not covered by the OGL, can't be distributed without the owner's consent) and what is open content (can be distributed with an appropriate accompanying OGL):
Quote:
Originally Posted by Product Identity
Even DCC specific spell names can't be used.Quote:
Originally Posted by Open Content
So, benjihad, you're correct: if it's in the SRD you can use it, otherwise not.
However, this really doesn't help. Considering that the DCC spell descriptions are so completely different than the SRD spells - they include DCC specific table/s and other data, that you can't distribute more than the SRD spell names and any SRD data - that might not be DCC compatible/accurate.
For example, the SRD "Bless" spell is not used in DCC - it's called "Blessing", so you can't use the spell name (called out as "product identity"), even if you could, the SRD data for Bless is here: https://www.d20srd.org/srd/spells/bless.htm Which doesn't really tie in with the DCC Blessing - which has a different duration and range, and then the Manifestation details and result table couldn't be included as these aren't in the SRD.
And look at the differences between the D&D staple Magic Missile! SRD: https://www.d20srd.org/srd/spells/magicMissile.htm and the DCC version (page 144 of 4th printing), there's very little that is the same from the SRD and all of the DCC flavour results/tables would be lost.
So theoretically, I could take the 3.5E spells/monsters/magic items modules, change the ruleset to DCCRPG and use those as a guide to get started with some conversions? Is that something I can upload to here?
In theory you could. You'd be removing a lot of stuff, renaming/reorganising and then adding in DCC specific information - all of this would have to be done by manually editing the XML. It's up to you if you think this would be easier than taking the DCC specific template module here: https://www.fantasygrounds.com/forum...l=1#post271874 and copy/pasting to build a DCC relevant spell module.
As long as it is purely OGL/SRD content - and you include a relevant OGL, then you could upload it. But, as I say above, the majority of DCC spell information is *not* in the SRD, it is significantly different, so I really don't know what information of value you could upload?
It probably took some time to enter the data from the SRD. Saves me that time to be able to use these as a base, was hoping it might help someone else, too. Can click-drag to a character sheet without having to copy-paste everything. I'll do the monsters & magic items if there's more interest, eitherwise I'll keep my value-less info to myself! Hmph! ;)
https://dl.dropboxusercontent.com/u/...lTemplates.mod
Sorry, I thought you were going to modify the spells in that module specifically for DCC, and then share those, not just provide the 3.5E Spells module tagged for DCCRPG.
It's up to other if they feel this is of use. In my limited exposure to DCC the spell details are quite, quite different from those supplied in the 3.5e module. The couple of examples I refer to in post#219 are far from the exceptions, they're the norm. So, yeah, you can drag/drop a spell from the 3.5E spells module into your DCC character, but you'll have to change 95% of it (including the name for some of them), so it's just as easy (if not quicker) to manually the create the spells in the character.
For example, Chill Touch: The only thing that stays the same from 3.5e to DCC is the name and the range, everything else needs to be changed. IMHO - it's just as quick to manually add a spell and fill out the details/copy & paste from the PDF.
In the 3.5e spells mod there are 43 Wizard level 1 spells, in DCC there are 27. So a lot aren't even vaguely relevant to DCC.
I'm not viewing your info as value-less, I'm just struggling to see how, with the vast difference of spell data between 3.5e and DCC, this makes things more efficient/saves time. Or am I missing your point?
I think that time would be much better spent populating the spell template that Leo provided - one time copy/paste to get full DCC spell info in a module rather than copy/paste/edit every time a 3.5e spell is added to a PC.
Page 126, second column:
:confused:Quote:
There are 716 wizard spells. No more, no less. This number
is known because Leetore the Limicker, a great mage of the
fourth aeon, successfully contacted a somnolent elder god
that susurrated several secrets (in limerick form, of course)
before drowsing off forever. It is the measure of success for
every wizard to fill his spell book with as many of these 716
spells as can be found in his lifetime.
Thus, the spells that follow are by no means all the spells
in the world. They are merely some that are known among
the more quotidian wizards of Aéreth. As most wizards
will never see more than a few of these spells recorded together,
they are listed here as a convenience for play, nothing
more. Should your character ever know more than this
many spells, he will be a great mage.
Cleric spells are not so rigidly defined. Each god’s domain
offers both powers and limitations, such that the boundaries
of a cleric’s magic are a bit more flexible. And the gods
themselves change over time, of course.
It's ok, you don't have to use them. Maybe someone will; be inspired! The SRD is a treasure trove!
I really only meant for one to be able to keep the spell name around for ideas, maybe effects, whatever. I'm working on adding spells still myself, and don't have 716 spell ideas right off the top of my head. Could be the spell misfires getting to me. It's not meant to be used as is.
I'll probably end up using the one leozelig made as a player template. Thanks!
I'm afraid I'm going to have to agree with Trenloe on this one. The mercurial nature of magic in DCC as represented by the Spell Check tables is vital to the balance of the game. Unless you plan to write up tables for each and every one of the spells that you import from elsewhere, they would represent a huge shift in power balance towards the wizard's camp -- and as Trenloe said, most of the spells resemble 3.5 spell in name only, but everything else is different.
I chose a completely different tactic than Leo did. I will present this as an alternative to using xml modules or at least as an add-on.
Attachment 16418
All of that was just for one spell "magic missile". If you imported from the module, it would only save you from making just the one spell description sheet which contained 6 short copy/pastes from a pdf, but you would be missing all the rest. Unless you plan to spend time looking up each table out of the book every time a spell is cast, you really have not saved but <1% of the time. Also, it greatly behooves you to put the work in up front, so that the time can be saved during play. It doesn't seem like it is a big deal looking up one little table in a book, but when you are a harried DM trying to herd the chickens and keep track of a million details all while telling a story, and looking up tables gets done routinely, it's worth putting it into fantasy grounds in a manner which is most useful to you.
I assume those are tables in a story module? I can see adding xml for the base description and then the judge creating a "rules and tables" module for themselves for when the spell is actually cast.
Yes, everything was entered into a story module manually with copy/paste or typing. This is for the DM. The only thing that the player gets is the normal Spell Description Sheet dragged to their character sheet. Whether you create those manually with copy/paste or import from an xml module, you still have 99% of the work left to do. It was a lot of work, but, it only needs to be done once and will reap the benefits for years to come.
The advantage of being an accountant is having a high boredom threshold and once done it does not have to be done again.
Tried installing it with FG 3.2.1 but it doesn't seem to work. The rule books don't seem to appear at all.
What "rule books" are you referring to, Bedshaker? There are no rulebook modules for this ruleset, because it is not officially licensed. Leo created some for his own campaign, but isn't allowed to distribute them. Thus, the fact that "rulebooks" aren't appearing is because there are none.
Welcome to the FG forums Bedshaker.
What vodokar says is correct. A "ruleset" in Fantasy Grounds terms is the framework to run a game for a specific RPG system - the character sheet, NPC sheet, spell sheet, item sheet, etc., etc.. But, unless there is an official license (or Open Gaming License material available), you're going to have to enter the relevant rulebook data you want to use for your game. Keep it simple and just enter the character and NPC data you need to play - refer to the actual rulebooks while playing (just like you would in a face-to-face game).
It took me a very long time to make those modules. I wouldn't consider my template a time saver by any means - I thought it would help someone who knows nothing about coding or module creation to get a start on it.
Goodman Games should just make this official and charge $10 like C&C for the rulebook, equipment, spells, and monsters modules I have already created (but cannot unleash on the world)... :)
I know Goodman Games are kind of set in their ways, for whatever reason, but have you tried to contact any of the third party people that create ton's of content for the game? I know it's not the same thing as having the core books, but still, there's lots of content out there.
Can always politely chase Goodman Games. There is no upfront cost to them in this case and they get more income from materials they have already created.
My experience is that these things change over time. With the two systems out there with a 5e license and the industry doing better, attitudes can change.
Sometimes takes an in person chance meeting.
If you are polite and like their games, who knows?
Thanks Myrdin, good advice. I will try the 3PP angle and see if anyone has interest in selling modules on FG for use with this ruleset.
I am working on spells that can be created and dropped into the character sheet (like items), which was a feature added in 3.2.1 for 5e and the other major rulesets. When you click 'Create PC' in the Library, PCs, Items, Classes (empty unless you create a module, and purely for reference purposes), and Spells icons will show on the sidebar.
I made a small update to the ruleset...
- Classes, Items, and Spells display in the sidebar when 'Create PC' option is selected in the Library.
- Spells can be created, managed and exported within a campaign.
Currently, the classes menu is empty unless you create a module for it. So... I am also attaching a module file (with comments) to help people create classes. Open the module file with WinZip, and edit the client.xml file in Notepad++ or a similar app. Class records exist for reference purposes only, so don't get any grand ideas about dragging a class onto the character sheet and having every field auto-populate - only a crazy person would make the superhuman effort required for a feature like that! ;)
Attachment 16501
It's possible, you just turn into this guy: Too many spell misfires
Thanks for the updates, leozelig, will give it a try.
Messing around with an extension for a 0-level funnel character sheet. The character sheet has 4 tabs, with each tab representing 1 funnel PC. The format is reminiscent of the Purple Sorcerer character sheet. The blank space is where weapons will be.
Attachment 16580
Still waiting for the at par with 5e drag and drop functionality with autoparsing.
:-p
Happy Thanksgiving and thanks for constantly upgrading the ruleset.
Happy Thanksgiving Leo. I've been so down in the trenches with my own coding that I've totally forgotten to say thank you to you for everything that you have done on this project. Words could never express how much it means what you have brought to my life and our community.
The level 0 character sheet looks great, but I don't know that an extension is the right way to go. There are times when you will have level 0 characters when it's not a funnel, such as when a character death occurs. There is no standing official rule on what to do on this. But, what I have been using is that if your character dies, you create one that is 1 level below the one that died or 4 level 0, if that character was level 1.
Create the level 0 funnel sheet as a modified npc sheet. It can then co-exist with the normal character sheet and can be drag and dropped onto the player in order to share the level 0 character sheet to the player so they can control it. Or alternately, if there is another way to make the normal character sheet and the level 0 funnel character sheet co-exist with each other.