Yeah to be fair though it took me also along time to release it. :)
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Hi! I'm just poking around in the SW FFG implementation, which looks really well done! I am interested in the system so I might be learning it soon myself. I was just curious, were the .mod files excluded from the Forge build for copyright reasons?
I tried to post them but they wouldn't let me because of some legal mumbo jumbo. Long story short they said I would have to get permission from Fantasy Flight Games. It seemed like a big headache so I just kept them to the google cloud. Turns out when you do things in a official capacity there are a lot of hoops to jump through.
Maybe we could come up with a way to notify people of updates to the libraries on the main page so they don't have to rely on the latest post.
Got it thanks for the explanation!
You could also do this within the ruleset. One way to do that would be to use the Interface.openURL function which supports a callback as the second parameter allowing for simple GET requests.
You’d then need an API that can get what the latest version is, and compare to some value in the module, and tell the User if there’s an update available. The Interface.openURL method also prompts for permission, so it would need to be a “Check for Updates” button.
It’s definitely doable though. Not sure if Google’s API could be used as that may require a token.
NEW RELEASE!
Version 2022-12-11
Unless mentioned, the fix or improvement is for both Genesys and Star Wars.
Fixes:
Small code updates and bug fixes.
NEW Features:
- StoryPoints (Genesys) / Destiny Points (Star Wars):
GMs can now manually add/subtract tokens directly to each pile, by using Control+Mouse Wheel
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
This update is NOT compatible with FG Classic
I can no longer maintain the code in a way that it works with the old client, I am sorry
You can use an older version of the rulesets, downloading from the google drive link below
Modules and other extensions need to be downloaded from the above link below
https://drive.google.com/drive/folde...R-?usp=sharing
Subscribe/Download the Genesys ruleset even if you are playing Star Wars
Hi johniba!
I'd like to propose a quick change in the Genesys ruleset to allow for Drag-n-Drop of the Dice. (Basically, click and drag on the dice pool roll button to pick up the dice, and then roll them in the chatbox.) This change will also keep the functionality of just clicking the button once as well!
You can get to this to work by editing two files:
In "classes/desktop/dieboxgen.xml" change the script for "dieboxgenroll" to:
Then in "classes/desktop/dieboxgencontrol.lua" change line 450 to take "draginfo":Code:function action(draginfo)
window.dieboxgencontrol.onDieboxButtonPress(draginfo);
end
function onDragStart(button, x, y, draginfo)
action(draginfo);
return true;
end
function onButtonPress()
action();
end
function onDrop(x, y, draginfo)
window.dieboxgencontrol.onDrop(x, y, draginfo);
return true;
end
And remove this line (line 501) entirely:Code:function onDieboxButtonPress(draginfo)
Not sure if there was a reason before for not allowing the drag and drop, but I think this is a nice addition to get the "feel" of rolling the dice!Code:local draginfo = nil;
Hi seansps
I removed dragging as a temporary fix. It was done a long time ago when beginning to work on the ruleset, since the die code came from the old Star Wars ruleset (and also in turn, it came from the Warhammer FRP3 ruleset)
I havent touched it yet because I still intend to rewrite the dieroll code, and also the drag to shortcut code.
Having said that, your code suggestion is very nice, so I am testing it right now, and will include in the next update if possible!
EDIT: Testing it here now, I now remember why I didnt turn if back on yet:
Depending on where you drag the dice from, the die rolling code will not identify who rolled the dice.
I will see if I can already update that as there will be a few places this can be an issue.
I may need to rewrite the dieroll code, but I have been postponing this for too long.
No problem! And thanks for the context! If there's anything else you're having trouble nailing down, I can definitely help take a look :)
I'm learning more about FFG's system so I've been poking around in the ruleset here so I can try to get a handle on how it's run in FG currently!
Hello I am experiencing a problem with dragging characters, specifically PCs, in the combat tracker. Whenever I do, this message pops up.Attachment 55445
Edit: I updated my Versions of the Rulesets and now it works!
That is correct, currently the system will not apply damage to your target.
You can however, drag that [Damage] text on the enemy in the combat tracker, and damage will be applied
Also you can drag critical tokens directly in the target. This will roll for the critical table, taking into consideration existing critical, and apply the correct one.
I will eventually create automation on that, but there are still quite a few important things to finish, so automation is the last one.
In SW FFG Current Wounds/Strain increases. It starts at 0 and goes up, because you can go over your thresholds, and have to go over your threshold to go down.
Ah I see, thanks for clearing that up.
I just checked out the new incrementing/decrementing of the Story points/ destiny points. Works like a charm. Awesome work!
I am now working again in the Spec Trees, specifically Signature Powers.
As soon as I have something ready to create them in the database I will be releasing, so Sevrick can add them.
Hi, I'm a returning user of the ruleset (love it to death, so thanks!). With Fantasy Ground's implementation of new custom dice, I've noticed that as the dice are rolled, they no longer have the Genesys dice "skins" for lack of a better word. It's been long enough since I last used the ruleset that I no longer recall if this was always the case, or if it's new to the recent dice update.
While the dice show up correctly in the pool, and after the fact in chat, it does feel more immersive if you can see the dice as they're being rolled. If anyone has either some insight on this, or a way to fix it client-side, I'd appreciate it.
Community creators has no access to reskin dice. And they will NOT get it. Smiteworks has made that very clear, when asked on stream.
We can hope that one day they will recognize how good this ruleset is and make a dice pack for it. We can only hope.
Also, could it be an option to display the remaining minions in a group to the palyers, not just to the GM?
Is there a place where we can see the current status of what is in the library module (ie what books are in or not in)? I thought there was a place where this was listed before, but don't remember where that is now.
So as it stands all of the Star Wars books except the Era books and the Item, NPC, Vehicle Compendiums. All the official Genesys books are done.
Right now I am going through the Genesys books to make sure it is up to date. Then I am working on the clone war era books.
Great thanks. By the way, i realize i need to have the basic Genesys books to use the SW ruleset, but do they need to be loaded or just on my system?
As far as the libraries go you don't need to have the Genesys libraries to use the star wars libraries. However if you are playing something like Realms of Terrionth it is best to load up the Genesys libraries as well since it is likely to reference the Genesys Core Libraries.
Greetings all. I have been adding descriptions to the Star Wars libraries and messed something up. There are a number of ships that when added to a character sheet and entered, do not have the "dice" prompt for piloting the ship. Does anyone have any idea what I messed up so I can go back and correct it? Thanks for the assistance.
Hi All, is there a video or explanation of using vehicles? Specifically SW, but also applies for genesys. How is the Vehicle tab used with players/characters/NPCs?
Vehicles are similar to items, if you drag a vehicle record into a PC / NPC sheet, on the inventory tab, they'll appear in the Vehicles section. There is a button for that PC / NPC to then enter the vehicle and once clicked, this button will make the vehicles notes and details appear on the Vehicle tab.
Once the vehicle tab is populated, you have access to its weapons and piloting rolls (using the character's stats) and can change its current hull / strain.
There's also the option to toggle it for all party members, which will show the vehicle in the party sheet and the vehicle tab for folks to interact with.
Hope this helps
God I wish we had vehicles supported like this in Call of Cthulhu.
Thanks
I am quite happy with how I managed to develop vehicles. There are still a few parts of the code I want to improve (for example, critical damage in the current vehicle is a bit tricky for the player to remove)
By the way, I would be super glad if other rulesets used part or in total my idea/code for vehicles.
Hey everyone.
I know it's been quite a it of time I have not posted anything here, but I just wanted to let you all know current status and when we will have updates.
Right now I am developing code that will allow us to have a very nice way to create Specialization and Jedi Power Trees. The way I see as always is that I want to create them in a way that it is intuitive to create new records in the system, and flexible enough to not only be able to create records from the books, but for players to come up with their own ideas.
I am of course working on reported errors and a few improvements.
I am also researching if there is a way to improve the combat map, by adding maybe range circles and have the ruleset know what distance actor and target are from each other, but that will come later.
Damn it. The new FGU update breaks the inventory by removing the "shield button" to open an item's profile. Is there a way to revert to the previous version? Using the "PREV" channel does nothing.