Thank you kindly! Great module, great support. :D
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Thank you kindly! Great module, great support. :D
Oh, another bug:
Clicking the "lock/unlock" button on item profiles does not seem to put the item into lock/unlock mode until you re-open it. I figure this might be FGU itself and not the module?
Also, I never realized you can just edit values without putting the profile into unlock mode... hm.
FIXED!
I have just fixed the code in the items window. The lock button is working again.
Also I found a bug in that double clicking a text field would still allow you to edit the text even when the lock is on.
Double clicking is something i added to the text fields, so that if you wanted, it would revert the special dice code ([A] for example) from the icons back to the "[A]" and other codes, for editing that way
I also fixed that
I will probably do a complete check on all modified files in the CORE RPG ruleset, to see if there is anything else that could affect the Genesys and Star Wars rulesets
These two recent issues happened because of the way the code is loaded:
When I develop the rulesets I follow the guidelines by SmiteWorks: you dont actually have to write all the code in the rulesets. You only improve it with new features or modify the ones you need.
In my rulesets I have instructions for example, telling Genesys to "load" CoreRPG before anything else.
After that, my files may override any core files (for example the whole character sheet)
The same is done with Star Wars. When the SW ruleset loads, it has instructions to load Genesys (and consequently Core)
This is done "real time", meaning when SmiteWorks updates CORERPG with nice features, most of the time those features will replicate to Genesys and Star Wars without any need for me to update the code.
But... sometimes it may cause an error.
In the case now of the inventory, it seems they changed the scripts that are executed in the inventory list, and item window, so since my character inventory list and the item window are customized, they could not find the code.
By the way:
In the character sheet, items in the inventory still have editable name, encumbrance.
I was thinking if I should make them read only there, and having players to open the item window to edit instead. Let me know what you all think
In order to fix the issue on your side, simply click "Check for updates" in the main FGU screen and the updates will be downloaded.
Thanks for all the work on getting this all running correctly @Joniba.
As far as the encumbrance field on the inventory I can't think of a single time that my players have ever needed to be able to edit that field. If it helps clean up the code I am all for the modification to read only from the item description, especially if it's an easy thing to code. If it's more involved, I'd say definitely throw it in the queue of things to do. You are the best @Johniba! I hope Asmodee gets their act together and hires you!
I will probably update the code so that only the location field is editable in that screen. I feel like people could easly edit names and such by mistake.
I might check this later, I still want to improve that inventory list, it looks a bit ugly to me.
Thanks for the kind words, they mean a lot, and keep me going :)
I like that it can be edited in the inventory window. It allows me and the players to quickly alter encumbrance if an item becomes easier to carry because of an attachment or because it was stored differently. It also lets me change the name of an item to reflect its condition (minor/major damage, etc.).
Btw, found another bug:
Attachment 56424
I get this error when I add PCs to the party sheet.
During our game session we have found a bug, none of the players or the game master's NPCs can bring the info for anything in their inventory. We can still access and modify the vehicles though. We have no extensions running.
Attachment 56578
As can be seen in the screenshot, the small phoenix symbol is not visible. Thank you for all the effort for this.
I think I fixed it this time. It was still happening if the Star Wars theme was activated.
Although I fixed, the party sheet background color is not right at the moment, if you keep the extension active.
I will update the star wars theme later and let you all know when you can redownload, but the error message is gone
I have just fixed this issue, please make sure to re-download both rulesets, by clicking "Check for updates"
For now please disable it before opening the campaign, I will see if I can update it to make it work with recent FG updates
Been away from this for a while, due to other games, but getting back to working on things.
I have been experimenting with specialization trees (nothing is quite finished), but I noticed that the specialization tree is sort of greyed out when dropped on a character. Am I missing something?
And how do you track which talents in the tree has been bought by a player?
Hi Viresanimi,
Here is a quick step by step
1 - first in the specialization database, either create spec trees or download the module libraries Sevrick created
2 - In the character sheet, when you add spec trees from the database and click/open the spec tree from the character, the spec tree will have all nodes greyed out meaning they are not active (character does not have talents there)
3 - click the small empty box in the corner of a spec node/box and it will activate
The ruleset is smart enough to also show the activated nodes as talents in the character talent list.
I have created a video explaining how it works, the link is in the original post in this thread
That detail I missed. That's what happens when you're up in the middle ofr the night because you knee's are klling you and try to figure things out.Quote:
3 - click the small empty box in the corner of a spec node/box and it will activate
That is a very neat way of doing things!
Thank you
Hi, johniba!
Found some bug when attempt to use /rolldicepool macros. It happening either from chat command or from hotkeyd macros.
Attachment 56755
Thank you for wonderful your work!
Hey - long time user, love the ruleset!
I noticed if I change the size of the window, it will move the dice & combat tray, but if I expand, the dice don't re-set again.
This causes the dice to randomly sit in the middle of the screen until I unlock them & move them. Just wondering if there's a way to redraw/redefine dice location on window size change.
Does anyone have any good Star Wars/Space theme extensions for FG? Been looking around but can’t find one!
Hmm The only one we currently have specific for Star Wars is in the google drive (link in the original post in the first page or this thread)
You could probably use other themes, most of them work with these two rulesets, but I cannot help much, as I havent tried many themes, sorry.
Okay so I grabbed that theme and found a few things that needed replacing to give it that Star Wars feel. I took the liberty of doing so!
Check out the screenshots below. I replaced a bunch of frames and icons that needed replacing, making some new ones. I also made a new Star Wars decal with some transparency... both are available from this Google Drive link:
https://drive.google.com/drive/folde...usp=share_link
Screenshots:
Attachment 56814
Attachment 56815
It looks pretty good!
Sure! I open FG in windowed mode, and start the game:
https://i.imgur.com/whnkTEr.png
Then I expand to full-screen:
https://i.imgur.com/J3giEF4.png
If I resize the window back to windowed, the trays will snap back to screenshot one, but if I expand, they don't go back to where they were at fullscreen.
To add to this, resolution of my screen is 2460x1440
I have this same problem within FG when I go from windowed, and change to full screen. But it only happens if you change the location of windows like chat box and such. I don’t have the issue with new campaigns where I don’t change anything.
It happens for me in all rulesets so I’m pretty sure it’s just a Fantasy Grounds quirk and nothing to do with the ruleset here. FG moves boxes around to a relative location to make sure they don’t disappear when changing window sizes.
So is it normal that it doesn't move them back to their original position when it expands? Just want to make sure
NEW RELEASE!
Version 2023-04-10
Unless mentioned, the fix or improvement is for both Genesys and Star Wars.
Fixes:
- Fixed /rolldicepool code
- Fixed diceroll involving shortcuts.
Improvements:
- Added a super cool feature (Thanks Sean)
Each dice rolling on the screen will now have their real color from the physical Genesys/Star Wars dice!
It is not a full reskin of the dice (yet!) but it is a very cool quality of life imo!
- Star Wars Theme improved graphics (by seansps)
(Theme can be downloaded from the google drive link below)
Known Issue:
NEW Features:
How to download the new version:
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)
Attention FG Classic users
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
Thanks seansps for the contributions on this update!
No problem @johniba, thanks for merging that in!
Very cool updates! thank you to everyone who is helping Johniba and collaborating to make this project awesome! The Dice Re-skin beta looks really great. Very coo @Sean!
I discovered an interesting bug. If you use the combat tracker to apply wounds to minion groups and minions die that way, the sheet does not automatically update the skills of the minions. They remain as good as if they had never lost a member.
However, the bug only applies if the minion sheet (the one generated by adding the minions to the combat tracker) is closed and only the combat tracker's own fields are used to edit the values on the sheet. Weird.
Steps to reproduce / an example:
1. Add a minion group with more than one member to the combat tracker.
Let us assume you add 4 minions with 3 Agility and Ranged Heavy as a group skill.
2. Look at their group skills and note what ability dice pool they get.
The example group receives 3 yellow dice (3 ability dice upgraded three times from the three minions beyond the first).
3. Add enough wounds to the group, while in sheet view, to knock the amount of minions down to 3. Check the skill tab.
The example group now gets 2 yellow and 1 green dice, as they should!
4. Add enough wounds from the combat tracker to knock the amount of minions down to 2. Now use the combat tracker "Offense" tab to make an attack using one of their weapons.
The example group still gets 2 yellow and 1 green dice, as if they never lost a member!
Just wondering if there's a way to do more with the chatlog.html file that gets generated? My current issue is that I forgot what some players rolled at the end of last session - I can parse success or failure, but it would be nice if there was a way that the success/failure, adv/threat, and triumph/despair could get logged.
Currently it looks like this:
Slick: Athletics (BR)
Result: [dProficiency = 22]
Failure: [dSummary = 0]
Slick: Discipline (WI)
Result: [dProficiency = 38]
Success: [2dSummary = 0]
Advantage: [dSummary = 0]
Just wondering if there's any ideas/thoughts on how it could (or even IF) be improved?
Are there plans to add experience point automation?
Hey guys! As you may have noticed I've started contributing and helping @johniba out with things as I'm able to. I'll try to answer your questions, but defer to him for more details.
So, the chat log output is entirely handled by Fantasy Grounds. I believe the only way we could enhance this is by adding literal text to the output instead of just the icons. (Such as, "Successes: 1, Advantages: 2"). I'll defer to johniba there on if that's something he actually wants to add to the output as it would clutter the chatbox more. But that would solve what you're suggesting.
I've thought about this a bit as well... definitely something we could look into, but again, I'll defer johniba to see what he thinks is the next priority. I was thinking it might be good for us to add a tab to the Party Sheet to disseminate XP awards to the party, as well as a way to track what the player spent their XP on (at some point.)
By the way, I've just put in some code changes to add Death Markers (to Star Wars) and Token Health Indicators (to both Star Wars and Genesys) to the ruleset. So hopefully soon we can merge that in to the live build, and then I plan to start looking at other features.