Thought I would pop in letting everyone know. Still working on clone wars libraries. I Got all talents and most of the specializations done. I have a little time each morning to work on it. Still working crazy hours and am getting ready to move.
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Thought I would pop in letting everyone know. Still working on clone wars libraries. I Got all talents and most of the specializations done. I have a little time each morning to work on it. Still working crazy hours and am getting ready to move.
I am also getting this error. In addition, when I or the players try to drop a modified critical onto any sheet it gets rolled but does not appear on the sheet. We have tried this on PC sheets, rival sheets, and nemesis sheets. Unmodified criticals are getting applied without issue.
That's great sevrick. Appreciate the update. Good luck with your move!
I found some other deprecation warnings as I was looking at different issue (I got the 999999999-item weight again)
I can't find it causing any issues though.Quote:
s'CombatManager.setCustomDrop - DEPRECATED - 2022-08-16 - Use CombatDropManager.setLinkDropCallback/setDragTypeDropCallback'
s'DesktopManager.setSidebarDockCategoryIconColor - DEPRECATED - 2023-05-30 - Use ColorManager.setSidebarCategoryIconColor'
s'DesktopManager.setSidebarDockCategoryTextColor - DEPRECATED - 2023-05-30 - Use ColorManager.setSidebarCategoryTextColor'
s'DesktopManager.setSidebarDockIconColor - DEPRECATED - 2023-05-30 - Use ColorManager.setSidebarRecordIconColor'
s'DesktopManager.setSidebarDockTextColor - DEPRECATED - 2023-05-30 - Use ColorManager.setSidebarRecordTextColor'
s'button_ctentry_tokenvis - DEPRECATED - 2022-08-16 - Use new CT format and templates'
s'button_ctentry_isidentified - DEPRECATED - 2022-08-16 - Use new CT format and templates'
s'anchor_ctentry_right - DEPRECATED - 2022-08-16 - Use new CT format and templates'
s'button_ctentry_idelete - DEPRECATED - 2022-08-16 - Use new CT format and templates'
s'link_ctentry - DEPRECATED - 2022-08-16 - Use new CT format and templates'
s'button_ctentry_activateeffects - DEPRECATED - 2022-08-16 - Use new CT format and templates'
s'button_ctentry_activatespacing - DEPRECATED - 2022-08-16 - Use new CT format and templates'
s'button_ctentry_activateactive - DEPRECATED - 2022-08-16 - Use new CT format and templates'
s'button_ctentry_activatetargeting - DEPRECATED - 2022-08-16 - Use new CT format and templates'
s'string_ctname_nonid - DEPRECATED - 2022-08-16 - Use new CT format and templates'
s'icon_ctsection_targeting - DEPRECATED - 2022-08-16 - Use new CT format and templates'
s'sub_ctsection_targeting - DEPRECATED - 2022-08-16 - Use new CT format and templates'
s'frame_ctsection_targeting - DEPRECATED - 2022-08-16 - Use new CT format and templates'
s'icon_ctsection_spacing - DEPRECATED - 2022-08-16 - Use new CT format and templates'
s'number_ctentry_space - DEPRECATED - 2022-08-16 - Use new CT format and templates'
s'label_ctentry_space - DEPRECATED - 2022-08-16 - Use new CT format and templates'
s'number_ctentry_reach - DEPRECATED - 2022-08-16 - Use new CT format and templates'
s'label_ctentry_reach - DEPRECATED - 2022-08-16 - Use new CT format and templates'
s'frame_ctsection_spacing - DEPRECATED - 2022-08-16 - Use new CT format and templates'
s'icon_ctsection_effect - DEPRECATED - 2022-08-16 - Use new CT format and templates'
s'button_ctsection_effect_iadd - DEPRECATED - 2022-08-16 - Use new CT format and templates'
s'frame_ctsection_effect - DEPRECATED - 2022-08-16 - Use new CT format and templates'
Thanks, I am checking those.
Las time I fixed the combat tracker code but still needed more updates to remove those deprecated warnings
I will see if I can get it fixed in the next days
Do you think you can provide steps that I can follow to reproduce this error? That would help a lot.
Let me do one better, here is a video with me generating the errors. https://youtu.be/D6SuTeV3K6M
Here are the logs
https://www.dropbox.com/scl/fi/lefsv...pzahgen9l&dl=0
For the force powers, would it be possible to add an attack action? I don't know how difficult that would be, but one party member picked Protect/Unleash and I was wondering if instead of just a skill roll it could also note the +will damage option.
So don't know if this is a problem for anyone else but all of the special symbols have been converted to something else. Hope the problem is a quick fix but all the text in my frameworks atm are not correct. Sorry to be a bother @joniba!
update: I've stripped out all the addons and still the same effect. I cannot even get the symbols to show correctly if I retype them.
Are you sure you aren't using any Themes that are overriding it? I just did some testing with the base Genesys ruleset and noticed it worked fine... until I loaded the FG Leather theme. That is overidding the font with the default FG font which does not have the symbol replacements. If I use the base Genesys theme (or the Star Wars theme from the Drive) it works nicely.
Well then, I may as well ask for more and ask if you could also add a heal option as well?
Glad you figured it out!
The Star Wars theme and the default theme should work for now.
It is possible to do what you suggest, but it would be a lot of work, as all the font definitions for every aspect of the UI would need to have their own custom font names, and that would mean that themes would not replace the fonts at all, which have other implications like font color being illegible, etc.
Unfortunately, since SmiteWorks doesn’t officially support Genesys, this means that you need to make a custom extension (or Theme) for Genesys/Star Wars.
Basically, you could create your own custom theme that just overrides the fonts back to the Genesys/Star Wars font.
Edit; Submitted too soon. The extension mentioned above would need to be set with a later priority so it overrides the fonts used in the theme, and then sets the right colors depending on your theme.
Hi Everyone,
I am sorry I have been away for a long time, work is consuming me :(
Seansps was a hero, and provided some fixes for those annoying deprecated error messages.
I have just added them to the Forge
So please just click "check for updates" and your Fantasy Grounds Unity should download the fix!
I will come back soon, check on everyones messages and work on some other stuff we already have on the list.
I will talk to seansps aswel, see what he would like to work on, as he is a kick *** FG developer
Big thumbs up to both of you. Glad to see you back and glad to see the updated ruleset.
FYI, with today's Fantasy Grounds update (v4.4.4), I don't see any Skills for PCs/NPCs and can't add them anymore.
Star Wars RPG (version 2023-07-14)
Genesys RPG (version 2023-10-10)
Core RPG ruleset (2023-08-29)
This is affecting me too.
Edit: so it appears that the skills are still there (it is still rolling correctly from the actions tab) and is still able to populate the dice pool.
Interesting… yes, I’m hearing about a lot of issues now in other rulesets after this change too. I’ll have to look into this more tomorrow!
Nevermind. Literally within seconds of posting this, I found the link.
Ignore: Has anyone created a good Star Wars theme for FGU that doesn't break the ruleset? The default extension options (wood, leather, simple, etc.) all look awful. I read through a bunch of posts in my search, but mostly it was people getting error messages when they tried.
I did some more looking into the Skills bug just now, it seems like something changed across all FG rulesets that changed the way rendering of certain elements is done. It is impacting every ruleset to some degree, but very badly here with the skills. I am not sure what the fix is yet (if we have to change something or if it’s a FG bug.) But, I’ll make an update if we need to fix something.
FWIW, it's happening with Force Powers, too. I don't know if it's the same issue or not. When you drag a Force Power to a character, it says they gained it in the chat, but it doesn't show up anywhere on their sheet.
Update: I restarted FG and Force Powers are showing up now. I don't know if it was on my end or part of the larger problem.
I believe I found a fix for the Skills issue. It appears the FG update changes the way things are rendered when anchoring to invisible elements. I've pushed a fix to the code for the Skills, and seems to be working. Wasn't able to reproduce the above Force Powers issue after the fix, so that should be fixed too!
Once @johniba pushes the new build to Live, you'll be able to get the updates.
Thank you!
Hey! It's been a while since I've been here. Just finished a three year Star Wars EotE campaign and we were taking a break doing other things (like Sherlock Holmes Consulting Detective... not really an RPG but fun collaborative mystery solving ;) )
Anyway, we're probably going to get back into this but this time using the Genesys system rather than Star Wars... I might even be building a campaign world from scratch, based on my science fiction novel series (it'll help act as a series bible for me as the series continues, plus I might even make it available on Genesys Foundry if it's good enough :) )
So, coming back, looking at the front page, it seems like Genesys hasn't been updated in many months? Any idea if a new update is being worked on?
Also, since I'm coming in from Star Wars to Genesys and hoping to build up a world within it, are there any resources that might be useful for me? Other extensions or rulesets or mods or whatever floating around I should know about?
Lastly, are there any other themes out there besides the standard FG ones and the Star Wars one I was already using that might be a good fit? Something with a SF vibe that isn't Star Wars? Or something that uses the Genesys color scheme (which I rather like)?
Hi there! That sounds awesome! While I don’t think much has been added to the base ruleset recently, johniba and I have been fixing bugs and such. The most recent change we made is having the dice by default swap to at least match the color of the official dice.
As for Themes, I am not aware of any Genesys themes myself (besides the Star Wars one on the GDrive which we updated recently). We have noticed a bug with official FG themes overriding the Genesys specific fonts for the symbols and such, so for now you’re better using the default one. The workaround for this would be to create an extension to override the fonts again with the Genesys font, I can try that later and see if it works with other themes.
The dice color thing? VERY nice touch! I mean, sure we'd like to get the symbols too, but honestly even that little touch is welcomed. Definitely adds to the immersion factor.
I'm not sure what you mean by the GDrive, though. I'm hoping there is at least an option to try other than the various default leather-bound looks and the Star Wars look.
Thanks! Yes, I played around with altering the Skins too, but it’s not feasible with the current skin subsystem of FGU.
The GDrive (Google Drive) link on the first page of the thread has the Star Wars theme, but, yeah, there are no other Genesys compatible themes yet, I think.
However if you find a FG theme you like that you want to get working with Genesys, I *should* be able to make an extension to fix the fonts. I’ll have to give that a shot later.
No worries. I think the Star Wars one will work fine - maybe you could make a version of that with non-Star Wars fonts?
I'm kind of excited about the prospect of all this. I started my SF adventure series in January, and the sequel is coming out in November. I've already got a large bible for the world, but making it into an RPG setting is like a way to organize and codify everything. Could make writing more books in the series easier (and definitely help make them consistent) as I go along.
I apologize if this has already been asked. I couldn't find it.
Is there a way to have items/Talents/etc. automatically insert themselves into the corresponding Skill dice pools? There are a lot of things that add, remove, or otherwise change dice rolls; currently, my players each have a cheat sheet with a list of skills they adjust. It works, it's just kind of a pain. I don't see that functionality, but I could very well just not understand how to do it, so I figured I'd ask.
Unfortunately, no, currently there is no automation for Talents to adjust the dice pools, or stats like WT and ST. Stats and such would probably be easily added to the system, but automating all the different ways a dice pool could be adjusted would be much more difficult - especially since a lot of it relies on the situation or encounter. Perhaps johniba had some ideas on what we can do there, but currently it is manual (gotta remember what your character has!)
For this system I’d take the same approach I take with my Pathfinder 2e games: I tell my players the onus is on them to remember their Feats (Talents here) and remind me if I forget.
Has anyone added things like Skill descriptions and the like to Genesys? Or do we have to add them all in manually? That's something my players often use.
Also, the Cepheus Blue theme might work with Genesys: https://forge.fantasygrounds.com/shop/items/1175/view
(though the character skill list is a bit off at the top where Brawl is, sadly). Not sure if there are any compatibility issues, though, was just testing it briefly.
Descriptive text was left out of the modules to prevent IP infringement. What I've been doing is creating my own modules with all the descriptive text there (that way when players create characters, add talents, etc, the descriptions are on their sheets.) It's quite a bit of busy work but makes looking things up later easier!
Huh, I thought the IP issue had to do with Star Wars, not the Genesys system.
Okay, well it won't be hard for me to copy/paste what I need from a PDF, but that does bring up another issue: The skill list on a character sheet includes everything from all worlds, so fantasy skill are alongside SF skills. Is there any way to create a template for each genre, or do we just delete the skills manually?
For that matter, how hard is it to create my own module? If I am going to create my own setting for my SF universe, I might as well have a way to keep all that information organized for future use :)
Also, two of the skills on the defult character sheet (Runes and Verse) don't have pop up explanation boxes, an error shows up in the chat box that says, Unable to find skill record with the correct name. Just thought someone should know :)
What you describe is possible! I have done that for the fan-made Wheel of Time adaptation.
To do this you need to create a new module that contains the Setting with the list of skills. Here’s how I did it:
- Create a new campaign for your setting development
- In the new campaign copy all the skills you want, and set their descriptions, put them in a category named for your setting
- Go to the Settings window and create a new setting
- Enter the name of the setting and click and drag all the skills you copied and added descriptions for
- The new setting should have all the skills that are included in your setting and none of those that are excluded
- Optionally, copy and/or create all the items, talents, careers, archetypes you want here and set their descriptions (I did this in mine so that I only need to load my setting’s module and no other, which makes it easier to find the skills and items with the descriptions)
- Now export your campaign as a module, set the name, and optionally a png for the thumbnail
- In your actual campaign, load the module for your setting
- Create a new character, your setting should appear as an option. Select it, and your character will only get the skills of your setting
- NOTE: Clicking on a skill looks for a skill window and opens it - so if you have another module loaded with the same skills and no descriptions it is possible this will open instead of the one with the skills (which is why I only load my setting’s module)
- NOTE: You need to export your setting module as NOT read only for it to appear as an option. This is a small bug we haven’t fixed yet
The issue you saw with Verse is due to the second to last point. You probably had Realms of Terrinoth loaded a time and now no longer do, so it can’t find the skill.
Edit: Clarity. Also— you may want to make a separate module for all the adversaries and mark it as NOT player load able. See below for a screenshot of how it looks after I load my exported module in another campaign. You may want to do something similar for ease of use.
Attachment 59135
If you are building campaign files, I find these really helpful.
Reference Manual Link - Opens reference manual with a link (Useful running a game too): https://forge.fantasygrounds.com/shop/items/933/view
CSV Table Importer - Quickly import tables: https://forge.fantasygrounds.com/shop/items/34/view
Author - Converts story entries (Where you can use the table import) to the reference manual: https://forge.fantasygrounds.com/shop/items/151/view