You can zip it, maybe upload to google drive and pm me the link?
Printable View
Good news! I was analysing the files Sevrick sent me and discussing the issue on FG discord, and Moon Wizard helped!
I fixed the issue in the ruleset, actually the solution can easly be applied to the current sw ruleset
I will provide an upload tomorrow fixing this, and hopefully, combat track working also
I think the 2.1 version of the ruleset has this fixed. The problem was originally in the version 1 of the ruleset. However I am not completely sure. I've been using 2.1 for quite awhile and have not noticed this error, and I've made about 10 modules for that ruleset. It'd be nice if we can get someone else's input though. MoonWizard was pretty active in the SW ruleset development so I'd be suprised if it wasn't addressed.Quote:
Good news! I was analysing the files Sevrick sent me and discussing the issue on FG discord, and Moon Wizard helped!
I fixed the issue in the ruleset, actually the solution can easly be applied to the current sw ruleset
If that bug in Star Wars is easily fixed, please do so. I am sure Trenloe will appreciate it too. But not as much as me!!!!
Great to hear that the issue has been found. Can't wait for the next update.
Suggestion: It could be nice if Armor (in time) would add is Soak / Defences to the character / NPC sheet. Now, the thing is that let say Soak can be modified by talents (at least it can in Star Wars), so the way I would suggest handling that is to borrow from Savage Worlds. In that you can right click on Derived Stats (and other things), and select "Modifiers". This opens a very small window where you can add... well... modifiers to your stat. It is a very neat way of handling things.
I also have a request from one of my players: It would be nice with a section where you can write down basic character information. Age, gender, nationality, etc. etc. And in the spirit of the new Vampire ruleset having something I have wanted for a long time. If you ever make a box for an Appearance description. Please consider allowing text formatting so images can be linked there. That would be great!
And finally a question: I take it the graphics more or less is just from CoreRPG? Ie. if I lift and edit code / pixel from CoreRPG and put it in a theme extention, it should all work... right?
Anyways. Been testing it a bit with players and reaction so far has been very positive.
The issue is with list controls.
They should not have the tag "useallmodules"
<template name="basewindowlist">
<windowlist>
<!-- <useallmodules /> -->
<script file="common/scripts/basewindowlist.lua" />
</windowlist>
</template>
So if you find any classes like the one above, using that tag, remove it, or:
<useallmodules merge="delete" />
This is what Moon Wizard said:
For more details on the conversation and the description of the issue (i put screenshots etca), i tagged you on the conversation in the discord channel #mod_creation in the official FG discordQuote:
Can you make sure that your lists in the ruleset are not using "useallmodules" tag?
Any templates that derive from "windowlist".
The useallmodules tag should never be used on a list within a record. @ibarzabal Not sure where you got that template, but might want to adjust the template unless it’s used to show a list of all records (ie list of NPCs, etc)
In short, this is how the issue happens:
Suppose you activate a module, and this module has a few NPCs
Now, imagine you create an npc in your campaign.
Internally each npc has an id, right? So, lets say the module has an npc with ID-001, and you created an npc in your module, and the Id is the same, ID-001
When you have a list in the npc sheet, lets say, Talents....instead of listing only the talents you added to that npc, you will also see talents from the npc in the module.
That is due to the useallmodules tag mentioned above...
For some reason, warhammer ruleset list classes had that tag, and star wars ruleset inherited that, since it derived the code.
I made the same mistake, because midway through creating genesys, when i started reusing for example the pc and npc windows, i decide to save time and compatibility, by recreating the basic classes star wars used, so i didnt have to create everything from scratch on those windows... and so made the same mistake
So in my case i only needed to remove one tag in the main "parent" class for lists, and the other classes derived from that one also got fixed.
Noted! Those are somewhat easy to include in the character sheet.
For graphics: yes it works, and you could also override the templates, modifying so you create a theme, but i would say, can you wait a bit longer?
Here is my idea: for the base genesys ruleset, i dont want to keep this Core RPG theme, i want to make another one.
So the base theme, I want to make it look slick and simple, like the one in DnD5. i really like that look, it has very slim borders, so i tought something like that, maybe a theme that reminds of the core genesys book design.
After i do that, i could even create a theme extension for let say, terrinoth, and you could use that and modify it, to create other themes, it would help to get any new themes started.
And later when we work on updating SW, we could remake the original theme, or even create a new one for SW
Armor: that is a very cool idea, i was also thinking of a similar thing, if you look at the SW ruleset, under inventory in the pc sheet, there is a breakdown on encumbrance, and a slot where you can add modifiers manually
I thought of doing the same for armor, a place where players can add a modifier, to take into consideration other factors like you said for example, from talents.
So it get calculated in the final armor and soak values
Extra info on PC: yes i like that, i will add to the sheet. Do you have a link for the new vampire ruleset? I can have a look and do the same but i think i know what you mean...
Also, i did several tests regarding how vehicles should be done and i decided i will for now replicate how it is done in SW ruleset.
For one, this is going to be better for compatibility with SW, so when i update SW ruleset.
Later, i will do something that Treloe (i think) suggested in this thread way back, where we could have a database of vehicles, and lets say, if you drag a vehicle into a player sheet, it would populate the vehicle stats in that vehicle tab in the pc.
Later on, i could probably have multiple vehicles in the pc sheet, and lets say the pc decides he is piloting this vehicle, the stats show in the tab, if he changes vehicles, i would change in the tab, etca....
That will keep the current sw functionality, and improve later.
For the combat track, i will mainly do the same i did with the dice roller: i will copy it from sw ruleset, updating it where needed, so it works with core rpg, because looking at the SW combat tracker, it think it is really well done...
I uploaded a new version.
https://drive.google.com/drive/folde...R-?usp=sharing
The only new things:
This version fixes the bug where incorrect talents, abilities etca will show up in npc/pc sheets (from other existing ones contained in libraries)
Also for the time being, under combat tab, i removed listing description/special for equiped weapons, i will rework this later.
Thanks, and yeah Sevrick is helping a lot! His files and steps to reproduce the error helped me find the issue, and MoonWizard and Damned helped me in discord.
Also yes! For SW the new ruleset should be quite easy to produce, i basically need to create a new ruleset that imports genesys, and adds back those parts that exist only in SW.
My only main concern will be to try to provide with a way to automatically convert existing campaign/modules data... i will think what to do in that regard....
As soon as i finish genesys, i will work on this new ruleset
Looking at the code I added useallmodules merge="delete" /> to the sheetlist template for v2.1.1c of the ruleset in April 2018 - to fix specific issues with that template (module data being displayed incorrectly in both campaign data lists and the library). But, as I wasn't really aware of this specific issue with NPC talents and abilities, I didn't do any other changes as I didn't know there was anything else that needed "fixing". In this specific case (new NPC records showing module NPC data), it's the socketlist template which is used in a lot of places. I'll check through the code and see if removing useallmodules from the socketlist template might create any issues with module data that should be displayed.
An image might help!
Attachment 31886
As you can see, both the character- and npc-sheet has a small space for typing a description. Fine implementation. But I find great, is that it is textformatted, so you can put links in. And that is what you can see on the npc-sheet. A link and the corresponding image of the gentleman.
They say a picture is a thousand words. In that case I do believe I've managed to use that that space very well!!!
All in all, I think it is good to take design cue's from the Star Wars ruleset. It pretty darn good. Just... needs a bit of an update to be honest. And yes, the combat tracker works pretty good too.
The way I visualize combat is by using an image with the range bands on it, and then describing the scene. Since I've set it up in photoshop I can easily make new versions with different backgrounds, to give a sense of the place they are fighting in. Its is an extreme fast way of making a "dungeon".
Attachment 31887
Since Star Wars do not really have a way of using modifier / effects, which could be used to display things, such as cover, stims used, or whatever you need, I have made various small tokens to illustrate the most commonly used things we encounter. Not exactly optimal, but that is something your Core based version will fix. Great!
I know there is a line tool you can drag to measure distances. If you could some how change that to show ranged bands that would be a nice touch. You would of course have to have some way of adjusting the scale though, since range band distances will very map to map.
So in pathfinder at least, I noticed you can hold ctr-and Left click and drag it will show movement in ft. In Core it shows the line but doesn't add the distance.
This may be a silly question, but with the work that is going on here, could the Star Wars dice and be an easy extension to add in? I still haven't gotten through the ruleset code to figure that out.
I have been working on adding the Dark Heresy Genesys conversion by Tom Cruise on FFG Forums into a module for this. I'm doing the same no description set-up and using page references to the PDF provided.
The only missing dice from star wars is the force one, but it is in the code already actually.
Genesys code is based on the star wars ruleset, and i kept it for compatibility.
After I am done with it, I will create a new updated version of the star wars ruleset, and instead of redoing it all separaterly, i will actually use the same feature in FG that allows the genesys ruleset to have core rpg features instead of having to code a whole ruleset from scratch, when doing that.
So yes it is easy to add the force dice as an extension, you would only need to add it to the dice list under the dice pool
So I did run a game. It went well enough. I did notice that when I shared a module and he tried to drag a talent to his character sheet he got an error and it wouldn't add it. So I tried doing it myself and it worked just fine and got no error.
Hi Sevrick
If you get the chance and see the error again, can you copy the message?
If you can, ask the player where exactly he droped the talent, when he dragged... was it in the main part of the sheet? exactly where talents go? somewhere else?
BTW: i am working on the combat track and vehicles yet... i am doing a different approach: i am updating the existing CT from SW, and will make it work in genesys, and later on another date, i will try to update it fully to the same code in core rpg.
I dont think this part is going to cause any issues, but i can recreate it later.
I can't tell you how happy I am that this is happening. If there is anything i can help with let me know, seriously. The only way this game is going to stay alive is through the community. You guys rock.
Sorry for the lack of updates everyone, but i am still working on the combat tracker
Good news is, it is almost working now :)
I managed to port SW ruleset's combat tracker into genesys, for now i will not change any features, i will make it work and improve it later, but i wanted to share this small update :)
Sounds great!
Hi, still working in the combat tracker, i think i will have it working by the end of this week, but i wanted to share nother good news for those that did not read about it yet
So recently we have been reading the dire news that Asmodee/FFG would be shutting down their rpg line (including genesys) but on a recent keynote at GAMA expo, Asmodee announced it will continue
https://www.reddit.com/r/swrpg/comme...modee_keynote/
This is great, so it seems our beloved Genesys will not die
Great news!
I was wondering would there be a way to add/show talent trees? It would be good to have not just for star wars but those adding talent trees given the rules from the Genesys Expanded Players Guide.
I am not sure, I did think about that, but maybe for the future.
I am still having some issues with the combat tracker, it works for the GM but not for players, and i might need to redesign it.
So my focus will be having bare minimum, meaning i still want to add vehicles, item attachments, and finish combat tracker and npc sheet
After that, i will have room to breathe and work on new stuff like that
I definitelly think we can, but could be a bit tricky
Excellent. And after further thought I think I know why this problem never affected the NPCs I created. I typically used the existing templates from the Star Wars Player and GM libraries and would drag the closest match to the NPC window. Then make minor edits where neeeded (name, etc...sometimes talents and skills and equipment).
Hey everyone, small question here
I am working on the combat / initiative tracker.
unfortunatelly in its current state, it is only working for the GM, not the players
I will have to rewrite it from scratch, so i will need more time.
Would you like me to upload a ruleset with this GM only version working, or do you think you can all wait a few more days so i can create a new one?
I don't think it's worth uploading, for something temporary. Sad about it not working and the extra work, but better get it done right I think.
I think you should press on with the work and get it working properly.
Of course I'd like it now, but I'd be happier waiting until it's working fully.