Ditto thanks for all your hard work.
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Ditto thanks for all your hard work.
I'm the odd one out here. I would like to get a look at it and test it as it is. But if that causes a lot more work to upload then no big deal.
As an aside, thank you for all the work you have done on this. I really appreciate the effort (and understand just what it takes) to do what you are doing. I am sure there are a lot of "lurkers" who also feel the same but have not come on and said so. This has always been one of the best rulesets and it is great that it is getting the update it deserves.
Joe
I was just going to upload the old version of the tracker i was working on, where it worked only for the GM when i had some ideas, investigated, found the issue :)
The tracker is working for pcs now too... the only remaining issue is that when the pc rolls initiative it is not updating the tracker, but that is probably easy :)
So please wait a bit more, and i will upload a fully functional one :)
I might have this fixed tomorrow
NEW RELEASE:
This release has only one new thing: Combat Tracker is working.
- Combat tracker working:
It works the same way as in the Star Wars Ruleset
- Currently, GM has to roll npc initiative one by one. The menu option to roll initiative for all npcs, or all actors is not working, so for now, right click each npc in the combat tracker, and choose roll.
- Players can roll initiative from their character sheet.
- I know the combat tracker does not look good, but as i said, looks will be the last step in my workd, and i will also try to make it easy for people to create different themes to change appearance...
I still need to finish the vehicles database and feature in the character sheet, so i can add it to the tracker.
I decided I will go with the option where we will have a vehicle database, characters/npcs will be able to have more than one vehicle, and vehicles should have their own inventory/weapons
A player will then select which vehicle he is piloting, if any, and this vehicle will be the one to show up in the combat tracker.
For now, no vehicles though...
The new version of the ruleset can be downloaded here:
https://drive.google.com/drive/folde...R-?usp=sharing
Is there a way to see others dice pool at this time?
Also is there a way to insert symbols if we want to create our own talents/abilities.
Yeap that's what I meant and thank you for your work and quick reply.
Thank you for your hard work, I'm am so looking forward to running an Android game!
Thank you for all the great work.
I just picked up Fantasy Grounds Unity and I noticed the images I put into the images folder for the genesys campaign is not showing up during the session. I can create a blank image and draw on it, but nothing else.
Will it be possible to delete default skills from the list in later versions? I know we have the various official settings, but I enjoy making my own settings and some of them have skills that do not appear in the official sourcebooks.
It also seems that I cannot add talents, special abilities, conditions, or critical injuries to PC / NPC sheets.
In case you weren't aware (sorry if you were) this was implemented in the Star Wars ruleset. I found it very handy, especially when running convention games and for people learning the system. It was handy to allow others to see the dice pool being put together (especially when the players are in an encounter with a Nemesis NPC and see all of those dice!), but I also found it important for the GM to see what the players were putting together and confirming everything was right before they rolled.
You can customize that with an extension (see the extension for terrinoth/android in the google drive), basically creating your own list of skills
I dont know why you are having issues to add those items to the pc/npc, can you please describe each step you are taking?
Did you try to drop the talent directly on top of the talent window?
Also currently you can drop critical injuries but you cannot choose it, if will do the crit roll and select the correct crit, but i do want to implement a window so the gm can select specific crits
About the skills: Ah, okay. So I have to make my own extension if I want to make my own list of skills. I'd be neat to be able to delete default skills as well though.
I dragged the talents from the selection available in the modules onto the PC sheet. The chat window says "[Character] gained talent: [Talentname]" or something along those lines. Of course "[character]" and "[talentname]" are replaced with the corresponding names. However, the talent does not appear in the PC's sheet.
Also, right clicking the talent bar and selecting "create item" does nothing. It does not create a talent.
EDIT: Important to note! I am using Fantasy Grounds Unity.
Ad a GM, I use the dice pool tracker a lot. It's good for players to to know when they combine their pools, and for me, knowing they are building the pool correctly.
I checked FGU and the issue is not that the items are not being inserted in the sheet, it is that FGU for some reason is not refreshing the sheet.
After dragging in or creating an item with right click, go with your mouse in the bottom right at the character sheet, and slightly resize it.
This will refresh the form and show that the items are there.
I will check this issue and see if i can fix it if it is easy, just letting you know FGU compatibility is not my priority yet, altough i am trying to keep it compatible
i will focus on compatibility after i am done with adding all features :)
I've been getting this error after updating to the latest version of the rule set. I am trying to drag an image to the portrait of the PC. However, I get an invalid parameter.
I did copy the campaign from a different computer this this one if that makes a difference. I've also shared the image so that it should be viewable by the player.Quote:
Script Error: [string "portrait"]:1: setPrototype: Invalid parameter
Runtime Notice: s'charactermanager.lua:onDrop: Type = shortcut'
Runtime Notice: s'charactermanager.lua:onDrop: shortcut class = imagewindow'
Script Error: [string "campaign/scripts/manager_char_genesys.lua"]:427: attempt to call global 'shareWindow' (a nil value)
Hello everyone,
New to Fantasy Grounds, backed FGU during Kickstarter.
I am about to start a Star Wars campaign and was wondering if the extension you were talking about in the other thread was made?
I don't see it in your shared drive, so not sure.
Thanks for the hard work on this whole Genesys ruleset.
Hi,
The extension I have planned for star wars to use these updates done by the genesys ruleset was not created yet.
For now I would advise you to use the current star wars ruleset, but that ruleset is not compatible with FGUnity.
Do you have the FG Classic? You will need that one, and FGU is not 100% ready to be used yet as far as i know, anyway
Thank you for your reply.
No regular FG here, only backed the Unity version.
Guess i will start the campaign on another online solution patiently waiting for this one to be ready :).
Was thinking about this earlier, but I need to figure out how to make an extension that adds speak as or language support like D&D does. That way I can do multiple languages and make the players figure that out.
Error Messages
I thought it would be a good place to show the new skills that would be apart of my pathfinder conversion setting. I noticed I get this error when I try to make a skill in the skills tab:
Runtime Error: desktop: Unable to create window with invalid class (referenceskill : skill.id-00002)
Script Error: [string "campaign/scripts/campaign_button_new.lua"]:28: attempt to index local 'w' (a nil value)
When I made a minion and tried to add a group skill it gave me this error
Script Error: [string "scripts/manager_miniongenesys.lua"]:28: attempt to index a nil value
Extension Question
Also I had a question. How do I add my own decals for an extension. I tried looking at your realms of terrinoth extension but it seems to reference it from the russet. What it the folder structure and how do I make and package them with the extension.
See the Decal Tutorial Extension on the Downloads page of www.-fg-con.com
yea, foobared that when I typed it manually, the link is; https://www.fg-con.com/free-downloads/
Error Messages
I thought it would be a good place to show the new skills that would be apart of my pathfinder conversion setting. I noticed I get this error when I try to make a skill in the skills tab:
Runtime Error: desktop: Unable to create window with invalid class (referenceskill : skill.id-00002)
Script Error: [string "campaign/scripts/campaign_button_new.lua"]:28: attempt to index local 'w' (a nil value)
When I made a minion and tried to add a group skill it gave me this error
Script Error: [string "scripts/manager_miniongenesys.lua"]:28: attempt to index a nil value
I'm really excited to see this happen. I'm a big Star Wars FFG fan, but I plan on getting Genesys in the future for my general purpose roleplaying.
I really hope to see this project help get the Star Wars ruleset up and running properly too (or find a way to incorporate it into this ruleset as a library thingy)
I've got a group trying to get together under the current circumstances, but sadly we have the all-too-common problem of "Hey, We've all got FG Classic. Wait, what? One of us has a Mac that upgraded to Catalina? We're SCREWED!"
So I was thinking one of the things that should have a non-id is the weapon qualities. This is because if the players find a magic weapon and know that it's a magic weapon and don't know what it does, if it is a longsword that burns it's victims, you don't want them to see the burn quality until they have identified the weapon.
Also haven't herd from you in awhile I hope things are ok, what with the pandemic. :)
Hey
Yeah i am alive and kicking :P
I already worked from home, so my day to day didnt change much, except now, i take extra care because of my elderly mother, i am with her for the duration.
Sorry for the lack of news, i didnt work much on the ruleset these past weeks, i should start working again soon.
I will compile all the reported bugs and ideas, so i dont miss anything, and will check them out soon :)
Hope you are all good, wish you well and safe
Glad to hear everything is going well so far. I hope it is that way across the board in this scary time.
Also glad to hear you will still be working on this project. I'm just waiting for a functional initiative tracker and the ability to drag damage onto an NPC and I am good to go for testing. Unfortunately my small group got used to that stuff with the D&D system on Fantasy Grounds and those are deal breakers for them to try it out with me.
Good luck to everyone. Be smart and stay safe.
The initiative tracker is working, the only functions not working yet in it is rolling npc initiative all at once (you need to roll for each) and vehicles are not implemented yet
I will see if i work in the fix for damage for npcs, it works but there is a bug with drag and dropping critical damage into a minion and he receives the crit damage instead of the damage being converted into normal damage as it should
Also, i know that GM rolls are not being hidden at the moment, and i know some GMs will want to do hidden rolls, specially maybe initiative rolls...
I will see what i can do