Another has taken up the reigns and will be taking over. Thanks for using my work and hope you continue having fun with the new version.
You can find it here: https://www.fantasygrounds.com/forum...ore-Extension)
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Another has taken up the reigns and will be taking over. Thanks for using my work and hope you continue having fun with the new version.
You can find it here: https://www.fantasygrounds.com/forum...ore-Extension)
Is this extension still being worked on and or updated. Ive spoken with the community director of R.Talsorian about their interest for a full fledged ruleset and licensed materials being sold here and they are all for integrating with FG. However we need to find someone who could make the ruleset. This is the closest we have at the moment
Yes, it is still being worked on. It is however not a full ruleset.
Ohh Im quite aware, just mentioning R.Talsorian has shown interest in getting involved with FG, we just need someone who can and will make the ruleset. However right now this extension is incredible and much appreciated. Im happy to hear its still being worked on
Updated first post with updated version. Fixed Body calculations for secondary attributes
Updated first post with new version. Added General IP box to MoreCore tab
If you play Cyberpunk 2020 or 2013 or any combination there of this is so worth it. Its a well done extension and Superteddy has been nothing but over the top helpful with any questions Ive had and even is willing to listen to feedback about possible changes and improvements. A top notch fellow he is and a top notch extension if you play Interlock. Thanks Superteddy!
Keeping an eye on this. Will be giving it a run with friends soon! It's a little hard to tell what isn't working for this extension so far... any chance to include whats in the pipes for the future at the top?
Thanks in advance :)
Linking Inventory to Weaponlists, Global Armor tracking, CT and other combat automation are on the list for future improvements. Still trying to learn how CT and combat automation will work. The rest of the extension is tabletop ready. Meaning this is not 5e level in automation, but is able to to run a session and campaign.
Updated first post with an addition. Added extra Armor SDP to More tab to track Structural Damage Points. v1.2.3
I have a build campaign that I have entered all of the skill in. When I export all and load it in a test campaign I don't have the skills I entered.
Is there currently any way to modify the rolls for init and weapon attacks? It would be nice to be able to auto-add the init boost from a solo's combat sense or have a handgun automatically add the player's reflex + handgun, but I can't find an easy way to do it.
Well when you add a Weapon/Implement on the Main tab (Going to be adding a dropdown box to this and all my extensions for item types), type in Weapon on the type field. This will expand more sections to add information. For example which skill is being used, which will also add the attribute attached to the skill. As for Solo's Combat Sense, you could add it to the skills section. I didn't code in any of the special attributes as I was working on making them part of the roles. That hasn't been expanded quite yet to do that. No automation is setup to add Combat Sense to the initiative, but you could add it to the modifier box for the time being till I can code it. If you follow the rulebook for the types of equipment they should fit in the type field to have their relevant information for that piece of equipment.
Types so far:
Weapon
Armor
Drugs
Cyberware
Program
If you want a demo, reach out to me on discord and I'd be happy to run you through it.
You know, give me a few and I'll change it now. Set it up as a combo box to make this a bit easier.
Updated first post with updated extension. Added a combo box to the item type field to make it easier to change the type of equipment.
Thanks for clarifying, I've only run DnD through Fantasy grounds before, and mostly using official stuff, so I haven't messed around much with morecore or creating my own items.
I was misunderstanding what the "type" field was, thinking it was the type of weapon (handgun/smg/etc), which obviously wasn't populating the other fields. With the new version, the weapons show up pretty much exactly how I was trying to get it, thanks for pushing an update so quick on that. Figured the Combat Sense automation wasn't in just yet, I was poking around in the .xml to see if I could figure out how to code it in and saw there was an "initbonus" tag under the characters, so I wasn't sure if it'd been added somehow and I just wasn't seeing it, but experimenting with that, it seems like that only works for the combat tracker roll, doesn't add to chara sheet.
Thanks for the work on this! My group's about to try CP for the first time, and even the amount of automation you've built so far is making the sheer number of modifiers in play a lot less intimidating.
Been going through character creation a lot lately, here's some notes/suggestions: (not sure if any of these changes are possible BTW)
1. You have Clothes, Hair, Ethnicity, and Language under "Style", but not 'Affectations', which I think would be nice to have.
2. Similarly to #1, I would add a line under "Family Status" that was "Childhood Environment".
Sure, I can work on that. Is that all in the Notes tab?
Updated first post with changes to the Notes tab. Added Affectations and Childhood Environments.
Following the hype about Cyberpunk 2077, I decided to check what is this about and get back to the roots: Cyberpunk 2020. I watched some YouTube streams of one-shots and "How to play" videos by the R. Talsorian Games and I am intrigued. Intrigued, because the art, the system and the overall feeling brings me back into 80-90s and the way they perceived the future. Quite retro nowadays and I love it. The systems looks fast and furious with a lot of options to pick from when it comes to developing your character.
Then I remembered your extension and I am here to say that it looks fantastic. I am more eager to give a try to this game while waiting for the Cyberpunk RED. I hope you don't mind to suggest this tweak that will significantly ease the life of players:
Add scroll bar to the skill list (I thought splitting into two columns will work, but won't be that pretty).
It will be great to have two columns for optimum screen real estate usage(as on the original character sheet), but it might look bulky with the buttons next to the skill.
I was thinking the same thing and wondered if cutting down on the information stored on the line might help shrink it. I could toy with it and see if I can make it two columns. Since the skills are static to attribute and all.
Still haven't worked on the titles, but how about this:
Attachment 27719
Yes, this looks quite good! Two columns definitely will work. :D
I think from UX perspective the skill should be arranged alphabetically, starting from the left column and flowing to the right when the end of the column is reached. This is the way text is arranged in books and tables in almost all cases and people are used to read this way.
Once I figure out how to get the text to wrap and the titles, I'll release the update.
The Call of Cthulhu 7e ruleset has the skill pane content automatically distributed between columns when the sheet is resized. Unfortunately it is encrypted and I can't check how the frame is configured there to allow this behavior.
From observing it, the columns are predefined and only the content is dynamically adjusted based on the vertical size of the column.
Have a look at the <columns> parameter in the Definitions of the windowlist control: https://www.fantasygrounds.com/refdoc/windowlist.xcp
Updated first post with changes to the skill list requested. Thanks Trenloe! Always there with the right solution. You guys let me know if this helps.
Updated first post with changes to the Character Sheet, NPC Sheet, and Items.
The new main page of the character sheet is fantastic. The frames with skills can be adjusted as in the previous version to auto-expand. There are many frames that can be adjusted to elegantly resize with the sheet. Attached screenshot from my experiment with resizing
I never really intended the sheet to be resized.
With the new sheet changes, it's a lot harder to add the Role Special Ability skills because they don't have an associated stat/ability with them or a column for that ...
Can you add those skills to the skills list so their associated stat/ability also auto-populates?
I added them to the main list. Let me double check it for you.
Yes, I double checked and they should be in the main list. The only one without a stat associated is Jury Rig. The rest are linked.
Crashes upon creating a new campaign.
wups. was using an edited file of morecore. working now. BTW When I tested an encounter the attack section is blank (no links). None of the weapons I have the NPCs or player equipped with show up. Is this still a work in progress or am I missing something?
I've been playing around with this extension (maybe a little too much) and added a ****-ton of items, vehicles, and locations. I'm almost done with adding all the items from each of the four chromebooks, and am now adding locations via the Night City manual. To be fair-- most of the work is being done by an OCR program, that I'm supervising for errors. Although, I found a couple sites that have already created text versions of weapons. Cars, locations (except the wiki), and cyberware seem a bit more elusive in text format online. If someone wants those sites I've used I'll list them in another post. Also if anyone knows of a good cyberware website that I can "borrow" text from It would speed up the process
Lastly, the main reason I'm doing this is for my own campaign, but I'd love to share the hard work I've done with fellow GMs. (If it's possible to do in the first place). Can an avid FG modder explain to me how to share these items w/o handing over the whole campaign?
/export in the chat window.
Note that some of the text might be copyrighted. In general item names and game mechanics (item stats) are not able to be protected by IP, but text descriptions can be. So be careful what you have in the item descriptions.
Also, see the link in my sig about best practices, might help save you some trouble.
At this point you may want to duplicate your campaign folder in the operating system and rename one to"Devl" so you can have one place for creating your modules that is distinct from your campaign.