DICE PACKS BUNDLE
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  1. #91
    Quote Originally Posted by punisher5150 View Post
    Here's an old post but I think it applies specifically to FG Classic. https://www.fantasygrounds.com/forum...nd-fonts-in-FG

    And another post, more related to either version I belive: https://www.fantasygrounds.com/forum...-OTF-TTF-fonts
    Hmm most of those posts go over my head. I think the ruleset would need to be edited I think to fix it.

  2. #92
    Quote Originally Posted by sevrick View Post
    I still haven't been able to figure out how to get the font symbols to show. I even installed the fonts in the download link to see if that would work. Not sure why it's not working. Were you able to figure out anything on that front? If it would require too much work right now don't worry about it.
    Also I should have Shadow of the Beanstalk uploaded soon.
    I have temporarily removed that font with the symbols. The TTF font I created has issues, and I need either someone with expertise to create it, or time to learn and do it later

  3. #93
    Quote Originally Posted by punisher5150 View Post
    Here's an old post but I think it applies specifically to FG Classic. https://www.fantasygrounds.com/forum...nd-fonts-in-FG

    And another post, more related to either version I belive: https://www.fantasygrounds.com/forum...-OTF-TTF-fonts

    In order for the special symbols to be used, you need to create them in the font used in the object, in this case, the text boxes in the ruleset.

    Fantasy Grounds Classic (the normal one) uses FGF, a custom font format. The newer versions of FG (still classic) are smart enough to convert as you run the ruleset, on the fly (if you use a ttf and you do not provide a FGF) also...
    Fantasy Grounds Unity on the other hand only uses TTF.

    The issue is that the TTF font I created is not 100% compatible so FGUnity displays them with some invalid particles coming out of them. FG classic though works ok

    For the time, i will focus on finishing the ruleset, and later i can tackle the font matter again

    Also I want to see if i can make inserting those symbols in text a little more friendly

    I imagine something like this:

    - Imagine you are typing a text like:

    "Add [dBoost] to your combat rolls"


    And when you finish editing, the ruleset will replace that [dBoost] with the actual symbol, so you dont need to use exotic commands in your keyboard

    We will see...

    I downloaded the application that generates it from a TTF, I then got a copy of another font that included Genesys symbols, and managed to insert them in

  4. #94
    I am currently creating a Reference Manual for the Genesys Core Rulebook. No worries about the fonts I can wait. The only thing, it would be nice is to have a list of what code would be entered when it is implemented, so that all the code would be changed retro actively.
    For Example [dBoost].

    It's just a thought but if it won't work that's good too. I am probubly too excited for my own good. Thanks again for your hard work .
    Last edited by sevrick; February 2nd, 2020 at 06:10.

  5. #95
    Quote Originally Posted by johniba View Post
    In order for the special symbols to be used, you need to create them in the font used in the object, in this case, the text boxes in the ruleset.

    Also I want to see if i can make inserting those symbols in text a little more friendly
    I imagine something like this:
    - Imagine you are typing a text like:
    "Add [dBoost] to your combat rolls"

    The Star Wars ruleset allowed this in the Story tab, however you would have to close the story tab and reopen it to actually see the dice.

    For example [D] was used for Difficulty die, [A] for Ability, [S] for Setback, [B] for Boost, [C] for Challenge, [P] for Proficiency, [F] for Force
    And for results: (S) was Success, (F) was Failure, (!) was Triumph, (D) was Despair, (A) was Advantage, and (T) was Threat

    For example, You would type "Make a HARD ([D][D][D]) STEALTH check." Once you closed the tab and reopened it, then the [D] would become the Dark Diamond symbol of the difficulty die. I believe the original posts for this are somewhere in the original Star Wars ruleset Threads at: https://www.fantasygrounds.com/forum...r+wars+ruleset but with 78 pages it might take a bit to find it.
    Last edited by punisher5150; February 2nd, 2020 at 14:19.

  6. #96

    Join Date
    Jul 2010
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    I never knew that!

    Through trial and error I found the codes for the symbols and made a list, from which I could copy from or just remind myself what the code was.

  7. #97
    [QUOTE=punisher5150;474465]
    Quote Originally Posted by johniba View Post
    In order for the special symbols to be used, you need to create them in the font used in the object, in this case, the text boxes in the ruleset.

    Also I want to see if i can make inserting those symbols in text a little more friendly
    I imagine something like this:
    - Imagine you are typing a text like:
    "Add [dBoost] to your combat rolls"


    The Star Wars ruleset allowed this in the Story tab, however you would have to close the story tab and reopen it to actually see the dice.

    For example [D] was used for Difficulty die, [A] for Ability, [S] for Setback, [B] for Boost, [C] for Challenge, [P] for Proficiency, [F] for Force
    And for results: (S) was Success, (F) was Failure, (!) was Triumph, (D) was Despair, (A) was Advantage, and (T) was Threat

    For example, You would type "Make a HARD ([D][D][D]) STEALTH check." Once you closed the tab and reopened it, then the [D] would become the Dark Diamond symbol of the difficulty die. I believe the original posts for this are somewhere in the original Star Wars ruleset Threads at: https://www.fantasygrounds.com/forum...r+wars+ruleset but with 78 pages it might take a bit to find it.

    Punisher, that is AWSOME news!
    It means I can copy the logic from that code, and replicate into the ruleset, and possibly into other fields aswell... like descriptions of talents etca

    I will have to put this in the end of the to-do list, but i cant wait to do it

    Thank you

  8. #98
    I have just uploaded a new version!

    RELEASE NOTES: Feb-02-2020


    1 - Character sheet
    Most of it is done:
    - You can now input Abilities, Talents, Critical injuries, Conditions: for now, right click the list to add a new item manually. I will later add the new UI from CoreRPG (icons to add, delete etca)
    - Talents can be dragged from the Library into the character sheet, and auto populate. I will do the same later for Abilities (which will cover racial abilities) and this is a preliminary for critical rolls and automatically adding critical results into the character.

    - Inventory: you can either create an item in the inventory or drag from the item database.
    Inventory uses CORERPG features: Clicking the Carried/Equiped will equip, unequip weapons and armor (weapons will show up in the combat tab), and you can also put items inside items:
    (for example: Lets say I create an item, lets name it "Bag"; then I create another item, a Sword; now on column "Location" for the sword, I can type Bag, and the sword will be organized inside the bag

    P.S.: clicking the dice icon to roll for a weapon in the combat tab is not working yet

    - 2 Item database
    - The item window is almost 100%: it is missing the "skill" field for weapons, and there will also be more features later, like bringing back attachments
    - For now I would advise not to start creating an item database, until i can finish it at least
    - When you start creating a new item, notice there is a special field named "Type". It is free form, but if you enter "Weapon" or "Armor" it will display more fields accordingly. for example for armor it will show Damage, Critical, Range...

    - Subtype is also a free entry: we can use it to classify items for example "Melee, ranged..." or any classifications people want. That will be used to sort them in the Items main window, where you can click the Weapon or Armor buttons and have a complete list of items in the database


    There is a lot to do, but i made a lot of progress also, i will keep you all updated



    If you would like to test this version, it can be downloaded in the same link as before:

    https://drive.google.com/drive/folde...R-?usp=sharing

  9. #99
    [QUOTE=johniba;474477]
    Quote Originally Posted by punisher5150 View Post


    Punisher, that is AWSOME news!
    It means I can copy the logic from that code, and replicate into the ruleset, and possibly into other fields aswell... like descriptions of talents etca

    I will have to put this in the end of the to-do list, but i cant wait to do it

    Thank you
    OK I dug up an old Guide I created and found the exact Dice symbols and Result Symbols, PLUS the equivalent code for editing in the XML file of a FG module. Also, these codes work in most of the tabs for Star Wars Ruleset (ie: story, NPC, Items, etc etc).

    DICE
    Difficulty = [D], &#245
    Ability = [A], &#246
    Force = [F], &#247
    Setback = [S], &#241
    Boost = [B], &#242
    Challenge = [C], &#243
    Proficiency = [P], &#244


    RESULTS & SYMBOLS
    Force (Light) = (+), &#248
    Force (Dark) = (-), &#249
    Despair = (D), &#250
    Advantage = (A), &#251
    Threat = (T), &#252
    Failure = (F), &#253
    Triumph = (!), &#254
    Success = (S), &#255

    Attached is an IMAGE file I use when making Star Wars FG modules. Ignore the ALT and CNTRL, CNTRL SHFT codes. Those are quick keys I setup for editing in word docs. The FG codes above are on this image.

    Fantasy Grounds Code - FFG-StarWarsRPG_DICE+GUIDE.png
    Last edited by punisher5150; February 2nd, 2020 at 14:20.

  10. #100
    [QUOTE=punisher5150;474495]
    Quote Originally Posted by johniba View Post

    OK I dug up an old Guide I created and found the exact Dice symbols and Result Symbols, PLUS the equivalent code for editing in the XML file of a FG module. Also, these codes work in most of the tabs for Star Wars Ruleset (ie: story, NPC, Items, etc etc).

    DICE
    Difficulty = [D], õ
    Ability = [A], ö
    Force = [F], ÷
    Setback = [S], ñ
    Boost = [B], ò
    Challenge = [C], ó
    Proficiency = [P], ô


    RESULTS & SYMBOLS
    Force (Light) = (+), ø
    Force (Dark) = (-), ù
    Despair = (D), ú
    Advantage = (A), û
    Threat = (T), ü
    Failure = (F), ý
    Triumph = (!), þ
    Success = (S), ÿ

    Attached is an IMAGE file I use when making Star Wars FG modules. Ignore the ALT and CNTRL, CNTRL SHFT codes. Those are quick keys I setup for editing in word docs. The FG codes above are on this image.

    Fantasy Grounds Code - FFG-StarWarsRPG_DICE+GUIDE.png

    Thank you for your research Punisher, this is the kind of stuff that helps me a lot

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