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  1. #151
    Quote Originally Posted by sevrick View Post
    So I have been testing the ruleset and I decided split up feedback for testing into 2 parts issues and polish. Issues being more important than polished features. Polish is ideas that have come to me that might make it better but aren't a priority.

    Issues
    • Weapons can't be dragged to NPC Inventory.
    • Weapons in the NPCs combat tab can't be dragged to dice pool.
    • Display Encumbrance Threshold on character sheets.
    • The Armor button in the items window is displaying AC and Wt instead of Armor, Defense, and Encumbrance

    Polish
    • Weapon qualities not showing up in PC combat tab. You might show weapon qualities 1st then a description.
    • After clicking the Weapons button in the items window. You could mirror the tables in the official books. As well as change Wt to Enc.
    • More search filters for the items, such as searching by Skill and Setting.
    • A Gear button for the Items window.
    • I know it was possible in pathfinder and dnd to click on certain keywords, such as conditions, and then it would bring up another window displaying what the effect does. You could add this feature to Weapon qualities.
    • When armor is worn, its encumbrance rating is supposed to be reduced by three, to a minimum of zero.


    Item Database looks beautiful BTW.
    Most of these are easy to fix, i will work on them.
    By gear button, what do you suggest the filter should catch up to show?
    The armor and weapon buttons open up a window showing those items from that category... should gear show all the rest, or are you typing "Gear", in the item type field?

    About the feature similar to pathfinder... yes! I saw that and i really want to do something like that.. maybe after i fix these issues, polish npc sheet and finish initiative and combat track

  2. #152
    Quote Originally Posted by sevrick View Post
    Rofl no disrespect meant on your work. True it got the job done well enough, I just spent years looking at all the things the old ruleset couldn't do. To be honest I didn't expect something like this to ever happen. So I resigned my self to working with what I had. Hence my excitement to see this brought to fruition.
    i think i know what you mean, but if you could look the sw and warhammer rulesets from the point of view that i have been doing, from inside the code, you would start to feel amazed.
    I think the only weakness in them is that they have this legacy with working with old features, but oh man it is actually incredible.
    I still love warhammer frp3 and one day maybe i can update it, but it would a lot more difficult...

  3. #153
    Quote Originally Posted by Trenloe View Post
    Neither did I when I asked the community to take on updating the old ruleset for FGU. @johniba has definitely gone above and beyond here!
    Unfortunatelly there is a weak link... i am learning as i go and i am sure some decisions i am taking are not optimal.
    Maybe after this is done and with more experience under me, i will revisit the code and make it better.

    I still stumble over things like getting node and window information, or passing info around...

  4. #154
    Quote Originally Posted by viresanimi View Post
    Ain't that the thruth! I've tried looking into code, but my mind isn't wired for it, so I have all the respect in the world for someone, that says: "I'm gonna do this" and does it. I am pretty excited about this ruleset.

    I just hope that once it is done, that there will a be a Star Wars extension for it. And since it is CoreRPG based, I sort of assume that this will work with the Author extension (which is amazing by the way). I can't wait for that!

    Keep up the good work!


    Vires Animi
    Hi Vires

    I think that right after a few days when i started looking at the code and working with it, i already saw that it would be very possible to create an update for star wars
    Star wars ruleset afterall is pretty much a few more things on top, and in some critical code, like dice rolling, i made sure not to remove things related to star wars, so that the code could coexist with both.

    After I am finished, i will work on an update for the star wars ruleset...

    My only big concern is regarding with data compatibility.
    Whenever possible, i tried to stick to structures found in the star wars database, but some fields/nodes will be different.
    I know that it is possible to make code that will identify a previous version of a database being executed and update it when first opened in the new ruleset, but i will have to do tests with it.

    Last thing i want is to make a ruleset that would invalidate work from other people...

    This is just the beginning though, and i am so excited for the future... i love to work on stuff like this, and i have to say i havent felt excited writing code like this for a very long time.. Not since i was a young man!


    But the really good thing about all of this is how it all works

    When this Genesys ruleset is loaded, it actually loads CoreRPG first...
    It then replaces a few things... and add the new stuff. This is the biggest difference from the previous rulesets, so if CoreRPG updates some things, it is easy for us to look at our code, and make it work with new stuff.
    It also means that several modules written down fo CoreRPG will work with no to little change in code...

    So when the time comes for me to work on a new SW ruleset, it will work just like that.
    SW will actually start by loading Genesys (which in turn also loads core)... and only adding the different and new stuff from SW
    Last edited by johniba; February 9th, 2020 at 22:24.

  5. #155
    Quote Originally Posted by viresanimi View Post
    And since it is CoreRPG based, I sort of assume that this will work with the Author extension (which is amazing by the way). I can't wait for that!

    Vires Animi
    I have just loaded that extension you mentioned... it looks incredible!
    Since i am not familiar with it, i could not test it, but i can say so far, it should be 100% compatible since i am not changing CoreRPG features for stories, etca.

    Let me know, if you test it and find anything wrong, ok?

  6. #156
    Quote Originally Posted by sevrick View Post
    While taking things from the old star wars ruleset is a good place to start, but the star wars ruleset was lacking in certain areas. Since it is now part of CoreRPG we have the opportunity to suppress the feeble limitations of the old version.
    Agree that we don't have to use the SW ruleset exactly as the old version. I just wanted to make sure johniba was aware that the vehicles were contained in multiple places, not just on the PC sheet.
    Last edited by punisher5150; February 9th, 2020 at 23:02.

  7. #157
    Quote Originally Posted by johniba View Post
    Most of these are easy to fix, i will work on them.
    By gear button, what do you suggest the filter should catch up to show?
    The armor and weapon buttons open up a window showing those items from that category... should gear show all the rest, or are you typing "Gear", in the item type field?

    About the feature similar to pathfinder... yes! I saw that and i really want to do something like that.. maybe after i fix these issues, polish npc sheet and finish initiative and combat track
    By gear button I mean how weapons and armor have a button you can press to see the items in a table format as well as organized by sub categories. I would suggest do that with gear as well. I can then use sub categories such as Cybernetics, Magic Implements, Potions and Elixirs, etc. In the type category, I did put "Gear" when entering the gear items in the libraries. Also having these subcategories for gear would allow for people who may have different ideas for subcategories tailor it for their specific needs.

  8. #158
    Quote Originally Posted by sevrick View Post
    By gear button I mean how weapons and armor have a button you can press to see the items in a table format as well as organized by sub categories. I would suggest do that with gear as well. I can then use sub categories such as Cybernetics, Magic Implements, Potions and Elixirs, etc. In the type category, I did put "Gear" when entering the gear items in the libraries. Also having these subcategories for gear would allow for people who may have different ideas for subcategories tailor it for their specific needs.

    OK lets go with Gear then
    So far we have Weapon, Armor, Gear

    It will be easy to make a window to show gear, you can continue to create items, and use subtype... the window should sort subtypes later

  9. #159
    Ok here is the Genesys Core Rulebook with Items added. A few things of note.
    1st: I applied errata changes into this version.
    2nd: Items with a 0 encumbrance I made their encumbrance 0.1. This makes it so 10 zero encumbrance items add up to be 1 encumbrance per RAW. Although I think this is an optional rule.
    3rd: I was missing the Adversary Talent it's here now.
    4th: The only items I purposefully left out was the example items in chapter 5. There descriptions were just there justification as to why they added certain stats. I can add them if anyone thinks I should.

    I could have made some errors so let me know if anything is amiss.
    Attached Files Attached Files
    Last edited by sevrick; February 9th, 2020 at 23:53.

  10. #160
    Quote Originally Posted by sevrick View Post
    Ok here is the Genesys Core Rulebook with Items added. A few things of note.
    1st: I applied errata changes into this version.
    2nd: Items with a 0 encumbrance I made their encumbrance 0.1. This makes it so 10 zero encumbrance items add up to be 1 encumbrance per RAW. Although I think this is an optional rule.
    3rd: I was missing the Adversary Talent it's here now.
    4th: The only items I purposefully left out was the example items in chapter 5. There descriptions were just there justification as to why they added certain stats. I can add them if anyone thinks I should.

    I could have made some errors so let me know if anything is amiss.
    Nice!

    Hey I noticed a small issue with an item

    Assault Cannon

    Name is "Assult Cannon", and its properties are actually in the price field

    Not sure if this is a corruption on my side

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