DICE PACKS BUNDLE
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  1. #181
    Actualy in the books it says just that in the tables for things like backpacks. It puts a + in front of every item that is similar. I noticed this particularly while entering the gear section of the shadow of the beanstalk source book. You can see a representation of this on page 101. It is however somthing that can be done later if you wish as far as priority.

  2. #182
    Here is Shadow of the Beanstalk. I didn't add ICE in this one as it seems like the extension would need a little more attention before adding it. For that same reason I left out Hard Points.
    Attached Files Attached Files

  3. #183
    Quote Originally Posted by sevrick View Post
    Actualy in the books it says just that in the tables for things like backpacks. It puts a + in front of every item that is similar. I noticed this particularly while entering the gear section of the shadow of the beanstalk source book. You can see a representation of this on page 101. It is however somthing that can be done later if you wish as far as priority.
    Thanks, i will check out later

  4. #184

    Join Date
    Jul 2010
    Location
    Vendsyssel (Denmark)
    Posts
    881
    So, when you drag dice directly from the character sheet into chat, it will roll the dice, but it will not include difficulty dice and other negative ones.
    I dont really think atm of a good way to do that, so I wonder if it is too bad to have only support for dicebox for the moment.

    So people would have to:
    - drag their dice into the dicebox (or double click)
    - add difficulty/setback/challenge dice
    - roll it clicking from the dicebox

    What do you think?
    The issue I noted was that I couldn't roll the dice. I could. But when I dragged the dice instead of clicking the "roll dice pool" button, the damage wasn't calculated. I really prefer dragging and dropping dice from the dicepool, because that button is so teeny tiny on my screen.

    I would, however suggest, that the "roll dice pool"-button could be dragged to the shortcut bar. That would be very neat!

    I love the idea of controllable npc's!

  5. #185

    How to add your own Critical Hit Descriptions

    So I am not sure if many of you out there know how to do this so, I figured I would make a guide. Since we can't upload any description due to copy right laws that doesn't stop me from teaching people who have the books and want to add Critical Hit Descriptions to their own game.

    Step 1: Create a folder call it what ever you like Critical Hit Descriptions for example.
    Step 2: Create a folder called "scripts" inside the folder you just made in the step 1.
    Step 3: Open the Genesys Ruleset with an archive program such as winrar, 7zip, etc. Now open the scripts folder in the archive and extract the file "data_common_genesys.lua" to the scripts folder you made in step 2.
    Step 4: In the root folder you made in Step 1, right click and select new and Text Document and open it.
    Step 5: Copy the following into text document:

    <?xml version="1.0" encoding="iso-8859-1"?>
    <root version="3.0" release="4">
    <announcement text="This is where you would type anything you want to show at the start when loading FG" font="emotefont" icon="rulesetlogo_GenesysRPG" />

    <properties>
    <name>The name of your extension goes here</name>
    <version>3</version>
    <author>This is where you put who made it</author>
    <description>This is where you enter a short description of the extention</description>

    <ruleset>
    <name>Genesys</name>
    </ruleset>
    </properties>

    <base>
    <script name="DataCommon" file="scripts/data_common_genesys.lua" />
    </base>
    </root>

    Step 6: Replace the text in areas as appropriate. Once done save and exit.
    Step 7: Rename the text document "extension.xml". Make sure to replace the .txt with .xml. Then say yes to except the change.
    Step 8: Navigate to your scripts folder and right click "data_common_genesys.lua" and open with note notepad.
    Step 9: Scroll down until you find "critical_injury_result_data". You will recognize the names of the different critical hits. You will also see...

    description = "<p>See page 115 Genesys Core Rulebook.</p>",

    each critical hit will have one of these change the text in between the <p> </p> to the appropriate description.

    Step 10: When you have entered all the descriptions for each critical save and exit. Now select all the files, the scripts folder and the extension.xm. Right click and Send to Compressed Zip folder. Name it whatever you want.
    Step 11: Change the .zip at the end to .ext
    Step 12: Now open Fantasy Grounds click the folder icon on the top right for it to open your Fantasy Grounds directory. Open the extensions folder and move the compressed file, you made in step 10, into the folder.

    Now when you run your campaign just select the extension before loading.
    Last edited by sevrick; February 13th, 2020 at 17:58.

  6. #186
    Quote Originally Posted by viresanimi View Post
    The issue I noted was that I couldn't roll the dice. I could. But when I dragged the dice instead of clicking the "roll dice pool" button, the damage wasn't calculated. I really prefer dragging and dropping dice from the dicepool, because that button is so teeny tiny on my screen.

    I would, however suggest, that the "roll dice pool"-button could be dragged to the shortcut bar. That would be very neat!

    I love the idea of controllable npc's!
    Hey I like that idea. Let me see what i can do.
    Meanwhile, I think I should also increase the size in that button

  7. #187
    Quote Originally Posted by sevrick View Post
    So I am not sure if many of you out there know how to do this so, I figured I would make a guide. Since we can't upload any description due to copy right laws that doesn't stop me from teaching people who have the books and want to add Critical Hit Descriptions to their own game.

    Step 1: Create a folder call it what ever you like Critical Hit Descriptions for example.
    Step 2: Create a folder called "scripts" inside the folder you just made in the step 1.
    Step 3: Open the Genesys Ruleset with an archive program such as winrar, 7zip, etc. Now open the scripts folder in the archive and extract the file "data_common_genesys.lua" to the scripts folder you made in step 2.
    Step 4: In the root folder you made in Step 1, right click and select new and Text Document and open it.
    Step 5: Copy the following into text document:

    <?xml version="1.0" encoding="iso-8859-1"?>
    <root version="3.0" release="4">
    <announcement text="This is where you would type anything you want to show at the start when loading FG" font="emotefont" icon="rulesetlogo_GenesysRPG" />

    <properties>
    <name>The name of your extension goes here</name>
    <version>3</version>
    <author>This is where you put who made it</author>
    <description>This is where you enter a short description of the extention</description>

    <ruleset>
    <name>Genesys</name>
    </ruleset>
    </properties>

    <base>
    <script name="DataCommon" file="scripts/data_common_genesys.lua" />
    </base>
    </root>

    Step 6: Replace the text in areas as appropriate. Once done save and exit.
    Step 7: Rename the text document "extension.xml". Make sure to replace the .txt with .xml. Then say yes to except the change.
    Step 8: Navigate to your scripts folder and right click "data_common_genesys.lua" and open with note notepad.
    Step 9: Scroll down until you find "critical_injury_result_data". You will recognize the names of the different critical hits. You will also see...

    description = "<p>See page 115 Genesys Core Rulebook.</p>",

    each critical hit will have one of these change the text in between the <p> </p> to the appropriate description.

    Step 10: When you have entered all the descriptions for each critical save and exit. Now select all the files, the scripts folder and the extension.xm. Right click and Send to Compressed Zip folder. Name it whatever you want.
    Step 11: Change the .zip at the end to .ext
    Step 12: Now open Fantasy Grounds click the folder icon on the top right for it to open your Fantasy Grounds directory. Open the extensions folder and move the compressed file, you made in step 10, into the folder.

    Now when you run your campaign just select the extension before loading.
    Actually I can make that a bit better...
    If people modify that, every time they update their ruleset they will have to re-edit.
    I will create a separate extension, so someone could edit their critical extension to add descriptions, and not worry about an update overwriting it

    I will do it later today

    Then they can follow your instructions but instead of modifying the ruleset, they need to do it only once in their extension

  8. #188
    Quote Originally Posted by sevrick View Post
    Actualy in the books it says just that in the tables for things like backpacks. It puts a + in front of every item that is similar. I noticed this particularly while entering the gear section of the shadow of the beanstalk source book. You can see a representation of this on page 101. It is however somthing that can be done later if you wish as far as priority.
    Ok I checked here and... it is VERY easy for me to do that but there is an issue.

    Currently the database field containing encumbrance is a number.
    We have a choice: either we would have to use -x for normal encumbrance and +x for items that remove it (which i find horrible), or i change the field to string.
    If I change it to string, either:
    - i have to work now on the database upgrade script, which will take me some time,
    - or we modify the xml files directly, fix the data you have already input in them, and i update the ruleset

    For the second option, if you want you can send me the files and i fix them, or you would have to do it

    You will have to do a search and replace:

    you would have to replace:

    <weight type="number">

    with

    <encumbrance type="string">
    and

    </weight>

    with

    </encumbrance>

    Make sure you make a backup copy in case it messes up

    If you want i can do it for you too...


    After that, you will either type a number as always for encumbrance, or a + before the number, and the ruleset will understand that is a container that removes that amount of encumbrance from the character

  9. #189
    Awesome. I can edit the xml files myself. That's not a problem. When should I do it? Has it already been updated?

    Also didn't you say you added tactical range? I don't see it as an option when adding items.

  10. #190
    Quote Originally Posted by sevrick View Post
    Awesome. I can edit the xml files myself. That's not a problem. When should I do it? Has it already been updated?

    Also didn't you say you added tactical range? I don't see it as an option when adding items.
    I am uploading a new version, adding among them, tactical range for weapons, and you can also edit the xml files already... the modification to the ruleset will use that

    Also, check out the items buttons
    I not only added a Gear button, but i revamped the lists so they now match what we see in official book lists

    By the way, check out a few items, i think some ranged weapons have subtype "ranged weapon" and others "ranged weapons"

    I wonder, what do you think, should maybe subtype be "Melee", "Ranged"... instead of "Melee Weapon(s)", etca? since the window already mentions weapons... but it is your call, if you prefer to subtype as "Ranged Weapon", "Ranged Weapons", or "Ranged"

    And now that we have a Gear window, i can see one strange subtype, maybe it was a typo... it is for item "cybereyes"

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