DICE PACKS BUNDLE
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  1. #301
    Quote Originally Posted by Trenloe View Post
    Looking at the code I added useallmodules merge="delete" /> to the sheetlist template for v2.1.1c of the ruleset in April 2018 - to fix specific issues with that template (module data being displayed incorrectly in both campaign data lists and the library). But, as I wasn't really aware of this specific issue with NPC talents and abilities, I didn't do any other changes as I didn't know there was anything else that needed "fixing". In this specific case (new NPC records showing module NPC data), it's the socketlist template which is used in a lot of places. I'll check through the code and see if removing useallmodules from the socketlist template might create any issues with module data that should be displayed.
    I've been using 2.11 Star Wars for awhile and have never noticed this bug. However, does this mean I need to go back to all my modules and review the NPCs, or will the ruleset fix correct the issue? or does something specific trigger the bug?

  2. #302
    Quote Originally Posted by punisher5150 View Post
    I've been using 2.11 Star Wars for awhile and have never noticed this bug. However, does this mean I need to go back to all my modules and review the NPCs, or will the ruleset fix correct the issue? or does something specific trigger the bug?
    Ah no need... I analysed some filed Sevrick sent me, and the bug is merely visual, it does not affect your data... so as soon as you get the fix, it is all fine

  3. #303
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    Quote Originally Posted by punisher5150 View Post
    I've been using 2.11 Star Wars for awhile and have never noticed this bug. However, does this mean I need to go back to all my modules and review the NPCs, or will the ruleset fix correct the issue? or does something specific trigger the bug?
    It will only be for modules that have been created (exported to a module) using NPCs within a campaign. The ruleset fix will negate this issue.
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  4. #304
    This may be a silly question, but with the work that is going on here, could the Star Wars dice and be an easy extension to add in? I still haven't gotten through the ruleset code to figure that out.

    I have been working on adding the Dark Heresy Genesys conversion by Tom Cruise on FFG Forums into a module for this. I'm doing the same no description set-up and using page references to the PDF provided.

  5. #305
    Quote Originally Posted by Predatorian3 View Post
    This may be a silly question, but with the work that is going on here, could the Star Wars dice and be an easy extension to add in? I still haven't gotten through the ruleset code to figure that out.

    I have been working on adding the Dark Heresy Genesys conversion by Tom Cruise on FFG Forums into a module for this. I'm doing the same no description set-up and using page references to the PDF provided.

    The only missing dice from star wars is the force one, but it is in the code already actually.
    Genesys code is based on the star wars ruleset, and i kept it for compatibility.
    After I am done with it, I will create a new updated version of the star wars ruleset, and instead of redoing it all separaterly, i will actually use the same feature in FG that allows the genesys ruleset to have core rpg features instead of having to code a whole ruleset from scratch, when doing that.

    So yes it is easy to add the force dice as an extension, you would only need to add it to the dice list under the dice pool

  6. #306
    So I did run a game. It went well enough. I did notice that when I shared a module and he tried to drag a talent to his character sheet he got an error and it wouldn't add it. So I tried doing it myself and it worked just fine and got no error.

  7. #307
    Quote Originally Posted by sevrick View Post
    So I did run a game. It went well enough. I did notice that when I shared a module and he tried to drag a talent to his character sheet he got an error and it wouldn't add it. So I tried doing it myself and it worked just fine and got no error.
    Hi Sevrick

    If you get the chance and see the error again, can you copy the message?
    If you can, ask the player where exactly he droped the talent, when he dragged... was it in the main part of the sheet? exactly where talents go? somewhere else?

    BTW: i am working on the combat track and vehicles yet... i am doing a different approach: i am updating the existing CT from SW, and will make it work in genesys, and later on another date, i will try to update it fully to the same code in core rpg.
    I dont think this part is going to cause any issues, but i can recreate it later.
    Last edited by johniba; March 8th, 2020 at 03:50.

  8. #308
    I can't tell you how happy I am that this is happening. If there is anything i can help with let me know, seriously. The only way this game is going to stay alive is through the community. You guys rock.

  9. #309
    Quote Originally Posted by Hardbushido View Post
    I can't tell you how happy I am that this is happening. If there is anything i can help with let me know, seriously. The only way this game is going to stay alive is through the community. You guys rock.
    Hi hardBushido, thank you. Any kind of help is welcome. If you run any tests and have bug reports or suggestions, this helps a lot.

  10. #310
    Sorry for the lack of updates everyone, but i am still working on the combat tracker
    Good news is, it is almost working now
    I managed to port SW ruleset's combat tracker into genesys, for now i will not change any features, i will make it work and improve it later, but i wanted to share this small update

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