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February 11th, 2022, 00:02 #2031
Updated Libraries
Age of Rebellion Libraries
- Added Strongholds of Resistance Source book.
Genesys Core Rulebook and Expanded Players Guide Libraries
- Can't remember what I fixed and the changelog I had made got deleted when I upgraded my computer so dosn't hurt to redownload it I guess

Sorry it took so long what with work and computer issues.
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February 13th, 2022, 16:35 #2032Warrior-Priest
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- Dec 2019
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- 47
Does anyone else get an error when dropping two d10s into the dice pool?
[2/13/2022 5:33:41 PM] s'ChatManagerGenesys.lua: sendSpecialMessage - msgtype = sendplayerdicepool'
[2/13/2022 5:33:41 PM] s'ChatManagerGenesys.lua: sendSpecialMessage - msgtype = sendplayerdicepool'
[2/13/2022 5:33:41 PM] [ERROR] Script execution error: [string "classes/desktop/dieboxgencontrol.lua"]:236: attempt to concatenate local 'type' (a nil value)
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February 15th, 2022, 15:46 #2033Saint
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- Apr 2009
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- 1,132
Hey everyone, sorry for my lack of updates and replies.
I am updating my computer and should be back soon.
I will go back and write down all the bugs and suggestions reported since my last post, and also see if i can work on them for the next release, which should come in a few weeks time
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February 20th, 2022, 15:58 #2034Warrior-Priest
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- Dec 2019
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- 47
I think it would be nice to see the currently remaining minions in a minion group in the combat tracker.
The Genesys ruleset for Fantasy Grounds (Non-Unity) did that, and that was quite useful for narrative reasons. It made it easier to see at a glance whether the hero is faced with three or four bandits (when you use just one token to represent the group of bandits. You cannot place multiple tokens of the same tracker entry after all).
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February 20th, 2022, 20:42 #2035
Yeah this somthing I wish could be changed is minions. There is a feature in FG that let's you place encounters ahead of time on the map. It works just fine when you add Nemesis and Rivals to the encounter, but when you add a minnon FG still thinks that there is a single character. True you can just add one token on the map for the minon and narratively say they are all lumped somewhere in that space. But this really is immersion breaking for me. I always have separate tokens for my minions. I still follow all the rules for minion groups but visually I separate them.
I wonder if there is a way to adjust manually, when creating an encounter, the number of tokens generated when you add an npc.
So for example you drop an NPC that is a rival into an encounter that then shows text box next to that npc that can be changed and is 1 as a value by default. In this case you would need to change this since 1 rival equals 1 token. But then you add a minnon. This minnon group has 3 of them so then you would change the 1 to a 3 and 2 more tokens would appear below that you can place.
This would cover all your bases. People who want 1 token to still represent multiple NPCs can and people who would rather split them up have the option as well.
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March 1st, 2022, 07:16 #2036
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March 1st, 2022, 07:18 #2037
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March 3rd, 2022, 14:29 #2038Saint
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- Apr 2009
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- 1,132
Hey everyone,
The mininons suggestion is great, and I think I can do it easly.
I am finishing restoring all my stuff to the new computer, and should resume working on the rulesets this week, I should have a new version soon, and I will try to include this improvement on minions
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March 5th, 2022, 18:24 #2039Warrior-Priest
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- Dec 2019
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After the recent FGU updates, I keep getting an error when I pull up a map with tokens (NPCs and PCs) on it:
[3/5/2022 7:22:04 PM] [ERROR] Script execution error: [string "scripts/manager_effect.lua"]:695: attempt to call field 'convertStringToDice' (a nil value)
What is that about?
It also gave me an error about decrepit actors? That appears to have been fixed by clearing the vault and forcing a full update of FGU. Strange.
EDIT: It gives me an error sometimes when I try to advance through the combat tracker using "Next Actor" as well.
Unbenannt.PNGLast edited by DraaGulFireclaw; March 5th, 2022 at 18:37.
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March 6th, 2022, 00:48 #2040
I updated all the ActionManager.getActor calls to ActionManager.resolveActor and changed all the StringManager.IsDiceString, StringManager.convertDiceToString and StringManager.convertStringToDice calls to DiceManager.
Not sure if that's all that's needed, but it will at least fix the errors you've reported so far
https://drive.google.com/file/d/1G-6...ew?usp=sharing
Hopefully this is useful until johniba can put out a polished/final update. I haven't ever used this ruleset, so I just fixed the issues that were obvious to me.Last edited by bmos; March 6th, 2022 at 01:00.
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