GithubHelp home page GithubHelp logo

althea21 / witcher_fg_ruleset Goto Github PK

View Code? Open in Web Editor NEW
14.0 14.0 2.0 15.64 MB

Fantasy Grounds ruleset for "The Witcher" tabletop RPG

License: Other

Lua 100.00%
fantasy-grounds-ruleset fantasygrounds rpg-engine rpg-game rpg-tool ruleset witcher witcher-game witcher-trpg witcher-trpg-game

witcher_fg_ruleset's People

Contributors

althea21 avatar heedio avatar madbeardman avatar mesfoliesludiques avatar o-reo avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar

witcher_fg_ruleset's Issues

Calendar:

Reference Fonts and Frames to specific names instead of generic values (chat story frame on default font, black font for days)

Weapon editor window

Issues since branch merging :

  • headers are now displayed as any other text (properties, attack, damage, enhancement)

  • Enhancement label "name" and "effect" are not visible anymore (<label_fieldtop>)

Combat automation critical damage modifiers

Hello, I am extremely happy that you fixed the location crit bug. I noticed another when testing out the modifier box. Before the last update, if I had an Aiming location picked, as well as Damage Modifiers picked such as Critical - Simple. It would automatically roll the crit damage on the target in the combat tracker if I skipped the attack and did the damage roll immediately.

As it is now, it does not, and both the highlight selection of aiming modifier and damage modifier stay highlighted and not used in the damage roll, damage is also not applied.

Graphics error / PC sheet

Hi guys,

First of all, thanks for your work, that is awesome !!!
So I have few problems, one with the graphics and one with the pc's sheet (skills in duplicate in the pc sheet).

Here are some screenshot of the troubles, and the zip file of my campaign.

I thank you for your time.

Kindly.

J'ai cru lire dans le forum FGU que vous étiez français, si c'est bien le cas voici mon message en français :
J'ai quelques problèmes avec la partie graphique : je n'ai pas votre extension qui apparait, mais quelque chose de "neutre", en PJ des screenshot (on peut lire des erreurs sur la console lorsque l'on lance la campagne) ; et d'autre part, j'ai les skills doublés sur les fiches de joueurs (voir PJ la aussi).
J'ai attaché ma campagne en PJ.

Je vous remercie pour votre temps, et vous souhaite bon courage pour la suite du développement.

The Witcher_Une longue nuit.zip

screen
![error_when launching](https://user-images.githubusercontent.com/74706618/99917917-dbc9dc00-2d13-11eb-82d9-e6202d60
pc_sheet
b9f4.JPG)

Add weapons. Deprecated

I can't add a weapon
ActorManager.getActor - DEPRECATED - 2021-01-01 - Contact forge/extension author

ActorManager

Greetings,
I forked this repo to butcher it a bit in an attempt to understand it and eventually develop certain parts to help.

The idea was to start with the workings of Quen using effects...
So i went into the applyDamage function in manager_action_damage.lua but i am unable, for the life of me, to find any documentation regarding both ActorManager and ActionsManager.

So i was wondering if you could point me in the right direction.
I intended to get the target's effects to modify the dmg roll before any other calculation, and then, modify the effect (or remove it) from the target.

MAC users crashing

Hello,

I encountered a strange error when trying to host a game for multiple players, one running the MAC version of FG Classic.
The MAC user couldn't achieve any connection attempt to the game. Here are some details:

  • The issue is not related to any network trouble, this player is able to connect to other games.
  • I see the message in the chat indicating he is connected to the the game. On his side, he starts to load the resources. Once done, its FG just crashes and closes.
  • We tried to load a game with the the CoreRPG ruleset only, and it's working fine. Same for a game with the Curse of Strahd module. This seems to indicate that the error is related to the The Witcher ruleset.
  • Unfortunately, we couldn't find any Player.log file in any of his folders and couldn't investigate further on the issue
  • All others FG .log files were useless
  • The ruleset worked perfectly well for all other players (all on PC).

We tried the following, without any success:

  • Restarting FG
  • Uninstall/Install FG
  • Remove the cache folder

Since we have no logs, I have no more idea... Have you ever encountered something similar with your ruleset ?

Script execution error

fgu_logs_20210418.2.zip

Hi,

I did the last update, and there are few errors now when trying to change some stats in the PC sheet (race, gender, etc.), same thing with the NPC (threat, type, etc.).
Here my last logs.

Hope you will find a way.

Thank you for your work, and for not giving up it's really great :)

Error on turn passed

I keep getting an error whenever a turn is passed in the tracker. I am the player here, the GM isn't getting the error. I tried clearing the cache.
Error text below:
Script Error: [string "active"]:1: attempt to call field 'onActiveChanged' (a nil value)
Script Error: [string "active"]:1: attempt to call field 'onActiveChanged' (a nil value)
Runtime Notice: s'Reset all pending attacks.'
Script Error: [string "active"]:1: attempt to call field 'onActiveChanged' (a nil value)
Runtime Notice: s'Reset all pending attacks.'
Runtime Notice: s'Reset all pending attacks.'
Script Error: [string "active"]:1: attempt to call field 'onActiveChanged' (a nil value)
Runtime Notice: s'Reset all pending attacks.'
Runtime Notice: s'Reset all pending attacks.'
Script Error: [string "active"]:1: attempt to call field 'onActiveChanged' (a nil value)
Script Error: [string "active"]:1: attempt to call field 'onActiveChanged' (a nil value)
Runtime Notice: s'Reset all pending attacks.'
Runtime Notice: s'Reset all pending attacks.'
Script Error: [string "active"]:1: attempt to call field 'onActiveChanged' (a nil value)
Script Error: [string "active"]:1: attempt to call field 'onActiveChanged' (a nil value)
Runtime Notice: s'Reset all pending attacks.'
Script Error: [string "active"]:1: attempt to call field 'onActiveChanged' (a nil value)
Runtime Notice: s'Reset all pending attacks.'
Runtime Notice: s'Reset all pending attacks.'
Script Error: [string "active"]:1: attempt to call field 'onActiveChanged' (a nil value)
Runtime Notice: s'Reset all pending attacks.'

Ruleset doesn't recognize modules

Hi, I downloaded latest beta (0.6.3), first of all ruleset isn't compressed into .pak, but I did it manually (just zipped and renamed extension from .zip to .pak). After I did that Fantasy Grounds recognized the ruleset, but it doesn't see any attached modules (like bestiary) except for the Calendar module. I also tried loading 0.6.2 ruleset which actually recognized all the modules, although ruleset itself has dice rolling errors.
So, any idea how I can make 0.6.3 ruleset activate witcher modules?

Lutris/Steam Issues on Linux

I'm having an issue getting this ruleset to work in fantasygrounds on PopOS! 19.10. Effectively, it's recognized appropriately, but when I go to start up the game, it fails. See below the error message:

USERNAME@pop-os:~/Desktop$ lutris
2020-02-02 14:51:52,198: Running Lutris 0.5.4
2020-02-02 14:51:52,199: Using X.Org
2020-02-02 14:51:52,199: Running Mesa driver 19.2.8 on AMD Radeon (TM) RX 480 Graphics (POLARIS10, DRM 3.33.0, 5.3.0-7625-generic, LLVM 9.0.0) (0x67df)
2020-02-02 14:51:52,199: GPU: 1002:67DF 1028:1701 using amdgpu drivers
2020-02-02 14:51:52,214: Vulkan is supported
2020-02-02 14:51:52,215: Updating DXVK versions
2020-02-02 14:51:52,456: Updating D9VK versions
Running /home/USERNAME/.local/share/lutris/runners/wine/lutris-5.0-x86_64/bin/wine /home/USERNAME/Games/fantasy-grounds/drive_c/Program Files (x86)/Fantasy Grounds/FantasyGrounds.exe
esync: up and running.
wine: Unhandled page fault on write access to 06CCB000 at address F7CD4CDA (thread 0009), starting debugger...
Waiting on children
All children gone
Exit with returncode 5
2020-02-02 14:52:11,582: Game still running (state: running)
2020-02-02 14:52:11,582: Stopping Fantasy Grounds (wine)
TypeError: refresh() takes 1 positional argument but 3 were given

Combat Tracker

Hi, thanks a lot for your amazing work... and excuse me for my bad English.

The Combat Tracker is not working properly when I target characters and NPCs.
If characters are targeted one each other, all works properly (attack vs defense resolution, damage, etc...) but when a character is in combat with an NPC, combat resolution is not resolved and damage from NPC to Character is not resolved...

Can you let me know if I am doing something wrong or if there's a bug here?

Thanks in advance for your help.

Combat automation critical error

Hello, when using the targeted automation in the combat tracker, whenever I attempt an aimed crit at either the Arm or Leg location, I get this error

Script Error: [string "scripts/manager_action_damage.lua"]:374: attempt to concatenate local 'sFinalDamageMessage' (a nil value)

The head and torso crit damage works correctly

Change language : Francais

Hello, I don't find where to modify the character sheet to change it to french, can you help me ? Thanks for the fantastic work

Creating character

Chose to create a Witcher PC

  1. When selecting "Witcher"race, the profession should be set as Witcher as well
  2. Social standing should be depending on the place the campaign is happening... shouldn't this be a "check box"controlled by the GM?
    2.1. STA and HP are not calculated correctly (should check the formula)
  3. Would it work that, after selecting class and race, all abilities "bonuses" are added automatically? (for example: the +1 to REF and DEX and the -4 to EMP for Witchers)
    3.1. I cannot edit the SKILLS values. Maybe it will also help that class skills are automatically highlighted and "cross-skills" are selected manually
    3.2. Can a "pool point" be added and substracted when editing the skills? (to avoid PCs to go over a limit at level 1)
  4. Cannot add Witcher "magical class" in the "Spells"section. Shouldn't it be added automatically and just in the case of Mages/Clerics drag and drop the desired spells (drag and drop mage spells work as far as I checked but not signs even if mages can learn them)

Others:

  1. Only dices used are d10 and d6... is there a way to remove the others to avoid PC using
  2. Automated Backgound generator would be fun to add (PCs roll)
  3. Skill tree for each Profession should be a different tab
  4. Could not find items to add weapons and armors, so I guess that will come after :)

Version 0.6.1 Doesn't work

Hello, I've just installed the 0.6.1 version of the ruleset, but I'm facing major problems with dice checks. Nothing seems to work, since everytime I try to make a check or an action several error messages occur.

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.