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Wise Turtle Publishing • View topic - Fantasy Grounds II OVA Ruleset [WIP]

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 Post subject: Fantasy Grounds II OVA Ruleset [WIP]
PostPosted: Fri Oct 21, 2016 9:19 am 
Shelled Plebeian

Joined: Wed Jun 01, 2016 6:04 pm
Posts: 10


Last edited by Kitsune Zeta on Tue Mar 21, 2017 7:54 pm, edited 5 times in total.

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 Post subject: Re: Fantasy Grounds II OVA Ruleset [WIP]
PostPosted: Sat Oct 22, 2016 2:39 pm 
Dangerously Sane
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I haven’t used Fantasy Grounds, but that sounds amazing! Thank you for putting so much work into this, and I hope other players find it useful.

You can of course use the logo if you like. If you need any other content or want to run anything past me, feel free to email me or write here, and I’ll do my best to take care of it.

Do you have any screenshots of this in action?


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 Post subject: Re: Fantasy Grounds II OVA Ruleset [WIP]
PostPosted: Sat Oct 22, 2016 8:20 pm 
Shelled Plebeian

Joined: Wed Jun 01, 2016 6:04 pm
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 Post subject: Re: Fantasy Grounds II OVA Ruleset [WIP]
PostPosted: Sun Oct 23, 2016 12:52 pm 
Shelled Plebeian

Joined: Wed Jun 01, 2016 6:04 pm
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Screenshot time! I've got these 4 screenshots up on Dropbox for now until I figure out where a better place would be. Each one is 1024x768, the standard size of the Fantasy Grounds 2 window (you can full-screen it and have more screen real estate, but I like to make sure my ruleset works without having to do so). I used Miho for our example character.

First up, the .
On the character sheet itself, I have Miho's complete set of abilities and weaknesses entered in (most of the abilities are scrolled off the top of the area for them, in a group named "Base Abilities", but they're there). To the left of the name is the level of the ability or weakness. Abilities have a + in front of the (green) number, and weaknesses have a - in front of the (red) number. To the right are a place to put the Endurance Cost (if it's 0, nothing is shown in the field) and a button to bring up the reference info window for that ability. Two of these reference info windows are also shown in the screenshot, for two of the three unique abilities/weaknesses that Miho has. These can be edited by the character owner and the GM (and are read-only to everyone else!). Other than that, it basically behaves the same as in CoreRPG (The "Base ruleset" Smiteworks recommends using when creating new rulesets). Abilities (and Weaknesses) can be dragged from this list to the modifier widget (bottom-left corner) to add them to the stack, which is used whenever the player performs a skill roll (more on that later). Holding control as you do this reverses the sign (+/-) on the bonus/penalty, useful for when, say, being cute is a detriment to your action or being clumsy is helpful (this is standard from CoreRPG, but bears repeating here)

I should also mention that at the top of the character sheet is a standard header block (with a name field and four numeric fields for HP, Endurance, Defense Roll, and Threat Value) and spaces for character portrait and map token. There's also a button to start speaking as the character (which is only really relevant for the GM and any players using multiple characters, and even then, there's better ways to handle that IIRC). Excluding the four numeric fields, all of that is from CoreRPG.

Next up, the . (We'll get to the combat tab later. I totally didn't forget to screenshot it my first go through)
This basically has all of the general "fluffing information" fields provided in the core rulebook and the four notes blocks that are on the actual character sheet. Nothing particularly special here.

To finish off the character sheet screenshots, we have the .
This presently shows the "standard suite of attacks" for a character, with the roll, damage multiplier, endurance cost (if applicable), and perks/flaws applicable. Like with the abilities, each attack also has a button to bring up reference information, in this case I brought up Miho's Gatling Gun attack reference information. (all of these, excluding the abilities/weaknesses under the Transformation: Self-Defense Mode group, are straight out of the Miho player book. The reason those three aren't from there is because they aren't explicitly described in there with a separate header.) The "Roll" number can be drag-and-dropped to the chat window to perform the attack roll, which is treated as a skill roll with the appropriate starting modifier applied. Any modifiers on the modifier stack are also applied to the attack roll. Miho's Gatling Gun, for instance, is treated as a skill roll at +3 (before any other modifiers). It can also be drag-and-dropped to the hotbar at the bottom for quick access.

Last, we have a visible in the third screenshot.
All of these rolls were invoked with the chat slash command "/ovaroll [num] <description>" (which performs a skill roll using the modifiers on the stack and the modifier given in the command itself). The first one is done at +2, rolling 4 dice total. The next two were done at -2 and -9, rolling 2 and 9 dice respectively but handling them as negative rolls. (This actually starts at -1, but it doesn't matter when there's only one die in the roll)
The last roll was made with the GM acting as Miho, and was performed using the command "/ovaroll 0 I try a recipe I saw in a magazine!" with the two indicated weaknesses on the modifier stack. These two weaknesses, as mentioned before, were added by dragging them from the character sheet to the modifier widget in the bottom left.

Incidentally, the "roll" command you see in slot 1 on the hotbar was made by typing "/roll 0" into the chat prompt (but not hitting enter) and then dragging it from the chat entry field to the slot, and then right-clicking and renaming it for clarity. This shortcut will automatically do a skill roll with whatever modifiers are on the stack, but without any description.


Last edited by Kitsune Zeta on Tue Mar 21, 2017 7:56 pm, edited 1 time in total.

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 Post subject: Re: Fantasy Grounds II OVA Ruleset [WIP]
PostPosted: Mon Oct 24, 2016 6:48 pm 
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That looks great! If it weren’t for the fantasy chrome, I dare say it even looks like something officially made. Thank you for putting in that kind of work. I hope it serves you well for your online gaming!


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 Post subject: Re: Fantasy Grounds II OVA Ruleset [WIP]
PostPosted: Tue Nov 01, 2016 3:17 pm 
Shelled Plebeian

Joined: Wed Jun 01, 2016 6:04 pm
Posts: 10
Just a heads-up to anyone using this: the "3.2" update for Fantasy Grounds 2 was released today. I'm still in the process of verifying every little thing works, but some of the new functionality introduced in CoreRPG 3.2 (and available in this ruleset) is working correctly. This includes assigning the Game Master (that is, host) as the owner of a player character. This technically addresses the "NPC creation" thing, but I still want to properly address that in a future revision of the ruleset anyways since there are some nuances to NPCs that presently don't have fields for them on a player character sheet (most importantly, the type of NPC and, for Boss-type NPCs, boss abilities). Still, for those that need a temporary solution for non-Extra NPCs, update Fantasy Grounds II. I haven't found any issues yet with the current revision of the OVA Ruleset with CoreRPG 3.2, so at least I don't have to do any bugfixing (yet).

(Edit: Okay, so I fixed an issue caused by CoreRPG 3.2's Manual Dice Entry feature. It's still buggy when used in this ruleset (drag-and-drop rolls trigger it, but still do the roll), but at least negative rolls will still report the correct number and specifying a value of, say, 0 for a die in a roll won't cause a script error. Those fixes will be coming out shortly, after I verify that nothing else breaks the ruleset. That said, I suggest against using Manual Dice Entry for now)


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 Post subject: Re: Fantasy Grounds II OVA Ruleset [WIP]
PostPosted: Wed Nov 09, 2016 2:32 pm 
Shelled Plebeian

Joined: Wed Jun 01, 2016 6:04 pm
Posts: 10
I've put up a video demonstrating the ruleset's current functionality. I have also discovered that the issue with manual dice entry rolls not being sorted has apparently been fixed, although I don't know if that's due to my fix for manual entry on negative rolls or something changing in CoreRPG itself.

The demonstration video is on youtube, located at https://www.youtube.com/watch?v=PmFTXYbLBnk (yeah, it's about a half hour long)


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 Post subject: Re: Fantasy Grounds II OVA Ruleset [WIP]
PostPosted: Sun Dec 11, 2016 5:05 am 
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I used fantasy grounds before for Savage Worlds. How does it handle a more open system like OVA that has no equipment lists or set things?


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 Post subject: Re: Fantasy Grounds II OVA Ruleset [WIP]
PostPosted: Mon Dec 12, 2016 5:15 pm 
Shelled Plebeian

Joined: Wed Jun 01, 2016 6:04 pm
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 Post subject: Re: Fantasy Grounds II OVA Ruleset [WIP]
PostPosted: Thu Jun 28, 2018 4:55 pm 
Shelled Plebeian

Joined: Thu Jun 28, 2018 4:52 pm
Posts: 1
Hi! First of all I would like to thank you for putting in all the work you did to make this. My only issue was that it still used the CoreRPG default NPC sheet instead of having one similar to the PC sheets. So I burglarized your code and the Core RPG code to edit the NPC sheets. I've attached the .pak file with the edited record_npc.xml file. It's not pretty, but it's functional.

https://drive.google.com/file/d/1iYzGgT ... sp=sharing


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 Post subject: Re: Fantasy Grounds II OVA Ruleset [WIP]
PostPosted: Tue Feb 12, 2019 10:36 pm 
Shelled Plebeian

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