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Dangermouse

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Everything posted by Dangermouse

  1. Beta Version 5 has now been released for those testing it.
  2. No worries. In this set up (changed in the rewrite underway) the group skills matches to skills in game.items so that explains why it’s not finding things. I’ll keep this in mind in the new version and see if I can get that working. Cheers
  3. OK, have you imported all the skills in to the game from the compendia? Do you see a folder for Skills and under that "Groups" and within that "Combat skills"? First error in the console is to do with the specialism skill name so nothing to do with the blank Optional Skills issue (I've got a fix for the error though and it doesnt seem to actually impact anything) Could you also do a screen shot of the "Brutal" personality - especially the "optional Skill Groups" part please?
  4. I downloaded the system from Github and created a new world - imported all the compendium. Turned on the "use personalities" and rebooted the world. Created a test character, added a culture, initialiased the stats and then dragged "Brutal" to the character sheet and it all worked. Are you getting any error messages in the console (F12)? Brutal should have 0/2 (you get two combat skills rather than one for the other personalities) but not sure why you're not seeing anything. Some screenshots below. Can you share what you're seeing and any console outputs if there are errros? Otherwise happy to jump on a zoom call to try and work out what's happening. Cheers
  5. Thanks @AJ The Ronin - I will look at it this evening. In response to the other points - happy with stuff here for now - I may move to Github when I finish the bigger rewrite I mentioned.
  6. Doh, sorry - I forgot to rename brp.zip to system.zip - fixed now. Thanks.
  7. There is - it's here Genii-Locorum/brp: Foundry VTT implementation for Basic Role Playing (github.com) But a few caveats 1) It's a very early work in progress 2) I've got a version underway that goes back to the drawing board because I've learnt stuff as I've gone along. The big issue is I sort of went down rabbit holes for example to get dice rolls working. What that meant is there isn't the functionality of a full character sheet. 3) The next version I will release (ok, maybe not this one as I do have a slight change I should release first to do with Armour Points) will loose dice rolls, HP calcs and other stuff - but should (fingers crossed) have a fully usable character sheet 4) I'm juggling development with Pendragon, some other bits, a day job etc etc. Having said the above please feel free to try it out and all feedback welcome - whether it's "this doesnt work", "this shouldnt work like that", "why on earth did you make it work like that" or "here's my long list of features we need". My rough roadmap is 1) Get a fully featured character sheet in place with skills, spells, weapons etc - even if it's just a glorified pdf 2) Add basic computations (hit ponts, damage bonus etc) 3) Add basic rolls 4) Complex rolls and calcs 5) Character creation 6) Loads more after than I guess - but I just can't see that far ahead Hope this helps and the new version looks pretty identical to the current version, very similar data models and I'm reusing code subject to some tweaks Cheers
  8. Hi Andrew I appreciate how busy life can be but any testing and feedback would be great. If it helps I'm not a developer either (I've learned the coding needed as I've gone on) - so if things aren't obvious or easy to use then please call them out and I'll see what I can do. I'm easy with feedback here or on Discord - whatever works. I'll log bugs, requested features etc on Github. On the topic of armour etc what I'm about to say is my personal approach but shaped by conversations with my Chaosium rep. If something appears on the character sheet then it's ok for me to put in the Foundry implementation - stats, skills, traits and passions are all good examples - but the names only. Any longer passages of text that are in the rule book and not the character sheet isn't appropriate for my implementation. So Armour, Horses etc don't appear in the implementation as compendiums - but you can create it all yourself. So there is a "Horse" item with the right data - you'll just need to create them (hopefully I've included some instructions in the compendia). I hope that helps explain why I've not included some things as compendia - but rest assured the functionality exists for you to be able to populate them. Please do shout if you want to go through any of it and happy to do a teach in/show and tell on what I'd do. Cheers, and thanks for helping out with whatever testing you can fit in Simon
  9. Thank you. I’ve just started the beta testing on Pendragon and will get back to this as soon as I can. I am having a think about the approach to BRP - some of me says stop worrying about automation for now and get the full character sheet done first and then come back to automation. I will post some updates when there’s more to say.
  10. So it is a beta version - oppossing rolls is one thing I know I need to do - and nothing there for battles - some of the beta testing is to call these things out and to prioritise development - the more people that shout about something the sooner I may get round to doing it. But the basic structure and functionality should all be there. You should be able to create new skills (see screenshot) - and then drag them from the item list to the character sheet. Have you imported the various compendium to the game world as the skills should all be there (along with some instructions on how to do various things)? Feel free to drop me a DM if you want to work through any of this in detail. Cheers Simon
  11. Can you send me a screenshot of any error message and I'll try to figure out the issue.
  12. I'm pleased to announce that the beta version of the Pendragon Starter Set implementation for Foundry VTT is now available for testing. If you have experience with using Foundry VTT and playing Pendragon and want to test the system then it would be great if you could help. You can import the system to Foundry using the manifest URL https://github.com/Genii-Locorum/Pendragon/releases/latest/download/system.json Please raise any issues or development requests through https://github.com/Genii-Locorum/Pendragon Whilst the implementation is endorsed by Chaosium this is a community built implementation so please direct any questions to me (and not Chaosium). I can usually be found on the Foundry Discord channel or contacted via the BRP boards (Dangermouse on both options) and am happy to answer questions where I can."
  13. Tonnage is 600 so 6 times the size of the other one
  14. Just a brief update - my focus has been on a couple of other systems (including Pendragon) and some RL stuff. But now that RL has been resolved and I've got my hands on the actual BRP book (I'm old, I like physical media) - I am back working on this. Some discussions ongoing with Ikeo about how to approach development and once I have a firm plan I will give a better update and maybe start a dedicated thread. In short - this isn't dead, it's just been resting.
  15. Dangermouse

    VTT Support

    Stick with me on this - with the exception of Opposed rolls I think the basic coding is done - but needs some play testing (which is outside of my remit). Some screenshots below to whet the appetite. At the moment I'm juggling a whole bunch of things in real life so it's not getting as much of my time as it deserves.
  16. On the changes not sticking - if you'd been editing them in the "items" section (next to actors) then the changes are made to the game item. When you've dragged an item on to a character sheet then a local copy is stored in the actor. Makes changes to the local and master copies don't change the other version. I used Dungeon Alchemist for maps and locations (very easy import to Foundry) and Inkscape for diagrams. After that it's Photoshop for other stuff
  17. Thanks for the feedback @Greville On the skills front - if you right click on a skill on the character sheet you should get a context menu with edit and delete options. Let me know if you're not seeing those. You've set your skills etc up exactly the same as I've done on my own version of ROL (great minds). The only module I'm currently using is Dice So Nice, but I will put GM Screen back on at some point now that it's been updated. I don't use a whiteboard but there's been an interesting thread over on the Foundry Discord Chaosium subchannel about this and options to do something like that.
  18. V11 of Rivers of London Foundry VTT Fan based implementation released (a small bug fix and checked against V11.308) - apparently I forgot to say V10 had been released. I've been very lax on the Rivers front and developing new functionality - I have a long list of excuses ready including that I'm working on three other systems for Foundry implementation. However I would appreciate any feedback people have if they are using the system - are there changes or other features you want to see included. But please remember this is a fan based implementation and so I won't release compendium of equipment, spells etc or anything that crosses or gets close to an IP/copyright line.
  19. I guess that a lot more these days CCTV is stored in the cloud - so plenty of reason for the evidence to be available up until the point the magic happens and the camera itself is sanded (if you want it to be).
  20. Dangermouse

    VTT Support

    It's being worked on - at least a Starter Set implementation.
  21. It's slow going as I have to balance development with work, and the other hobbies 🙂 Just about done with damage and healing (a few more changes to be made) - then will get on to weapons, items and spells. At that point it might be ready for some testing (no promises on what those timelines are). I am not a developer/coder by trade (some experience now though) so it does take me some time (and the CoC developers have been a great help - I can't praise them enough) to get stuff working properly. If there are specific features that people think should be in the initial release please say so and I'll see what I can do. First release won't have much automation (it will track stuff likes wounds, power points etc but probably not automated combat or things like opposed roles) - that may come later if there is a demand. And no doubt I'll have to build in lots of different options (things like Hits Per Location are already incorporated).
  22. So does yours. Very polished and professional.
  23. V9 of the Foundry VTT implementation released - very minor tweak, but checked it should be working against Foundry V11 Build 302
  24. It's been a while since I made an update. So here are some screenshots of where I've got to so far - images are taking up a lot of space so I may loose them in due course but for now there are icon's for skills, personalities etc. You drag and drop a culture, personality and profession to the sheet, selecting the various skills and specifying specialities. Dice rolls, skills check, XP checks etc all work. It's only basic skill rolls so far (no complimentary rolls etc). No combat yet, damage, armour etc - I need to build all that out. Powers are just titles/placeholders at the moment. Most of the options in the game config work (e.g. using EDU etc some need some work). A lot of this is based off the Call of Cthulhu implementation
  25. @Silverfoxdmt73 Literature on magic and the demi-monde | The Follypedia Wiki | Fandom
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