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View Code? Open in Web Editor NEWA Fantasy Grounds module to implement the SW5e game. A home-brew (OGL) rule set based in the Star Wars universe, legends, and lore.
A Fantasy Grounds module to implement the SW5e game. A home-brew (OGL) rule set based in the Star Wars universe, legends, and lore.
This appears to be a ridiculous bug in par5e that interprets the path of images beginning with R as newline characters on windows... but par5e doesn't work on non-windows platforms.
Based on the newly updated content here : https://old.reddit.com/r/sw5e/comments/himt9a/two_year_anniversary_content_update_6302020/?
Add the Martial Superiority column to the class table.
Add the Fighting Mastery at 3rd level (and possible reference to that particular feature list within chapter 6 of the PHB).
Add Heavy Weapon Specialist to the 3rd level Fighter Specialty prompt window (and all related information on that subclass)
Change Fighter Specialty to Fighter Specialty Feature at level 7th, 10th, 15th and 18th.
In the Assault Specialist:
In the Shield Specialist:
In the Tactical Specialist:
Some weapons (lightsaber) are missing weight in the equipment tab and when equipped on character sheets.
2nd level ability Guardian Aura exists, but entries for the auras themselves do not.
Using the attached list from the Nov. 2020 PHB. Audit the SW5e supplement module to add/delete/modify powers.
Tech powers will be added to new module "Revens Force Power Holocron"
Level 0: id-00001 - id-00999
Level 1: id-01001 - id-01999
Level 2: id-02001 - id-02999
Level 3: id-03001 - id-03999
etc.
Make sure the following are set on every force power:
<school type="string">Dark-Side</school> or Light-Side or Force-Neutral
<source type="string">Force Powers</source>
<locked type="number">1</locked>
If known, add a comment specifying the original spell name the power is based upon as follows:
<name type="string">Absorb Energy</name><!-- A D&D Name -->
Attached file for audit. Key:
+++ = New spell to be added
--- = Old spell to be removed
*** = modification of old spell
() = DnD spell on which it is based for combat tracker action code
The attached file will indicate actions to be taken for each entry.
Key:
+++ = New spell to be added
--- = Old spell to be removed
*** = modification of old spell
() = DnD spell on which it is based for combat tracker action code
The following NPCs have issues when dragged into the combat tracker. Spell lookup is failing.
innate spellcasters:
B Omarr Brain Walker - mind trap(fixed)
Dark Lord Spirit - mass animation(fixed)
Jubba Bird - sense emotions(Should be sense emotion)(fixed)
Grand admiral - decryption program, predictive AI, friendly fire, greater analyze(fixed)
t-series tactical droid - on/off(fixed)
traditional casters:
Avatar of Abeloth- force mask, force throw, hallucination, force repulse, telekinetic storm, mind trap(fixed)
Dark lord- mproved battle meditation(fixed)
juggernaut- overcharge saber, steel wind strike(fixed)
BB series astromech droid - minor hologram, on/off, decryption program, hologram, motivator boost(fixed)
R2 series astromech droid - minor hologram, on/off, decryption program, smoke cloud(fixed)
Combat engineer- smoke cloud, homing rocket, magnetic field(fixed)
Combat engineer, junior - electro shock, rime shot, homing rockets, smoke cloud, magnetic field(fixed)
Explosive specialist - combustive shot, electro shock, smoke cloud(fixed)
Field medic - warding shot, poison dart(fixed)
ISB Infiltrator - on/off, holographic disguise, smoke cloud(fixed)
Jawa Tinkerer - on/off(fixed)
Jawa Shaman - heroism, restoration(fixed)
Mistryl Prime - decryption program, holographic disguise, concealed caltrops(fixed)
protocol droid 000 series - venomous strike, poison dart, truth serum(fixed)
super tactical droid - combustive shot, homing rockets, security protocols(fixed)
t3 series utility droid - on/off, decryption program, holographic disguise(fixed)
wookiee engineer - on/off, fabricate trap(fixed)
Spells in above list:
combustive shot
concealed caltrops
decryption program
electro shock
fabricate trap
force mask
force repulse
force throw
friendly fire
greater analyze
hallucination
heroism
hologram
holographic disguise
homing rockets
improved battle meditation
magnetic field
mass animation
mind trap
minor hologram
motivator boost
on/off
overcharge saber
poison dart
predictive ai
restoration
rime shot
security protocols
sense emotions
smoke cloud
steel wind strike
telekinetic storm
truth serum
venomous strike
warding shot
Spell and inventory will not work in the character wizard. But, unless the tool selection in the Background section is fixed, the character wizard is non-functional.
Skill choice for insight comes across as "among insight".
Go through the items in the current supplement module and compare with the attached list of new equipment created from the Nov, 2020 PDF.
equip-by-category.txt
Update Consular class to current
We've found something with the Consular class: there is no Way of Suggestion for the level 3 prompt selection, and in the Way of Lighting, the Electric Attunement has the word Affinity on it instead
Also, we were trying to use the B2-HA Super Battle Droid, and the Rocket Launcher ACTION doesn't have a DC for the Dexterity Save, hence is not working as it should (check the other ACTION called Wrist Blaster Volley that has the DC 13 Dexterity saving throw), probably the rocket launcher one just needs a DC and that's it for fixing it.
Note: when fixing this also one of the Abeloth and Trooper, Purge entries have a spelling issue "wisdome"
At the class table:
. Check the values for the Academic Superiority and Discoveries columns, update needed.
Change Multitasker descriptor to updated one.
At level 3 Academic Pursuit prompt windows:
. Change the Physician word for Doctor in the first option and all related descriptors for it.
. Gambler pursuit is missing, add the option and all related content from the PHB.
In the Doctor Pursuit:
In the Politician Pursuit:
In the Tactician Pursuit:
In both combat tracker and from an NPC sheet directly, the DM is unable to roll for damage when a weapon contains the new damage types (i.e. energy, kinetic, etc.).
Issue created to update the Scout class to the latest on the PHB (and some of the EC)
Check table values:
. Change Martial Arts Damage Die column to Martial Arts with dice values column.
. Add Monastic Vows column.
Add Monastic Vows to level 2 (and all related content), change Unarmored Movement to level 3 (also, new wording in the ability description)
Level 6 change Focused Strikes to Enhanced Strikes.
Move Purity of Body to level 13 and add Ability Score Improvement to level 10.
Change Monastic Order wording to Monastic Order Feature at level 6, 11 and 17.
Remove Tongue of the Sun and Moon from level 13.
Change Timeless Body to Timeless Vessel at level 15.
At the Martial Arts description, update new content.
Change the Focus description, update to new content for each ability.
At level 3, promtp subclass selector:
. remove Teras Kasi Order, doesn't exists anymore on any of the 5E content.
. Add Matukai and Crimson Orders to the selector (and all PHB Content related to these two orders).
In the Nightsister Order
In the equipment.txt file from the audit project, each item at the end with a description can be added like the example below:
The Jetpack xml entry can have this line added:
Jetpacks are personal aerial transportation devices that allow the operator to fly into and through the air with great mobility. Activating or deactivating the jetpack requires a bonus action and, while active, you have a flying speed of 30 feet. The jetpack last for 1 minute per power cell (to a maximum of 10 minutes) and can be recharged by a power source or replacing the power cells.
Descriptive text here.
Update class description word from Predator to Destroyer.
Update Class Table, Force Powers Known values and add Focused Strikes column as well.
Change Force Powered Strikes description, they have new values per level for the damage.
Move Guardian Aura to level 3 and add Fighting Style to Level 2.
Change Guardian Focus to Focus Feature at level 7, 15 and 20.
Add Guardian Aura (15 ft radius) to level 9.
Change Guardian Aura description to Guardian Aura (two auras) at level 10.
Add Guardian Aura (30 ft radius) at level 17.
Change Guardian Aura description to Guardian Aura (three auras) at level 18.
For the 3rd level prompt subclass selection, the current PHB has Makashi, Niman, Shien/Djem So, and Soresu
. We are missing Niman and Shien/Djem So forms completely, please add the two forms currently not present.
. Shii-choo is on the EC so I'm going to review it here as well.
Remove Aura of Devotion from the Guardian Aura list.
In the Form II - Makashi:
In the Form III - Soresu:
In the Form I - Shii-Cho:
Update PHB with Feb. 5th changes
Looking at the politician pursuit, there are two features labeled "reassemble" that bug out. One appears blank, the other appears normal.
The Force Adept, Investigator, Force Adept, Outlaw, Pirate, and Nomad background don't allow you to choose the skills from list but instead adds the words "choose from..." instead of the pop up menu. ( from PjToledo91 on fg forum )
At the class table, add the Operative Exploits column.
At level 2 add Operative Exploits (and all PHB content related to this feature).
Change Bad Feeling from level 2 to level 3.
At level 3 prompt selection:
. Acquisitions and Beguiler Practices missing, please add them (and all related PHB content).
. Lethality and Saboteur Practices from the EC, to be reviewed.
In the Lethality Practice:
In the Saboteur Practice:
from PjToledo91 in FG forums: in all classes the feature"ability score improvement" Is supposed to be distributed at 4, 8, 12 etc levels however in the coding it generates a level 0 skill only and won't be added in the addition levels
As before, we need to update to the most recent version of all equipment present on the PHB.
Hey, I'm creating an issue as the other ones, here is the Berserker class updated setup as with the Class.txt file.
BerserkerClassUpdate.txt
Last list of spells
Control Pain
Improved Force Barrier
Master Malacia
Mind Prison
True Sight
Master Force Barrier
Mass Hysteria
deal with Mass Animation (npc entries?)
Friendly Fire
Group Hologram
Override Interface
Rewrite Memory
Skill Protocol
Carbon Fog
Neurotoxin
Project Hologram
Stun Dart
Carbonite Explosion
Predictive AI
deal with Autonomous Servant NPC entries and link to it
In v3 bounty hunter background selection in the character wizard has no tools. So, the wizard fails and you cannot save the character.
The following NPCs are not being interpreted correctly by par5e:
AT-TE, AT-AT, AAT, AT-ST, IG-227
The feats linked in the background feat tables do not link to the actual feat entry and just display the name of the feat.
The non-5e background tables (not Flaw, Bond, Ideal, Personality) need to be implemented in par5e as simple tables. Then link to this table from the background descriptions on these "special" tables.
Use the attached file compiled by lordcygnus.
Do updates, deletions, and additions as needed to the supplement module XML.
equipment.txt
I ran into an error in FGU when placing an Inquisitor Master npc into the combat tracker: "Failed spellcasting lookup on 2 spell(s) for (Inquititor Master). Make sure your spell module(s) are open." and "Spell lookup failures: force push, improved darkside tendrils", that's what the chat spat out at me. Same goes for Grand Inquisitor, and Inquisitor Knight is only missing dark side tendrils. In the SW5e Supplement I do not see "Force Push", but there is a Force Push/Pull. I also do not see a "dark side tendrils" spell, so I think that may be the cause for the error. (from Collegemerc on FG Forum)
The common.xml spell list and spell section are missing Danger Sense (Augury), Dark Shear (Shadow Blade), Darkside Tendrils (Arms of Hadar) and Improved Darkside Tendrils (Hunger of Hadar).
Correct the skilldata and psskilldata arrays to be consistent
I'm creating this issue to address the updates on all the content related to the Customization Options mapped at Chapter 6 of the PHB
This appears to be an issue with the tool NPC Engineer. An issue has been raised with that project.
Each class references a pack or choice of packs. Due to 5e coding in FG, these had to be implemented as parcels in SW5e. So, in the class section for starting equipment we need to link to the listed starting packs so they are easy to find.
When adding weapon to character sheet, it looks like everything is added as melee.
Investigating how the 5e ruleset knows if something is ranged or melee and will need to alter the sw5e weapons to meet this criteria and/or adjust how this is done in the extension.
Some of the NPC's are not working properly. For example, the Trooper, Scout's Hold-out blaster says "Hit: 4 (1d4+2)." So, it won't do damage in the combat tracker. If I copy and edit the statblock, to say "Hit: 4 (1d4+2) energy damage." it works.
There are some other minor errors on NPC's that use spells. For FG to automate NPC spell attacks, the spell needs to say spell attack instead of tech attack in the spell description. This is a problem on a number of spells like Choke, where it says "Make a ranged force attack". If you edit it to "Make a ranged spell attack" FG will allow you to roll the NPC's attack from the combat tracker.
Will you be making further updates or is this something we should just change on our own?
Thanks for all your work.
Denounce (effect)
Force Disarm (two save casts)
Force Push/Pull (ranged attack cast)
Mind Trick (effect)
Sap Vitality (melee attack cast)
Enfeeble (alternate 1d8 damage roll)
Wound (ranged attack cast)
Check table for the Potent Aptitude values as a column (remove them from the Features Column) and change Slots to Modifications Slots.
Level 2 Tool Expertise instead of Tool Understanding.
Level 3 is missing the Gadgeteer Engineering and Astrotech Engineering is no longer there, replaced by Unstable Engineering (I'm checking and the Astrotech Engineering is at the Expanded Content, so I'm reviewing it as well)
Change Infuse Item at level 2 to Infuse Item (+1) and add Infuse Item (+2) at Level 10, Infuse Item (+3) at Level 15.
In the Armomerch Engineering:
In the Armstech Engineering:
In the Astrotech Engineering:
Create class specific features and effects similar to how it is in rob2e's add-on.
Berserker: Rage: saving throw, Rage: Mele bonus. Unarmored Defense. Reckless. Danger Sense immunities
In "Manifestation of Abeloth" the complex list of actions and legendary actions are mixed up.
Creating this one to update the missing backgrounds on the PHB end.
Just addressing some missing races on the races part of the PHB
Several species in the current PHB module are not actually in the PHB document. These should be separated into a unique module where additional content can be kept... including Kathar.
For unknown reason, the link for the Channel the Force feature is not working.
Sub-class choice is not functioning.
Also, Guardian Focus ability appears to be repeating in the class window. Looks like a mix up between features and sub-class ability tags. But, I'm not sure.
As per the other updates, this one is created to address the class update for the Sentinel Class
Using the attached list from the Nov. 2020 PHB. Audit the SW5e supplement module to add/delete/modify powers.
Tech powers will be added to new module "Lobots Tech Power Manual"
Level 0: id-00001 - id-00999
Level 1: id-01001 - id-01999
Level 2: id-02001 - id-02999
Level 3: id-03001 - id-03999
etc.
Make sure the following are set on every tech power:
<school type="string">Tech</school>
<source type="string">Tech Powers</source>
<locked type="number">1</locked>
If known, add a comment specifying the original spell name the power is based upon as follows:
<name type="string">Absorb Energy</name><!-- A D&D Name -->
Attached file for audit. Key:
+++ = New spell to be added
--- = Old spell to be removed
*** = modification of old spell
() = DnD spell on which it is based for combat tracker action code
Feature should be 10+dex bonus+con bonus... not adding con bonus
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