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Author Topic: FGII Spycraft mod in progress  (Read 948 times)
ProfMarks
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« on: December 30, 2008, 02:11:07 AM »

Just to get the word out there for Fantasy Grounds users, I'm about a third of the way complete in putting together a ruleset modification that makes the VTT Spycraft friendly.  I'm not a coder by trade, but I've been able to reverse engineer a great deal and I feel that it will make online games feasible, if not perfect.

Nothing in the ruleset replaces Crafty's source material and it is useless without it.  It's simply a vehicle to play online that does a good job at replicating the table top experience.  I'm pretty sure the character sheet will be done in a couple weeks time.  After that, I'll work NPC sheets and then Items.  I'm not sure I can massage the init tracker to support all the Spycraft requirements, but I may give it a go as well. 

In any case, I'll use this thread to make it keep interested folks appraised.   If scripting is your forte, then I'd be happy to make what I've done available for further refinement soon. 

Hopefully, we'll all be able to get our spy on, online, realtime, soon.
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MilitiaJim
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« Reply #1 on: December 30, 2008, 09:08:03 AM »

Huzzah!  I saw the VTT this summer at Origins, and I think the lack of support for Spycraft was my biggest complaint.

I beg pardon for the writer of the NPC generator, but I have forgotten who.  Sad  But while much has been done, I am not sure how much is easily transferred. 
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Crafty_Pat
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« Reply #2 on: January 06, 2009, 02:32:09 PM »

Excellent! Keep us posted. We'll of course be happy to link to your materials and the play site when you've got it up and running.
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samsimilian
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« Reply #3 on: June 03, 2009, 06:30:46 AM »

how is this going on? still an active project?
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