Thread: 5e Bug Reports (Part 3)
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October 6th, 2017, 20:15 #31If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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October 6th, 2017, 21:39 #32
I found a little typo in the Tortle Package. In the main description of the race, under Adventurers at Heart, fourth paragraph, the first line got separated into its own paragraph. FantasyGrounds_2017-10-06_13-36-00.png
You can find my work for D&D 5th Edition on the DMs Guild.
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October 6th, 2017, 21:41 #33
Thanks for reporting.
If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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October 6th, 2017, 21:43 #34You can find my work for D&D 5th Edition on the DMs Guild.
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October 6th, 2017, 22:20 #35
I agree, but it is a tremendous amount of work and I have limited time. For some of the modules I'd basically have to redo them from the ground up. That's hundreds of hours of work and I didn't do the original modules for the earlier adventures. The PHB and DMG were redone and so has SCAG to take advantage of the new layouts available in reference manuals, but I do not think that the older adventures will get the treatment.
If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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October 7th, 2017, 00:45 #36
I believe there might be a slight logical error in the lua file 5E\campaign\scripts\power_page.lua
(5E ruleset v3.3.3)
At approximately line 135 the bUpdatingGroups flag is set to true.
Then based on some conditions, the routine exits early (line 150) without ever resetting the flag to false.
Code:function onGroupNameChanged(nodeGroupName) if bUpdatingGroups then return; end bUpdatingGroups = true; -- <---- line 135 local nodeParent = nodeGroupName.getParent(); local sNode = nodeParent.getNodeName(); local nodeGroup = nil; local sOldValue = ""; for sGroup, vGroup in pairs(aGroups) do if vGroup.nodename == sNode then nodeGroup = vGroup.node; sOldValue = sGroup; break; end end if not nodeGroup or sGroup == "" then return; -- <---- line 150 end ...... end
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October 7th, 2017, 10:35 #37
I'll take your word for it and see that someone who understands this gets to know about it
If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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October 7th, 2017, 16:52 #38
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October 7th, 2017, 18:48 #39
Supreme Deity
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@Minty23185Fresh,
Thanks for the pointer. Since there haven't been any specific reports that I have which are associated with this code, it's may not be getting triggered in the current 5E ruleset. I'll add it to the list to fix up for future releases.
Regards,
JPG
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October 8th, 2017, 00:21 #40
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Maybe I'm missing something, but it appears the Tortle race only gives base AC of 13, when it should be base AC of 17 due to the Natural Armor trait.
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