Thread: 5E - Capital Gains
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July 16th, 2023, 17:17 #141
Hmmm, I'm not opposed to the idea, though there are two primary considerations I have. The first is that I have so very little time these days as is, chasing the constantly changeable nature of the playtest material isn't likely to be very feasible. And the second is that when things do finally settle down, the new release will almost certainly warrant a brand new ruleset which will have its own potentially substantial challenges for Capital Gains being made compatible.
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July 16th, 2023, 17:20 #142
- Join Date
- Feb 2021
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- 115
Entirely fair - you should prioritize your own time over hobby projects <3
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July 17th, 2023, 11:26 #143
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March 24th, 2024, 21:01 #144
Why is it that gaining a resource allows for a dice function, but spending a resource doesn't and just has the Variable option under VALUE? I can't figure out how the min/max/interval is supposed to work, the only amount that gets spent after changing the Spell/Ability Resource window is whatever number is inputted under VALUE before where you can check/uncheck "Variable?"
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March 24th, 2024, 23:03 #145
- Join Date
- Nov 2018
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- 400
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May 21st, 2024, 20:37 #146
It appears that Capital Gains removes the "Cast" button from the radial menu when Critically Awesome Essentials is also loaded.
Screenshot 2024-05-21 143632.png
Is there any way to add Resource and have the Token from CAE without losing Cast?
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June 5th, 2024, 16:00 #147
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August 13th, 2024, 18:08 #148
Fix for 4.5.10 on my GitHub
https://github.com/rhagelstrom/CapitalGains/releasesLast edited by rhagelstrom; August 13th, 2024 at 18:15.
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August 28th, 2024, 15:52 #149
- Join Date
- Jun 2019
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- 145
Hey there,
I noticed that this extension is spitting out errors with the most recent version of FGU, and this mod hasn't been updated in about 400 days. I take it this mod's been abandoned?
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August 28th, 2024, 15:59 #150
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- Oct 2020
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- 283
See the post just above
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