View Full Version : d20_jpg ruleset options question
Dregar
July 2nd, 2010, 00:01
Hello,
I am currently using the d20_jpg rulest (which is awesome by the way).
I have a couple of questions regarding host options....
How do the following options work?
1. Anonymize NPC Attacks
- Currently my players can see the names of my attacking creatures when it reaches their turn in my combat tracker, does this eliminate that?
2. Player Attack/Damage/Effects Drop
- What does this do/how does it function?
3. How do the effects tab and combat modifiers tab (top right of screen) work?
Thanks in advance for any information you can provide, it is much appreciated.
Dregar - Always trying to learn more about this great game.
Phystus
July 2nd, 2010, 03:56
Hello,
I am currently using the d20_jpg rulest (which is awesome by the way).
I have a couple of questions regarding host options....
How do the following options work?
1. Anonymize NPC Attacks
- Currently my players can see the names of my attacking creatures when it reaches their turn in my combat tracker, does this eliminate that?
2. Player Attack/Damage/Effects Drop
- What does this do/how does it function?
3. How do the effects tab and combat modifiers tab (top right of screen) work?
Thanks in advance for any information you can provide, it is much appreciated.
Dregar - Always trying to learn more about this great game.
1. Yes, it removes the names from the attack.
2. That lets the players drop attacks, damage, and effects on the monsters in the combat tracker. For attacks, they just drag their attack from the combat tab of their character sheet onto the monster, and the ruleset figures out if it hit, and reports it all in the chat log. Damage works the same, you drag the dice (possibly with modifiers) onto the monster and it applies the damage. They can also drop effects (more about those below) onto a monster, so if they catch one in a Web they can drop the entangled effect onto the monster themselves.
3. Effects - These are basically reminders to tell you that the character (PC or NPC) is paralyzed, slowed, hasted, or whatever. The really handy thing is that they can be set up to expire automatically. When you create an effect there's a text field for the name, and two number fields. Set the left box to the effect's duration (in rounds), and the second box to -1. Then the effect will expire on the appropriate round. Note that the countdown is set based on the current initiative count, so be sure to apply the effect on the turn of whoever cast the spell (or whatever). Now you don't have to keep mental track of when spells expire.
Modifiers - These let you create "standard", pre-built modifiers for die rolls. The nice thing is that the name shows up in chat when the dice roll is made, so you know which bonus is which.
I took the time to create a bunch of common modifiers and effects (common buff spells, for example, and modifiers for power attack). Now when it's the fighter's turn, he's reminded that he's got Bull's Strength, a Prayer, and the bard's song in effect. He selects the appropriate modifiers from the modifier list, dials in his power attack, and drops his attack on the monster. The ruleset reports the results, the player selects the appropriate modifiers, and drops his damage on the monster. It's really slick.
It did take a couple sessions for all the players to get the hang of it, but it was well worth it to our group.
~P
Dregar
July 2nd, 2010, 13:53
Thanks very much for the answers,
If I may a couple of quick questions.... can the players see the monsters in their combat tracker?
The combat modifiers tab in the top right, is that something that each player can input or does the DM have to do that?
The effects tab in the top right, does that functin the same as the effects tab in the combat tracker or is it for something else?
Thanks for answering all my questions,
This community is great!
Phystus
July 2nd, 2010, 14:52
You can actually set whether the monsters are visible in the combat tracker (I guess I'm assuming you're the DM). There's a little circle between the monster's reach and the friend or foe icon. If you check it, the players can see the monster on their CT, if you don't check it they can't.
I don't think the players can create new modifier entries, or effects. I think the DM has to create both. But the players can use whatever the DM creates.
The effects tab in the top right is used to apply a pre-generated effect to the effects tab of the CT. So it's just a place to keep common ones you'll be using a lot.
You're welcome!
~P
NW_Salmon_Watcher
December 4th, 2010, 22:14
I have been trying to get the d20_JPG "Effects" system to work and I think I finally have it, but with an error... it seems.
When I set an effect in the combat tracker as some on the Boards have suggested - meaning set the duration in the first box and the -1 value in the second - and then click round-by-round through the combat, the LAST round (1 in first box, -1 in second) of the effect prompts an error that reads:
Script Error: [string "scripts/combattracker_effects.lua"]:51: attempt to index field 'label' (a nil value)
Is this due to something I am doing wrong? Or is this a bug? Is there a work around or remedy?
THANKS!
Sorcerer
December 5th, 2010, 08:49
this looks like the error I encountered some time back.
although that only occurred when the effect was applied to the character who's turn it currently was.
this was due to a small error in the order of the code. which meant that under certain circumstances, on the last pass the effect was deleted before the last round of effects were accessed.
I posted the fixed code in this post
https://www.fantasygrounds.com/forums/showthread.php?t=13502
however for convenience I have posted here the edited file.
1. find and backup the original combattracker_effects.lua file which is in the
rulesets/d20_JPG/scripts folder
2. unzip the attached file and replace the original with it.
3. if it doesn't work for you or you get other errors revert to the the original.
Bidmaron
January 11th, 2011, 12:49
Is this going to get fixed in the next release? Does the patch actually fix the problem?
Sorcerer
January 11th, 2011, 13:13
the first thing is this is not exactly a patch its a replacement file (contained in a zip), so you have to unzip it and add it manually to your ruleset ) after first backing up the original copy.
All I can say is that it worked for me..you will have to try it and see.
with regards to updates, I don't believe there will be any more updates to d20_JPG.
it is to be 'merged with the 3.5E ruleset (i understand moon_wizard is thinking of launching this with FG 2.8) after which d20_JPG will no longer be needed...
Bidmaron
January 11th, 2011, 14:25
Thanks, Sorcerer. Was hoping the original poster might reply since his problem seemed slightly different than yours.
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