Trneloe,
Let me know if you need help looking through your db.xml files. Basically, there will be a bunch of category tags where you're not expecting them. (i.e. they should only be on top-level item, npc, etc.)
Regards,
JPG
Printable View
Trneloe,
Let me know if you need help looking through your db.xml files. Basically, there will be a bunch of category tags where you're not expecting them. (i.e. they should only be on top-level item, npc, etc.)
Regards,
JPG
So maybe a dumb questions, but is this the forum where I might be able to request an improvement?
If so, I have two
1) Allow for higher level NPC (CR rating) to roll a critical on a roll of 18-20. And enable the REROLL 1 2 for NPC's as well. Giving them the same flexibility as PC's in the actions tab would be much appreciated and even things out.
2) Foldering of windows...Maybe this is coming out. But I have a 10 chapter homebrew campaign with over 600 story entries. I would love to not have to scroll down each time. Any way to organize that would be wonderful.
You guys do a great job...
PooBah
This is the more appropriate place to add your wishes.
There's currently no NPC that gets a crit range nor the ability to reroll 1's or 2' which is probably why you don't see it (amongst other considerations)
So how far of are we for a live release on 3.2.0?
- Obe
Use category tabs: https://www.fantasygrounds.com/wiki/...ata#Categories
Apologies if this is answered elsewhere, but I cannot find it.
Does 3.2 contain what might be called "fudge die roll" functionality? As in, the GM has an attack, wants it to miss, so rather than putting -10 or something into the Modifier box (which the players then see), the GM brings up a box where you can enter a predetermined end roll then the shadow dice roll for show and the desired result is displayed.
Not quite, but the ability to enter a manual dice is available, so it could in theory be used like that.
Updates
- [5E/PFRPG/3.5E/CnC] Weapons will be equipped by default, and will be hidden in the PC Actions tab combat mode or mini window if not equipped.
- [FG] Crash could occur if target of an open radial menu deleted by another client and radial menu selection completed. Fixed.
- [FG] When creating characters in Manage Characters mode after deleting other characters, the new window would sometimes contain existing character data. Fixed.
- [5E/4E/PFRPG/3.5E] Effect not working and script warning when using IF: CUSTOM effect conditional option used. Fixed.
- [DEV] Wild card token paths would not display any token after using /reload command. Fixed.
- [SW] Pirates theme updated.
- [CoreRPG+] Links to non-table records within rollable tables used by story templates will now be shown as link lists in generated story records.
- [CoreRPG+] When using replacement tags in story templates, table names with hyphens were ignored. Fixed.
- [CoreRPG+] Unable to drag tables or story templates onto their campaign lists to make a copy. Fixed.
Regards,
JPG
I just added a wiki entry about Story Templates.
https://www.fantasygrounds.com/wiki/...tory_Templates
Cheers,
JPG
The players don't see modifiers put into the box. Here are two screenshots - first is the GM side, showing two sets of attack rolls, the first without a fudge, the second with a "GM fudge" of -5. Notice there is no difference in appearance for the player view...
Attachment 15616
Attachment 15617
Reading that wiki entry in isolation, it seems to me that there's context and/or additional information that are needed to really make sense of the page. It seems like that wiki page should have a couple other pieces of information at least:Quote:
I just added a wiki entry about Story Templates.
https://www.fantasygrounds.com/wiki/i...tory_Templates
Cheers,
JPG
Creating a Template When creating a story entry do you do something different to make a template, or is a template just like any other story entry, but it becomes a template as soon as you put replacement brackets/tags in it?
Using a Template to Create Story Entry Is this a right-click option on a template? Are you then prompted for the name of the new story entry? It's not at all clear how you use a template to create a new story entry.
An example of how and why you would use templates would probably be very useful and instructive.
If you click on the story menu you'll see a new icon called 'template' click on that to open a new blank template. Formatted text can now be entered as normal and if you place text in square brackets it will look for a table with that name. Once you are done click on Generate and a new story will be created based on the template. Templates are listed in the library (if they exist in a module)
Essentially their purpose is to output table entries in a more readable fashion rather than as a very hard to read bunch of stuff in Chat.
I added a bit more detail at the top to specify that story templates are different than story records, and managed in a different area.
Cheers,
JPG
Updates
- [CoreRPG+] Random encounters added to generate encounters with variable numbers of monsters using dice expressions.
- [SW] Updated Sundered Skies theme extension.
- [5E] Updated PHB modules with new reference manual layout
- [CoreRPG+] Removed dice field from encounter record.
Regards,
JPG
I realised I hadn't updated v3.2.0 test for a couple of days, ran an update and the functionality (allowed dropping of dice on encounter entry) has gone away.
@JPG?
EDIT: don't worry, I see the new functionality now - via the encounter button, not dropping dice on the encounter creature entry.
Ok just ran a test. Dropping an NPC onto the Random Encounter works perfectly in: CoreRPG, PFRPG, 4E and 5E. C&C (which is not CoC!!! lol) will not allow an NPC to be dropped onto the encounter. In Savage Worlds, the [Random] button does not even exist.
Works OK for me in Castles and Crusades.
https://www.fantasygrounds.com/forum...chmentid=15625
Well WTF let me try again with a fresh campaign... not that there's much of anything in my current one...
Edit: NOPE! Fresh campaign, zero extensions, random encounter frame is UNlocked and it absolutely will not let me drop an NPC onto it.
Edit2: FOUND THE PROBLEM! It works just fine if I drop an NPC from the module I'm working on because I left all the NPC and Encounters UNLOCKED per the dev guidelines. In the examples before, however, I was trying to drag monsters from the Monsters & Treasures pack, and all those are locked and will not drop into the Random Encounters. They drop perfectly fine into a normal encounter, so not sure what's going on with that. But there ya go JPG! lol sorry mate.
Updates
- [CnC] Some monsters could not be added to random encounter records by drag and drop. Fixed.
- [SW] Random encounters button missing. Fixed.
JPG
I just noticed that the standard abilities for the standard skills not filled with a default value (at least in the PFRPG ruleset), so you have to choose them manually for all standard skills.Quote:
[5E/4E/PFRPG/3.5E] The ability used for all standard skills can be changed.
Is it possible to set a default ability for the skills like in 3.1.7 version it is allready the case ?
Savage Worlds - 50 Fathoms Player Guide won't add their races to their races to the Races tab.
PS: I only own the Player Guide, in the past I have had problems that people with the bundle didn't so please take that into account if the problem can't be replicated.
Edit: I thought about stopping being an cheapass and buying the whole pack right now since I really love 50f, but I just noticed that it isn't on Steam. Right now I can only use national credit cards and steam let's me handle it, will 50f be on steam any time soon?
What would be the function of the Story Template?
I don't entirely get those either. I wouldn't mind if someone who does "get" them writes up an awesome one using all its potential and release as a community module for us to get inspiration from. ::wink wink nudge nudge:: LOL
We have a bunch of the Savage Worlds stuff queued up to release on Steam as soon as we release 3.2. It doesn't make sense to release them now and then almost immediately do a massive replacement/update for them all. It should be there by mid-November at the absolute latest.
They will be featured pretty heavily within Volo's Guide and I just finished writing a bunch of them for use within the DMG update that will go with 3.2. I had to rework a handful of tables in the DMG, but they work pretty nicely now.
There are 17 available within the DMG Update. I plan to do a video walkthrough next week for these.
This weekend I found a bug where if I(the gm) was in the middle of moving a PC token on my map and then a player moved that same token that it would end up not allowing me to approve their moves nor could I select and move that token any longer.
Steps to reproduce:
1) Lock Tokens
2) The GM click on a PC's token and start moving it (not releasing the mouse button to finalize the move
3) The client (PC player) moves their token and get the customary distance line that must be then approved by the GM
4) The GM then releases the mouse button to complete the move of the token
5) GM can no longer select and move that token on the map, but the player can continue to move it for approval though the GM never see's those lines to approve.
Some expanded info on story templates.
As a simple example, try this scenario:
Create a table name NPC First Names and fill it with 4 names.
Create a story Template that has something like this
Name: Sample Story template
Introduction
[NPC First Names] walks to the head of the bar and greets you.
Then click the Generate Story button. You will see it create a new story record that says something like Bob walks to the head of the bar and greets you. You could expand it further if you had a table full of weapons and then wanted to roll on a chart to see what weapon the NPC is carrying.
Name: Sample Story template
Introduction
[NPC First Names] walks to the head of the bar and greets you.
NPC Inventory:
[NPC Weapon List]
Here's a screenshot of the kind of thing Doug is talking about in his post above.
The template is on the right and the story entry which it generates is on the left. On the right the template is calling the tables named in the square brackets. The Tavern Name one is pulling information from the random Tavern name generator in the DMG.
Found a bug with the new /importnpc feature. The NPC's imported do not show up in the list until I exit the campaign, return to the campaign selection screen, and re-select the campaign. This occurred in the 3.20 version, 3.5 ruleset, no extensions loaded.
To recreate:
- Start a new 3.5 campaign
- Import an NPC using the /importnpc command
- Open the NPC window - no NPC's are visible
Note that if you exit the campaign and restart it, the NPC shows up.
I have attached an NPC record for your convenience in testing this.
Regards,
~P
Thanks Doug and Zacchaeus, that clarifies Story Templates for me. Zacchaeus, is your example going to end up in the wiki? Maybe even as a module? Would be very informative for users down the road.
Agreed, that's why I suggested a module for the community earlier. Personally, I learn better from looking at the actual XML, and using it rather than a wiki post which is usually a combination of being too technical in language while simultaneously being too vague with the information I'd need to use.