+1 shortsword has damage type of piercing, magic, magic in the action tab.
+1 shortsword has damage type of piercing, magic, magic in the action tab.
Sorry, wrong thread.
I'll repost in the proper thread.
The FHEAL effect currently uses the damage (blood) icon, would it be possible to change that to a healing icon?
When fast healing triggers at the start of a character's turn there's a message in the chat that displays how much healing there was done due to fast heal. There's an icon at the start of the message that displays a blood icon which usually stands for damage, so it looks like a character took damage instead of getting healed.
Thanks for clarifying. I'll get that updated in release 19:
https://www.fantasygrounds.com/forum...chmentid=58558
Is there a prediction for when items like Bottled Lightning will have automation associated with them?
Flaming Sphere is coded as a standard Basic save, but the spell calls out that it is a Basic save, BUT the target takes no damage on a successful save. It's very strange, but the coding in the middle is incorrect it seems.
Alchemist Research filed - Chirurgeon still has the original writting:
As long as your proficiency rank in Medicine is trained or better, you can attempt a Crafting check instead of a Medicine check for any of Medicine's untrained and trained uses.
Whereas the core rulebook currently reads:
You can use your proficiency rank in Crafting for anything that requires a proficiency rank in Medicine (such as prerequisites), and use your Crafting modifier in place of your Medicine modifier for all Medicine checks.
Looking at the Activities > Recall Knowledge.
bunch of skills show up. Society has the rules text from Religion. Other entries show correctly.
The only text that's incorrect for the Society activity is the bold "Religion:" single word at the beginning of the Effects/Benefits section - the rest of the text is correct. We'll get the Religion word swapped out for Society in a future release. Thanks for letting us know about the issue.
Guns and Gear - Gunslinger - Gunslinger Weapon Mastery is being loaded at 3rd level, I believe it should at 5th.
I don't know if this is an issue or not, it might be just "that's the way it is"
My party met a Web Lurker recently (Ettercap in old dnd I believe?) and they attempted to ID it and failed. So I carried on with the humanoid spider creature thing description.
It then bit one of them and they failed their save.
I dragged the venom effect from the stat block into the affected character and it said "Web Lurker venom" so they immediately knew it was a web lurker.
Obviously I informed them that their characters did not know that but the damage was done.
Is there a way around this? I thought that next time there was a similar occurrence I will edit the effect before they see it. Anyone have a more elegant way round this?
The NPC automation doesn't interact with the identified status of the creature. I'll make a note to investigate the possibility of checking to the identified name and replacing with the unidentified name if the creature isn't identified. The issue with this could be with how FG tracks the status via the ability name, so if the creature gets identified while an ability is active it could change that. But I'll see if I can sort that out in the code. There's no ETA on when this will be added to the ruleset, so for now you'll have to work around it by editing the effect name before applying.
It's the same with a PCROLL request from the npc ct entry.
I request a save from the players and they see straight away if it is disease, poison, emotional, etc. attack.
So there's no surprise when a poison or disease kicks in a day later.
It's mildly annoying.
The PCROLL functionality is not intended to hide things from the players, but to allow them to roll their own saving throws. The traits are included so that any conditional effects can be properly processed (e.g. SAVE: 1 item, poison).
In the example from @Oladahn, we're specifically talking about the name of an unidentified NPC showing in the label of an effect. This is different from players seeing disease, poison, etc. effects. If you want to hide effects from players like you mention, change the effect to GM only.
On a side note - I'm implementing a "SCRT" button (secret) in the modifier buttons on the desktop - this will have the effect of making a check secret. I hadn't considered expanding this to make effects GM only when they're applied with the SCRT button enabled, I'll consider this while doing the development.
For poison and disease I think you would know if you were struck by one of these attacks and it wouldnt be a surprise if the wound became infected or that searing pain spread up your limbs. These are canny adventurers.
PCROLL will still exist - if you select the SCRT button before applying them via the NPC save action then the PCROLL effect won't be visible to the players.
If you want to bypass the PCROLL functionality now, and in the future, either turn it off in options or hold the ALT key before triggering the NPC ability save action.
Is there a modifier button to make an effect GM-visible by default when dragging an effect to a PC on the combat tracker, by the way?
Super minor typographical error, but the Wizard class "Others probably..." section title isn't set to the Header format like it is for the other classes.
(I hope this is the correct thread!) In Player Core 2, Life Mystery automation for Oracle grants the wrong focus spell (grants ancestral touch, should grant life link). Also, I am pretty sure Oracle is a spontaneous caster, but the automation creates a prepared spell class.
Also: Sudden Charge feat in Player Core 2 (NOT the one in Player Core) has an extra "2nd level" string of text at the bottom of the Effects/Benefits field.