Hello.
Is there a way to "text wrap" the ability descriptions that are in the Combat Tracker? It Isn't a huge deal - I can always refer to the creature's stat-block - but I am curious if it can be done.
Hello.
Is there a way to "text wrap" the ability descriptions that are in the Combat Tracker? It Isn't a huge deal - I can always refer to the creature's stat-block - but I am curious if it can be done.
Hello!
You'd need to write an extension to do this. I specifically didn't show all the data because the combat tracker would quickly become overwhelmed with creatures with a lot of abilities (it gets that way now to be honest). The reason I decided to display just one line is as a reminder to the GM (especially for reaction and free action triggers). To get the full info just click the link to the left of the entry to open the description for that ability.
Fair enough; makes sense. Thank you!
I did a search but nothing came up, if this has been mentioned then please ignore this post. In the FGU version of the ruleset the word initiative is spelled "Initiativ". It is correct in the FGC version. Here's a screenshot with FGC on the left, FGU the right. No extensions or mods were loaded in either game.Attachment 38339
No kidding, running book 3 of age of ashes atm and scarlet triad sneaks are pretty painful (especially as I added their bloodseeker beaks to them)
Reminds me, I need to go find the script and remove the description (the name is enough reminder for me, and I can always click on the button or character sheet for automation rolls) before next game so that my mouse wheel doesn't die when I have 8 of them in one encounter -sobs-
On that note, boy was it nice to have automation. My first session with it was in the dreamgate vs the hags and I was able to quickly fill out the automation sections mid play in a matter of moments. (I accidentally skipped them when automating the rest of the npcs for the adventure, oopse lol)
Will there be a resolution for the "If you have more than one type of resistance that would apply to the same instance of damage, use only the highest applicable resistance value" situation?
The A17 release post
Although I amusingly found this after I had already learnt all the functions by looking up npcs who had already been automated like a weirdo pleb -laughs-
Great, thank you. I knew it likely was somewhere here, but did not know exactly where. :)
Thanks.
One of my players is having an issue where their strength score isn't calculating properly. All the rules and boosts should leave the character at 18 strength, but it keeps setting the strength score at 17. When I manually ticked it up to 18 it read 18(+2), ticked it back down to 17, which now displays as 17(+1), so the system NOW seems to calculate the strength at 16? Any help, advice?
The issue occurs when raising a character with a penalty to 18 form 16.
It works correctly when the character first gets the ability score, but resets to 17 when the session is freshly loaded. It resets to 18 again if you go back into the tracker and cycle the state selection.
I can also give you a character export where it has happened. I have recreated it with a level 5 gnome barbarian with maximum strength selection, so it should be easily replicatable on your end as well.
Sure I will link two below.
Process to replicate:
- Create a character
- Select Gnome ancestry, select strength as its attribute increase
- Select Any background, select strength as its attribute increase
- Select Barbarian class, select strength as its primary attribute
- Select strength as one of your four free attribute increases
- Increase the barbarian's level till level 5
- Select strength as one of your four free attribute increases
The gnome should now have 18 in str as it started with a -2 penalty in strength, this is correct.
- Close fantasygrounds
- Reopen fantasygrounds
The gnome will now have 17 in strength. The issue is tied to ability penalties and resetting the program.
Example STR Gnome XML
Sorcerer with 17 CHA
Oh, yeah. I bet it's because it's assigning just a +1 bonus to the stat increase when applying those bonuses (thinking it's an 18 going to 19, so just +1) and then applying the Ability Flaw for Gnome (-2) during some internal check on re-entry. So what the original character had was STR: 10 -2 (gnome) +2 (Anc) +2 (BG) +2 (Class) +2 (Free) for a 16. Then +2 (L5) for 18. Somehow, the recompute on reentry is applying the Flaw after the boosts (so 10+2+2+2+2+1 then -2). The Tracker handles it normally, but something else must reload on entry differently.
Thanks for explaining the issue and providing examples. Logged as RS2.104 and fixed in release 18 (not the release tomorrow).
Oh while I remember. There is an issue with the MAP effect where it doesn't apply unless you use the toggle button from the modifier window or the combat tracker.
Replicate:
- Apply MAP:2 effect to player character
- Roll second or third weapon attack into chat or at a target. It won't adjust the modifier of the roll.
- Toggle MAP#2 or MAP#3 button. Roll second or third weapon attack into chat or at a target again. It will adjust the modifier of the roll.
This also creates a secondary issue/bug where if you have the MAP:# effect the map toggle buttons no longer apply to the first attack a player makes.
Example and Issue:
- Toggle MAP#2 or MAP#3 button
- Roll the first attack from the combat tracker
- It will roll at a -5 or -10
- Apply MAP:2 effect to the same character
- Toggle MAP#2 or MAP#3 button
- it will roll at a +2 or +4 (it should be rolling with a -3 or -6)
The issue being that it changes how the MAP modifier buttons interact with the weapon entries depending on whether the player has an effect applied or not.
See details on how this is designed to work here: https://www.fantasygrounds.com/forum...l=1#post508118
And, by design, it's assumed that any MAP effect will be negative. I doubt there'll ever be a positive bonus to MAP.
Ah never saw that description, only saw that it was added as an effect via the patch notes in the past.
It came to mind recently when a redditor was mentioning they had the same issue and I explained how/when it worked or didn't work for me and what I did to get it consistently working.
Probably worth adding a description of how it has to work to the Effects wiki page to avoid confusion in the future. As currently with a positive it can look to be working but have situational cases where it doesn't work, and that will lead to confusion.
It's mentioned here: https://fantasygroundsunity.atlassia...ects#Modifiers (The old Wiki is locked and I can't update it). I'll add info saying it doesn't work for PC attack #2 and #3 entries.
MAP is used in a simple mathematical calculation: Second attack penalty = MAP [+1 if using an agile weapon]. Third and higher attack = (MAP [+1 if using an agile weapon]) x 2.
Was just about to come back and post of the character, but it looks like lostsanityreturned beat me to the punch! Glad to know that I wasn't the only GM having this issue! Thanks Trenloe for all of your hard work on this ruleset!
Deleted...Sorry, had an issue, saw you address it in another post (and i cant figure out how to delete this)
Thanks everyone for reporting the issues - and helping me work out what they are. These (and another I saw) are part of a hotfix recently made available via the updater - the release version reported in chat is 17b-1.
Info on the fixes here: https://www.fantasygrounds.com/forum...l=1#post534239
Hey SCPantera. For now, the automation of weapon proficiencies isn't in like it is with armor. I know Trenloe intends to change that in the future, but it's more complicated to implement with weapons that it was with armor groups. For now, simple go through the weapons on the actions tab and cycle through to reach the level of training expected.
The easiest way to tell if a weapon is missing its expected proficiency is to simple look at the Prof column on that action sheet. If it's blank when it shouldn't be, you know you need to go in and update that weapon's rating.
I guess I'd suggest mentioning it in the tracker for character creation, since it's otherwise not clear that's the case.
Am I supposed to be able to use AURA effects in PF2E on FGU? I was trying to set up a bard's inspire courage cantrip to use an aura after I read about the auras on this wiki page: https://fantasygroundsunity.atlassia...ence+-+Effects
But it doesn't seem to work at all, even just copying and pasting the examples on that page.
That's the AD&D effects page. Refer to the Pathfinder 2.0 effects page here: https://fantasygroundsunity.atlassia...PFRPG2+Effects
There is nothing in the PF2 ruleset that's going to apply an effect based off a range or proximity of tokens. Any effects need to be manually applied to the targets that they'll effect.
Welp, that would certainly explain it. Thanks.
Although note that as long as the PCs are reasonably grouped together - inspire courage has quite a large radius after all - you can just use the "target all friendlies" button. That's what I always do when applying Inspire Courage for my bard player - click target all friendlies, if needed click individual PCs to remove them from the target list, then click the Inspire Courage effect. Pretty fast.
Data module activation confusion, When I select Ruleset I keep seeing playtest rules and not the updated stuff from the core rules PDF's, I have an ultimate license. Here is a screen shot of what I am seeing.
Attachment 38749
I have updated 5 minutes ago.
The Core ruleset is a separate purchase, not included in a purchase of Unity.
[edit for clarity] You get access to the ruleset (and it's functionality in FG) but the book itself isn't included.
The base ruleset is included in the license,
The core rulebook DLC is a separate thing.
Attachment 38750
The base ruleset isn't a data module - it activates when you create a campaign and load it - the type of campaign you want is PF2 - that loads the 'base ruleset' No data module needed. The base ruleset does not come with classes - feats - items - spells - etc. Being the case the core rulebook is really needed unless you plan to copy paste all the stuff yourself from Archives of Nethys -