Ckorik, Did you look at the screen shots I posted?Attachment 38751
Ckorik, Did you look at the screen shots I posted?Attachment 38751
Yes - that's from the data module activation screen - the test rules were a data module - they contain stuff like feats/classes etc. that were part of the playtest. They are a data module. The base ruleset is not - example here - note that I have no data modules loaded - the base ruleset is already loaded though:
Attachment 38752
Another example here - where you pick *the base ruleset*
Attachment 38754
ok, I think I get it now I am seeing the playtest data because I activated it in the data module section, but the ruleset is running the PFRPG2 from the initial module creation. Thanks for help clarifying.
The PF2e ruleset is fully functional without modules, but it will mean you need to manually create everything if you want automation atm. (nobody has made a SRD as far as I am aware, and I don't think people will out of respect for Trenlo's work for now).
If you do want to get all of the content.
1. Link your fantasygrounds account with your paizo account. This gives a discount equal to the price of the pdf if you have the pdf on your paizo account, OR gives you the pdf if you do not. You will need to retrieve or send purchase information before or after each purchase to gain these benefits respectively. (link provided below)
2. Purchase individual books from the Fantasygrounds store. This will give you everything in the book you choose including all images and text including a full reference file allowing you to search the book and link sections mid play. You then load this module when you start up the ruleset in the screen you have been looking at.
Links:
Paizo Account Synchronization
Pathfinder 2e Core Rule Book
Store filtered for rule books only
Lost Omens line of setting books
Adventures including adventure paths and stand alone adventure modules
FINAL NOTE:
If you want any information on what a specific product gives you feel free to ask; I am just a user but I have extensive experience with the ruleset and products now.
You don't actually need the products mentioned to run games in Fantasygrounds, it is just for making life easy/quick so you don't have to enter things in manually.
I recommend going to the Fantasygrounds College site if you want to get a more directed tour through the program by some of the other users. It isn't necessary and I didn't use it to learn the program, but I spend my life learning far more complex programs and relearning them every update for a living -laughs-
I'm not sure if this is an issue with the DLC, the core rules, or what, but:
I was running The Slithering yesterday, and had a PC use Electric Arc against one of the ochre jellies, which are immune to electricity. Since they didn't know, I had them resolve the spell normally. The jelly crit failed its saving throw.
When the PC went to roll damage, for some reason the ooze still took damage, but the damage wasn't doubled. It kinda looks like it resisted the base damage of the spell, but still took the extra damage from crit failing.
Searching for Orc ancestry feats via the tracker also returns feats for Sorcerer and Half-Orc. This is likely due to it doing a simple substring search on the traits, instead of doing a word based search, which should be doable either using a regular expression of by tokenizing the traits string field.
Yeah, it's on my internal list of things to do. Unfortunately it's not a simple fix due to the way the standard CoreRPG code is used to filter records. It effects goblin and hobgoblin filters too (i.e hobgoblin ancestry feats are included with the goblin feats). Working on a fix though.
Thanks for reporting the issue.
I don't know if this is recently not working again because I feel like this used to work not that long ago, but the "Action symbols" are not working when using a custom font.
So if I use the FGU regular font without an extension to replace it, the "Action symbols" all show properly. If I use an extension to replace the standard font the "Action symbols" do not render anymore and are replaced with an empty box.
For some reason I think FGU used to fallback to the standard font for these when the new font didn't have the symbols, but I may just be imagining things also.
So you are suggesting to use Font Forge to modify the custom font by using FGU's basic font to "import" the symbols?
The PF2 symbols are specific characters in the font. They aren’t separate. There has never been a fallback or replacement. FG doesn’t know if the font it’s using contains the right symbol or not - it’s just a single character it displays. So, as mentioned above, the individual symbol characters from the base ruleset font would have to be incorporated into any fonts that replace the ruleset fonts.
Hello, i have this bug on FGU : [ATTACH=CONFIG]Icon missing[/ATTACH]
And i see this error on log : [ATTACH=CONFIG]tab action error[/ATTACH]
The latest unity update seems to have broken text positioning a bit, everything has shifted down and text is embedded into the underlining in themes (best examples would be effects, both in the combat tracker and character sheets)
I hope I'm in the right thread. Please accept my apology if not.
Situation: Party is in combat. Bard is somewhere in the middle of the initiative order. Bard casts Inspire Courage. (I use SR's Drag and Drop to automate the effect) All targets receive the right bonuses, etc, etc. When the round officially ends and goes back to the top of the order, the spell is gone, even though it should be effective until it's the bard's turn again.
It LOOKS like you can only select "Start of Round" and "End of round" to decrement the effect (which appears weird to me, because they're effectively the same). Is that the case? And if so, it seems the only workaround for the bard would be to cast it at the top of the next round, and if they choose not to cast it when it's their turn again, go in and manually remove the effect from everyone.
Have I missed something? I don't necessarily know if this is a bug, but maybe a limitation of the ruleset programming and/or FGU.
Hey BD... I am not sure why that's happening for you. When I just tested Inspire Courage, having one character cast it on her turn, the effect lasted through to next round for all characters until it hit the casting character's turn when it then ended for everyone it was applied to.
Granted, I tested this in Classic.. so maybe I should double-check to make sure it works the same in Unity. Hrm.
...And strangely enough, I just ran through a test combat in another campaign and it worked as it should.
Hm. This definitely isn't a bug on FG's end, but it is definitely something we experienced Thursday night in our game. I'll just export the characters and recreate the campaign since we're about to start a new AP book anyway.
Thanks!
Hey BD, one thing to keep in mind.. it doesn't happen all the time, but when it does it's rather annoying.
Characters on the combat tracker that have the same Initiative score all drop effects that are on that initiative. So say you have a Bullywug Bigwig, Sir Loin of Steak, and Bodacious the Bard all at initiative 23, when it comes around to initiative 23 the next round, even if the bard is 3rd on that list, it'll end all effects that were set to expire at initiative score 23 at the start of that initiative score.
IIRC, this is more of an internal Core coding issue, not one limited to PF2. When it's been important in my campaigns, I've tried to catch instances like that where I know it's going to be a problem and slightly tweak the initiative scores to accommodate this little bug... so I might set Bodacious' initiative to 22.9 just to make sure his timed effects only end right on his turn.
Not sure if this is what you ran into, but it's also worth keeping in mind. :)
I don't remember the precise order of events we encountered anymore. I want to say this has happened more than once, but I can't recreate it now. I even went back to the campaign file we're using and got it to act as it should.
I'll call it "something corrupted somewhere and it's all better now" and definitely keep in mind your tip on initiative for the future.
Thank you!
If damage is dragged to the Modifier Box from a weapon. Then weapon damage is dragged to a creature (for double damage). There is a script error
Vanilla PFRPG2 Ruleset, no Extensions etc
This happens in both FGC and FGU
5e Ruleset doesn't have this problem
See video link HERE
Thanks for reporting. Removed the error message in the next release.
Note - the 5E ruleset doesn't raise an error, but it also doesn't process dice in modifiers. This is what the PF2 ruleset will do in future - only the base modifier of any dice action dragged to the modifier stack will be used for the next roll. But the result summary string won't be 100% correct, it'll show the other dice as part of the description, just like the 5E ruleset does.
If you're trying to use this process to "store" previous damage rolls, roll the damage first and drag the numerical result from the chat window to the modifier window. Then it will work correctly.
Had an error with specifically Fatal weapons in today's game. The fatal damage does not appear to be rolling or applying to a targeted creature. Both myself and the player cannot trigger the fatal damange.
error here since the image doesn't want to attach:
[string "scripts/manager_action_damage.lua"]: bad argument #1 to 'gsub' (string expected, got table)
Welcome to the FG forums!
I can't recreate this error - I'm testing rolling critical damage with a light pick that has the fatal d8 trait. Please can you provide some more info:
- Are you running FG Classic or Unity?
- What extensions are you running?
- Are you in the "live" or "test" channel?
- What is the exact error string - I'm most interested in the line number that will be mentioned.
- What is the Traits string for the weapon action being rolled?
- If you add a light pick from the Core Rules to the PC sheet, and roll critical damage, does the error occur?
Will the recently released errata be implemented in FG at any point?
Hi Trenloe,
Saw this in another thread, here's a screenshot of the error I'm getting.
I have a PF2 campaign
no extensions
FGU on the live channel
Mods loaded: CRB, APG, Bestiary 1
This is with a fighter I created using a Pick as a weapon (dragged it from the CRB to my inventory), drag/dropping the damage dice onto the baddie in the CT. (Fatal works if you target in the CT and double click damage)
Every fighter fighting with (two) picks nowadays. Maybe FG tries to prevent that somewhat lame abuse of crafting tools to remind fighters that picks are meant for dragons' dental care only.
I don't know if this belongs here or in the CR module thread:
When PCs increase their character class then their new hitpoint total is not updated unless the Hit Points magnifying glass is clicked to open the Hit Points extra windows. Sometimes even that is not sufficient, but changing the Wounds value in the popup window finally updates total HP then.
How are you leveling up? Drag/dropping a class onto the PC sheet/chargen tracker? Or manually changing the level in the "Class & Level" window? If you're using the latter then that is not the correct way and automation of any data is not supported. *Always* level up by dragging a new character class onto the PC sheet/chargen tracker. I also strongly recommend reviewing the chargen tracker messages for guidance on what has and hasn't been updated.
I will tell my players to do so in the future. Now that several levels were done manually, is there a proper way of cleaning this up or will it be sufficient to just start dragging from now on?
PS: How do we delete a class level and its automation properly (if someone dragged the wrong class by accident)?
FG will apply the specific benefits of the level the class is adding and nothing more. However, if the manual data added so far isn't what it expects then it may not do things correctly - mostly around spells per level.
Reduce the level value by one and remove all of the abilities/automation additions made or manually added for that level - referring to what was added as listed in the Chargen Tracker will be useful if the level was added by drag/dropping the class.
Great, thanks for hints! :)
I hope this is the right place to post this. I was adding a custom weapon from the first edition and when I went to add the damage I wasn't able to click on the dice to add the damage. Am I missing something on how to add the damage? Clicking on the D6 doesn't work.