That would be great. Thanks.
That would be great. Thanks.
The following bugs have been recreated on a fresh campaign with new characters to make sure it wasn't a legacy issue.
Bugs
Adding default class kit during character creation results in error (popup after free boosts)
Drag rolling attack rolls from character sheet to combat tracker or to chat windowQuote:
Script execution error: [string "campaign/scripts/manager_char.lua"]:557: getValue: Invalid parameter 1
Drag rolling attack rolls from character sheet to token on mapQuote:
Script execution error: [string "scripts/manager_action_attack.lua"]:564: attempt to compare number with string
Effects with "On next action" as their triggers don't remove the effect on next action.Quote:
Handler error: [string "scripts/manager_action_attack.lua"]:564: attempt to compare number with string
Possible Bug / ChangesQuote:
Replication: "ATK: 1 status" and "DMG: 1d6" set to next action do not clear on next attack/damage roll respectively
Modifier buttons are now toggle and stay active after rolls have been made. (I currently have to remind my flurry ranger to turn off their multi attack penalty modifier each round, and it confused the whole party when one player entered a new turn attacking through cover)
Thanks for reporting the issues.
EDIT: I've found an issue with the base FGU application processing. I'll get a fix.
Issue identified. I'll get a fix out.
EDIT: see next post
EDIT: see next post
Thanks, I planned to report these earlier but have been swamped with work as of late.
New error with class kits
tested with fresh fighter and barbarian charactersQuote:
Script execution error: [string "scripts/manager_automation.lua"]:76: getValue: Invalid parameter 1
I get that, and I noticed the dialogue for the weapon choice disappears when you close the log window.
Also, if you try and create a new character in the same session, the class kit dialogue box fails to appear.
Have been a bit of an idiot, but if you drop the class first when you create a new character, you don't get any of the options around free boost. I realise that isn't the order you SHOULD create a character, but nonetheless, someone is bound to do it that way.
In a new session, and now the free boost option doesn't appear automatically, even if you follow the correct steps in creating a character. You now have to click the free boost button in the tracker for the dialogue box to appear. This was while creating a ranger.
I'm sure it was working earlier.
Great job with the update!
One thing has kind of bothered me (and confuses people the first time they see it) from even before the update, is that Focus Points display as e.g. 0/2 if you still have all of them available instead of 2/2. Oh and they're also still called SP (for spell points, from the playtest) when you use them.
I also have a suggestion for the new "Apply to Result State": there could be a tickbox with "[x] or worse". This would be purely QoL, as you can do that now by having multiple entries, but I think it would still be nice to have.
https://cdn.discordapp.com/attachmen...90/unknown.png
I think I found another issue:
the PCROLL feature ("Players roll PC targeted saves") applies when forcing an NPC / Enemy to roll a save.
This doesn't seem like it's working as intended, although maybe you could have it as a setting like: "All, Players, None"
The code doesn't differentiate between PC or NPC records. If a GM controlled actor uses "PCROLL" functionality, then it will apply to all targets. The code is very complex and I'd like to get the current code fully used and tested before considering making any options/changes to how it currently works.
Ok, so as long as my players can do it properly, I guess it's fine. I was just worried because I tried it and it didn't work as I expected :)
To clarify - players don't setup PCROLL functionality - the GM does by targeting and initiating a save with the PC roll option set to on (or press ALT when triggering a save action if the option is off). All the PCs need to do is roll the relevant saving throw once the PCROLL effect has been applied to their PCs.
I created this spell so as to automate what the haunt can do and dropped it onto the spell tab. But after the players roll their saves, and I click the new star button, only the effects are applied, not the damage. Is there anything I need to do to get this to work, or does damage not work?
https://www.fantasygrounds.com/forum...1&d=1622049940
Right. Got it.
Teeny tiny request (really not important at all):
Now that PC item total value fields are read only, they still have the gray color of input fields instead of the white-ish color of read-only fields. :bandit:
With the fix of class kits, I noticed that the weight of the items are not shown until you actually click the link of the item to open the dialogue box. Then the weights get updated. As I couldn’t check before, I take it that the you have to amend the remaining gold manually?
Were containers other than backpacks removed from the system? My players were using them pretty well for organization, but I was prepping some backup characters with them yesterday after the R18 release and noticed they were gone. Obviously we can just create a new line and add "Sheath" or "Belt Pouch" manually, but it seems odd for them to just disappear.
Containers like pouches or bandoliers and the like were removed from the rules with the errata. Item location is now more abstracted: items are held (in hand), worn (on body or in small containers such as bandoliers or pouches, Interact to retrieve), or stowed (in some other container like backpack or bag of holding, takes longer to retrieve).
Hello, I think I have encountered a small issue with bonuses not applying correctly to spell attack rolls. I am on Fantasy Grounds Classic with the latest updates and no extensions installed. I'm trying to modify the spell attack and DC from the main class header where the spells are grouped.
https://i.imgur.com/bTbfVcf.png
The base header with no bonuses applied, for a spell attack roll of 15.
https://i.imgur.com/qLvhS8Q.png
Plus one bonus applied and the spell attack roll and DC do increase their values by one.
https://i.imgur.com/t4RZ4Ve.png
The actual attack roll WITH the +1 bonus applied, still remaining at 15 for some reason. This is true for every spell attack roll I try.
I've tried using both the "Item" box and the "Misc" box to apply the bonus, but neither seem to work, and return the same result of +15. The spell DC does correctly apply the +1 bonus though, it's just the spell attack that does not.
Thanks for your time.
Is there any interest in developing the Stamina variant rules option?
As a big fan of strain/injury from 1e... I'd certainly use it.
What's the best current way to do potions and scrolls and the like? Just use a spellcasting class set to the same healing amount as the potion, and then mark it off when done?
Are there any plans (or is it even possible) to make "clickable" use items?
Yep, use a spell class if you want actions.
Yes. See the future releasr plans here: https://www.fantasygrounds.com/forum...l=1#post602985
Ohhh. I hadn't seen that thread had been modified to list future plans. Okay, cool
Not sure if this has been brought up, but my players are going through character creation and their initiatives seemed to be messed up, not adding modifiers and the like.
I believe there is a bug in weapon damage type inheritance. Weapon damage will only inherit the magic trait to their first damage type. If I make a dagger that does 1d4/1d6 piercing/fire damage, only the piercing damage is considered magical. If I swap the order of the two damage types around only the fire damage is considered magic.
How is Fantasy Grounds going to handle the Summoner class with the current ruleset limitations? The shared health pool between Eidolon and Summoner and taking the highest amount of damage for AoE spells (rather than being hit by them twice) seem like they would be big challenges to implement.
Nice, thanks for the reply! I'm dying to play a Summoner.
Is there any kind of ETA on when Secrets of Magic should drop here (like weeks or months from now)?