I'm hoping to submit an update to the ruleset tomorrow, or early next week at the latest! I have a couple last-minute additions to work in.
I'm hoping to submit an update to the ruleset tomorrow, or early next week at the latest! I have a couple last-minute additions to work in.
How do you easily create 0-level characters for a funnel?
Thanks in advance.
Hi joltblaster! If you are running the game, create your campaign and load it, then type the following command in chat:
/funnel 4
…or however many zeroes you want.
If you are playing, you can create a new campaign, use the command above, and then import them after you connect to the judge’s server. Or, just have the judge use the /funnel command and append your username like so:
/funnel 4 leozelig
That will create 4 zeroes assigned to user ‘leozelig’.
Let me know if that doesn’t answer your question, and I can walk you through it some more.
I am doing something wrong. I have tried it in a new campaign and it does recognize the /funnel command. I checked and I am running DCC RPG ruleset 1.1.2.
Are you running Fantasy Grounds Unity? The latest release of the ruleset is version 2021-09-13, so maybe that’s the issue. You can download FGU here:
https://www.fantasygrounds.com/home/...oundsUnity.php
If that doesn’t fix it, let me know.
I am running Unity. Just pulled updates yesterday prior to playing in a game. Core RPG v2021-11-15, DCC RPG v1.1.2, CoreRPG Large Fonts. Only module loaded is the DCC Guide and the Players Guide. I have created four different Campaigns and they all act like they do not understand that /funnel command.
That info helps a lot - thank you. The problem is that your DCC ruleset is not updating. That version of the ruleset was released in Feb 2020. Contact Smiteworks support and they should be able to resolve the issue for you. The latest version of the DCC ruleset is v2021-09-13, and another update is coming soon.
The latest update has been submitted and is expected to hit the Live channel on 12-28-2021.
DCC RPG v2021-12-17 (release 17)
[Fixed] Combat tracker effect durations decreasing by 2 each round.
[Fixed] Wrong casting table result displays when spell check roll is not a natural 1 but total is less than or equal to 1 due to modifiers.
[Fixed] Script error when dragging an attack roll from chat window to combat tracker or token target.
[Fixed] NPCs dropped to combat tracker do not roll d16 initiative die when option selected on NPC record.
[Fixed] ‘Armor Class:’ label truncated in Combat Calc dialog box linked on Main tab of char sheet. Label reverted to ‘Armor:’.
[Fixed] Primeval slime NPC record missing link to slime color table on Notes tab.
[Fixed] Minor typos and formatting errors in the core rules module.
[Updated] Duration added to onHover display for mini action buttons.
[Updated] Slash command /funnel automatically adds pushcart contents to inventory with location ‘Pushcart’.
[Updated] Slash command /funnel automatically adjusts max ammo value in weapon list for ranged and thrown weapons.
[Updated] ‘Unable to find table’ error message now includes table name.
[Updated] Improved parsing of NPC special properties for resistance, vulnerability, and immunity effects when dropped to combat tracker.
[Updated] Disapproval range automatically increases on cleric spell check failure with chat message notification.
[Updated] Base spell check field is rollable. A d10 is rolled if base spell check calculation does not specify a spell stat (ie, PC is not a spellcaster) in Magic Meta dialog box linked on Actions tab of char sheet.
[Updated] Items with type (or subtype) equal to ‘magic item’ are unidentified when dropped from data module to Inventory tab on char sheet.
[Added] Actions parsing for custom spells. See forum thread for details.
[Added] Tables to core rules module for starting gold by class and corruption, manifestation, and misfire for individual spells.
[Added] Dragging a table to the corruption or misfire field on a spell record creates a link to the table (intended for linking corruption and misfire tables).
[Added] Modifier button created for d16 initiative die (when two-handed weapon equipped). This is redundant with existing methods for indicating a d16 initiative die on char sheet and NPC record (ie, does not "stack").
I deleted the file from my vault and restarted the program. It downloaded a new GGDCC file but I still have the same issue. I will see if I can the support email and have them take a look. Thanks for all the help and hardwork.
No problem! Support should be able to clear up the updater issue and get everything working for you.
Also, check that you don't have a DCC RPG subfolder or DCC RPG.pak under the rulesets folder of your FG data folder. Those will override any vault downloads.
Regards,
JPG
I did indeed have that hiding in a ruleset folder. Was that the community version? I have no idea where it would have come from.
Cleaning up old files definitely helped. The funnel command worked immediately so now I need to track down a good tutorial on how best to run the 'Sailors' mod. I am coming from DND5e as a GM and DCC just feels different.
Ah, a DCC classic! Funnels are challenging to run, but definitely something every DCC fan should experience. I found the last encounter the most difficult to pull off. FG helps, but funnels are still tricky. Click the blog entry under my avatar for a few tips. The DCC channel on the FG Discord server generated some discussion along those lines a couple months ago as well.
If you aren’t thrilled by the funnel, try a level 1 adventure. Funnels are different animals, no question.
Found a few bugs in my latest update, which is currently in the Test channel:
[Fixed] Script error if casting table result not found.
[Fixed] Slash command /funnel not calculating AC when appropriate.
[Fixed] Weapon entry clears damage dice if Backstab checkbox is selected but weapon does not specify backstab damage (eg, 1d4/1d10 for dagger).
[Fixed] Missing table error message not displaying for critical hit and fumble dice rolls.
[Fixed] Rolls from desktop with negative dice swap modifier (-1D or -2D) display extra minus sign in chat message.
I'm thinking of adding a roll button for the luck die to the main tab of the char sheet. It would only be visible when the luck die field (currently "hidden" in the details dialog box) has a die in it. You would still need to open the details to apply the luck burn, so I don't know how useful this is.
Attachment 50651
I'm also re-organizing the data structure with hopes of creating compatibility for importing DCC chars to MCC. You can do that now, although I haven't tested it thoroughly and some of the fields definitely do not translate.
I also noticed the Grouped Zocchi Dice extension has lost the d3 die; it's still accessible under the d6 but it is no longer in the grouped die.
With yesterday's update auto Disapproval is not working at all. The range does not increase with failure on spells, turning, lay on hands, or divine aid. The auto-roll disapproval does not work with the default or custom tables. Verified toggle switch is on in options.
Noted a few typos.
On the Crit Table M: Monsters; the 9 result does not have it's +1d8 damage bracketed so it doesn't auto roll the damage for that result.
On Crit Table DR: Dragons numbers 23 and 26, but these may be this way due to needing multiple rolls (23) and Ongoing DMG (26).
On Crit Table G: Giants number 8 is missing brackets.
On Crit Table U: Undead number 16 is missing brackets on the 2d6.
Thanks Tab! That’s exactly what I’m working on for the next update. I’m also going to add some spell-related items and NPCs - divine symbols, the wood wyrding serpents and serpent-staff, portal guardians, etc.
EDIT: You were correct about Crit Table DR. In result 23, the damage is 1d14 for each of the 1d3+1 limbs lost, and in result 26, you roll 3d8 damage each round. Good catches on the other ones ;)
For the next update, I'm working on improving patron features on the char sheet, specifically being able to track patron taint. I am also reviewing actions parsing for core rules spells to make them more readable. I've noticed this is very difficult for new or occasional users of Fantasy Grounds, and DCC spell results can be incredibly chaotic with tons of different effects depending on the roll result. I'm going to group save, damage, heal, and effect actions instead of listing everything in order of appearance in the results table. For effects, I will stick to the order of appearance thing in most cases, but some spells like blessing and cause earthquake definitely benefit from additional grouping for effect actions. Here's a simple example for paralysis, which has the "charged" effects separated from the actual paralysis effects. I think it's easier to sort through the durations this way and find what you need. I suspect this will still be challenging for inexperienced FG users, but hopefully it's an improvement.
Attachment 51112
The next update is ready to go. I will post a list when it's submitted. I reviewed the core rules reference manual and updated some of the formatting, including the table frames, in hopes of replicating the actual core rulebook a little better. That's an impossible goal with all of the margin art, but I did add some of the smaller pieces of art in places. Here's a screenshot of the new table frame:
Attachment 51203
Update 2022-01-28 (release 18) submitted:
[Fixed] Disapproval range on Actions tab not hidden in ‘Combat’ mode if value is 0.
[Fixed] Serpent-man language parsing into two languages (Serpent and Man) on level advancement.
[Updated] Reorganized database for improved compatibility with MCC RPG.
[Updated] Level advancement considers Int score when adjusting known spells for wizards (including bonus spells at level 1) and max spell level for clerics and wizards.
[Updated] Disapproval automatically increases by 10 for divine aid spell checks.
[Updated] Spell actions data reorganized for core rules spells. Note: Players must reparse existing spells to apply (not required).
[Updated] Formatting improved for core rules reference manual.
[Added] Patron list to Notes tab (split from Deity section). Players may adjust patron taint chance under details dialog box for each patron and add patron taint to designated list sorted by roll result.
[Added] Damage triggers concentration check (DC 11 Will save) when ‘(C)’ is appended to effect description (similar to 5E).
[Added] Starting gold tables for each class.
[Added] Several art assets to core rules reference manual.
This usually hits the Test channel the following Tuesday (Feb 1-2022) and the Live channel the following week (Feb 8-2022) if no issues.
And finally, here is a look at the patron list and patron taint checks in action. The actual check does not generate a dice roll animation to avoid too much chaos in the chat window. Spell checks generate enough notifications already!
Attachment 51210
Attachment 51211
SCRATCH ALL THIS! I think the errors are due to the fact that I was using the DCC Urban Adventures extension.
The Update went to Live. I'm getting errors on weapons, button rolls don't work. Log reads: [ERROR] windowcontrol: Database type mismatch on path (attack) in control (attack) in class (charsheet_main); [WARNING] template: Could not find template (number_chartotalabilityscore) in class (charsheet_main); and [ERROR] Script execution error: [string "campaign/scripts/manager_char_weapon.lua"]:323: attempt to perform arithmetic on a nil value. For every character.
There are no attack or damage bonuses in the fields on the Actions Tab. Attachment 51280
Though the damage roll works; the display field is empty.
The attack roll field is 0 and it throws the above script error when you use it.
Spells work properly.
I tried replacing a character on the combat tracker and replacing specific weapons on the character sheet. Neither solved the problem.
I created a brand new character and it displays and works properly. So this only effects existing characters.
I also get the following error when opening the Metadata window for Magic: [ERROR] windowcontrol: Database type mismatch on path (spellcheck.armor) in control (spellarmor) in class (char_magicmeta_main)
Another error with Mercurial Magic display from character sheet. [ERROR] Script execution error: [string "scripts/manager_action_power.lua"]:438: attempt to index global 'sMercurialMessage' (a nil value)
Ok, now for the errors without any extensions :)
Clerics: the divine abilities Divine Aid, Lay on Hands, and Turn Unholy; when a successful roll is made using one of these abilities the chatbox display is the results from one of the cleric's spells not the proper ability output.
In fact all spells and abilities that require a "cast" roll are cross-referencing another spell or ability, for all classes. Even Custom abilities. I tried reparsing the spell/ability and that didn't help.
The error with Mercurial Magic display from character sheet persists. [ERROR] Script execution error: [string "scripts/manager_action_power.lua"]:438: attempt to index global 'sMercurialMessage' (a nil value). And the spell results do not display to the chatbox. When the Mercurial Magic ouput field is empty the spell output displays properly.
I also still get the following error when opening the Metadata window for Magic: [ERROR] windowcontrol: Database type mismatch on path (spellcheck.armor) in control (spellarmor) in class (char_magicmeta_main)
The Crit die field is only registering as a d4 on Crit Table I regardless of what table and die are placed in the field. Hovering over the field may read "d14" but it rolls a d4. I tried replacing the die and it didn't help. [The Fumble die and Mighty Deed of Arms die work properly.]
I can confirm that I'm getting the same thing. We didn't test all spell "cast" rolls after the first two (just did it manually), but he cleric was casting Detect Evil whether he was using Lay on Hands or Turn Undead.
Thanks guys, I'll check it out and get a hotfix out asap.
Here's a summary of the issues:
- Powers are not using the correct casting table.
- Script error when 'Show mercurial magic effect' option is on: [ERROR] Script execution error: [string "scripts/manager_action_power.lua"]:438: attempt to index global 'sMercurialMessage' (a nil value).
- Script error when opening magic meta dialog box: [ERROR] windowcontrol: Database type mismatch on path (spellcheck.armor) in control (spellarmor) in class (char_magicmeta_main)
- Crit die roll is not using data from char sheet. No issues with fumble and deed dice rolls.
I have the first 3 issues fixed. I'm not having issues with the last one, but I'm thinking the Lankhmar extension probably caused that one. I will get the extension updated at the same time as the ruleset, and hopefully that will fix it!
Just checked. Everything seems to be working for me too, no issues with crit/fumble/deed either that I can tell.
I submitted a hotfix this morning. Those can take up to 24 hours to go through. Sorry for the trouble!
I'm still getting the Crit die/table error. No extensions. Attachment 51286 That should be a d12 on Table III.
That’s a strange one. Your db.xml file looks fine, so it doesn’t seem to be a database error. I’ll keep thinking about it.
I thought I fixed the database mismatch error for the armor check penalty, but it still triggers for PCs that haven’t previously opened the magic meta window on the Actions tab - new PCs or maybe non-spellcasters. This one isn’t critical since it only effects wizards in armor, but I will get a fix out soon on the regular update schedule.
Thank you for the bug reports!
I created a brand new table. No extensions. Only the Core Rules loaded. I still get the Crit die/table error. ??? I checked Options and don't see anything there that should influence it.
Ah. I wasn't paying close enough attention to the crit die/table error. I'm getting the same thing as Tabarkus.
Well, while unfortunate, at least I feel better that it's not my system that's corrupted. :)
I will take a look at it. Still not sure what the issue is there, but I'm sure there's a solution. Moon Wizard helped me fix the database mismatch error when opening the magic meta window, so at least that one is squashed.