DCC RPG Annual Vol. 1 - Spells/Patron Spells : Button opens nothing.
Attachment 54414
DCC RPG Annual Vol. 1 - Spells/Patron Spells : Button opens nothing.
Attachment 54414
The Store button in the Modules windows also opens nothing.
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Right, previously reported on page 91, post #909. Fixes for the spells list and store link are ready for upload, but since they are non-critical issues, I have been using my limited free time to convert a few adventure modules. The store hasn’t had any new adventures for some time. The spells do show up in the spells library (desktop button) and are searchable by source (ie, patron name).
Ruleset updated today:
[Fixed] Ability scores display as 0 for new characters in party sheet.
[Fixed] Spell list is empty when accessed from modules window.
[Updated] NPC special property ‘regenerate X’ adds effect ‘REGEN: X’ when NPC is dropped to combat tracker, where X is a number or dice clause. (Note: Already recognizes 'regeneration X'.
[Added] Link to store page.
[Added] Damage type ‘cold iron’.
[Added] Actions for spell altered visage from Emirikol Was Framed! adventure.
Increased Crit Range for NPCs does not seem to be working. The entry: "mace +2+deed melee (1d6+2+deed/18-20)" only produces a crit roll on a nat 20. Even without the deed designator, (1d6+2/18-20), doesn't work. I think I have the correct syntax.
Thanks, Tab. Good catch there. I tend to use the 'crit on 18-20' phrase in the special properties field, so I missed that. I'll get it fixed, but for now, the SP field works. You should see the fix in the next couple weeks hopefully.
Updates submitted 10/12/22:
[Fixed] NPCs not applying improved crit range from damage clause.
[Updated] Spell actions for blessing and true name apply caster level bonus to relevant effects.
I'm thinking of adding a house rule option to generate ability scores with 4d6 drop lowest when you use the button on the char sheet or the /funnel command in chat. Maybe in the next update.
I am considering adding more dice rolling methods for ability score generation. "4d6, drop the lowest" seems like the most basic option, but Purple Sorcerer describes a couple more from the 2015 Gen Con Program Guide that might be worth considering as well. At the very least, I am going to add a chat notification of dice rolls because it's fun to see what you rolled. Here's a screenshot of a potential 4d6 option:
Attachment 54710
In honor of trick-or-treat season, I uploaded a fun little update for ability score generation:
[Added] GM houserule options for ability score generation using different dice rolling methods. Default is 3d6. Alternatives are 4d6 drop lowest, the Tatterdemalion’s Tampering (3d7; count 7 as 1, reroll 7, or count 7 as 6 based on random control die), and the Sezrekan method (4d7 drop lowest; count 7 as 6).
Tatterdemalion and Sezrekan are from the Goodman Games 2015 Gen Con Program Guide. This option will apply to the /funnel command as well, and I included a chat notification with dice roll results. The 4d6 method will show the dropped die, but for simplicity's sake, the other two options only show the dice after converting/rerolling 7s to whatever. The Purple Sorcerer website has more detailed info on the dice rolling methods if you are confused ;)
Crom will have his vengence! But it's nice to have options.
I believe I have encountered a problem with the "Abbot of the Woods" module.
As you can see from the SSs, the encounter in area 2-2 isn't in the "encounter" section. When I click the "encounter" link in The Reference Manual, it shows an encounter. When I click "generate", it generates an encounter. But... The tokens cannot be placed automatically on the map.
I am not sure if it's because the number of the "gore spawn"s are random (generated/decided after the button) and the module doesn't include their map location due to that. After placing all of those tokens into the map, I got an error too.
No "encounter" record. The left window comes after clicking the link on the referance manual
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After clicking "generate"
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After clicking "place them into the combat tracker and map." There is an error.
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After placing the tokens and clicking to "place them into the combat tracker and map". There is an error.
Attachment 55410
Thank you and have a nice day
Hi Feroand,
Thanks for the detailed description. You are correct - random encounters do not have pre-set locations for map tokens.
Random encounters have their own list. Click the ‘Random’ button in the upper left corner of the Encounters list to access. As you said, the encounter will show in the regular list only after clicking the Generate button.
Once the encounter is generated, you can assign token locations by dropping the tokens from the encounter record to the map.
I see that the script errors are coming from the CoreRPG ruleset. I don’t think the DCC ruleset is the source of the problem. Try repeating the steps that generate errors with no extensions running. If the errors go away, then it’s a problem with one of the extensions. Post again if you need more help after trying that.
Hello again.
I tried to generate the random encounter without any extensions as you said. After placing the tokens on the map, it gave me the same error.
Where should I report this, if it's necessary?
Have a nice day.
Attachment 55442
Here is good for now. I’ll see what I can figure out - we’ll get it sorted out one way or another. Thanks again for the bug report!
Looks like the problem was in the module data after all - I submitted a fix. ;)
Forgot to say it at the time, but thanks for the update on the Urban Adventures character sheet!
You’re welcome, happy gaming in 2023!
2-3-2022
[Fixed] Critical hit rolls for PCs always use a d4 on table I.
I'm still seeing this error while playing.
UPDATE figured it out-Hello Leozelig. Isee on this picture that you have it calculating a +1 on a critical roll for a spell. I can't seem to get mine to do that or know where to enter the data if manual, or what it references if auto. Any suggestions? thanks!Attachment 55692
Hi Caric,
The +1 on a critical hit with a spell check is the caster level. You can access this on the Actions tab, Magic section. Click the magnifying glass next to the base spell check modifier to bring up the calculation with the caster level in it. I don't recall off the top of my head if this is a read-only (light) field or editable (dark).
Hope that helps!
It looks like it's working for me. Make sure you are running the latest versions, and try it with no extensions active.
Attachment 55693
DCC 67 Sailors of the Starless Sea
Apostrophes are squares.
Example of Apostrophes: Reference manual DCC 67 Sailors on the Starless Sea, DCC 67 Sailors on the Starless Seas, links, Area A - Devil's Causeway; the Story Entry 0.00.0, Area A - Devil's Causeway; Story entry 1.04.2 Area A Devil's Causeway. These are just examples, as far as I can tell every apostrophe in the story entries (incuding after the move speed in story stat blocks) and reference module is rendered as a square.
The Vine Horror NPC's move entry has the same square instead of an apostrophe.
I'd suggest a mass find and replace in the XML to change the bad character to a good one.
I think Smiteworks usually contacts the person who did the conversion for that, although that’s an easy fix if you have access to the db file. The text conversions were requested ages ago, but the community developer must not have done it. It’s a pretty annoying issue, I’m surprised it hasn’t been reported before now.
I just checked this and the apostrophe problem doesn't happen in FGC. I suspect this was developed/released for FGC. It seemed so strange the developer would not notice it - it was so consistant. Do you want me to report it to Smiteworks in the House of Healing?
Yes, report that one in the House of Healing. It was definitely related to the transition from FGC to FGU - the text format changed and the coding for certain special characters needed updating. Thanks for catching that! :)
Small update to fix an issue with divine aid:
[Fixed] Divine aid increases disapproval range for all checks regardless of result.
[Updated] Disapproval range updates value instantly instead of requiring focus change.
Hi Leozelig,
Is there any possibility of integrating death markers into the DCC ruleset? I noticed the latest video on this feature from the FGU guru guy on YouTube. But after updating to the latest version I don't see any way of selecting death markers for my DCC campaign.
Thanks for your work on DCC integration in FGU!
I can work on that. I can probably just pull the same code into the DCC ruleset. Thanks for the suggestion!
That would be awesome. Thank you for looking into it!
I submitted the following update earlier this week:
- [Added] Missing corruption and misfire tables for magic missile spell.
There is also a known issue with Luck checks not accounting for adjustments in the Stat Loss dialog box (linked from the Abilities header on the Main tab of the char sheet). I will fix that and add death markers for the next update, so you should see that within the next couple weeks or so.
Update submitted:
[Fixed] Luck rolls (roll under) not accounting for stat loss in target DC.
[Fixed] Ability score rolls not displaying in chat for /funnel command.
[Added] Death markers.
Currently the default death marker creature types include both 'undead' and 'un-dead'. The ruleset follows the convention in the core rules (un-dead), so I will fix that, but I didn't want to delay the update since it doesn't interfere with the functionality.
Hey Leozelig, the DCC Urban Adventures extension for character sheets somehow blocks the Death Markers from working, the button doesn't even show up on the Options window.
It’s due for an update. I’ll get that uploaded in the next couple days.
EDIT: The forge extension 'DCC Urban Adventures' has been updated.
Thanks for the quick update!
Small update this week:
[Fixed] Attack bonus not updating in weapon list when backstab option is checked.
[Fixed] Some custom dice labels with different format for damage types.
Just to clarify, the attack bonus for backstab was applying correctly to the roll, but the bonus shown in the weapon list was not updating when the backstab option was enabled.
For the next update, I am going to add some functionality for overnight rests. Currently, only HP are updated, but I am planning to reset disapproval range to 1 and restore burned Luck for thieves and halflings at 1 point per level. A chat message will notify you of any adjustments in case you need to manually reset to the old value. Recovering temporary damage to other ability scores is more complicated (sometimes requires magical healing, spellburn recovered only if no spellburn that day), so that will still require manual adjustment. I also noticed that some of the tables are not displaying in the ref manual - primarily the advancement tables for classes and a few others, so I'll get that fixed as well.
I've noticed some broken spells: "Unable to find casting table result for..." including 'Affliction Of The Gods', 'Blade of Atropos', 'Bolt from the Blue', 'Curse of Moaire', 'Food of the Gods'. I tested through "Forest Walk" alphabetically, there is also 'Neutralize Poison or Disease'. I'll test the rest of the spells later.
more testing includes 'Gust of Wind', 'Invoke Patron, King of Elfland', 'Invoke Patron, The Tree Fates', 'Kith of the Hydra', 'Neutraliz Poison or Disease', 'Phylactery of the Soul', "Protection From Evil', 'Ray of Enfeeblement', 'Reap The Whirlwind', 'Resist Cold Or Heat', 'Speak with the Dead', 'Turn to Stone', 'War Horn of Elfland', 'Word of Command'.
And that is it for the Core Spells.