Thanks, Tab. I’ll clean that up for the next update, which will be ready in a few days. I’m working on the dragon generator now, just need to add a couple more tables for that.
Today's update has some fun new tools...
[Fixed] Debug value displays in chat window when toggling Backstab checkbox on char sheet Actions tab.
[Added] Slash command '/sword <type>' creates a magic sword (item) with optional parameter 'type' to specify a melee weapon (including weapons other than swords).
[Added] Slash command '/dragon <size>' creates a dragon (NPC) with optional parameter 'size' to specify the dragon size (see 'Table I: Dragon Size' for size options).
The generators are a lot of fun. I cannot imagine any DCC party surviving an encounter with an adult dragon, but it would be fun to try!
Dragons are truly frightening in DCC! Certainly not like their retarded cousins from D&D.
lol, I wouldn't want to meet up with anything other than a small dragon.
I did notice that '/dragon' can cause FG to freeze if you roll a duplicate result on one of the powers tables. I have identified the problem and will submit a fix tonight or tomorrow. If it happens, just force close FG and restart. It shouldn't cause any issues other than being fairly inconvenient.
I am also going to add a chat notification with the roll results for each dragon table. The notification is hidden from players, so you can create a dragon on the fly without alerting the party. Swords are much less complicated (unless you roll really well), so I don't think any chat notifications are needed there.
I updated the dragon generator with a few things.
[Fixed] Dragon generator save action incorrect for dragon breath power.
[Updated] Dragon generator determines summon allies type automatically.
[Added] Dragon generator adds additional descriptive text for martial/unique powers on Notes tab of NPC record.
Specifically, the dragon breath power was flip-flopping Ref and Fort saves for the power action. The descriptive text is from the top of the martial/unique tables, stating how many powers per HD a dragon gets. I thought it was useful to clarify how these are assigned. I did a lot of debugging to check that all of the behind-the-scenes rolls were happening appropriately, but I tried to leave a trail of breadcrumbs in case you want to follow it and see where it leads ;)
I fixed a script error for invalid size parameters for the /dragon slash command.
Also updated the attack description so the [CRIT #] tag only shows for improved crit range.
The power record label is now set to the group name. It has been labeling everything 'Spells' lately.
There is a script error for attack rolls dragged to the chat window. For some reason, the roll data for crit threshold gets converted from a number to a string when you drag the roll to chat, but not when you double click. This is generating a 'compare string with number' error. Anyway, I uploaded a fix this morning. Double clicking still works, so go with that until you get the update.
Leo, first thank you for all the work you've put into this. I am still working towards actually playing a live game in FG and DCC, trying to get comfortable with both first :). Messing around with creating a NPC, I keep getting Script execution errors when clicking the Edit button on the Powers tab:
[string "C:npc_powers:actions_iedit"]:14: attempt to call field 'updateDisplay' (a nil value)
I don't know enough to know whether this is me, FG, or the ruleset/module, but thought I'd ask. Thanks again!
Hey Leozelig, thanks for the new updates. I did notice with the last FGU update that the Cleric disapproval range does not reset on an overnight rest now. Certainly not game breaking but something to look at for the next update. I just want to say that I do play on a variety of vtt platforms though I only run games on Fantasy Grounds. Your ruleset integration for DCC into FGU is so far superior than anything else I don't see how people could choose any other platform for DCC. But each to their own. I appreciate the work you do keeping this ruleset running; it's provided me and my groups hours of fun!
Thank you, Tab! I was just noticing that the overnight rest was not restoring luck for thieves and halflings, but I missed the disapproval thing. There are a bunch of changes happening from Smiteworks, so I don't have control of the ruleset until the CoreRPG beta is over. I feel like features have a tendency to drop out of my ruleset during these CoreRPG updates, and I need to put them back in. I'm sure there's a good reason for the updates, but boy is it frustrating.
EDIT: I see that you reported this back in August. I totally forgot about it, but I will make it a priority when the ruleset is back in my hands.
You should be able to make the edits directly to SVN still. Just give me a heads up of any submissions, and I'll push a new build to the Test channel while it's in the beta process.
Regards,
JPG
Thanks, JPG. I'll let you know if I update anything, but I'm planning to hold onto it for now in case anything else pops up.
Hey Leo, is the tag to get extensions to work with Mutant Crawl Classics <MCC RPG>?
Yes, that's correct. DCC RPG and MCC RPG are the ruleset names for extensions and modules.
I'm thinking about adding some fields for spellburn to the STAT LOSS dialog box (click details button in ABILITIES header to access). The idea is that temporary ability damage (from a spell or poison, not spellburn) can then be recoverable on an overnight rest. "Old" spellburn is recoverable if there is no "New" (i.e., same day) spellburn, otherwise, new spellburn gets added to old spellburn and reset to 0. I would create a chat message for all modifications to stat loss on an overnight rest in case you need to manually override something. Here is the rule from the book:
Let me know if you have any ideas for how you want this to work, or if you prefer the current system, which has no functionality currently due to the multipurpose use of the ability damage fields.Quote:
Ability scores lost in this way return as the wizard heals. Each day they do not attempt spellburn, they recover 1 point of ability score.
I like the separate fields for Temporary Stat damage and Spellburn; as I read the rule, temporary stat damage and spellburn can "heal" at the same time if the conditions are met. You might also consider making separate fields for Personality and Intelligence to cover "Battle Rage" from the warrior/dwarf crit tables. Again, as I read that rule it appears to treat that condition similarly to Spellburn in regards to stat recovery. The "old"/ "new" designator seems less useful to me since you would have to juggle the numbers back and forth manually unless you automated the entire Spellburning process. Or is that your intention to automate that process as well?
Yes, “new” spellburn determines whether you can recover any stat loss from spellburn for the day. You only get it back if you haven’t spellburned that day, so the algorithm would be:
if new > 0 (you spellburned today) then
add all new spelburn to old spellburn
elseif old > 0 (you spelburned but not today) then
regain 1 point of stat loss
Is it possible to handle battle rage as an effect? I’ll have to look that one up.
Cool! I like it!
Update submitted:
[Fixed] Class records not displaying deed die values in advancement table.
[Updated] Overnight rest generates chat notification for healing.
[Updated] Power record label set to 'Spells' if casting time is specified or 'Abilities' if not.
[Updated] Critical hit determination for two-weapon fighting.
[Added] New fields for tracking spellburn in Stat Loss dialog box.
[Added] Overnight rest resets disapproval range to 1 and restores ability damage, including spellburn and burned luck, with chat notification.
For the new spellburn feature...
Record any "new" spellburn for the day in the New column.
When you take an overnight rest, any spellburn from that day will be added to the Old column, and nothing is recovered.
If you did not spellburn that day (New = 0), then you will recover 1 point of ability score from the Old column.
This check occurs independently for each ability score. I never really thought about it before, but the rule isn't totally clear to me on that. If you spellburn 1 point of Stamina and 1 point of Agility for the day, can you still recover 1 point of Strength since you didn't spellburn Strength that day? The FG ruleset says yes. If anyone has heard a definitive explanation on this, let me know.
I think it is one of the "grey" rules which is interpreted different ways by different Judges. I rule it as you get a single ability score point back per rest, applied to the ability of your choice if you have burned multiple abilities. If you spellburn anything for the day you get nothing back.
I'll probably try it as you've written it, because automation is easier; we'll see what kind of difference it makes.
My players will likely prefer your interpretation.
Ooo, that’s hardcore, Tab! The chat notification is there so you can reverse any changes you don’t want. Automation is tricky with ambiguous rules ;)
Feature request. NPC & PC Powers that use Ability Scores in a way that they currently use Saves; in order to use opposed Ability Score rolls, etc. The Powers we can currently make are based on Saving Throw rolls. Would you add the ability to have Ability Score Checks added to Powers in some way. We can currently make a "Check" roll using just an Ability Score but not a "Save". This would enable us to "push" Ability Score checks. This would be less useful for PCs vs NPCs since most NPCs don't have defined Ability Scores so it is mostly for NPCs.
True, the lack of monster ability scores is a little annoying to me considering that ability score damage is fairly common. I’m sure I could work ability scores in there easily enough. Thanks for the suggestion, Tab ;)
I am working on a wiki for the ruleset. I think that will be more useful going forward than the user guide linked in the original post.
We found a bug Thursday night in DCC:
Bug: Thieves are not triggering Crit Table II
Thanks!
Thanks GregRex! I’ll see what I can do with that ;)
hmm, I can't seem to reproduce the Thieves' Crit table not firing. It works with no extensions loaded. It fires on backstab, nat 20, and with the press of the crit button.
Hmm, yep. I fired up a new session and it works. I tried several variations of rolling the attack dice to try to emulate what my player could have done, but I could not reproduce it. Go ahead and cancel that bug.
Done ;)
Hey Tab, I'm trying to figure out how to integrate ability checks into the actions interface for powers. Can you give an example of how you would use this? I'm trying to decide whether I can just add the ability score names to the string cycler for the save action to indicate an ability check (which is efficient but not intuitive). I don't see myself creating a new action type for ability checks.
Also want to plug the github wiki I am creating for the ruleset one more time. I added some images, looks nice.
Yeah, I just imagined it going in the string cycler for the save action myself. I see myself using it for grapple checks, and other opposed ability checks, or environmental hazard checks that effect only one or a few party members; otherwise I use the group ability check on the Party Sheet.
Update submitted...
[Updated] Save types for spells and powers now include ability scores, which trigger an ability check instead of a saving throw.
[Updated] Minor adjustment to column spacing for AC and saves on the main tab of the party sheet.
Hi leozelig!
I am seeing what seems like a possible bug, but I can't seem to figure out what is causing it. It could be a typo in my module/extension that I created. Here's what I observe:
- Using my Module (and extension to add spell actions for it) available here: https://www.realm15.com/s/ClericsOfT...asyGrounds.zip
- When I add my custom class to level 3 for Cleric of Ildavir they do get the canticle "Thunderstrike" as expected
- Bug: For some reason, this canticle always increases the disapproval rating of the cleric even when they succeed. The table seems to be set up right to fail on the right range.
Any ideas?
Hmm, that’s interesting. Does it work properly for other cleric spells & canticles? I can look at the extension over the weekend if it’s an isolated thing.
I see what's happening. For some reason, the ruleset is unable to calculate the success threshold of 16. When this happens, it looks for the word 'failure' in the result text, which is included in every result for this canticle.
If you open the power record, does it say level 3?
When you cast it, does the chat notification include the [SPELL] label?
I'm not really sure why it's not picking that up, but worst case scenario, avoiding the word failure in the results table will fix it.
Small update submitted:
[Fixed] Ability score displayed on char sheet not accounting for spellburn.
[Updated] Spellburn recovery requires no spellburn of ANY ability for that day.