Nevermind!
Nevermind!
Bugs with 7/14/20 update.
Classic:
1) None of the DCC Annual spells seem to generate a "Cast" button; also if you create a cast button the table results are not displayed when cast.
2) Homebrew custom spells also do not read the table (Not sure if they were suppose to do so).
Unity:
1) The funky spacing on cleric's Lay on Hands and Turn Undead results is back.
Question about Effects syntax. Is there a modifier for identifying a specific type of save bonus to differentiate between the Fort, Ref, and Will saves? Such as, Effect: FORTSAVE: 2; instead of just SAVE: 2
If not, it sure would be nice to have one.
DCC game coming up! Openings are still available.
https://fantasygroundscollege.net/ev...ounds-classic/
Fantasy Grounds College is celebrating its 3rd Anniversary which we call “Founder’s Day Weekend.” We are inviting players to book a spot at one of our more than 2 dozen games. All you need is at least a Fantasy Grounds Classic Demo, a working headset & microphone and be signed up on both our Discord & Website to join in the fun. All info is available at: https://fantasygroundscollege.net/fo...end-game-list/.
I was wondering if there is an extension or mod file made yet for adding custom classes, I found the mod for adding spells, and I saw there was one for custom classes in the old thread, and a few mentions of a class extension here, so I'd really like to know how to add new classes with drag and drop functionality, for that matter, i'd like to add a few new Critical tables as well, firearms and such. I think I got way too used to adding my own 5e extensions in Par5e.
Hi leozelig, I don't know if you're aware of this issue: when I select a PC's Mini Sheet in FG Classic, the following error message appears in the console:
Script Error: [string ""]:1: attempt to index field 'tabs' (a nil value)
I have started working on the class record. My plan is to create a class skills list that resembles the features list (instead of skill proficiencies), and then add some level advancement number/dice fields to the skill records. Some of the more common level advancement fields will be added to a new tab in the class record - for example, attack bonus, saving throws, and crit dice/table. This could get messy and take some time.
For crit tables, the best way to do this is to create a rollable table and use that - you probably know that already. I know it's nice to automate the crit roll with your attack roll, but there really isn't an available mechanism to do this without modifying the data files on the back end. This is easy with 5E since the ruleset code is visible in your app data folder, but that's not the case with DCC. I don't disagree that it would be a great feature.
I am also adding a combat tracker effect for dice chain modifiers, similar to the desktop buttons but more open-ended. For example, 'DIEATK: 2' would increase your attack die 2 places on the dice chain (e.g. d20 to d30), and similar effects would be available for the other "actions" like spell checks, ability checks, and skill checks. I will probably throw in saving throws and initiative as well. This is still a work in progress, so all of this is subject to change.
Very nice! Thanks for the reply :)
So, here is a look at a very basic skill record that incorporates level advancement bonuses/dice. I'm looking for feedback/suggestions on the layout...
Note that I have modified the basic dicefield to identify the dice when you hover over it. This feature isn't in the current version but will be included in the next update.
Attachment 38256
Typos: incorrect table entries on the Elf Class Table 1-16; the Attack bonuses per level are the wrong progression. As currently entered in FGC and FGU they are the same as the wizard and the Elf table is significantly different. The wizard's progression is +0, +1, +1, +1, +2, +2, +3, +3, +4, +4. The Elf's progression should be +1, +1, +2, +2, +3, +3, +4, +4, +5, +5.
The combat tracker effects would be a nice addition.
Here is a look at a class record with a customizable table...
This looks easy, but things get complicated if you want to add a deed die, improved critical threat range, spell progressions, or a luck die. That's still relatively easy, but I need to update my scripts to access these values when the class is dropped to the character sheet. As long as I don't run into any major problems there, it should be feasible.
Attachment 38271
I decided it would be better to use string fields for skills so you can use dice or bonus (or a combination) without requiring the extra row of data.
Attachment 38272
Here is a screenshot of the class record with all possible fields shown. The fields with checkbox options at the top are displayed only when that option is selected. My plan is to hide the attack column if the deed die option is selected. All fields will display as read only (so the frame outline is not visible) when the record is locked. I haven't scripted the visibility settings yet, so formatting could be a nightmare if I haven't planned this properly. After that, I just need to change the scripts for class drops (i.e. level advancement) so that this data is applied to the character sheet - another potential coding disaster so hopefully the DCC gods are feeling generous... ;)
Attachment 38278
These look terrific Leozelig. I am very excited for this!!!
Thanks, pauljmendoza!
Continuing to make progress with the new class record...
Here, you can see that the special column options are only visible when the record is unlocked...
Attachment 38303
And here is an example of what the warrior class table would look like...
Attachment 38304
Hopefully I don't run into any major snags with the scripting for class drops to the character sheet, which is next on the list!
Damn nice :)
Just another update...
I think I have all of the class drops working now. If I didn't mention it before, I am removing skill proficiencies from the class record and adding a skills list (similar to features). This field was something I borrowed from 5E, but it really lacked functionality for DCC purposes. I also noticed that 'Heightened Senses' is not in the features list for elves - I will fix that.
Because of the way class records will be structured now, we will need three separate classes for thieves since the skill bonuses vary by alignment. So, you will see something like Thief (Lawful), Thief (Neutral), and Thief (Chaotic) in the class list and Backstab (Lawful), Backstab (Neutral), and Backstab (Chaotic) in the skills list. I will trim out the parentheses when you drag and drop them.
You will be able to drop skills and features onto class records (from the skills list, other class records, or character sheets). So, if you want to mix some dwarf features with some cleric features to create a dwarven priest class, you can open the relevant class records and drag what you want onto the new class.
If you have any suggestions regarding these changes, please feel free to share...
Leo
The features you are adding are awesome, thank you for the hard work. You are really opening this up to allow DCC 3rd party integration with the custom classes and such.
Totally, thank you for putting in this much work, this is amazing!
Thanks guys! It is a lot of work, but I think a lot of DCC fans are going to enjoy the class customization. I have been adding all of the new data fields to the core rules modules for the past couple days, and I'm feeling a little cross-eyed at this point. I just need to do some more testing on my end, and I can probably have this in the test channel by the next update on Tuesday, August 11. Typically, things go live the Tuesday after that, barring any major issues.
Here is a screenshot of what you can expect to see in the classes and skills lists after the update. Blame the thief class for the explosion of skills. As you can see, the description in parentheses is removed when the skills are dropped to the class record. Same for dropping classes to the character sheet. Might be a nice feature for dropping NPCs to the combat tracker so judges can append notes to NPC names...
Attachment 38398
Appending notes to NPC names sounds great! Also, whats good about all this customization, is when players wish to use the "Thief, My Way" rules from Crawl #6. We can just make their version from whichever is the correct progression chosen.
There are some great 3rd party classes out there. This has been on my "to do" list for a long time, so I'm glad to finally be getting to it.
Just throwing this out for feedback... Here are the dice chain modifiers I am adding for combat tracker effects:
DIEATK = attack rolls
DIESPELL = spell checks
DIECHK = ability checks
DIESAV = saving throws
DIESKILL = skill checks
I tried to limit them to 6 letters, but SPL and SKL seemed a little awkward. If the effect reads, 'DIEATK: 2', then you will roll a d30 instead of a d20, which is the same as the desktop button '+2d' but stays active as long as the effect exists. Also, in theory, you can have 'DIESKILL: -4' if you're horribly cursed or something, rolling a d10 instead of a d20, which is not possible with the desktop buttons...
Last thing... I decided to trim text in parentheses for classes, NPCs, and skills when dropped to the relevant windows.
I finished testing the changes on my end and will upload it tomorrow. I ran into a few more wrinkles than I thought I would, but everything seems to be working now. I might have missed the deadline for getting this out on Tue Aug 11. If so, the update will be waiting for you in the Test channel the following Tue Aug 18. Whatever the case, it will go Live the Tue after that if all goes well.
Here is the final list of updates for v1.1.4 (release 6)...
[Added] CT effects to modify the dice chain: DIEATK (attack rolls), DIESPELL (spell checks), DIECHK (ability checks), DIESAV (saving throws), and DIESKILL (skill checks).
[Added] Level advancement table to Other tab in class record, and moved previous Other tab content to Abilities tab.
[Added] Skills list to class record to replace skill proficiencies.
[Removed] Skill proficiencies field from occupation records.
[Updated] Hovering over a dicefield displays the dice value as tooltip text.
[Updated] Class drops to char sheet apply data from level advancement table.
[Updated] Drops for classes, NPCs, and skills will now remove text in parenthesis from name (which may be used for supplemental info).
[Added] Heightened senses to features list for elf occupations and classes.
[Updated] Class records in core rules modules with new advancement tables and skills lists.
[Updated] Giant Ant NPC names to Giant Ant Worker, Giant Ant Soldier, and Giant Ant Queen (i.e. removed parenthesis from each).
[Updated] Character codes 128-159 with Unity-compatible symbols.
[Fixed] Incorrect attack bonuses in 'Table 1-16: Elf'.
I purchased the ruleset long ago, and am just getting around to using it. Recognizing the spells are VERY complex, I'm wondering if they have been neglected or if my particular install is corrupt or something. When I load the spell Choking Cloud, it seems to only have the random durations for the "SELF" entries....shouldn't it also roll the duration when it targets an enemy?
Hi phloog,
Thanks for the comments. Based on my interpretation of how the spell works, targets can enter and leave the cloud at various times, and the effect ends instantly when they leave the cloud. The overall duration is determined when the spell is cast, hence the duration-tracking effect is applied to [SELF]. This concept applies to any sustained area of effect spell.
Specifically for choking cloud, you have the following effect for a roll of 12-17 that is applied whenever a creature is in the cloud: 'Choking Cloud; ATK: -1; DMG: -1; SKILL: -1 SAVE: -1'. You would then delete this effect when the creature leaves the cloud. The tracking effect that is applied to the caster (i.e. self) just notes the spell name and has a duration of 1d4 for spell check result 12-13, 1d4+2 for 14-17, etc. When the tracking effect expires, the cloud dissipates.
Hope that clarifies things. If you guys feel I have misinterpreted how these work, let me know. I spent a ton of time going through each spell check result (i.e. hundreds of them) to create the effect actions, and I can acknowledge that this gets very complicated at times. Goodman Games does not follow a standardized format for spell effects nearly as much as D&D 5E does, so it's difficult sometimes to interpret what exactly is going on when a spell is cast.
Happy gaming!
Leo
Okay, that makes sense...coming from 5E so that long entry in the Actions was daunting...so you'd click on the SELF to set the duration and assign it to the caster, and then manage the actual effect as folks bop in and out of the cloud. Thanks.
Agreed... the effect actions for spells are messy. Too much going on in those casting tables!
I remember back when this was a fan labor of love project and you were trying to get any notice beyond people in these forums. The notice and ruleset has come a long way since then ...
Leo, the update to the Elf attack table 1-16 does not appear to have gone through on the live server. 8/11
It is on test, FGC at least. But when I level up Elf on FGC test I get the following script errors.
Script Error: [string "campaign/scripts/manager_char.lua"]:1221: attempt to index field 'attack' (a nil value)
Script Error: [string "campaign/scripts/manager_char.lua"]:832: attempt to index field 'spellstat' (a nil value)
In fact I get that error for all classes.
Ok I’ll check out the ruleset folders. It’s possible that the ruleset updated and the modules did not. That was all working for me, so the issue must be with the updater.
This should be fixed in the Test channel - I missed a couple of files for the v1.1.4 update, so my mistake.
Edit: Check the class record to see if you have the latest version. It should have 3 tabs (Main, Abilities, and Other), not 2.
One minor bug I keep forgetting to mention, it's been around for a while. In the Character Selection window characters levels are listed as 0 even after they have leveled up. See image: all characters listed are level 1, not level 0.
Attachment 38632
Hi, thanks for your good work, leozelig.
I found one very very small isuue: in table 1-3 of the Handbook, all trained weapons that are listed as (as dagger) do come with the Dagger Text. (thief, backstab, second value). Since These items are not rel Daggers, there is no second value given, wich later confused my poor rogues.
Maybe you delete this text from these items? (Urgency: None at all)
I have noticed this for a long time myself, but I have not been able to figure this one out. Currently, the level will update if you open the classes detail on the character sheet (where the XP fields are) and then close and re-open the character list (PCs button in the sidebar).
I finally took a closer look at this and was able to fix it. Now, as with the 5E ruleset, you only need to close and re-open the character list for the level to update. I will include this in my next update. In the meantime, follow the solution above.