Thanks for reporting. Please provide an example of the complete automation text used.
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An example automation text is
I have a number of Lookup Data "choice" entries with the category "Nymph" and the subcategory "Nymph Strikes". As far as I can tell this is happening with any CHOICE automation; at least, I have not been able to create one that doesn't cause the error.Quote:
[CHOICE choice|Nymph|Nymph Strikes]
Hi, I recall the following phrase from the Release 19 announcement: "Automation of the dying process and wounded condition."
I have searched all over for "wounded condition" and cannot find any evidence of "dying process" or "wounded condition" automation. Was it deferred to another release?
What was delivered is listed in post #3 of this thread. There's no mention of that.
You're probably confusing a release announcement with ruleset plans. That thread has this proviso in the first post: "The information in this thread is all subject to change based off development priorities and developer/converter availability."
A longer than intended video overview of the desktop modifiers and new off-guard/flat-footed processing functionality can be found here: https://youtu.be/gsKuuiTURz4
It seems like if a character has multiple DMGBASETYPE effects, even if they are all the same damage type, all are ignored.
Is this intended?
The code will ignore more than one DMGBASETYPE effect, as you can only have one base damage type; it doesn't check what each effect is.
The Wiki page for that effect states: "Note: the(r)e should only be one active DMGBASETYPE effect active for any given damage action." And... spot the typo.. :/
Wanted to say thanks for the new modifier buttons!
Hello, just found a bug with the following effect: (Weapon Specialization): DMG: 2 expert; DMG: 3 master; DMG: 4 legendary
The expert part is no longer working. Not sure when this broke but it happens on this week's version and was last week. The master and legendary bonuses get added correctly. I tested this without any extensions active and in two different campaigns.
You need a semi-colon after "(Weapon Specialization)" not a colon. FG is seeing "(Weapon Specialization): DMG: 2 expert;" as one effect, which isn't valid, so it is ignoring it.
Use: (Weapon Specialization); DMG: 2 expert; DMG: 3 master; DMG: 4 legendary
If this was from an official product, please let me know which product and which class. Thanks.
Thanks for the quick response. Yep that will do it, all good now!
I had copied the entire exampe from the wiki and not just the effect part.
https://fantasygroundsunity.atlassia...ects#Modifiers
Quote:
[proflevel] = trained, expert, master, legendary. Currently weapon damage actions only: filters DMG effects based on the proficiency level of the weapon. For example (Weapon Specialization): DMG: 2 expert; DMG: 3 master; DMG: 4 legendary
After the most recent update, the combat tracker is pretty badly broken on the Test channel. Interacting with almost anything spams "control anchoring to an undefined control" errors, and the buttons normally in the upper right (for resetting initiative, resting, etc) are completely inaccessible.
I have a character with a 14 Strength that wears Full Plate. The speed and armor check penalties always default to the best as if I had 18 strength. Even if I go in and manually change them, they revert next session
Hello.
A few questions after playing last night.
1) In a video about the difficulty settings box, it was stated that the players would not be able to see the difficulty levels/numbers that were set by the GM but would be able to see their results. My players could see the difficulty levels/numbers I set. I have an option set incorrectly, I am guessing. Which option setting should I use to make the difficulty levels not visible to the players?
2) I had a player reach 0 health but no automation for stabilization rolls occurred when he ended his turn. Is this correct or am I missing how to do this?
3) I believe there is no downside in PF2 for a critical miss on an attack. In 5e and PF1 I was able to use the options menus to enable rolling on a table for critical misses. I do not think the critical hit deck for pf2 has been released in the fantasy grounds ruleset yet. Is there some other way to enable critical misses to this ruleset or is it just generally recommended not to include this in PF2 as various rolls/actions/activities have specific results for critical misses/hits?
Thank you for your time.
What checks were the players making? When I made the video, the desktop DC only applied to activities. But I afterwards also applied it to general skill checks - doing some testing on those, I see the DC is shown to players (I'll fix that). Was there other checks where the players could see the DC? If so, please let me know so I can fix that too.
This hasn't been automated yet. It will be at some point, no ETA as yet.
You can use the built in FG attack fumble/critical table functionality - see the information for the PF1 ruleset here: https://fantasygroundsunity.atlassia...ns#House-Rules If enabled, the PF2 ruleset will use a table called "Fumble" for all critical misses, not just a natural 1.
Thanks, it was for skill checks that they could see the DC rolls.
The "Off-G" and "Half" damage buttons look cut off on the right button side in the new desktop panel
Oops. The version of Investigator added in the Player Core 2 module has Weapon Mastery at level 1 instead of level 13.
Thanks for reporting. This is currently listed in the known issues in the Player Core 2 thread: https://www.fantasygrounds.com/forum...l=1#post721899
This should be fixed in the test channel. Some information on the PFRPG2 test update here: https://www.fantasygrounds.com/forum...t-term-in-test
So I used to be able to right click on a character in the Character Selection screen and copy a character. That is no longer there. Could not say when it disappeared but it was a very useful tool to make quick copies of characters.
Xargun
altering what was posted here for a observation:one thing I notice is we got a image that's hard to read for tokens pre-applying anything for it on default theme
like the one next to the talking button in character sheets is hard to see or read into it's there
There's nothing between the talking button and the PC name - portraits and tokens are now in the control to the left of the PC name - see image below.
https://www.fantasygrounds.com/forum...chmentid=61631
Hmm maybe it's leftovers from when it used to be there then but it looks like something on the ui skin something is supposed to be there
Neat
moved
moved
Don't know if I am in the right thread, please move if needed.
I now have a high level party and effects are sometimes measured in hours/days
but when I add effect durations in hours or days the duration is 0.
Hi,
The web page https://fantasygroundsunity.atlassia...PFRPG2+Effects
describes combining damage from multiple rolls as follows
"DMGCOMBINE The next damage roll will be stored for combination with a subsequent damage roll. See ‘Combining Damage” in the “How to Use” Wiki page."
I know this is supposed to work with the blood drop icon at the top right of the PC sheet.
I cannot find any web page called "How to use wiki page" in order to look this up.
Where is the description for how the blood drop button is supposed to work. We were having trouble with it last Friday.
Thanks
Web
Hello.
There is a link on the second post of this thread.
Hopefully you'll find what you need there.