Thread: 5e Bug Reports (Continued)
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October 29th, 2016, 09:33 #11
The issue with the Jackalwere is fixed in the upcoming version which should be out in the next few days.
I don't know exactly what you did but you can't amend the copy of the NPC in the actual Monster Manual so whenever you drag something directly from that volume it will be the same always. You can however edit the NPC in the NPC dialog (Big NPC button on the tight) and if you want to make changed to an NPC this is where you should do it and use that copy to drag to encounters or to the CT. If you did your amendment in the CT then that won't persist. One other point if you amended it in one campaign then unless you exported it the amendments won't show up in another campaign until you open up the module you exported to.If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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October 30th, 2016, 13:43 #12
Seems when dropping a new (unnamed and otherwise not affected in any way) character into the combat tracker, I receive this error. I had another DM confirm this info:
Script Error: [string "scripts/manager_combat_add_pc.lua"]:38: attempt to index field 'powers' (a nil value)rob2e - Join me on Discord!
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October 30th, 2016, 15:49 #13
Seems that FG when dropping mobs into the CT does not min HP at 1 when for example a bat's hp is 1d4-1 and it ends up zero, the CT puts it at zero. Should be min 1 yes?
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October 30th, 2016, 16:49 #14If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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October 30th, 2016, 16:54 #15If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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October 30th, 2016, 17:44 #16
Ah, extensions! Yes, the problem is occurring due to the "Apply Effect on CT Drop" extension, which makes sense, because that extension is looking for something that doesn't exist. Except perhaps we should notify the maker because shouldn't you be able to code for that contingency?
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October 30th, 2016, 17:53 #17rob2e - Join me on Discord!
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October 30th, 2016, 18:51 #18
Alright I'll raise you to 100 bats and still no zeros. Now I am on Test with v 3.2 so it might be something which has been 'fixed'; possibly even inadvertently. I certainly haven't seen the problem reported before in 5e but maybe this is CORE functionality and a problem in another ruleset had come up with a similar issue. Maybe you could try again after 3.2 comes out?
If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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October 30th, 2016, 18:52 #19If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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October 30th, 2016, 18:59 #20
On zero hit points, I believe I saw that addressed before by Moon. I'm guessing in the 3.2 thread and if my memory serves, it is something he fixed.
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