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  1. #791
    Quote Originally Posted by Croddwyn View Post
    I'm not a huge fan of all the apostrophes and quotes being unidentified characters that show as boxes.
    This is because that module has not been properly updated for Unity yet.

  2. #792
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    Quote Originally Posted by Zygmunt Molotch View Post
    well, ahem, as pointed out, last month, at least one (the monster Codex, ALL NPCs) is incorrectly coded for this
    My response was specifically for an issue raised with the Bestiary product, hence why I mentioned "Bestiary NPCs". I was not commenting on any other product conversion.
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  3. #793

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    Quote Originally Posted by bmos View Post
    This is because that module has not been properly updated for Unity yet.
    I can only speak for myself, but now that Classic has been sunset, I will be going through all my projects and switching them to UTF-8 and correct (per the Unity parser) character codes over the coming weeks. No idea if my PF1E projects even have funky characters but if they do, I'll get to them eventually.

  4. #794
    Quote Originally Posted by Zygmunt Molotch View Post
    well, ahem, as pointed out, last month, at least one (the monster Codex, ALL NPCs) is incorrectly coded for this

    the spells are not in the correct place, they are erroneously in the SA field

    I may have mentioned a few times
    I think what Trenloe was saying was that nothing besides spells get added to the spells tab, unless you do so yourself.
    I don't think he was saying that there aren't any mistakes or exceptions.

  5. #795
    Quote Originally Posted by Trenloe View Post
    My response was specifically for an issue raised with the Bestiary product, hence why I mentioned "Bestiary NPCs". I was not commenting on any other product conversion.

    Quote Originally Posted by bmos View Post
    I think what Trenloe was saying was that nothing besides spells get added to the spells tab, unless you do so yourself.
    I don't think he was saying that there aren't any mistakes or exceptions.
    Definitely

    I'm just capitalising on an opportunity to remind :-p
    Last edited by Zygmunt Molotch; June 29th, 2021 at 04:01.

  6. #796
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    Quote Originally Posted by Zygmunt Molotch View Post
    Definitely

    I'm just capitalising on an opportunity to remind :-p
    At the same time wasting people's time and annoying them by quoting posts out of context. Not cool.

    I suggest if you want to remind about something then please do so based off your original post/issue with it's own post, rather than quoting other posts out of context.
    Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!

  7. #797
    Quote Originally Posted by Trenloe View Post
    At the same time wasting people's time and annoying them by quoting posts out of context. Not cool.

    I suggest if you want to remind about something then please do so based off your original post/issue with it's own post, rather than quoting other posts out of context.
    As you like then,

    so as we move into at least the 2nd month of this incorrectly entered module, I will report again, as quoted here

    Quote Originally Posted by Zygmunt Molotch View Post
    Hi,

    most, (if not all, have cursory checked and it seems to be all) NPC monsters in The Monster Codex have their spells incorrectly placed in their SA field, and not their Spell Tab

    I'm not sure this used to be the case

    now the NPCs (as I say, the ones I'm looking at, Boggards, Trogolodytes, goblins, drow), from that module, do not have spells

    No extensions

    some also have erroneous open parenthesis in their Feat field, which could be related (the duergar)

    and example of how this is coded wrong is as follows:

    Pathfinder RPG - Ultimate Wilderness is correctly laid out for Trogolodyte BeastSpeaker

    Attachment 47211

    next,
    the same named creature sourced from the Pathfinder RPG- Monster Codex

    Attachment 47212

    next, an example where it's spells are incorrectly placed in the SA field

    Attachment 47213
    :-)

  8. #798
    Quote Originally Posted by Kelrugem View Post
    To clarify DragonKnightAdam's report: Several actions which could be defined in the actions tab of NPCs are not there, if I understood correctly on Discord

    @DragonKnightAdam, about the positive energy part: Positive energy does not damage undeads currently in the base code; you may want to do that manually (e.g. by using a damage button instead or so)
    yup, that near enough sums it up, like the Ghouls could do with an action to make the player automatically roll a fort save for the paralysis and desease.

  9. #799
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    Quote Originally Posted by DragonKnightAdam View Post
    yup, that near enough sums it up, like the Ghouls could do with an action to make the player automatically roll a fort save for the paralysis and desease.
    As mentioned: Only spells are entered on the spells tab for the Bestiary NPCs. There's no plans for the Bestiaries to enter other ability actions on the NPC spells tab.
    Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!

  10. #800
    Quote Originally Posted by Croddwyn View Post
    This is for the Reign of Winter adventure path. I've only checked the first two, so far, but every single treasure in encounters has the entire paragraph from the module as it's label. Which means that if I drag that into chat, it reveals all the things (including secrets, like that a ring is cursed).

    And yes, I can drag from the open parcel instead. This is less convenient, but also, those parcel names are the room/encounter area and includes things like the CR of the encounter. Which, isn't bad, per se, but doesn't look great, either.

    I'm also not a huge fan of all the apostrophes and quotes being unidentified characters that show as boxes.

    Attachment 47869
    Sorry for the slow response, I missed the post.

    The Link descriptions are from the text in the AP. They are included as a reference to the original material.
    Not sure going in and editing them would be the best option. (This could be done on the fly as part of your prep though.)

    The Parcels are named according to the Story entry to make finding them without the Link easy. (These can be edited on the fly as well, before they are shared with the players) Or add them to the party sheet to share the items included in them with the players.

    The bad characters I will get fixed ASAP. Thanks for reporting this.

    Madman..
    Last edited by madman; June 29th, 2021 at 19:21.
    "Over thinking, over analyzing separates the body from the mind."...MJK... Tool frontman




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