STAR TREK 2d20
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  1. #41
    Not sure if you are aware but earthbind and creation spells are not listed.

  2. #42
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    Quote Originally Posted by UltimateGM View Post
    Not sure if you are aware but earthbind and creation spells are not listed.
    Yep, totally aware. And there's a lot more...

    Only level 1 and 2 spells, and level 1 powers are entered in their entirety. The rest are being added in an ongoing basis - primarily as they are needed for the latest part to Doomsday Dawn. Other spells will be added over time. See the product updates in the city hall forum for what has already been released.
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  3. #43
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    Quote Originally Posted by Gwydion View Post
    Update 1.4 is out! All about ancestries....

    https://paizo.com/community/blog/v57...oes-of-Undarin
    I’ve just competed the ruleset and data updates for this - just in time to hit the QA process today...

    The main thing I’ve done, other than what I mentioned before (add all of the heritages for the chosen ancestry and prompt to review/remove) is that I’ve removed the previous entries for Half-Elf and Half-Orc - these were just FG placeholders to aid in adding those heritages, but they make less sense now and so they’re all lumped into the Human ancestry (as per the updated rules). However, I can see the Human ancestry data getting overloading in the future (how many half-human heritages are there in PF in total?), so I’ll probably revisit how this is done in FG once the playtest rules get a bit more stable around ancestries.
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  4. #44
    Quote Originally Posted by Trenloe View Post
    I’ve just competed the ruleset and data updates for this - just in time to hit the QA process today...

    The main thing I’ve done, other than what I mentioned before (add all of the heritages for the chosen ancestry and prompt to review/remove) is that I’ve removed the previous entries for Half-Elf and Half-Orc - these were just FG placeholders to aid in adding those heritages, but they make less sense now and so they’re all lumped into the Human ancestry (as per the updated rules). However, I can see the Human ancestry data getting overloading in the future (how many half-human heritages are there in PF in total?), so I’ll probably revisit how this is done in FG once the playtest rules get a bit more stable around ancestries.
    Makes a lot of sense. Thanks, Trenloe.
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  5. #45
    Trenloe, I have a quick question. When I was adding I believe the creation spell I needed a Material Casting, Somatic Casting, and a Verbal Casting, when I put Material in it just shows as an M without the white and red box that shows its a casting action. Am I doing something wrong?

  6. #46
    Quote Originally Posted by UltimateGM View Post
    Trenloe, I have a quick question. When I was adding I believe the creation spell I needed a Material Casting, Somatic Casting, and a Verbal Casting, when I put Material in it just shows as an M without the white and red box that shows its a casting action. Am I doing something wrong?
    Can you post a screen shot of the spell detail? Seems weird. I haven't seen that before.
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  7. #47
    Make sure you have it typed in as follows, "Somatic Casting, Verbal Casting, Material Casting". If I type it in as "Somatic Casting, Verbal Casting, and Material Casting", I get an "M" only and not the icon. If I do it the first way it shows up fine.
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    Rangers of Shadow Deep Conversion: https://tinyurl.com/rnyrgwg

  8. #48
    I had it typed the first way but it seems that it has corrected itself after setting characters up last night. I guess closing and opening the program did something, Thanks for your response Gwydion.

  9. #49
    Trenloe's Avatar
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    Just type it in as it is shown in the Playtest PDF - the 1-3 casting entries, comma separated. You can usually copy/paste the text straight out of the PDF.
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  10. #50
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    Followup: I designed it to read the format from the PDF, but it should also take "Material Casting, Somatic Casting, and a Verbal Casting" correctly.

    The code also looks for an action name in brackets () before the casting string, e.g. (free) Material Casting or (reaction) Verbal Casting. If there are no brackets then "action" is assumed, if there is anything else in brackets before the casting string match (material casting, somatic casting or verbal casting) it will assign an icon based off a valid ruleset icon resource: "icon_"<action name in brackets>.

    So, if you saw the "M" icon but no action icon, I'm guessing there may have been brackets before the casting string, and the code didn't match the contents of the brackets to a valid icon.
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