Thread: Savage Worlds v5.2 released
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February 27th, 2021, 22:05 #141
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Power Effects Shouldn't Be Altered on Drag-Drop
Dragging an effect from a power’s effect list onto CT works correctly. Dragging a power effect onto a weapon on a character sheet alters the effect. For example, dragging [Damage +2] from Smite to a sword turns it into [> #Smite], rendering it useless. This is fine for registered effects on the effects list, but not for powers without a corresponding registered effect. The same behavior is seen when dragging an effect from chat to a character sheet weapon. Could this be changed to detect the drag initiates from a power or chat rather than the effects list, and not change the dropped effect text?
Thanks!
Edit: Dragging a smite power effect onto a weapon should result in [>Damage +2] (for example) being put on the weapon rather than [>#Smite]. (Note the > so it applies only to that single weapon.)
Smite is the only core power that is specifically put on a weapon and not on a character. But some settings have other powers that affect weapons. I'm running a setting that has three spells that apply to weapons, and smite has a handful of effects not in core.Last edited by Mike Serfass; February 28th, 2021 at 06:28.
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February 27th, 2021, 23:13 #142
[> #Smite] means when this weapon rolls damage add +2, how is that different?
[Damage +2] would mean whilst I am carrying this item I do +2 damage with any weapon.My players just defeated an army, had a dogfight with aliens, machine-gunned the zombies, stormed the tower, became Legendary and died heroically
Yours are still on combat round 6
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February 28th, 2021, 04:04 #143
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The # means a reference to an effect on the effects list. There's no effect on the list named smite. So [>#Smite] on a weapon does nothing. It also does nothing if added to CT like that. Give it a try.
I use [Damage +2] and the like for magic items. If it's' equipped, it kicks in. That's a cool feature! I made a [Fighting +1d] collar for my beast master player so she can put it on her lynx.
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February 28th, 2021, 05:33 #144
Just wanted to chime in here. I am pretty versed on coding things for D&D 5E, but a lot of the stuff here is quite a bit different to me. Where is the best reference for how to code items and such? Dragging and giving effects names, and a list, etc.....
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February 28th, 2021, 06:47 #145
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The latest reference is at https://fantasygroundsunity.atlassia...Worlds+Effects
It's outdated, a bit confusing to newcomers, and has some inaccuracies. Understandable, given the small team and heavy workload. It was copied over from older pages, but it will get you started.
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March 2nd, 2021, 04:09 #146
Hey, all.
I just had a weird session in my ETU Game where it would give me an error every time either a player or I spent a Benny. I can't seem to replicate it with no players connected, but here's the error I keep getting.
20210301194311_1.jpg
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March 2nd, 2021, 06:06 #147
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That's been reported but it should have been fixed with a recent hot fix...you're updated?
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March 2nd, 2021, 11:03 #148
Does the deck get reshuffled automatically at the start of the next round when a Joker is dealt, or do we have to do it manually?
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March 2nd, 2021, 13:54 #149
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I want to say it is but don't know for sure. Guess you could set the number of jokers to 2 (not at my machine so not sure if 1 is an option) and keep cycling through the CT rounds to see if you get more Jokers than is supposed to be in the deck
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March 2nd, 2021, 14:11 #150
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I set the number of Jokers in the deck to 1 and then started combat...a Joker came up in round 3 and then again in Round 12. Since I did not manually shuffle, my feeling seems to have been correct in that it automatically shuffles the deck for you.
BTW, I don't know if the deck on the desktop that you can reshuffle is the same as the one used by the Combat Tracker. For some reason I always assumed they were different but don't know why I feel that way.
Edit: Ah, if you browse the deck on the desktop, you get 2 options - main and combat - so pretty sure they're different decks of cardsLast edited by IceBear; March 2nd, 2021 at 14:14.
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