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February 26th, 2021, 18:25 #21
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February 26th, 2021, 18:48 #22
- Join Date
- Oct 2016
- Posts
- 50
Is it possible to get it now?
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February 27th, 2021, 00:18 #23
- Join Date
- Oct 2016
- Posts
- 50
Damage soak extension aren't work properly. Soak button aren't work and generates error communicates.
On CT damages aren't distracted automatically from target's HP
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February 27th, 2021, 00:42 #24
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March 22nd, 2021, 03:13 #25
- Join Date
- Mar 2021
- Posts
- 2
Just bought the extension and a few things don't work on my side.
- Death timer rolls but doesn't update the turn, it stays at 6
- Death roll doesn't reduce the death timer it stays at 6
- Other rolls seems finicky. Sometime it add, sometime it's not.
Also probably not sure what are Other Rolls and Effects. Any video tutorial how to use the character sheet ?
For example i have weapon gem add a bonus to one weapon so how do you select a specific weapon it affect the weapon effort to ?
This is why tough other rolls might be the solution for these items
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March 22nd, 2021, 06:20 #26
I'll take a look at the death timers. I just did a quick test and I'm seeing different behavior in Unity vs Classic. It should be that rolling a death timer will change the duration of the "Dying" condition on that character in the combat tracker. The actual ticking timer lives as a condition in the combat tracker. For some reason this is working in classic but not in unity. Thanks for bringing it to my attention.
Regarding other rolls and effects, those are going to be removed with the next update (this upcoming week, Tuesday I think). I've replaced those (quite hacky) methods with a much more robust action system that lets you create any number of actions with custom attempt and effort rolls, and effects. I put the details of the update another thread.
As for the weapon gem, until the updated Actions tab comes out this week, the easiest way to handle it is in the character sheet's inventory. I've attached a screenshot of a sample character's inventory for how I'd do it. The system should automatically parse any item you add and add the stats accordingly, but you can manually do it by putting the stat bonuses in the parenthesis, separated by commas. "(+1 STR, +1 WEAPON)". Then, as long as the item is equipped, it will add that as a loot bonus. Of course that adds stats globally, not just for a single weapon. For now (the next few days), that's something you'd have to handle manually. The new Actions tab will allow you to make a custom attack with +3 effort very easily.
I've considered putting out videos, I'm just not setup for that. I'll take a look again and see if it's something I can do.
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March 24th, 2021, 02:10 #27
- Join Date
- Mar 2021
- Posts
- 2
I have just gotten the update. Now it's much more intuitive. Good work. Are the Easy and Hard button below the chat box supposed to work for the GM or player only. Myself I can't get it to work. Not a big deal, it's all small things. Not like the players cant add or substract 3
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March 24th, 2021, 02:15 #28
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April 24th, 2021, 00:23 #29
- Join Date
- Nov 2010
- Location
- Phoenix, AZ
- Posts
- 37
I'm getting an issue where I've built a piece of loot using the guidance in the effects thread, but it's not applying correctly after being added to the character sheet. It winds up looking like this:
FG_error.png
As you can see, it adds an extra minus sign in some cases, but also reorders the bonuses and then incorrectly applies them.
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April 24th, 2021, 00:40 #30
There's a few things going on here. First, the effects are meant to be used in the combat tracker. They won't work correctly in items. Instead, items pick up on the natural language present in the book to determine their bonuses. Instead of using 'CHA: -1', use '-1 CHA', for example. Below is an example of how its expected.
fg_icrpg_item.png
Secondly, there is an actual bug where negative values are parsed incorrectly and a second '-' is added. I'll look into this. It shouldn't matter for the purposes of automatically adding the loot bonus however. At least, it didn't when I tested it just now. All of the changes to loot bonuses were as expected.
Lastly, the reasoning behind the different syntax for items and effects is one of expected complexity. You should be able to create items and describe them in the exact same manner that the core rulebook does, and have things automatically work out what bonuses should be added. Effects are a Fantasy Grounds construct, and many rulesets use the same format when handling them. That's why the effects format is more complex.
Hopefully that clarifies things a bit. Regardless, thank you for bringing this to my attention; I'll get a fix out soon. In the meantime, after you add an item to a character's inventory, you can always edit the name of the added item to remove the extra '-'.
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