STAR TREK 2d20
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  1. #141
    Just FYI, it seems this extension messes with spell visibility on the actions tab. When I have this extension loaded and I toggle to "combat" view, the spells I know but are not prepared still show up on the actions tab but they shouldn't. When I deactivate this extension the spell visibility behaves as intended. I am running the latest version of FGU and I believe the latest extension version.
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  2. #142
    Quote Originally Posted by Gwydion View Post
    Just FYI, it seems this extension messes with spell visibility on the actions tab. When I have this extension loaded and I toggle to "combat" view, the spells I know but are not prepared still show up on the actions tab but they shouldn't. When I deactivate this extension the spell visibility behaves as intended. I am running the latest version of FGU and I believe the latest extension version.
    Not sure what is going on but I turned off all of my extensions and theme and my test project still had stuff appear that was not prepared - some worked - some did not. I'll have to spend some time looking.
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  3. #143
    Quote Originally Posted by SilentRuin View Post
    Not sure what is going on but I turned off all of my extensions and theme and my test project still had stuff appear that was not prepared - some worked - some did not. I'll have to spend some time looking.
    Not a big deal at all. Just wanted to let you know.
    Live stream: https://www.twitch.tv/gwydione
    Youtube replays of fg sessions and tutorials: https://www.youtube.com/channel/UCQr...bIpAauZB41z8gA

    Free stuff:
    D&D5e FAQ module for fg: https://www.dmsguild.com/product/196704/FAQs
    FG 5e Module Conversions: https://tinyurl.com/y6awo2la
    Map Maker Conversion: https://tinyurl.com/y3awlo4b
    Roll Player Conversion: https://tinyurl.com/y399kffz
    Rangers of Shadow Deep Conversion: https://tinyurl.com/rnyrgwg

  4. #144
    Quote Originally Posted by Gwydion View Post
    Not a big deal at all. Just wanted to let you know.
    Well here is what I did...

    1) Tested in an old all purpose test campaign that has been around and beaten on for about a year. Saw very inconsistent things going on with the selected/unselected preparation Actions to combat Actions switch (some stuff worked some things did not). Turned off all extensions and themes. Some stuff worked some did not.

    2) Went to current campaign which has all my stuff and theme I use active (same as in first test above) and everything worked. No problems translating between selected/unselected Preparation Action to combat Actions. All worked fine.

    3) Created brand new 5E campaign with all my extensions - with the modules I use and options I usually use - and created a wizard through character wizard. Gave him a few first level spells and still - all the selected/unselected Preparation Action to combat Actions worked fine.


    So I can see there is a problem. I can't see it being related to these extension but in something with the actual character data. As I have one project which does this even with extensions or without I'll see if I can determine what it is. But it something very weird. Probably nobody noticed it because it does not seem to happen in existing campaigns or new campaigns but does in some with or without extensions. No idea why but I'll take a stab at it.
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  5. #145
    Quote Originally Posted by Gwydion View Post
    Not a big deal at all. Just wanted to let you know.
    I also created a new character in the campaign that had a character behaving weirdly and they worked just fine. I'll try to compare the DB.xml char vs bad char and see if I notice something but this does not appear to be an extension thing - its a data thing. How the data got bad I don't know. Only one of my campaigns has this happening and it has been hit with all sorts of testing horrors over the last year.
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  6. #146
    Quote Originally Posted by Gwydion View Post
    Not a big deal at all. Just wanted to let you know.
    Found it - at least for when its happening in my case. When the power groups "prepared" value is corrupted or set to 0 (blank) then the preparation selection will be ignored and the spell will always be shown. Not sure how my one character had power groups defined without a prepared setting or how it got whacked but none of my extensions touch that stuff so thinking something else happened. Simply setting it to number of spells you can have prepared for that power group allows the spells to reflect the preparation setting.

    PreparedCorrupted.png
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  7. #147
    Loving this extension as a DM. I did notice in our session last night that the hide button does not notify the StealthTracker extension (https://forge.fantasygrounds.com/shop/items/165/view) that the actor is hiding via the Hide action.

    I as the DM do get the message though so I currently manually update the effect if it exists.

  8. #148
    Quote Originally Posted by weretygr View Post
    Loving this extension as a DM. I did notice in our session last night that the hide button does not notify the StealthTracker extension (https://forge.fantasygrounds.com/shop/items/165/view) that the actor is hiding via the Hide action.

    I as the DM do get the message though so I currently manually update the effect if it exists.
    No idea what that is so can't help. Although some author of some extension recently contacted me for some info so maybe that was it. Either way - you'll have to take it up with whatever that extension is.
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  9. #149
    V1.15 - Feature - Added support for Grappler feat as defined in RAW 5e Rules. Advantage on grapple rolls and restrained if grappled already. Break grapple will remove restrained if source of grapple had Grappler feat. Will look for traits ("powerful build") in both PC (traitlist) and NPC (traits) and feats ("Grappler") in both PC (featlist) and NPC (actions) for case insensitive name matches.

    If you drop a trait or feat into a PC (abilities tab) or NPC (main page unlocked) and its one I support ("powerful build" or "Grappler") then the grappler button will respect it as described above.
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  10. #150
    V1.16 - Feature - New option "Apply DIS for weapon range (restart app)" defaulted to off. This will check the distance between attacker and target and check if ranged weapon with a "range low/high" in PC( charsheet inventorylist)/NPC(CT inventorylist or actions) is within 5ft or if range is > low or <= high range and apply disadvantage. It will put chat messages if either of these - or the range is > high (won't stop the attack its just informative - if you do damage it will still do it per hit/miss roll). If the attacker is using something with "crossbow" in the name and has the "Crossbow Expert" feat they will not have the 5ft disadvantage applied. If they have the "Sharpshooter" feat (or "Fighting Sharpshooter Mastery" feat - for SW5E - which is the real reason I'm adding this mess for my game) they will not have the low/high range disadvantage applied. The option is defaulted to off so if you turn it on you will have to restart the app (like some of the other options) in order to get it applied. If its on when you start the app then you can turn it off and on and it will work. The reason these (restart app) options are done this way is they override critical functions that will usually stomp anyone else who uses those same registered handlers. So I make sure if you turn them "off" and then restart the app - they are no longer overriding that handler. No other way to really do it. If you don't want this - just leave it off.
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