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  1. #31
    Version .74

    Fixed a bug where if you delayed initiative and it took you to the same initiative as others, depending on if the default "tie" sorting from the 2E ruleset put you at the top of that list, you could be skipped.

    Added an "End Turn" button in the top combat section of the Actions tab on the character sheet. You still need to hold alt, shift, or control to make it delay a turn rather than end it. Entirely separate button coming soon for delay, probably. Button appears regardless of whether or not you're using the new initiative system, but like the combat tracker button, only allows for "delay" if the new initiative system is enabled.

    Version .75

    Fixed an issue where the "generic" init buttons (not tied to a weapon or spell) were rolling incorrectly.

    Fixed a display issue that said the NPCs would go one phase slower when the PCs rolled a 10 for init.

    Added a bunch of console debug lines to show what's happening during initiative rolls to help with any future bugs.
    Last edited by Sterno; October 29th, 2020 at 00:54.

  2. #32
    Version .8 update

    Renamed the "End Turn" button added in the previous version to "Done".

    Added a "Delay" button that drops you one initiative phase. Unlike the "Done" button next to it that I added, "Delay Turn" is only visible if you have the Player's Option Initiative rules enabled. You can still hold control, alt, or shift while hitting the End Turn button (either on the action tab or the combat tracker) to delay instead, too, if you prefer.

    Added fatigue tracker and armor/shield damage trackers to the main tab of the character sheet. Allows players to adjust this manually if the need arises. These controls are not shown if their respective options are not enabled.

    Last edited by Sterno; October 29th, 2020 at 07:20.

  3. #33
    Version .81

    Fixed a bug where dragging an untargeted attack from the chat window to an actor would cause an exception. This should now work without breaking, but note that options like weapon type vs armor to-hit modifiers, critical hits, etc won't process when doing this because it loses information about what the attacking weapon was.
    Last edited by Sterno; October 31st, 2020 at 06:22.

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