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  1. #91

  2. #92
    Just released version 2.1.6 which addresses a conflict when using SGRANTS effects along with SHARETURN effects from Temporal Fixation.
    My Forge creations: https://forge.fantasygrounds.com/crafter/9/view-profile
    My GitHub: https://github.com/MeAndUnique
    Buy me a coffee: https://ko-fi.com/meandunique
    Discord: MeAndUnique#6805

  3. #93
    Is there a way to gain or lose resources via effect? For example, gain a point whenever you're hit? (I'm a little obsessive about making everything automated xD)

  4. #94
    Quote Originally Posted by AmishCyborg View Post
    Is there a way to gain or lose resources via effect? For example, gain a point whenever you're hit? (I'm a little obsessive about making everything automated xD)
    There isn't presently though it is likely as a future feature, either directly in Capital Gains or via Trigger Me Timbers. Do you have a specific example that I can use to inform the design?
    My Forge creations: https://forge.fantasygrounds.com/crafter/9/view-profile
    My GitHub: https://github.com/MeAndUnique
    Buy me a coffee: https://ko-fi.com/meandunique
    Discord: MeAndUnique#6805

  5. #95
    I think all the conditions, triggers, etc can be done using existing effects, there just needs to be an [effect] to increase/reduce the resource so I could write something like ATKADD: [effect] or SAVEADD: [effect] to automate the process of repetitive or conditional changes.

    If you want to get really fancy you could add temporary increases/decreases to the current or maximum amount of a resource.

    [My super duper niche use is a custom paladin class that stacks a bonus when taking certain actions in accordance to their oath, then either fulfills their oath and increases that bonus's minimum permanently or fails and the stack resets. (Example: +1 dmg to smite, temporarily increasing by 1 each time you smite an evil creature on the same day. Killing evil creatures might increase the base bonus to +2, +3, etc, which the temporary bonus stacks on top of.) Currently, this can still be accomplished by tracking the permanent and temporary bonuses as 2 resources and simply increasing or decreasing them manually.]

  6. #96
    I'm using Captial Gains to run spell points instead of spell slots ... so for me a good example of use would be being able to add the resource reduction into the spell effect itself. Something like (using Better Combat Effects Gold):

    Fireball; SAVEA: [SDC] DEX (M)(H); SAVEDMG: 8d6 fire, spell; RESOURCESPEND: 6 mana pool

  7. #97
    I'm doing the exact same thing with Spell Point.

    I also requested the mana expenditure feature, but if I remember correctly, MeAndUnique said that including the resource in the effect line isn't currently possible with FGU, but I could be misremembering what he said to me.

  8. #98
    I have a bug I'd like to report. Please see the attached photo.

    Screenshot 2022-08-16 225410.png

    When I try to take an action I've created on one character with resource expenditures as part of the action's coding(in this case a DM master sheet) and pull it over to a PC's action tab, it pulls over correctly ... but I get that error.
    This happens when running only Capital Gains so I don't think it's a conflict with anything else.

  9. #99
    Just released v2.1.7 which addresses the error when dragging powers with resource actions between characters. Additionally added support for version tracking with Power Up moving forward.
    Last edited by MeAndUnique; August 20th, 2022 at 16:00.
    My Forge creations: https://forge.fantasygrounds.com/crafter/9/view-profile
    My GitHub: https://github.com/MeAndUnique
    Buy me a coffee: https://ko-fi.com/meandunique
    Discord: MeAndUnique#6805

  10. #100
    Quote Originally Posted by BushViper View Post
    I'm doing the exact same thing with Spell Point.

    I also requested the mana expenditure feature, but if I remember correctly, MeAndUnique said that including the resource in the effect line isn't currently possible with FGU, but I could be misremembering what he said to me.
    To clarify, it isn't a case of being limited by FGU itself. More so it is something that I am trying to move toward with Trigger Me Timbers; though progress on that front has been slowed recently by the need for keeping up with the recent changes to the ruleset for already existing functionality across my extensions.
    My Forge creations: https://forge.fantasygrounds.com/crafter/9/view-profile
    My GitHub: https://github.com/MeAndUnique
    Buy me a coffee: https://ko-fi.com/meandunique
    Discord: MeAndUnique#6805

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