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March 19th, 2020, 20:10 #11
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March 19th, 2020, 20:28 #12
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Oh, even better. Great - thanks for testing this!
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March 19th, 2020, 21:37 #13
Man, I would kiss you right now if I could!
I just got into DCC, and I've been using FGU and it seems to be working fine. My Covid sessions will be much smoother thanks to you (and I'll be able to kill more players, since I can make more with a single click!).
Now all I need is a generic blood splatter extension that works with DCC, so much fun!
Edit:
And I just ran into a bug, on the first character I generated.
Character has Stamina 16 (+2), the Hit Points added didn't take Stamina in consideration when the Occupation was added. (Using FGU, didn't try on FGC)Last edited by Dr0W; March 19th, 2020 at 21:41.
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March 19th, 2020, 23:58 #14
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March 20th, 2020, 05:07 #15
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I just pushed version 0.4, which fixes the issue that Dr0W reported. The Stamina bonus should now be properly added when rolling HP.
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March 20th, 2020, 18:57 #16
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I noticed that when I first open a level 0 character who has armor, it isn't automatically calculating the AC bonus and check penalty (probably the fumble, too). The armor is listed as equipped. When I un-equip it and then re-equip it, it then calculates things fine. It's not a big deal, but maybe it's an easy fix?
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March 21st, 2020, 01:32 #17
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March 21st, 2020, 05:08 #18
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March 21st, 2020, 13:30 #19
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Just tried it out. It's fixed on Classic. The issue is still there on Unity - I've attached some screenshots.
Char-hide equipped.PNG Char.PNGLast edited by kleinksw; March 21st, 2020 at 13:45.
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March 23rd, 2020, 21:02 #20
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Hmm, you're right - I get the same behavior in Unity.
Unfortunately, I don't have access to the DCC ruleset code, which makes it very tricky to debug these things. I'll play with some ideas when I have a chance, but for now, you might have to ask players to unequip and re-equip each piece of armor once, as a workaround.
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