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  1. #361
    Quote Originally Posted by Kelrugem View Post
    Just a heads-up: With the new update, https://www.fantasygrounds.com/filel...s_ruleset.html, DMGTYPE (and DMGSTYPE probably, too, I think?) are now natively targetable; so, you do not need the overlay packages anymore to do so

    what does it imply?

  2. #362
    Kelrugem's Avatar
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    Quote Originally Posted by Asgurgolas View Post
    what does it imply?
    For example stuff like IFT: CUSTOM(blah); DMGTYPE: slashing works now natively in the ruleset

  3. #363
    Oh! I never thought of using DMGTYPE as a conditional but it could be interesting

  4. #364
    Quote Originally Posted by Asgurgolas View Post
    Oh! I never thought of using DMGTYPE as a conditional but it could be interesting
    The easiest example is probably:
    smite evil bypasses damage reduction on smited target, regardless of alignment. So
    IFT: Custom(smiteEvil); DMGTYPE: force; IFT: ALIGN (evil); ATK: [CHA]; DMG: [LVL]
    now works without extensions (the DMGTYPE line, the ATK and DMG have always worked in vanilla FG)

  5. #365
    Quote Originally Posted by Svandal View Post
    The easiest example is probably:
    smite evil bypasses damage reduction on smited target, regardless of alignment. So
    IFT: Custom(smiteEvil); DMGTYPE: force; IFT: ALIGN (evil); ATK: [CHA]; DMG: [LVL]
    now works without extensions (the DMGTYPE line, the ATK and DMG have always worked in vanilla FG)
    DMGTYPE should be after ALIGN(evil) in your example.

  6. #366
    Nice catch. I have played this wrong. Really bad wording in the rules, but that is not new.

  7. #367
    Kelrugem's Avatar
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    Please redownload the overlay packages, there was a strange issue with deleting NPCs from the CT who got damaged by players while a client still was connected (it didn't cause something bad but an annoying error message)

  8. #368
    Quote Originally Posted by Kelrugem View Post
    Please redownload the overlay packages, there was a strange issue with deleting NPCs from the CT who got damaged by players while a client still was connected (it didn't cause something bad but an annoying error message)
    .
    thx!
    -----
    roll dice. it builds character.

  9. #369
    Running fantasy grounds unity latest live version. Your latest full overlay package (downloaded today), no other extensions.
    I found a bug @Kelrugem , or just something that has been changed that I don`t see in your cheat sheet.

    When applying effects the PC tag [DEX] does not work.


    Example: ATK: [DEX] when applying this if just returns ATK:[DEX] in the combat tracker.
    If I replace ATK: [DEX] with ATK:[STR] this returns ATK: 3 in the combat tracker (if my strenght mod is 3 of course)
    If I remove your extension the ATK: [DEX] works fine. I have removed your extension and kept the same effect on the same caharacter, when I start up the game without your fulloverlay extension the effect pc tag [DEX] works, so it is not a typo.

  10. #370
    Kelrugem's Avatar
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    Quote Originally Posted by Svandal View Post
    Running fantasy grounds unity latest live version. Your latest full overlay package (downloaded today), no other extensions.
    I found a bug @Kelrugem , or just something that has been changed that I don`t see in your cheat sheet.

    When applying effects the PC tag [DEX] does not work.


    Example: ATK: [DEX] when applying this if just returns ATK:[DEX] in the combat tracker.
    If I replace ATK: [DEX] with ATK:[STR] this returns ATK: 3 in the combat tracker (if my strenght mod is 3 of course)
    If I remove your extension the ATK: [DEX] works fine. I have removed your extension and kept the same effect on the same caharacter, when I start up the game without your fulloverlay extension the effect pc tag [DEX] works, so it is not a typo.
    ah, this might be because of that D has now a divider function, let me see. Thanks for the report

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