Fantasy Grounds Merchandise
Page 8 of 45 First ... 6 7 8 9 10 18 ... Last
  1. #71
    Trenloe's Avatar
    Join Date
    May 2011
    Location
    Colorado, USA
    Posts
    34,741
    Quote Originally Posted by Xargun View Post
    I have removed all extensions and still get the same result -- when I drag a character from the Character Selection on to the combat tracker none of their effects show up and the PC button doesn't exist. If I exit the game and load it back up everything looks fine.
    This is on the issues task list as "CT (GM): Show/hide PC effects button not shown when first added to CT" it will be looked at soon.
    FG Wiki: How to Compile the FG Logs

    Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!

  2. #72
    Quote Originally Posted by Xargun View Post
    I have removed all extensions and still get the same result -- when I drag a character from the Character Selection on to the combat tracker none of their effects show up and the PC button doesn't exist. If I exit the game and load it back up everything looks fine.

    (Trying to upload pic from my desktop but it won't let me)

    Xargun
    Use the "go advanced" mode to add pictures. "insert image" is busted.

  3. #73
    Hi,
    Since we have played a couple of sessions in the test channel with release 19, I am assuming that I can copy that campaign to my live version and it should work ok.

    Is it possible to code targeted effects in the NPC ability automation field for things like hide?

  4. #74
    I am having a problem tonight after moving the campaign from test to Live. All the PC combat tracker entries have 0 ac, and saves. Has anyone seen and fixed this.

  5. #75
    Trenloe's Avatar
    Join Date
    May 2011
    Location
    Colorado, USA
    Posts
    34,741
    Quote Originally Posted by MaxAstro View Post
    With a mind to this, I maintain what I've stated before - that for clarity and compatibility reasons, if a spell class can't find an appropriate proficiency, it should really default to the DC and proficiency set in the spell class itself, rather than to 0.
    I have plans to remove the DC/Attack settings from the spell class and have all proficiencies in the Combat tab, so I specifically didn't code a fallback. However, I think it's a good idea, so I'll look into it.
    FG Wiki: How to Compile the FG Logs

    Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!

  6. #76
    Trenloe's Avatar
    Join Date
    May 2011
    Location
    Colorado, USA
    Posts
    34,741
    Quote Originally Posted by webdove View Post
    I am having a problem tonight after moving the campaign from test to Live. All the PC combat tracker entries have 0 ac, and saves. Has anyone seen and fixed this.
    Thanks for reporting. This is a Combat Tracker display issue - any attack/save actions will use the correct values. I'll investigate a fix for the Combat Tracker display problem.
    FG Wiki: How to Compile the FG Logs

    Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!

  7. #77
    The effect "SKILL: 1 item, treat wounds" currently only applies the +1 item bonus to the "Treat Wounds" activity entry and is ignored for "Treat Wounds (Expert)", "Treat Wounds (Master)", and "Treat Wounds (Legendary)" activities. Is there any way that it can be made to apply to all four Treat Wounds activities?

    Release 19 is awesome so far. Love it!

  8. #78
    Quote Originally Posted by scottbrown View Post
    The effect "SKILL: 1 item, treat wounds" currently only applies the +1 item bonus to the "Treat Wounds" activity entry and is ignored for "Treat Wounds (Expert)", "Treat Wounds (Master)", and "Treat Wounds (Legendary)" activities. Is there any way that it can be made to apply to all four Treat Wounds activities?

    Release 19 is awesome so far. Love it!
    You can put them all in one long effect like this:
    SKILL: 1 item, treat wounds; SKILL: 1 item, treat wounds (expert); SKILL: 1 item, treat wounds (legendary); SKILL: 1 item, treat wounds (master)

  9. #79
    Quote Originally Posted by Trenloe View Post
    I have plans to remove the DC/Attack settings from the spell class and have all proficiencies in the Combat tab, so I specifically didn't code a fallback. However, I think it's a good idea, so I'll look into it.
    While I understand the appeal of having everything working under a unified system, I have a little concern about things becoming too hardcoded. That is to say, one of the things I like about Fantasy Grounds is that if I want to break the rules in some way - such as having a spell class that has its own proficiency settings rather than being tied to a class feature because i.e. it's for a homebrew thing or perhaps I'm using it to track common Trick Magic Item scrolls - I can easily do that.

    More automation is a good thing, but I hesitate about things becoming too "locked down", if that makes sense. Generally I am a strong advocate for always being able to turn the automation off if you specifically want the program to do something different, basically. Features that allow customization being outright removed in favor of automation still feels, on some level, like features being removed.
    Last edited by MaxAstro; September 2nd, 2023 at 18:24.

  10. #80
    Quote Originally Posted by pumpkinstew View Post
    You can put them all in one long effect like this:
    SKILL: 1 item, treat wounds; SKILL: 1 item, treat wounds (expert); SKILL: 1 item, treat wounds (legendary); SKILL: 1 item, treat wounds (master)
    Yeah -- I figured that out as well. It's just quite clunky--especially on the Combat Tracker. Appreciate you pointing it out, though.

Page 8 of 45 First ... 6 7 8 9 10 18 ... Last

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
DICE PACKS BUNDLE

Log in

Log in