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  1. #171
    Trenloe's Avatar
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    Quote Originally Posted by MaxAstro View Post
    Any chance that the same could be applied to the matching half (i.e. ignore any text in parenthesis in the spell name when attempting to match)?
    I'll look into it...
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  2. #172
    When using the effects from the effects tool window in the upper right, are their combinations of shift, control, alt etc that change the effect as it is dropped?

    (for example adding ETTT to the effect of hidden without having to open the activities window/opening hide and dragging the ETTT hidden from there?)

    Forgive me if this is a duplicate question.

  3. #173
    I see that I can apply the effect hidden from the Effects Tool, then drag the target icon shown in the NPC effects list onto the applicable target PC. I guess that is pretty quick. That said, I think adding shift or control or alt options when one drags effects from the effects tool might be a nice additional functionality for effects targeting. Also having something like right click on the effect in the effects tool would be helpful for those that cannot memorize all the effect definitions.

  4. #174
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    Quote Originally Posted by webdove View Post
    I see that I can apply the effect hidden from the Effects Tool, then drag the target icon shown in the NPC effects list onto the applicable target PC. I guess that is pretty quick. That said, I think adding shift or control or alt options when one drags effects from the effects tool might be a nice additional functionality for effects targeting.
    To do effect targeting you need two targets - so just dragging from the effects window to a single target won't work reliably. Hence why you need to apply the effect first, then do the effect targeting.

    Quote Originally Posted by webdove View Post
    Also having something like right click on the effect in the effects tool would be helpful for those that cannot memorize all the effect definitions.
    ALT-click does this already for all of the PF2 RPG system conditions. There used to be text at the top of the campaign effects window mentioning this, but the recent changes in CoreRPG appear to have removed that.

    Also, once applied in the CT, you can double-click on the condition in the CT effects summary view to get the definition as well.

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    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!

  5. #175
    Thanks for the feedback.

    There appears to be an error in splash damage. It is being doubled by a critical hit when it should not be.
    (I just tried using advanced edit mode to upload a png file and it failed. I will try using GreenShot)
    https://i.imgur.com/ve9uxXJ.png

    Is advanced edit image upload no longer working?
    Last edited by webdove; October 27th, 2023 at 21:34.

  6. #176
    No way, how did I not know this! That is very helpful.

  7. #177
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    Quote Originally Posted by webdove View Post
    Thanks for the feedback.

    There appears to be an error in splash damage. It is being doubled by a critical hit when it should not be.
    (I just tried using advanced edit mode to upload a png file and it failed. I will try using GreenShot)
    https://i.imgur.com/ve9uxXJ.png

    Is advanced edit image upload no longer working?
    The full rules for splash damage haven't been implemented yet. We're planning on doing that early next year.
    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!

  8. #178
    I had my first game last night since the update last weekend and the couple of fixes posted this past week. All my players (6 character sheets and 3 companions) experienced significant loading issues and even I had some spinning blue wheels as things tried to load. Even turning off LOS and lighting (which helped) and removing companions (which also helped) still did not fully resolve the issue. Note, I removed all other modules other than the ones I absolutely needed so a bit concerned if this continues as it slowed our play down which is never a good thing. I'll continue to monitor but performance is starting to become an issue for play so would love to have this get better soon.

  9. #179
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    Quote Originally Posted by DonE66 View Post
    I had my first game last night since the update last weekend and the couple of fixes posted this past week. All my players (6 character sheets and 3 companions) experienced significant loading issues and even I had some spinning blue wheels as things tried to load. Even turning off LOS and lighting (which helped) and removing companions (which also helped) still did not fully resolve the issue. Note, I removed all other modules other than the ones I absolutely needed so a bit concerned if this continues as it slowed our play down which is never a good thing. I'll continue to monitor but performance is starting to become an issue for play so would love to have this get better soon.
    The recent base FG update has certainly seemed to have an impact across the board. I think that impact is seen more in the PF2 ruleset as that is pushing the envelope recently with functionality and the amount of nested data records. I know the FG devs have some ideas on improving database performance and I'm hoping they can make improvements around the recent update and also other improvements in the future.
    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!

  10. #180
    Is it possible in the current code for SHIELDBLOCKALLY to also allow a number after the colon to override hardness? This is how the normal Shield Block works (for example SHIELDBLOCK:14 would use a hardness of 14, even if the shield has a different value). When SHIELDBLOCKALLY was first put in, something like SHIELDBLOCKALLY: 14 would override the item hardness.

    Currently, only SHIELDBLOCKALLY with nothing else will work (as far as I can tell), which makes it difficult for players with feats such as Everstand Stance, which adjust shield hardness as part of in-combat action.

    Specifically my player has a shield with a hardness of 12, but needs to be able to adjust it to 14 when they are in Everstand Stance. This could be done by adjusting the hardness of their shield when they enter Everstand Stance, but for constancies sake, it is simpler if they can have an effect coded SHIELDBLOCKALLY: 14 for those instances. This would be consistent with their normal SHIELDBLOCK: 14, which works in existing code.
    Last edited by pumpkinstew; October 29th, 2023 at 23:24.

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