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  1. #2741
    Quote Originally Posted by seansps View Post
    Signature abilities have not been implemented yet. It’s on the list of things we want to do eventually.

    No automation yet either for things like Accurate; etc. I plan to look into that and adding some eventually.
    OK, cool. I just wanted to make sure I wasn't overlooking something. I like everything so far and I think my players will be happy with the upgrade from FGC.

  2. #2742

    Combat Tracker Error

    I'm getting this error message any time I click "Next Actor" in the Combat Tracker and the next slot is marked as anything other than "Friend." None, Neutral, and Hostile slots all produce the same error. It happens with both PCs and NPCs and regardless of the location from which I load them into the tracker.
    Attached Images Attached Images

  3. #2743
    Quote Originally Posted by chikininabizkit View Post
    I'm getting this error message any time I click "Next Actor" in the Combat Tracker and the next slot is marked as anything other than "Friend." None, Neutral, and Hostile slots all produce the same error. It happens with both PCs and NPCs and regardless of the location from which I load them into the tracker.
    I am not able to reproduce this error. Please make sure you've got the latest updates from the Updater and make sure you don't have any old versions of rulesets extracted in your "rulesets" folder in Fantasy Grounds.

    I am about to start looking into fixing the deprecated errors in the combat tracker by getting that up to the latest standards in CoreRPG, so it's possible I'll find issues when I do that.

  4. #2744
    Hi all,

    I just did a big update to the Combat Tracker (CT), and John has pushed it to Live. If you click "Check for Updates" it will pull down the latest versions.

    These changes were much needed fixes to get the CT up to the latest standards and templates used by CoreRPG. This includes the following fixes:

    - All "Deprecation" errors should now be fixed.
    - Visual changes to the CT to make the visibility/ID buttons easier to see.
    - The global activation buttons were removed in the CT for performance reasons (same as in CoreRPG.)
    - Fixed a bug on the Vehicle section on Character/NPC Sheets so it won't display that if they are not in a vehicle.
    - Added the toggle to the CT to show the remove/delete button when enemies are defeated
    - Fixed the Dying/Dead status on Tokens to only be when wounds exceed wound threshold.

    Please let me know if you see any weird behavior in the Combat Tracker after this release and if there's any bugs I'll try to fix them quickly.

    Thanks! And stay tuned for more updates. Next on my list:

    - Enhancements to attacks list
    - Better combat automation
    - Effects that can be used on the CT for automation
    - (Eventually) Signature Abilities on Spec Trees
    Last edited by seansps; November 14th, 2023 at 03:33.

  5. #2745
    We just pushed a new update for you all. This is a feature update that adds the ability to roll powers for NPCs in the Combat Tracker:

    • [Added] (Genesys / Star Wars) View and roll an NPC's powers in the attacks section (if they have any, see screenshot). The link next to the power opens the description of the power, or the Force Power window if using Star Wars.
    • [Added] (Star Wars) NPCs can now roll Force Powers using their Force Rating defined by their "Force Rating" talent ranks. Click and drag a Force Power to an adversary that has one, then click Roll. If they have any rank in a talent called "Force Rating" it will use that many ranks for their Force die.
    Attached Images Attached Images

  6. #2746
    Once you've clicked to have a character Enter a vehicle, how do you make them exit it? Am I just overlooking the button?

  7. #2747
    Quote Originally Posted by chikininabizkit View Post
    Once you've clicked to have a character Enter a vehicle, how do you make them exit it? Am I just overlooking the button?
    There's a button in the top left

    See attached screenshot!

    Screenshot 2023-11-15 193339.png

  8. #2748
    Quote Originally Posted by seansps View Post
    There's a button in the top left

    See attached screenshot!

    Screenshot 2023-11-15 193339.png
    Hey! Look at that!

    Thanks for all your help. I've been trying not to machine gun posts, I'm just trying to get everything set up for my campaign to transition from Classic to Unity.

  9. #2749
    Speaking of more questions, lol.

    Has anyone tried out the SmiteWorks animated dice packs? Do they work with this ruleset?

  10. #2750
    Quote Originally Posted by chikininabizkit View Post
    Speaking of more questions, lol.

    Has anyone tried out the SmiteWorks animated dice packs? Do they work with this ruleset?
    Yes, they will work just fine with the ruleset. By default the ruleset replaces each die with a colored die to match the color of the corresponding Genesys die but you can change that in the dice settings to replace it with an animated die of your choice.

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