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May 6th, 2025, 21:47 #551
This is an issue with XCore and probably other extensions and rulesets as well. Some of the deprecated things are as old as December 2023, so that makes me think FG only recently added deprecation warnings to chat, because I know I haven't been getting those warnings for the last year and a half almost.
I'll be working on getting this fixed in the next few days. Depending on what Damned's schedule is like, I may release an extension to patch the deprecated things until Damned has time to update the ruleset on forge.Last edited by snakh; May 6th, 2025 at 21:50.
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May 9th, 2025, 10:36 #552Devotee
- Join Date
- Aug 2022
- Posts
- 6
Hello ^^
I'm trying to use the floor() function in the calculation array to round down the resulting number to no avail.
Am I typing in the wrong way, or does the floor and ceiling function are unsupported currently ?
Capture d’écran 2025-05-09 112111.png
edit: found a workaround, but it would still be usefull the floor() and ceiling() functions could work when calculating value. :/Last edited by Lonekus; May 13th, 2025 at 06:00.
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May 25th, 2025, 23:51 #553
I tried this one today and it doesn't show up on my list of games at the bottom. Under the Create Campaign.
I have updated. I have restarted fantasy grounds. Heck I restarted the computer.... nothing.
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June 7th, 2025, 19:51 #554Crusader
- Join Date
- Feb 2023
- Posts
- 25
Hi, Did you find solution to the decrepated stuff in the ruleset? thanks in advance!
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June 18th, 2025, 20:47 #555Grand Patriarch
- Join Date
- May 2015
- Location
- Oahu
- Posts
- 738
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June 18th, 2025, 21:01 #556Grand Patriarch
- Join Date
- May 2015
- Location
- Oahu
- Posts
- 738
I was reading through the guide on rolls and have seen that implementing skills is done as a roll so players can drag onto character sheets. However, if the rules I am implementing have a skill that makes 5 rolls under different circumstances, I only see 4 flagged possibilities on the left of the Roll window. Should I break it into 2 "roll" screens?
Here's the skill that I am looking to implement (Mechanically all are rollover):
I am guessing from your picure, the area marked #3 "label field" I would put one each of the five actions, such as dungeonbashing. Then in your #5 "the roll string" I would have something like rollover 1d20; and in the box between the two I would have the fixed value 18. Which is well and good, but when I add a new item it only has four values in the #3 "label field" and this one needs 5. So is there a way to add one more or should I break this into two "adventuring1 & adventuring2" or is there another option I'm missing?The character is well-equipped for a life of adventure. He knows how to clean and sharpen weapons, set up a camp, cook meals over open flame, saddle and ride a horse outside of combat, and perform rough-and-ready first aid. He has a rough idea of the value of common coins, trade goods, gems, and jewelry, and of the nature of different types of magic and monsters. The character can also: Bash down stuck doors as a combat action by succeeding on a Dungeonbashing proficiency throw of 18+; Climb easy-to-scale obstacles such as ropes or branchy trees by succeeding on a Climbing proficiency throw of 8+; Methodically search for concealed traps, secret doors, buried treasure, and other hidden features by spending one turn (10 minutes) and succeeding on a Searching proficiency throw of 18+; Methodically disarm traps by spending one turn (10 minutes) and succeeding on a Trapbreaking proficiency throw of 18+; Pause and listen for noises by spending one round and succeeding on a Listening proficiency throw of 18+.
Second, for organization in general, there are no categories to filter on rolls so I am guessing making subfolders for like spells, powers, class abilities, skills, etc or is there another way?
Thanks in advance for any guidance!
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July 7th, 2025, 20:41 #557Crusader
- Join Date
- Mar 2021
- Posts
- 16
Hi, is there a solution how to increase AC in n1 field with items (items with different names)?
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July 16th, 2025, 12:02 #558
Fwiw, I'm noticing the same thing. I know there have been a lot of changes to CoreRPG over the past few months. I also noticed some of the basic things like calling [a] within a record don't work anymore. You need to actually call the name of the record and [a] even from within the record. I assume some of these issues are due to underling Core changes and I'm sure there is a ton of work to go back and figure out what changed!
Live stream: https://www.twitch.tv/gwydione
Youtube replays of fg sessions and tutorials: https://www.youtube.com/channel/UCQr...bIpAauZB41z8gA
Free stuff:
D&D5e FAQ module for fg: http://www.dmsguild.com/product/196704/FAQs
FG 5e Module Conversions: https://tinyurl.com/y6awo2la
Map Maker Conversion: https://tinyurl.com/y3awlo4b
Roll Player Conversion: https://tinyurl.com/y399kffz
Rangers of Shadow Deep Conversion: https://tinyurl.com/rnyrgwg
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July 18th, 2025, 19:58 #559
Dragonbane Character Sheet (UPDATED 7-18-25)
After a forum member pointed out that the dragonbane sheet was not working well, I just finished updating it. There were some things that broke and I think I have it working now. I included some samples of trained skills that you can use to follow what I did. I also automated damage bonuses using arrays. Finally, I included a sample weapon and damage calc. Let me know if anyone has issues with it.
Some additional info on the sheet:
I created this sheet to help people as a basic character sheet for Dragonbane.
I have basic automation including the following:
Rolling against attributes
Rolling for your skills including boons/banes
Rolling damage
Few additional notes:
I have included damange bonus automation for strength and agility. However, you will have to create and modify each weapon to reference the damage bonus. I have included a hammer as an example of how to do this.
For Primary and Weapon Skills I have included a roll for a standard check, a check with a boon and a check with a bane. There is automation that will update the skill based on the associated attribute. I have also included within each attribute a reference field for base chance and trained chance. As an attribute increases these base chances will update. You will need to manually update each skill that is trained to make sure to reference the correct field for the attribute. I have included some sample trained skills that you can follow (see Acrobatics in Primary Skills and Axes in Weapon Skills).
Note that you cannot drag/drop any items onto the Weapons section of the main tab of the character sheet. You need to click "show as roll" in the item itself and then it will show up with the damage roll.
Finally, I included casting rolls including trained/untrained.
I could not include spells, monsters or items due to copyright.
I hope this is helpful and please let me know if you have questions.Last edited by Gwydion; July 22nd, 2025 at 12:19.
Live stream: https://www.twitch.tv/gwydione
Youtube replays of fg sessions and tutorials: https://www.youtube.com/channel/UCQr...bIpAauZB41z8gA
Free stuff:
D&D5e FAQ module for fg: http://www.dmsguild.com/product/196704/FAQs
FG 5e Module Conversions: https://tinyurl.com/y6awo2la
Map Maker Conversion: https://tinyurl.com/y3awlo4b
Roll Player Conversion: https://tinyurl.com/y399kffz
Rangers of Shadow Deep Conversion: https://tinyurl.com/rnyrgwg
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July 19th, 2025, 16:04 #560
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