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  1. #101
    Blahness98's Avatar
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    Forge link added to first post.
    Running: Nothing at the moment...

    Finalizing and Starting SoonTM:
    The Slumbering Tsar - A Massive Mega-Adventure with a First Edition Feel

    Pre-production:
    The World of Fractus - Adventures in a world rebuilding after the Gods warred and died.

    Time Zone: Central Time (GMT-6 (Winter) or GMT-5 (Summer))

  2. #102
    Thank you! I'm surprised this wasn't available with the purchased material. Big shock for our group. You saved the day!

  3. #103
    I have a question. I noticed that the class window type field includes archetypes and all of your class/archetype combinations have a type of Base.

    I was thinking of doing something to the class window and classes display on the character sheet to better support archetypes because I dislike the way it's done.
    I truly hate the way they did spell casters with doing a lookup into hard coded data, and if the class isn't exactly what's in the table then the class doesn't get automatic spells known/available.
    So, major revamp to the how classes are dealt with and hopefully it's cleaner and easier.

    But before I do that I wanted to know why you didn't use that option in the Type field?
    Is there something it does that would break things elsewhere?

  4. #104
    Blahness98's Avatar
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    I was thinking of doing something to the class window and classes display on the character sheet to better support archetypes because I dislike the way it's done.
    Sounds like an interesting idea. What's the endgame goal of it? Just to have the sheet with the specific archetype information on it or just so it looks better?

    I truly hate the way they did spell casters with doing a lookup into hard coded data, and if the class isn't exactly what's in the table then the class doesn't get automatic spells known/available.
    Yeah, it does get annoying, but more than likely those basic spells do not have the effects built into them already and the base number might be wrong due to character stats. I am at the point where it doesn't bother me since I will adjust everything anyhow and it takes 2 minutes to swap out the spells with those in a module with built in effects.

    But before I do that I wanted to know why you didn't use that option in the Type field?
    To be completely honest, those other options were not available when I created this module. When I built this, the only options were Base or Prestige. They must have added them in at some point and I didn't notice. When I did create this, all I did was make the base class, then copy it for each individual archetype and manually adjusted everything that came with it. I suppose I could go through and make things archetypes, but I cannot find documentation on what that field will do and do not want to break things in the module. With over 1,500 combinations, at this point, if it isn't broke, why fix it?

    If you can find documentation on what that field does and how to properly use it, let me know.
    Last edited by Blahness98; June 13th, 2025 at 02:05.
    Running: Nothing at the moment...

    Finalizing and Starting SoonTM:
    The Slumbering Tsar - A Massive Mega-Adventure with a First Edition Feel

    Pre-production:
    The World of Fractus - Adventures in a world rebuilding after the Gods warred and died.

    Time Zone: Central Time (GMT-6 (Winter) or GMT-5 (Summer))

  5. #105
    Quote Originally Posted by Blahness98 View Post
    Sounds like an interesting idea. What's the endgame goal of it? Just to have the sheet with the specific archetype information on it or just so it looks better?

    Yeah, it does get annoying, but more than likely those basic spells do not have the effects built into them already and the base number might be wrong due to character stats. I am at the point where it doesn't bother me since I will adjust everything anyhow and it takes 2 minutes to swap out the spells with those in a module with built in effects.

    To be completely honest, those other options were not available when I created this module. When I built this, the only options were Base or Prestige. They must have added them in at some point and I didn't notice. When I did create this, all I did was make the base class, then copy it for each individual archetype and manually adjusted everything that came with it. I suppose I could go through and make things archetypes, but I cannot find documentation on what that field will do and do not want to break things in the module. With over 1,500 combinations, at this point, if it isn't broke, why fix it?

    If you can find documentation on what that field does and how to properly use it, let me know.
    If the class' name is not a base class name then it gets no number of spells added in the action tabs spoellclass that is created. So...
    I'm going to add a new field, archetype. This will be used for a calculated display. I'm also going to add some additional fields for spells
    Known and Spell per day.
    Each category for spells would have 1 text box for levels 1 to 20. What would be a comma delimited list for spells 0 to 9, or 0 to 6.
    for classes that don't get 0 level spells then a -1 is used for 0 level spell. Then when the class is added to the spells it would look there to see what if any spells the character is supposed to get. Modified as it already does by attribute.

    As for what the type field does when it equals archetype I've no idea and I've not been able to find documentation on what it does.
    I'm going post the question after this to hopefully find out

  6. #106
    question about the class type field and archetype value. Moon Wizard said it's just informational.

    https://www.fantasygrounds.com/forum...l=1#post745575

    So setting it to that is meaningless.

  7. #107
    Blahness98's Avatar
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    To be honest, it sounds like you are making an extension that replaces a minute or two of work for a player. Can this be automated, yes it can, but why would you bother? This extension sounds like it will save a few minutes of work for just base classes. But then you have to get the edge cases where spell progression is delayed by a level or classes that add spell levels to other classes spell levels. Don't get me wrong, it sounds like a nice idea, but personally, I'll just continue to build in Herolab and manually adjust in FG as needed.
    Running: Nothing at the moment...

    Finalizing and Starting SoonTM:
    The Slumbering Tsar - A Massive Mega-Adventure with a First Edition Feel

    Pre-production:
    The World of Fractus - Adventures in a world rebuilding after the Gods warred and died.

    Time Zone: Central Time (GMT-6 (Winter) or GMT-5 (Summer))

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