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  1. #1321

    Attacks on Spaceships not registering on map tokens FGU 4.8.0 Test Channel

    I can't test this problem in the Live channel because there is no ship attack dices in the Spacecraft Combat Tracker in Live. But they are back in 4.8.0.
    So, in the test channel, v4.8.0, if I drag a spaceship weapon attack dice on a map token nothing happens. But if I drag the attack on a ship in the spacecraft combat tracker, the attack roll the dice has intended.
    If I drag the attack from the player character sheet (the gunner), I can put the dice on the enemy ship map token or on the enemy ship in the Spacecraft combat tracker. Both works has intended.
    Video of the problem, starting with attack dice put on map tokens.

  2. #1322
    Quote Originally Posted by Egheal View Post
    I can't test this problem in the Live channel because there is no ship attack dices in the Spacecraft Combat Tracker in Live. But they are back in 4.8.0.
    So, in the test channel, v4.8.0, if I drag a spaceship weapon attack dice on a map token nothing happens. But if I drag the attack on a ship in the spacecraft combat tracker, the attack roll the dice has intended.
    If I drag the attack from the player character sheet (the gunner), I can put the dice on the enemy ship map token or on the enemy ship in the Spacecraft combat tracker. Both works has intended.
    Video of the problem, starting with attack dice put on map tokens.
    Pushed a fix for this, still looking over the other reports
    Dominic Morta
    Ruleset Developer
    Smiteworks

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    Have a suggestion?-Feature Request

  3. #1323
    Pushed fixes for the rest of the reports recently to the TEST server.
    Dominic Morta
    Ruleset Developer
    Smiteworks

    How to zip up your campaign if the Developers ask for it-How to zip up your campaign if the Developers ask for it

    How to provide an Unity Connection issue?-Connection Issues and What to Provide

    Unity Updater issue?-Updater Issues

    Classic and Unity Port Forwarding?-Fantasy Grounds Connections Explained

    Comcast or Cox ISP User?-Comcast XFinity and Cox Users

    Have a suggestion?-Feature Request

  4. #1324
    @Superteddy57: You are the best, thanks!

  5. #1325
    Sorry, reporting another problem, in Live and in Test.
    In Tool menu, Modifiers window.
    If I create a custom modifier it works has expected.
    But all the preset modifiers (Bonus, Ship Bonus, Penalty) are doing nothing.
    Clicking a preset modifier just change the color of the button from black to blue. But nothing is applied anywhere.
    Thanks.

  6. #1326
    Fast Moving and Aim appear to be the only ones connected to the automation. Fire Control doesn't get called in the code at this time.
    Dominic Morta
    Ruleset Developer
    Smiteworks

    How to zip up your campaign if the Developers ask for it-How to zip up your campaign if the Developers ask for it

    How to provide an Unity Connection issue?-Connection Issues and What to Provide

    Unity Updater issue?-Updater Issues

    Classic and Unity Port Forwarding?-Fantasy Grounds Connections Explained

    Comcast or Cox ISP User?-Comcast XFinity and Cox Users

    Have a suggestion?-Feature Request

  7. #1327
    On my side nothing seems automated, perhaps I don't use it correctly. No problem though, I will recreate all the modifiers in Custom, easy enough. Thanks.

  8. #1328
    Quote Originally Posted by superteddy57 View Post
    Pushed fixes for the rest of the reports recently to the TEST server.
    Quote Originally Posted by poppy_thompson View Post
    Attachment 64988

    This image shows the Action tab of a character with a longbow, requiring Gun Combat (archaic), and a stunner, requiring Gun Combat (energy). The character does NOT have either of those skills. They do have Gun Combat at rank 0 and Gun Combat (slug) at rank 1. The system is erroneously applying a +1 DM to both attacks (green highlights). When I hover over the +1 DM, it indicates that the system has found that the character has the skills associated with those specific weapons.

    Additionally, when I cycle through the characteristic for stunner, it applies the +1 to the attack DM. But, when I cycle back to no characteristic, it maintains the +1 DM (yellow highlight and red circle).
    The mechanical application of a skill DM and the change of the DM to reflect the correct characteristic used has been resolved! Thanks! FYI ... I am still seeing the hover text stating the skill was found on the character when they don't have it. But, as long as it is applying the correct DM, I am happy!
    Ultimate License Holder
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  9. #1329
    When the character doesn't have the skill it should report that it's not finding it. If I'm reading your response correctly.
    Dominic Morta
    Ruleset Developer
    Smiteworks

    How to zip up your campaign if the Developers ask for it-How to zip up your campaign if the Developers ask for it

    How to provide an Unity Connection issue?-Connection Issues and What to Provide

    Unity Updater issue?-Updater Issues

    Classic and Unity Port Forwarding?-Fantasy Grounds Connections Explained

    Comcast or Cox ISP User?-Comcast XFinity and Cox Users

    Have a suggestion?-Feature Request

  10. #1330
    Quote Originally Posted by superteddy57 View Post
    Not really sure since the code always sets the initiatives to 0 on round start. With my testing it's doing this as well. Are you using any extensions?
    No, none. Really weird this as it now clears all initiatives to zero every round. That's also not helpful as we usually keep our rolls through the entire combat (and that's also the rule - I just checked to be sure). Is there a way to keep your roll from round 1?

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