Fantasy Grounds Merchandise
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  1. #1241
    update: I cycled through turning it off and on a few times and it now displays. But I have to do this for each individual character sheet. edit: It also turns back to being undisplayed after shutting the table down and bringing it back up. This was all tested on a clean table, no other extensions.

    Hey, I don't see the Fleeting Luck field on the DCC character sheet. Did the "[Added] Mojo field replaces fleeting luck field for XCC character type or when a PC has the Mojo feature." update remove it?
    Last edited by Tabarkus; October 18th, 2025 at 12:30.

  2. #1242
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    Quote Originally Posted by Tabarkus View Post
    update: I cycled through turning it off and on a few times and it now displays. But I have to do this for each individual character sheet. edit: It also turns back to being undisplayed after shutting the table down and bringing it back up. This was all tested on a clean table, no other extensions.

    Hey, I don't see the Fleeting Luck field on the DCC character sheet. Did the "[Added] Mojo field replaces fleeting luck field for XCC character type or when a PC has the Mojo feature." update remove it?
    Yes, it's one or the other because they have similar game mechanics and seem redundant. Real estate on the character sheet is always a consideration, too. Can you summarize the differences for me? I haven't looked at the Lankhmar rules for a long time and don't recall exactly how fleeting luck works.

  3. #1243
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    Quote Originally Posted by Jonathan_Stark View Post
    Hi DCCRPG support team,

    I've possible encountered a bug issue with the DCCRPG gameset, I was wondering if someone else had seen these same issues and if so is there a fix.?

    Bug 1. Saves for Reflex, Fortitude and Will seem to be defaulting to 0, even when the PC has + modifiers from multiple sources, e.g. stat, class misc.
    Bug 2. Deed dice aren't being included in the damage rolls for Warriors or Dwarves.?

    I've added a couple of screen grabs to illustrate, thanks in advance.
    I have a fix ready for the saving throw modifiers. Thank you again for reporting that. I haven't changed the template for the save fields recently, but the bug was resolved by moving super.onInit() to the bottom of the onInit() function instead of the top. I don't know why that bug suddenly popped up. Updates are released on Tuesdays. Enter the modifier in the modifier box (lower left corner of desktop) until then.

    The deed bonus to damage is working for me. Open the Weapon Meta window by clicking the gear icon to the right of the Weapons header on the Actions tab. Under the Mighty Deed of Arms section, you should see a Result field on the right side. This is where your most recent deed die roll result is stored. Try changing this number and then hover over the damage button in the weapon list to see if the modifier changes.

  4. #1244
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    I can include both Fleeting Luck and Mojo if necessary (see screenshot). The portrait widget is tied to Fleeting Luck. Maybe I'll add one for Mojo at some point.
    Attached Images Attached Images

  5. #1245
    RAW Fleeting Luck is per player while Mojo is per character; not much difference really. I wouldn't care if it just said Mojo as long as the display is persistent. I'm not sure how FG users use Fleeting Luck in their games.

  6. #1246
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    Quote Originally Posted by Tabarkus View Post
    RAW Fleeting Luck is per player while Mojo is per character; not much difference really. I wouldn't care if it just said Mojo as long as the display is persistent. I'm not sure how FG users use Fleeting Luck in their games.
    It was easy enough to add. I did not realize fleeting luck was per player.

  7. #1247
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    Core DCC/MCC ruleset update 2025-10-21:
    • [Fixed] Saving throw bonuses not calculating on character sheet.
    • [Updated] Save modifiers can be applied as effect bonuses similar to ability modifiers.
    • [Updated] Mojo and fleeting luck are visible as separate fields in the character sheet overview frame when applicable.
    • [Updated] XCC features that improve with level will auto-update on level advancement.

  8. #1248
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    I am running a game at Feast of the Cyclops Con, the online convention organized by Goodman Games. I am looking for 4-6 players to join me for The Seventh Thrall of Sezrekan, a new 0-level funnel by Harley Stroh. The event is planned for Saturday, November 15 at 10 AM EST (UTC -5) and will run for 4 hours. Attendees will receive a free copy of the adventure for Fantasy Grounds.

    Sign up on the convention website:
    https://tabletop.events/conventions/...he-cyclops-con


    Post on the forum thread or message leozelig on Discord with questions.

  9. #1249
    FGglitch.PNG

    The FG module for People of the Pit has an odd error that I haven't seen in the other modules I have. In the story pages and room descriptions, apostrophes and quotation marks are replaced with squares. I've attached an example image of the issue.

    I didn't know where to post this, since individual modules don't seem to have forum pages. If you could relay this info to the module creator that'd be awesome. Or direct me to the proper channel. Thanks.

  10. #1250
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    Quote Originally Posted by Ponggoleechee View Post
    FGglitch.PNG

    The FG module for People of the Pit has an odd error that I haven't seen in the other modules I have. In the story pages and room descriptions, apostrophes and quotation marks are replaced with squares. I've attached an example image of the issue.

    I didn't know where to post this, since individual modules don't seem to have forum pages. If you could relay this info to the module creator that'd be awesome. Or direct me to the proper channel. Thanks.
    The person who converted several of the “classic” DCC modules for FG has not maintained them well imo. This is a simple formatting fix required when FG became FGU (Unity), but I don’t have access to these files. I suggest emailing support with the issue. They should be able to fix this relatively quickly.

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