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  1. #121
    Quote Originally Posted by superteddy57 View Post
    1. A fix is pushed to address this
    2. There are some guidelines in the core rulebook, but not solid mechanics. Something in my notes, but not on my TODO list at the moment.
    3. A fix is pushed to address this
    4. Can't verify. Changing the target for damage and heal actions appear to be doing what is expected. You would have to give me exact steps to replicate.
    5. What sort of tooltips are you looking for exactly? If you mouse over the action buttons tooltips do appear.
    1. Great, it works. Thanks.
    3. Works too.
    4. Seems to work now after the hotfix.
    5. Hovering over the text of an ability (not its action buttons) would display text from the main window, thus letting the user know what the ability does. Saves the user the extra steps of clicking to open its window and having to close it thereafter.

  2. #122
    5. Have to be careful as the tooltip system will block view of elements that may require interaction and there is no scroll to the control. So a lot to consider when it comes to tooltips.
    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

  3. #123
    Did the new update do something to DH? If I put an effect on someone in the Spotlight Tracker, I get an error when the spotlight moves to them and the actual actor tracker stays on the last actor as well as the new one.
    Screenshot 2026-05-07 225010.png
    Screenshot 2026-05-07 225325.png

  4. #124
    Quote Originally Posted by Agamon View Post
    Did the new update do something to DH? If I put an effect on someone in the Spotlight Tracker, I get an error when the spotlight moves to them and the actual actor tracker stays on the last actor as well as the new one.
    Screenshot 2026-05-07 225010.png
    Screenshot 2026-05-07 225325.png
    You are correct, the new effects stuff did play a bit of havoc with the code. I pushed a fix to address the errors.
    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

  5. #125

    Join Date
    Jul 2015
    Location
    California, USA
    Posts
    56
    Features from armor and weapons appear to be doubling when equipped. Examples are the Heavy Feature from Chainmail Armor (and Butcher's Axe, so not just armor) and the Flexible feature on Gambeson Armor. It's also not just the Evasion calculation. The Baking Tray Breastplate's Very Heavy feature should give -2 Evasion and -1 Agility and both the Evasion and Agility mods are being doubled. This must be a relatively new bug as this was not the case a week or two ago.

    The Armor marking / clearing automation is still mostly doing the opposite of what it should, other than the "Use" button in the Armor section which functions correctly. Applying armor damage from an adversary "DMG: 1 (Armor)", repair skills such as a Guardian's Frontline Tank "Heal: 2 (Armor) [Self]", and Short Rest -> Repair Armor are all doing the opposite of what they should.

    Long Rest -> Repair All Armor seems to not do anything, although Tend to All Wounds and Clear All Stress work.

    Long Rest -> Prepare and Prepare with Ally seem to not do anything, although Short Rest -> Prepare works.

  6. #126
    Quote Originally Posted by Cyrian View Post
    Features from armor and weapons appear to be doubling when equipped. Examples are the Heavy Feature from Chainmail Armor (and Butcher's Axe, so not just armor) and the Flexible feature on Gambeson Armor. It's also not just the Evasion calculation. The Baking Tray Breastplate's Very Heavy feature should give -2 Evasion and -1 Agility and both the Evasion and Agility mods are being doubled. This must be a relatively new bug as this was not the case a week or two ago.

    The Armor marking / clearing automation is still mostly doing the opposite of what it should, other than the "Use" button in the Armor section which functions correctly. Applying armor damage from an adversary "DMG: 1 (Armor)", repair skills such as a Guardian's Frontline Tank "Heal: 2 (Armor) [Self]", and Short Rest -> Repair Armor are all doing the opposite of what they should.

    Long Rest -> Repair All Armor seems to not do anything, although Tend to All Wounds and Clear All Stress work.

    Long Rest -> Prepare and Prepare with Ally seem to not do anything, although Short Rest -> Prepare works.
    I pushed a hotfix to address your report.
    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. #127

    Join Date
    Jul 2015
    Location
    California, USA
    Posts
    56
    Fantastic, all of those look great now! Thanks again for the quick work!

  8. #128
    So, the way Prayer Dice work, when you use them to modify a roll, you use them after the roll is made. But in FG, when you expend them for the modifier, it adds the modifier to the next roll. Is there a way to fix this? Not necessarily to add to the previous roll, I'm pretty sure FG can't do that, but to at least allow the die to be expended without the modifier being added?

    The "reduce incoming damage" action is a bit weird, too. It adds a -X DMG effect to the caster, which would reduce the next damage roll my player makes. This should also be applied after the incoming damage roll, so an automated effect doesn't really work well here either...
    Last edited by Agamon; May 9th, 2026 at 04:05.

  9. #129
    Some allowances need to be made due to how fantasy grounds operates. I use what is available to me to make it work.
    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. #130
    Discovered a few more, plus some suggestions:

    1. ADVATK and DISATK no longer work.
    2. IMMUNE not longer works.
    3. It doesn't seem possible to add a bonus to Diffculty in Reaction rolls. In this instance, the Difficulty would be negated.
    4. Is it possible to have a Direct Dmg effect?
    5. Is it possible to have a half/double dmg effect?
    6. Is it possible to make it possible to rearrange Actions and Features in, for instance, an adversary?
    7. Is it possible to add a Self/Target toggle for Action rolls? This would be useful if there was a rule that states that the PC has to make a future Action roll against a set Difficulty.

    Thanks

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