DICE PACKS BUNDLE
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  1. #51
    Yay! And thanks for taking a look at my pull request, too!

  2. #52
    Quote Originally Posted by skelekon View Post
    Hi I have found the issue with this and designed a fix - will release a new version in a day or two.

    It impacted a few other classes as well, so they'll all be fixed.

    Will take a look at your changes to races as well.
    Think I found one more small, little bug . The Hunter's Quarry power for the Ranger isn't appearing for me. Not in the class entry, it's blank when I open the link, or in the list of powers. (I'm guessing the first part is because of the second.) Once again, thanks for all the work you do on this!

    EDIT: Found a couple other entries like this as well, since I'm going through and testing all the class powers for my other Class extension. Not sure if these will get fixed with the other fixes you're doing, but I can let you know them as I find them just for more complete re-testing. So far, in addition to Hunter's Quarry, I've seen it with Warlock's Curse, the Warlock Vestige Pact boons, and a bunch of the Wizard (Arcanist) Arcane Implement Mastery powers (Orb of Deception, Orb of Imposition, Staff of Defense, Wand of Accuracy). In PHB2, with the Invoker's Preserver's Rebuke and Armor of Wrath.
    Last edited by SieferSeesSomething; December 8th, 2025 at 02:58. Reason: added a few more findings

  3. #53
    Hi I've published a new version new version to fix the missing class features.

    This includes Armor of Wrath and Preserver's Rebuke, as they were caused by the same issue (class parsing ending too early).


    The other ones listed are caused by the fact that they are not included in the actual ddiPower.sql compendium file - whenever the parser hits a power entry in a class, race, paragon path, etc it presumes there will be a Power entry and generates the expected link.

    This works for the vast majority of powers except for the few that are not in the powers file.

    I raised this an as issue with the compendium maintainer, but they didn't seem keen to add them as powers.

    The alternate fix is for me to add them directly in the powers source code as I did for the four basic attacks - I can see I started to do it for Hunter's Quarry but it's commented out. I'll take a look at it now.
    Discord: skelekon#6366
    Reddit: skelek0n

  4. #54
    Hey Skelekon, hope you're doing well. Very happy to see that the project is still going! I just wanted to ask if it was possible for you to add the parsing of the skills and add that to the default PC Options modules, so that they can be added to the character sheets. Unless they are in there somewhere and I don't see them. I have a very old 4E PHB module that has skills in it, so maybe you can swipe that if nothing else. That and the list of conditions. I also wanted to know if there is a way to add non-magical implements, which are currently grouped in with the rest of the items. Trying to drop the item version of the implements, even direct from the module menu, doesnt show up in the combat tab. that might be a fantasy grounds issue though and not something you could change. just figured I would bring it up.

    Edit: I actually did a pull request for the skills section myself so I hope that looks good to you
    Last edited by Braincain007; June 11th, 2026 at 22:54.

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