Cosmere RPG Beta Launch
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  1. #61
    Quote Originally Posted by mdrichey View Post
    Bumping, in case it was missed. If it is not possible, no big deal.
    It indeed was missed. I added this functionality in the latest update, it now rolls twice on the table if the Controlled Chaos feature is present.

  2. #62
    Quote Originally Posted by GEONE View Post
    It indeed was missed. I added this functionality in the latest update, it now rolls twice on the table if the Controlled Chaos feature is present.
    Awesome thanks.

  3. #63
    While I like the idea of the extension, I think it would be a godsend if you added two more pieces of functionality.

    1) Have the check occur whenever a "Cast" button is pressed. By having to press 2 buttons on each cast, there is a requirement for the Player to remember to perform the check each time. Better to automate the process so that players and DMs don't have to remember anything, it just happens.

    2) Have an effect that could be added to a PC or NPC sheet.
    Example: [EFF: SURGE: <dice> #,<schools list>; ATLEVEL | UNDERLEVEL | OVERLEVEL: #; ABILITY: <ability>; TABLE: <tablename>]

    The combination of these 2 functions would substantially improve the extension and allow DMs to play around with Wild Magic on all NPCs, not just sorcerer NPCs.

  4. #64
    Quote Originally Posted by Ridgeback View Post
    While I like the idea of the extension, I think it would be a godsend if you added two more pieces of functionality.

    1) Have the check occur whenever a "Cast" button is pressed. By having to press 2 buttons on each cast, there is a requirement for the Player to remember to perform the check each time. Better to automate the process so that players and DMs don't have to remember anything, it just happens.

    2) Have an effect that could be added to a PC or NPC sheet.
    Example: [EFF: SURGE: <dice> #,<schools list>; ATLEVEL | UNDERLEVEL | OVERLEVEL: #; ABILITY: <ability>; TABLE: <tablename>]

    The combination of these 2 functions would substantially improve the extension and allow DMs to play around with Wild Magic on all NPCs, not just sorcerer NPCs.
    These were both considerations when I fist made the extension, but I wasn't able to add them for a few reasons.

    1) Not all spells on player sheets have a cast or damage button in FG (some spells don't have any FG effects at all), so this would make it impossible for those spells to cause a WMS check. But all spells do have the star button next to them, so that's why the star button is what triggers the WMS check.

    2) As far as I'm aware, FG doesn't distinguish between NPC spells and NPC abilities, there would be no way to detect when an NPC casts a spell and no way to check what level or school that spell was. And since not all spells have attacks/saves or do damage, some NPC spells wouldn't trigger a WMS this way.
    Last edited by GEONE; April 30th, 2024 at 00:21.

  5. #65
    Quote Originally Posted by Ridgeback View Post
    While I like the idea of the extension, I think it would be a godsend if you added two more pieces of functionality.

    1) Have the check occur whenever a "Cast" button is pressed. By having to press 2 buttons on each cast, there is a requirement for the Player to remember to perform the check each time. Better to automate the process so that players and DMs don't have to remember anything, it just happens.
    I use Arcane Ward extension with this and there is a button that does both cast posted to chat and ticks off the spell slot. Which triggers this feature if they are a wild mage.

    I find that habit on players is very normal.
    Works kinda like the cast to the left but does a bit more making it more likely to do it.
    I see no way of automating this more because of the things noted above.

  6. #66
    I have noticed that since the latest FG updates, this extension is causing the "Use Power" buttons to be invisible. These are the buttons to the left of the spell or ability names on the Actions tab of the character sheet. They used to be stars but now they are pointing fingers.

    I have verified that it is definitely this extension that is causing the issue. I have uploaded screenshots showing what it looks like with no extensions loaded, and what it looks like with only this extension loaded.

    I also wanted to let you know that Xelab's Combat Automation extension was just updated to work with the latest FG updates. I mention this because you previously did work to make sure that this extension was compatible with Combat Automation.
    Attached Images Attached Images
    Last edited by mdrichey; Yesterday at 23:40.

  7. #67
    Quote Originally Posted by mdrichey View Post
    I have noticed that since the latest FG updates, this extension is causing the "Use Power" buttons to be invisible. These are the buttons to the left of the spell or ability names on the Actions tab of the character sheet. They used to be stars but now they are pointing fingers.
    Are they invisible or are they completely gone? Like can you still click on them and still have stuff happen?

  8. #68
    Quote Originally Posted by GEONE View Post
    Are they invisible or are they completely gone? Like can you still click on them and still have stuff happen?
    They are invisible. You can still click on them and have stuff happen.

  9. #69
    Quote Originally Posted by mdrichey View Post
    They are invisible. You can still click on them and have stuff happen.
    That's quite odd. I guess they must have changed what graphic is on the character sheet rather than redefining the existing graphic. Do you get any errors or warnings in the console if you type /console in chat before opening up a character sheet?

    Edit: Looks like the power_use icon was indeed removed from the new update and the new icon is called roll_cast. I've updated the forge, let me know if it works now.
    Last edited by GEONE; Today at 06:22.

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