DICE PACKS BUNDLE
Page 4 of 5 First ... 2345 Last
  1. #31
    Quote Originally Posted by Nonimo View Post
    With the new FGU core update, there seems to be some interactions with the combat tracker with the ruleset that's causing constant errors. Is this an easy fix or will this require some serious tweaking?
    I just published a new update to the DC20 ruleset. I haven't had the time to thoroughly test it, but from preliminary testing the errors should be fixed for both the host and the client. Please let me know if you still experience any errors.

    Cheers!

  2. #32
    Quote Originally Posted by Elewyth View Post
    I just published a new update to the DC20 ruleset. I haven't had the time to thoroughly test it, but from preliminary testing the errors should be fixed for both the host and the client. Please let me know if you still experience any errors.

    Cheers!
    Thank you for taking the time out of your week to work on it! I'll be running a game on Monday and Tuesday to give it a thorough test!

  3. #33
    Hi, I created a campaign with the DC20 ruleset (0.8 beta). I don't have the option to load any DC20 modules. As a result, I'm not seeing any ancestries or spells or anything.

    Also, I can't seem to edit the character sheet. I can't see where to enter the ability modifiers, for example.

  4. #34
    Quote Originally Posted by Gilafron View Post
    Hi, I created a campaign with the DC20 ruleset (0.8 beta). I don't have the option to load any DC20 modules. As a result, I'm not seeing any ancestries or spells or anything.

    Also, I can't seem to edit the character sheet. I can't see where to enter the ability modifiers, for example.
    Hi!

    There are currently no DC20 content modules available (yet). I am not sure if I would be allowed to create such modules - although I guess the content of the free rules could be fine. This means that unfortunately for now, you have to create entries like monsters, spells, ancestries, items, feats, etc. yourself.

    Regarding editing the character sheet: I'm not sure what the issue is on your side, it works fine for me. Note: Multiple fields are auto-calculated and cannot be edited. However, the four Attributes (left-hand section on the "Main" tab) should be editable. Just click on the field (it should then be outlined) and then type the new number.

    Hope this helps! If you still cannot edit the desired fields on the character sheet, let me know which fields exactly your are having troubles with.

  5. #35
    Thanks for the reply. The editing works. I might have been trying the "Prime" stat or something else. Shrug. Chalk it up to user error.

    As for creating modules, I'm guessing DC20 coach would be okay with you creating them. It's getting his system to more people. I'd bet Foundry and other VTTs have implemented the beta rules. That is, as long as you have time.

  6. #36

    Join Date
    Dec 2016
    Location
    Nashville, TN
    Posts
    289
    Quote Originally Posted by Gilafron View Post
    Thanks for the reply. The editing works. I might have been trying the "Prime" stat or something else. Shrug. Chalk it up to user error.

    As for creating modules, I'm guessing DC20 coach would be okay with you creating them. It's getting his system to more people. I'd bet Foundry and other VTTs have implemented the beta rules. That is, as long as you have time.
    I think I remember seeing one of his videos where he stated he is actually working on a Foundry version himself (or hiring out the job). Would be nice if more of the independent developers would go with FG.

  7. #37
    Again, great work. I have a ton of the rules preview set up on your ruleset now, and have found a couple of issues that I don't know if you are aware of yet.
    1-Effects added to the combat tracker are not ending (self removing), after their end conditions have been met.
    2-If a player clicks on a cast icon on their action tab for an attack roll, and there is no save set up on the same action, it throws a bunch of errors and then the combat tracker becomes unstable (wierd things happen).

  8. #38
    Quote Originally Posted by Wubs96 View Post
    Again, great work. I have a ton of the rules preview set up on your ruleset now, and have found a couple of issues that I don't know if you are aware of yet.
    1-Effects added to the combat tracker are not ending (self removing), after their end conditions have been met.
    2-If a player clicks on a cast icon on their action tab for an attack roll, and there is no save set up on the same action, it throws a bunch of errors and then the combat tracker becomes unstable (wierd things happen).
    Thank you for reporting these issues! I was able to confirm and fix the second issue regarding the "Cast" button when no save is set up. Regarding the first issue: Could you please give me an example of an effect that you would expect to be automatically removed, but isn't? Please note that the (R) modifier for effect automation is not implemented yet.

  9. #39
    No worries. Any effect where it ends after x rounds or x minutes, as well as ending after next roll.

    On another note...anyone got NPC's or different spells coded in yet that they would be willing to share? I'm willing to share anything I have set up already, ask away.

  10. #40
    ....and I just tried to replicate and it isn't doing it now. Maybe the attack/save error had messed things up on effect endings and I forgot to reconfirm the error after a reboot

Page 4 of 5 First ... 2345 Last

Thread Information

Users Browsing this Thread

There are currently 2 users browsing this thread. (0 members and 2 guests)

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Fantasy Grounds Merchandise

Log in

Log in