Fantasy Grounds Merchandise
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  1. #661
    Quote Originally Posted by kromtor View Post
    1)Consumables (food or chems) still does not apply effects on characters within CT (food and chems does cure, but other effects instead of cure does not apply, or does not shown onto the CT)
    2)Criticals not properly apply on CT: when multiple criticals onto different locations occurs, on the chat shown "critical already exist" and it does not apply other effects (for example bleeding when a critical occurs onto the body, or prone when on a leg)
    1) Was able to see where the issue was and will be part of the next weekly update.

    2) I'm still tracking down this issue and having a hard time replicating it over and over to see where it's failing. Will need more time with this one.
    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

  2. #662

    [Visual Bug] Identified items not displaying font in inventory

    The font and underlined area for identified items are not displaying in character sheet. Unidentified items display the unidentified text just fine though. Attached a cropped screenshot of the inventory and two items, one identified[the bobbleheads] one unidentified[the supplies]. I have no extensions or themes loaded[As I quite like the default theme the ruleset has]. And the only two modules loaded are Fallout 2d20 and Fallout Wasteland Wanderer. Thank you for your time.

    [Edit 1] It appears if I lock the item box so it can't be edited the name of the item then appears in the inventory while identified. So if I click the little bag next to the item and in the box that shows up type in what I want then lock it, The name will then appear in the inventory.
    Attached Images Attached Images
    Last edited by Glass Violet; May 28th, 2026 at 07:09. Reason: Learned more

  3. #663
    Quote Originally Posted by Glass Violet View Post
    The font and underlined area for identified items are not displaying in character sheet. Unidentified items display the unidentified text just fine though. Attached a cropped screenshot of the inventory and two items, one identified[the bobbleheads] one unidentified[the supplies]. I have no extensions or themes loaded[As I quite like the default theme the ruleset has]. And the only two modules loaded are Fallout 2d20 and Fallout Wasteland Wanderer. Thank you for your time.

    [Edit 1] It appears if I lock the item box so it can't be edited the name of the item then appears in the inventory while identified. So if I click the little bag next to the item and in the box that shows up type in what I want then lock it, The name will then appear in the inventory.
    Hey Glass Violet,

    Looks like this is probably related to the Wasteland Wanderer still. The items you are using are from there. Could you give me the steps to replicate where you ended up with your inventory? I was not able to replicate it just yet.

    For reference, since these items are just listed in the starting equipment area, and not in the items window, I created them from the character sheet inventory tab. After adding their name, and then locking the record window, they showed up in the inventory tab as expected.

  4. #664
    The steps you listed are exactly what I did, I just never locked the item. The text doesn't show up till you lock the manually created item, maybe this is fully intentional and I'm simply used to other rulesets where you can always edit the items name in your character sheet without having to fully open the item up to change the name.

  5. #665
    From what I know, it is intentional for Fallout 2d20. I don't have much experience with other official rule sets aside from using them as a reference for some development. I have only used one community ruleset, and the Fallout ruleset so far. So for me, locking the item record in order to push any updates I made to it out to the character sheet was just muscle memory.

    Based on how you are using the new Solo RPG though, I have a few updates I should make to the module to make it a bit more friendly to use.

  6. #666
    Oh okay, that makes sense, If that's just how it's programmed then it's simply a teething issue I hit as a newcomer from other rulesets and not actually a bug.

  7. #667
    Hello all, I found a few issues with the ruleset and was told on the discord to post here, so I am copying what I wrote there. This is in a campaign with no extensions and only official modules.

    First issue:
    Using AP to purchase dice or the modifier window to roll extra dice works fine when clicking the "dice" icon on PC and NPC sheets. However, when trying to roll skills from an NPC sheet (the ones that don;t have a dice icon and only have a "highlight-able" skill), any modifiers in the modifier box disappear the moment you highlight the rollable skill. and only the basic 2d20 are rolled. this happens if you set the modifier manually or use AP to purchase extra dice. Things work properly and extra dice are rolled as needed if the roll comes from a "clickable" dice icon (as opposed to a highlightable skill with no dice icon).
    Second Issue:
    Additionally, I have had trouble dragging and dropping damage effects onto targets. An error message appears and the damage doesn't go through as it should.
    Attached Images Attached Images

  8. #668
    Quote Originally Posted by Navigat0r View Post
    Hello all, I found a few issues with the ruleset and was told on the discord to post here, so I am copying what I wrote there. This is in a campaign with no extensions and only official modules.

    First issue:
    Using AP to purchase dice or the modifier window to roll extra dice works fine when clicking the "dice" icon on PC and NPC sheets. However, when trying to roll skills from an NPC sheet (the ones that don;t have a dice icon and only have a "highlight-able" skill), any modifiers in the modifier box disappear the moment you highlight the rollable skill. and only the basic 2d20 are rolled. this happens if you set the modifier manually or use AP to purchase extra dice. Things work properly and extra dice are rolled as needed if the roll comes from a "clickable" dice icon (as opposed to a highlightable skill with no dice icon).
    Second Issue:
    Additionally, I have had trouble dragging and dropping damage effects onto targets. An error message appears and the damage doesn't go through as it should.
    Thanks, I have noted it and will look it over
    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

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