I receive an error: Database Error : image: Invalid file (ref/The Oath.jpg)
This happens when I try to click on Take the OATH under Game Mastery > The Basics > Take the OATH.
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I receive an error: Database Error : image: Invalid file (ref/The Oath.jpg)
This happens when I try to click on Take the OATH under Game Mastery > The Basics > Take the OATH.
Thanks for bringing it up. Turns out a file got missed in the upload process, but it will be fixed in the next update.
I completely failed getting this setup right. Will try to fix a bit later. Use this thread to post any ruleset specific issues to track and get resolved. When reporting, please provide steps in reproducing the issue and any images if possible.
I have problem with LOOT. When loot are drop on character’s inventory, stat bonuses are not calculated properly (usually are doubled). Sometimes dress off and dress in fix the error but sometimes i have to change it manually.
Despite to above problems I found ICRPG splendid. Me and my team had great time playing.
Thanks for the feedback. When you drop loot in a character's inventory, does the item get added with parenthesis and stat bonuses in the name of the item? For example: 'Ring of Might (STR +1)'
It sounds like when you equip a piece of loot the bonus that's added to the loot column of the stat is twice what it should be. In that case, would you be able to send me a zip file of the campaign where this is happening so I can see if I can reproduce and debug this?
EDIT: Another thought. There's a setting called "Add bonuses from CARRIED loot" in the options window. Is there any chance that you've changed that around the time the issue with the loot appeared? Changing that setting would mess with how loot bonuses are added to characters.
Attachment 41762
It's one of problems.
It's sounds funny but on my comp rest of loot works correctly. However my players complained on loot problems.
I will conduct another play at Friday and ask my players for screens.
Ah, yes, Common Armor. I thought I fixed that. The reason that happens is the system reads the description of the item to figure out which stats it should add. It sees the "+1 ARMOR" and "+10 ARMOR" in the description and adds those together, which is where the +11 is coming from. I'll change the wording so it doesn't do that.
Hi
After weekend of playing i have to confirm that loot bonuses are doubled when players drag and drop it to PC cart. Moreover this error takes place only during play in player client. When I checked it on my comp after session everything works great however when players join me they complain about it.
Second bug is even more strange. Program shows afford numbers in different order for GM and player. As I checked correct one is player notation and this one is used for calculation for program. To sum up only problem is different data for GM. I think that below screens explain it better.
Attachment 42039
Attachment 42038
Thanks for the feedback. I've tried to reproduce this on my own but I can't. It might be related to internet connection, but I don't know enough about how fantasy grounds syncs players and GM data to say that for sure. It would help if I could load your campaign and see if there's some data corruption there. Can you zip up your campaign folder and send it to me? I've got no idea how the characters sheets both show different things to GM and player, and how the TOTAL stat is different than the BASE+LOOT. Those should 100% be linked together.
I attache my ICRPG campaign data (images excluded due to technical restriction). You can find there my personal made loot that probably isn't very well designed but all errors that i report are connected with original loot.
P.S.
You done good job with adaptation of ICRPG and all errors I reported found as minor problems easy to evoid.
Are there any plans to release any addons for ICRPG? For examole Magic or Words, Altered State? Maybe any additional options like possibility to change some informations on PC cards, like names of effords?
I have a small collection of extensions on this thread, but I have no plans on releasing any other modules.
It is exactly what I need. Thx
Hello,
i just tried out the Index Card RPG on Fantasy Grounds Unity yesterday. In my case no Bonuses are added to my dice rolls. For example, i roll "Weapon Effort" The Base is 0, Loot is +2 Total is +2. The +2 is not added to the dice roll. Can someone help, please?
Greetings
Jupp
Try ro chech this: OPTIONS/ICRPG/Player:Add bonuses from Carried loot.
J choose "No" and everything works good
Nope, that doesn´t work for me. I started a new campaign, set it to "No" and it is still the same problem.Quote:
Try ro chech this: OPTIONS/ICRPG/Player:Add bonuses from Carried loot.
J choose "No" and everything works good
I also saw when i try to make a new character it doesn´t handle the bonuses for bio-forms and archetype anymore.
I found a number of issues that popped up with the latest update. I'm going through and fixing what I can find.
Is it possible to get it now? :)
Damage soak extension aren't work properly. Soak button aren't work and generates error communicates.
On CT damages aren't distracted automatically from target's HP
Just bought the extension and a few things don't work on my side.
- Death timer rolls but doesn't update the turn, it stays at 6
- Death roll doesn't reduce the death timer it stays at 6
- Other rolls seems finicky. Sometime it add, sometime it's not.
Also probably not sure what are Other Rolls and Effects. Any video tutorial how to use the character sheet ?
For example i have weapon gem add a bonus to one weapon so how do you select a specific weapon it affect the weapon effort to ?
This is why tough other rolls might be the solution for these items
I'll take a look at the death timers. I just did a quick test and I'm seeing different behavior in Unity vs Classic. It should be that rolling a death timer will change the duration of the "Dying" condition on that character in the combat tracker. The actual ticking timer lives as a condition in the combat tracker. For some reason this is working in classic but not in unity. Thanks for bringing it to my attention.
Regarding other rolls and effects, those are going to be removed with the next update (this upcoming week, Tuesday I think). I've replaced those (quite hacky) methods with a much more robust action system that lets you create any number of actions with custom attempt and effort rolls, and effects. I put the details of the update another thread.
As for the weapon gem, until the updated Actions tab comes out this week, the easiest way to handle it is in the character sheet's inventory. I've attached a screenshot of a sample character's inventory for how I'd do it. The system should automatically parse any item you add and add the stats accordingly, but you can manually do it by putting the stat bonuses in the parenthesis, separated by commas. "(+1 STR, +1 WEAPON)". Then, as long as the item is equipped, it will add that as a loot bonus. Of course that adds stats globally, not just for a single weapon. For now (the next few days), that's something you'd have to handle manually. The new Actions tab will allow you to make a custom attack with +3 effort very easily.
I've considered putting out videos, I'm just not setup for that. I'll take a look again and see if it's something I can do.
I have just gotten the update. Now it's much more intuitive. Good work. Are the Easy and Hard button below the chat box supposed to work for the GM or player only. Myself I can't get it to work. Not a big deal, it's all small things. Not like the players cant add or substract 3
I'm getting an issue where I've built a piece of loot using the guidance in the effects thread, but it's not applying correctly after being added to the character sheet. It winds up looking like this:
Attachment 46024
As you can see, it adds an extra minus sign in some cases, but also reorders the bonuses and then incorrectly applies them.
There's a few things going on here. First, the effects are meant to be used in the combat tracker. They won't work correctly in items. Instead, items pick up on the natural language present in the book to determine their bonuses. Instead of using 'CHA: -1', use '-1 CHA', for example. Below is an example of how its expected.
Attachment 46026
Secondly, there is an actual bug where negative values are parsed incorrectly and a second '-' is added. I'll look into this. It shouldn't matter for the purposes of automatically adding the loot bonus however. At least, it didn't when I tested it just now. All of the changes to loot bonuses were as expected.
Lastly, the reasoning behind the different syntax for items and effects is one of expected complexity. You should be able to create items and describe them in the exact same manner that the core rulebook does, and have things automatically work out what bonuses should be added. Effects are a Fantasy Grounds construct, and many rulesets use the same format when handling them. That's why the effects format is more complex.
Hopefully that clarifies things a bit. Regardless, thank you for bringing this to my attention; I'll get a fix out soon. In the meantime, after you add an item to a character's inventory, you can always edit the name of the added item to remove the extra '-'.
Saagael: thanks for the quick response!
Hello Everyone! Currently I'm setting up an ICRPG Campaign on Fantasy Grounds, but something caught my eye today while I was running some testing.
GUN Effort is not being Updated, even when increasing or decreasing the BASE attribute, when you roll the dice, it does not add up on the roll, it just rolls a simple D8 with no modifiers for BASE or LOOT Attributes, I'm using Fantasy Grounds UNITY, with the Quickstart 2e Extension and the Mastery Extension.
Let me know if I can provide additional information for this... and thanks for the help!
Attachment 46919
Ah, good catch! And an easy fix, too; I love those. :)
I updated the quickstart extension, you can find the updated version here.
Let me know if that works for you.
That was awesomely fast!
Now is working perfectly! Thanks for the quick reply!
The character I think " is replaced by a square - UK machine. Screenshot included around the word machine. Attachment 48091
Hi, we experience two bugs with core module + extensions Vigilante City, Quickstart, Mastery
"Effort" rolls in Action rolls will result in error message.
And Monsters are dealing all the damage only to Stun instead of HP.
Any advice?
Thanks a lot in advance.
Drifter
Can you post the error you're getting, please? I can't reproduce it with those extension; effort rolls on PCs seem to work fine for me. Do they throw errors all of the time, or only in a specific circumstance? Like maybe only targeting enemies that have chunks, or only against PC. Is it all effort rolls, or only ones for a certain power or from a certain character?
For the issue with vigilante city and stun damage, the VC extension changes the default damage type to stun, since that's what was in the book. You can specify stun, hp, or both damage on monster actions using, and it will apply damage to the correct health resource. Doing so looks like this:
- 1d12 stun damage
- 2d6 sp damage
- 3d8 hp damage
- Weapon HP and SP damage
- Ultimate stun and hp damage
- triple magic sp and hp damage
Ah ok, I didnt know that Vigilante City defaults to that. I added HP to the action description and when I click being "weapon" and when I click on it, both WEAPON and HP will get a blue background, but the roll is still dealing stun damage.
Attachment 50046
For the "action" issue
- I added randomly Silver spear into inventory. I opened the item and added to Actions Effort, chose Magic Effort and wrote Holy as damage type
- I go to action tab and click on Effort of the spear to roll
- I get error message:
Attachment 50045
I forgot, here is the spear
Attachment 50047