Thread: Release v3.1.0
-
June 2nd, 2015, 23:16 #21
Supreme Deity
- Join Date
- Mar 2007
- Posts
- 20,564
Gwaihir Scout
Last night I was getting null value errors when trying to drag items from the PFRPG Advanced Rules module into the campaign item list. I haven't checked extensions yet.
ChimpMasaki
/die 1d1040
The result is always "0". Before it would grant me a randomly generated result.
Baron28
Will the innate spelling casting in v3.1.0 of FG work as intended with a Monster Manual created in Par5e or only the Monster Packs?
Regards,
JPG
-
June 2nd, 2015, 23:34 #22
So is Smite Works completely scrapping compatibility?
Originally Posted by Player's FG LauncherI never claimed to be sane. Besides, it's more fun this way.
-
June 3rd, 2015, 00:07 #23A soft answer turneth away wrath. Once wrath is looking the other way, stab it in the back.
-
June 3rd, 2015, 03:40 #24
Tested my Par5e Monster Manual and currently it is not compatible. This is due to the additional categories for setting up spells, and innate spells. I'm sure the Par5e guys are making adjustments so they can add this data to the monster text file that gets parsed by that tool.
Ultimate License Holder
Timezone: UTC -6
DM: 1e Ruins of Adventure, Curse of the Azure Bonds
DM: 5e Descent into Avernus
D&D 1e to 5e adventures converted: Keep on the Borderlands, White Plume Mountain, Tomb of Horrors, Against the Giants, Descent into the Depths of the Earth, Shrine of the Kuo-Toa, Vault of the Drow, Queen of the Demon Web Pits
Transitioning from D&D to DCC
May your dice rolls be ever in your favor.
-
June 3rd, 2015, 05:37 #25
- Join Date
- Jan 2015
- Location
- Livermore, CO
- Posts
- 64
Used the new update on tonight's game for 5E
- seeing the same issue with parsed NPCs giving a script error
-crashed twice when accessing a map...
- seeing some odd distance calculations on the map when I have the tokens locked down. It almost seems like it is counting the second diagonal move as 10 ft (assuming 5 ft squares) like the earlier versions - can't seem to find a switch to make this work like basic 5E - i.e. every square is 5 ft of movement regardless of diagonals. Anyone else seeing this?
-if I attempt to drag and drop a spell into the innate spell area on the NPC sheet it ends up in the spell area instead - is this the intended effect?
other than that works pretty well, though I do wish the NPC spells had the ability to be collapsed by spell level, makes for a long long list otherwise.
lawrencePig Dead. Soldier On.
Ultimate License
D&D 5E
-
June 3rd, 2015, 06:15 #26
-
June 3rd, 2015, 08:19 #27Using Ultimate license - that means anyone can play.
Valarian's Fantasy Grounds Rulesets
-
June 3rd, 2015, 08:32 #28
- Join Date
- May 2015
- Posts
- 5
The 5e monster manual is not loading into the 'NPC' tab, nor the 'Images & Map' tab.
Additional notes:
1) You can still see the monster entries via the 'Library' tab, but not the images of course (as they were never available via the Library tab).
2) I've tried this on an existing module and a new one I created tonight.
Apologies in advance if this was mentioned earlier or I'm doing something dumb...Last edited by Haeldin; June 3rd, 2015 at 08:40.
-
June 3rd, 2015, 09:30 #29
- Join Date
- Jan 2015
- Location
- Livermore, CO
- Posts
- 64
What I am seeing is with tokens locked down a player indicates his move...5 diagonal squares...the system shows that that distance is 35 ft. That is not right and it didn't work that way before this update. It means I have to manually count out the squares for both move and range weapon. Haven't checked to see if affects the pointers for srea effects.
Pig Dead. Soldier On.
Ultimate License
D&D 5E
-
June 3rd, 2015, 10:16 #30
- Join Date
- Apr 2015
- Posts
- 83
Thread Information
Users Browsing this Thread
There are currently 1 users browsing this thread. (0 members and 1 guests)
Bookmarks