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February 4th, 2022, 20:55 #941
I just quickly skimmed your answer, but it sounds like that most if not all of that should be actually possible to do in FG
However, you'd need to learn first the UI of FG, I think; the best advice may be that you start slow, treat some things manually until you pick up how to automate it Do you have information about how to create spellclasses etc.?
(and we should maybe switch completely to https://www.fantasygrounds.com/forum...-Grounds/page2 to avoid spreading this discussion in two threads )My extensions for 3.5e and Pathfinder
Bug reports please here
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February 11th, 2022, 06:07 #942
- Join Date
- May 2020
- Posts
- 12
Ok... I may be misunderstanding what is possible to automate. I was under the impression that FGU could automate combat for class abilities; is that not the case? Does the Monk gain (or have an addable combat ability) "stunning strike" as a combat ability? Same for Paladin Smite. Same for Barbarian Rage.
If not... How do I add that functionality? also if not... I'll stop posting here and try to get more info on how to implement class abilities in combat.
This is our first time using FGU and I am trying to import existing PCs from our home game into FGU. And unable to find "drag and drop" options which I thought was the point...
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February 11th, 2022, 07:02 #943
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- May 2020
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- 12
Ok for sure a Bug in Pathfinder Core Rulebook (1st edition)... Celestial Armor has incorrect Stats.
It shows, +6 AC, Max Dex +2, Check Penalty -4, Spell Fail 30% and Speed Reduction. ALL of these are wrong.
It should be AC+9(+3Chainmail), MaxDex+8, Check Pen -2, Spell Fail 15%, No speed reduction (mithral).
EDIT: It should also be Light Armor... But I don't think that matters for automation...Last edited by Taran Eilonwy; February 11th, 2022 at 07:24.
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February 11th, 2022, 13:42 #944
I am seeing the same - one can compare the text description in the item view in Fantasy Grounds with the stats and there is an obvious discrepancy. I suspect somehow it inherited most of stats for chainmail since that is mentioned in the descriptive text, even though the text description also calls out all the differences: Screen Shot 2022-02-11 at 8.35.13 AM.png
Cheers,
Brian
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February 11th, 2022, 14:34 #945
All special actions (such as rage) need to be added as spells. Create a new spellclass, and add spell slots.
Here's the wiki page for effects. https://fantasygroundsunity.atlassia...d+3.5E+Effects
You can also probably find many listing for rage and more in this forum.GitHub
Ruleset: FFd20
Extensions: Advanced Charsheet - Attack Modifiers - Big Portraits - Enhanced Skills - Legacy Items - Spell Action Info - Spell Record Actions - Tooltips
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February 11th, 2022, 16:42 #946
- Join Date
- Dec 2016
- Posts
- 84
there add ons/ext. made by Kelrugem and others to help with coding more automation like
https://forge.fantasygrounds.com/shop/items/31/view
https://forge.fantasygrounds.com/shop/items/83/view
its a small learning curve but once you know it , its easy after, like smite would be Smite Evil; IFT: ALIGN (evil);ATK:[CHA];DMG:[LVL]; DMGTYPE: drbypass or like adding all the immunities of a monster like undead you would put in its main page Immune mindaffecting, charm, disease, poison, sleep; Immune critical, nonlethal; and in the spell effect make a spell tab with the effects as IREVERT: positive; REVERT: negative; IMMUNE: bleed; IFTAG: stunned, paralyzed, necromancy, compulsion, phantasm, pattern, morale, fatigued, exhausted, death, drain; SIMMUNE just dont forget to put apply effect on load and when the monster is added to the combat tracker it should have everything the only thing that can not be coded as far as i know is ability damage immunity
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February 18th, 2022, 01:00 #947
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- Jul 2020
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- 34
My apologies if this is either a known issue or an intended behaviour:
When adding arcanist levels from the Advanced Class Guide module, the proper sub-headings for their spells are not appearing under the Actions tab. I presume it's related to the arcanist Class package not including a Spells Special Ability? And I presume that has something to do with their non-standard prepared/spontaneous caster format?
Or is it an oversight?
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February 18th, 2022, 02:02 #948
Unfortunately the 3.5E/PFRPG ruleset doesn't have a spell type that really matches the hybrid format.
I had a player who played an arcanist and what I did was set up two spell sections, one prepared and one spontaneous. He'd mark off spells from the spontaneous section which would just have "level1", "level2" and so forth instead of real spells and he'd prepare his spells from the prepared spells list. A bit convoluted, but it worked.bmos' extensions
he/them
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February 26th, 2022, 16:58 #949
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- Apr 2020
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- 32
Reign of Winter: Rasputin Must Die issue
Area H7 is missing half its entry. Everything after the "trap" effect in that room is missing. That includes treasure and all the information on disabling the World Engine. Which is key to the solving the adventure, so rather a major absence. I did a search on the possible parcel names for the treasure, but that doesn't appear to be present, either.
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February 26th, 2022, 18:25 #950
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