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  1. #171
    Added Specialist Skills into SW5e_Extras.mod. During my game I found it would be easier to have rolls that were associated with these kits and their proficiencies if they were defined as skills based on ability modifiers (and proficiency). Made my life simpler.
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  2. #172
    I'm not sure if I'm doing something wrong on my end but I've been adding some NPCs for an adventure I hope to run, and it seems like FG isn't parsing some of the Tech and Force "spells" properly for NPCs.

    For example, Acid Dart has a description saying it requires a "ranged tech attack". When adding an NPC with this power into the CT, it doesn't properly parse the attack. Changing this to read "ranged spell attack" will allow it to work correctly.

    I know very little about coding extensions, so I don't know if there's a way to force FG to recognize "tech" and "force" like it would "spell", or if the best thing to do would be to just change the wording in the spells so that FG recognizes them. If the later is the case, and if pico and Silentruin agree, I can go ahead and do a little search and replace and then post the edited files here.

  3. #173
    pico's Avatar
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    miked2681,
    This sounds like I may have missed some of the way the NPC "spells" are working. I actually get very little specific feedback, and without it I have to stumble into issues while working on updates.

    On the force/tech vs. spell, I gave up changing it in the FG code and just started rewording them all as "spell", much like things with the magic property vs. SW5e "enhanced" property. I just gave up and use "magic" to keep things working in FG.

    I'll take a look at my spell lists and see which ones still say force/tech attack vs spell.
    Thanks

  4. #174
    Quote Originally Posted by pico View Post
    miked2681,
    This sounds like I may have missed some of the way the NPC "spells" are working. I actually get very little specific feedback, and without it I have to stumble into issues while working on updates.

    On the force/tech vs. spell, I gave up changing it in the FG code and just started rewording them all as "spell", much like things with the magic property vs. SW5e "enhanced" property. I just gave up and use "magic" to keep things working in FG.

    I'll take a look at my spell lists and see which ones still say force/tech attack vs spell.
    Thanks
    Not a problem. I opened up the modules and did a quick find/replace changing "ranged tech" and "ranged force" to "ranged spell", and the same for melee versions. Just thought I'd bring it to attention.

  5. #175
    Quote Originally Posted by miked2681 View Post
    Not a problem. I opened up the modules and did a quick find/replace changing "ranged tech" and "ranged force" to "ranged spell", and the same for melee versions. Just thought I'd bring it to attention.
    I basically followed pico's lead - there are no spells at all in SW5e. The tech powers are manage by techcasting number of prepped items as described in the techcasting description. Same for force powers using forcecasting number of prepped items as described in the forcecasting description. Spell levels are simply assigned to the max values (though that is arbitrary as they are only used to fake FG into allowing them to process). Spell slots radio buttons are never even used/consumed - only techcasting and forcecasting radio buttons are.

    Having said that - you can run your games however you wish - or change them to what best suits your game play.

    As the mechanics of how they are defined and such are different I don't plan on using them as spells.
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  6. #176
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    I found the issue, last year when the SW5e project decided to rename/replace over 250 "spells" I used their website JSON to repopulate my module generator. I did not reword everything I had from my last update.

    I try to be as transparent as possible and put anything like this in the reference section of the module. For the purposes of running on the FG 5e rules engine (where many things are hard coded, especially the phrasing standards of Wizards of the Coast) I was going on the assumption that all "spells" will be worded as 5e spells and "enhanced items" will be worded as "magic" so the FG engine will treat them as such.

    I'll add this ranged/mele spell attack wording to my to-do for my next update.
    Also, with the generosity of SilentRuin, I will likely add all the Effects button items for all these sub-class/equipment/ammo, etc. are easier to work with. (Thanks again SilentRuin)

    edited for note: My work is ramping up with several high-priority projects, plus I'm looking at going into a legal nightmare with the builder behind my home who has been flooding my yard for 2 years. So I will work on this as much as time allows.
    Last edited by pico; July 11th, 2021 at 19:35.

  7. #177
    Updated SW5e_Extras.mod for "Rangers Quarry" powers. More like the 5E type of operation where you set the key word effect on target then have self effect determine if damage is applied based on IFT.
    https://www.fantasygrounds.com/forum...521#post606521
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  8. #178
    Updated SW5e_Extras.mod by providing spell effect fixes (duplicates in SW5e Extras spell group - use mine if you want fix) of Battle Precognition, Holographic Disguise, Affect Mind, and Target Lock.

    https://www.fantasygrounds.com/forum...521#post606521

    As I play my own sessions and find them I'll add in fixes.
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  9. #179
    I noticed that the human ability score increase (the one for the race itself, not for any class) appears to not parse fully.

    It currently reads:
    One ability score of your choice increases by 2, and two different abilities of your choice increase by 1. Alternatively, four ability scores of your choice each increase by 1.
    The choice of the +2 increase works fine, but nothing else. Changing it to read as below will fix it to allow the choice of the two scores with +1 as well (change is in bold):
    One ability score of your choice increases by 2, and two different ability scores of your choice increase by 1. Alternatively, four ability scores of your choice each increase by 1.
    The alternate method of +1 to four stats still would have to be done manually, of course.

  10. #180
    Quote Originally Posted by miked2681 View Post
    I noticed that the human ability score increase (the one for the race itself, not for any class) appears to not parse fully.

    It currently reads:


    The choice of the +2 increase works fine, but nothing else. Changing it to read as below will fix it to allow the choice of the two scores with +1 as well (change is in bold):


    The alternate method of +1 to four stats still would have to be done manually, of course.
    Added Human override in SW5e_Extras for this fix.
    https://www.fantasygrounds.com/forum...521#post606521

    I should also note that to replace the original Human race with the SW5e Extras version in an existing character you need to realize dropping it over the old one will duplicate some abilities which you must delete. You also want to hit X on the form that asks you to update the stats so you don't bump them up higher than they should be (you should have already added them in correctly when you originally made the human character).
    Last edited by SilentRuin; July 16th, 2021 at 05:12.
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