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September 24th, 2020, 14:15 #611
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September 24th, 2020, 14:49 #612
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So you are suggesting to use Font Forge to modify the custom font by using FGU's basic font to "import" the symbols?
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September 24th, 2020, 15:28 #613
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September 25th, 2020, 09:08 #614
The PF2 symbols are specific characters in the font. They aren’t separate. There has never been a fallback or replacement. FG doesn’t know if the font it’s using contains the right symbol or not - it’s just a single character it displays. So, as mentioned above, the individual symbol characters from the base ruleset font would have to be incorporated into any fonts that replace the ruleset fonts.
Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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October 7th, 2020, 18:01 #615
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- Mar 2020
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Hello, i have this bug on FGU : [ATTACH=CONFIG]Icon missing[/ATTACH]
And i see this error on log : [ATTACH=CONFIG]tab action error[/ATTACH]
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October 7th, 2020, 18:09 #616Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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October 23rd, 2020, 16:07 #617
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- Feb 2016
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The latest unity update seems to have broken text positioning a bit, everything has shifted down and text is embedded into the underlining in themes (best examples would be effects, both in the combat tracker and character sheets)
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October 23rd, 2020, 16:22 #618Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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October 24th, 2020, 16:43 #619
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- Apr 2020
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I hope I'm in the right thread. Please accept my apology if not.
Situation: Party is in combat. Bard is somewhere in the middle of the initiative order. Bard casts Inspire Courage. (I use SR's Drag and Drop to automate the effect) All targets receive the right bonuses, etc, etc. When the round officially ends and goes back to the top of the order, the spell is gone, even though it should be effective until it's the bard's turn again.
It LOOKS like you can only select "Start of Round" and "End of round" to decrement the effect (which appears weird to me, because they're effectively the same). Is that the case? And if so, it seems the only workaround for the bard would be to cast it at the top of the next round, and if they choose not to cast it when it's their turn again, go in and manually remove the effect from everyone.
Have I missed something? I don't necessarily know if this is a bug, but maybe a limitation of the ruleset programming and/or FGU.
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October 24th, 2020, 17:30 #620
Hey BD... I am not sure why that's happening for you. When I just tested Inspire Courage, having one character cast it on her turn, the effect lasted through to next round for all characters until it hit the casting character's turn when it then ended for everyone it was applied to.
Granted, I tested this in Classic.. so maybe I should double-check to make sure it works the same in Unity. Hrm.Ultimate License Owner since 2011 and FG GM since 2008
Game Systems: 5E, Pathfinder, Starfinder, Call of Cthulhu, RoleMaster, C&C, Pathfinder 2, Old School Essentials
Home Page: ShadeRaven Sorceries (Blog, Fantasy & Campaign Stories, Cat Tales, and more)
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