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  1. #531
    Just released version 2.3.10 which should have all of the CT issues from the latest issue sorted out.
    My Forge creations: https://forge.fantasygrounds.com/crafter/9/view-profile
    My GitHub: https://github.com/MeAndUnique
    Buy me a coffee: https://ko-fi.com/meandunique
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  2. #532
    Quote Originally Posted by MeAndUnique View Post
    Just released version 2.3.10 which should have all of the CT issues from the latest issue sorted out.
    Thanks for the fast fix!

  3. #533
    Thank you for getting this sorted. Really appreciated.

  4. #534

    Mutliclass level up issue (bug?)

    First, I would like to say "Thank You" for getting the CT UI alignment issue resolved. And with a really quick response as well. AWESOME WORK! THANKS!!

    Second, I notice another bug tonight while the group was leveling up.

    One of my players decided to multi class, and when they lvl'd up using the LVL UP wizard. The first level HP was calculated and put in the current HP, but the MAX HP was not updated.
    Snap Shot HP.jpg
    Also under the Cleric, I open the magnifying glass to see the rolls and there is nothing there.

    But if I add another level of the Cleric (Artificer in second example) the roll boxes become visible. And everything becomes normal again.
    SSnap Shot HP 2.jpg

    If you need more information let me know.

    Thank you for your time.

  5. #535
    Having the same problem.
    When the first level of multiclass is added it doesn't add the hit points at all. Adding a second level to the muliclass does add the second dice roll but not the first.

    I even tested with all extensions turned off except for this extension, same result.

    Screen Shot 2022-09-12 at 8.45.07 am.png
    Last edited by Conspiracy; September 12th, 2022 at 00:07. Reason: Added image

  6. #536
    I'll look into the Character Wizard multiclassing thing; as a workaround in the meantime it should work if you use Ctrl + Mouse Wheel to reduce the second class to zero and back up to one. As a disclaimer, Character Wizard fixes tend to sit relatively in low priority as the wizard itself is considered in beta.
    My Forge creations: https://forge.fantasygrounds.com/crafter/9/view-profile
    My GitHub: https://github.com/MeAndUnique
    Buy me a coffee: https://ko-fi.com/meandunique
    Discord: MeAndUnique#6805

  7. #537
    Thanks that worked as a work around.

  8. #538
    I just installed this Constitutional Amendments mod and noticed this behavior: NPC hits PC "A" for 20 points of damage. PC "A" has "SHAREDMG: 1" applied by PC "B". PC "A" also has RESIST: all and 8 TempHP. The mod applies the RESIST: all, reducing the damage from 20 to 10. Then 8 are absorbed by the TempHP, resulting in only 2 damage being applied to PC "B". I am pretty sure PC "B" should have taking 10 HP in this situation. Is this something I am doing wrong or misunderstaning about the rules? Great mod! I hope I can get this part working.

  9. #539
    Quote Originally Posted by Kindran View Post
    I just installed this Constitutional Amendments mod and noticed this behavior: NPC hits PC "A" for 20 points of damage. PC "A" has "SHAREDMG: 1" applied by PC "B". PC "A" also has RESIST: all and 8 TempHP. The mod applies the RESIST: all, reducing the damage from 20 to 10. Then 8 are absorbed by the TempHP, resulting in only 2 damage being applied to PC "B". I am pretty sure PC "B" should have taking 10 HP in this situation. Is this something I am doing wrong or misunderstaning about the rules? Great mod! I hope I can get this part working.
    The rules are pretty complicated on this topic actually, and there are somewhat contradictory references throughout resulting in proponents of both interpretations. That said, the current functionality is incongruent with the way FG handles concentration checks by default, so its something I can certainly look at fixing.
    My Forge creations: https://forge.fantasygrounds.com/crafter/9/view-profile
    My GitHub: https://github.com/MeAndUnique
    Buy me a coffee: https://ko-fi.com/meandunique
    Discord: MeAndUnique#6805

  10. #540
    Azbandar's Avatar
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    Nov 2019
    Location
    Halifax, Nova Scotia
    Posts
    13
    I don't see it, so as a feature request, can there be a "hmax" option vs just max? Working on a homebrew set of monsters and the main one has an attack:
    Code:
    Soulrender
    A demonic greatsword that causes 2d8+5 slashing and 2d10 fire damage on a hit. The demonic greatsword also rends the soul of its victim upon hitting it. The creatures maximum hit points are reduced by half of the damage taken and can only be regained by a long rest.
    With the current setup, I can easily write for full max, but not half. I've got a minor workaround at the moment, where I only take the fire damage off the max, but would love to make it half of the full in the end.

    Currently written on the NPC sheet (minus the flavour text atm):
    Code:
    Soulrender
    Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: (2d8+6) slashing, magic damage and (2d10) fire, max damage.
    What I'm hoping to do:
    Code:
    Soulrender
    Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: (2d8+6) slashing, magic, hmax damage and (2d10) fire, hmax damage.

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