STAR TREK 2d20
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  1. #101
    Quote Originally Posted by nephranka View Post
    Am I correct that this does not automate summon spell creatures like Summon Fey?
    In what way you talking about automate?
    You can drag the NPC on the cohort tab and then the DM can always pull those to the CT and the player who it came from cohort's tab would be able to control those NPCs.

  2. #102
    Quote Originally Posted by Leprekorn View Post
    Ok please see the attached image hope this helps.Attachment 50940
    So once you have added the NPC to the cohort tab and then added it to the CT, open the NPC sheet from the CT. Make sure it is unlocked and then add the +PB next to things you want to add the PB to. In teh picture you can see how it is added to the AC. If you want to add it to skills and abilities I think you will need to add +PB to each individual skill and ability.
    You can also add a Trait with the following text to make it work for all of em, per Tasha's: "You can add your proficiency bonus to any ability check or saving throw that the beast makes."

    Also, if you have the following in an attack: "your spell attack modifier to hit", you can add the following line (as its own line) to the text on the Other tab: "Actions: Replace the 'your spell attack modifier' with the Ranger's actual spell attack modifier and add the Ranger's proficiency bonus to the damage in Shred.".

    Lastly, if also using Constitutional Amendments with "(see notes)" in the hit dice field, the following may be added to the text on the Other tab (each as their own text):
    "Hit Dice: The Beast has a number of Hit Dice (d6's) equal to the Ranger's level"
    "Hit Points: Hit points are 5 + 4 times the Ranger Level"
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  3. #103
    Quote Originally Posted by nephranka View Post
    Am I correct that this does not automate summon spell creatures like Summon Fey?
    It will give the player control over the creature(s) if added as cohorts, but otherwise nothing else from summon spells is automated... yet
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  4. #104
    There is so much to learn with this and how it ties in to the MC supplement constitutional amendments and your other exts. Would you make a vid showing how to set them up to work together?

  5. #105
    Quote Originally Posted by MeAndUnique View Post
    It will give the player control over the creature(s) if added as cohorts, but otherwise nothing else from summon spells is automated... yet
    Thanks. Looking forward to the future

  6. #106
    Quote Originally Posted by MrDDT View Post
    In what way you talking about automate?
    You can drag the NPC on the cohort tab and then the DM can always pull those to the CT and the player who it came from cohort's tab would be able to control those NPCs.
    If summoned templates like summon fey were automated in the same way ranger beasts are automated. I already use the control nature of this ext. Now I was looking to see things like the to hit and damage bonus was being read and replaced for templates like summoned fey. I see now it is not.
    Last edited by nephranka; January 13th, 2022 at 11:56.

  7. #107
    Just released version 1.0.6 with a minor bug fix.
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  8. #108
    Issue with friend zone tonight - wizard couldn't move his familiar, and rogue couldn't move his badger from his bag of tricks. Both players could open their NPC character sheet, make attacks and roll damage. The creatures were faction = friend. I am running a bunch of Rob2e stuff, Mad Nomad's Character Sheet Tweaks, and Kit'n'Kaboodle; I don't have any of SilentRuin's extensions, not using polymorphism either (i do have Critically Awesome essentials and one click druid running). FGU and all the extensions are updated, no error messages seen, the guys simply couldn't move the tokens. Any thoughts on what we might be doing wrong? Enjoying your work btw - kit'n'kaboodle is a particular favourite!

  9. #109
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    Quote Originally Posted by SteveStewart332 View Post
    Issue with friend zone tonight - wizard couldn't move his familiar, and rogue couldn't move his badger from his bag of tricks. Both players could open their NPC character sheet, make attacks and roll damage. The creatures were faction = friend. I am running a bunch of Rob2e stuff, Mad Nomad's Character Sheet Tweaks, and Kit'n'Kaboodle; I don't have any of SilentRuin's extensions, not using polymorphism either (i do have Critically Awesome essentials and one click druid running). FGU and all the extensions are updated, no error messages seen, the guys simply couldn't move the tokens. Any thoughts on what we might be doing wrong? Enjoying your work btw - kit'n'kaboodle is a particular favourite!
    You'll need to switch off all other extensions and test to see if that fixes the issue. If it does it will be a conflict with another extension - so enable them one at a time until the problem comes back. Then you'll need to decide whether to continue using both or drop one that conflicts.
    If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php

  10. #110
    Quote Originally Posted by Zacchaeus View Post
    You'll need to switch off all other extensions and test to see if that fixes the issue. If it does it will be a conflict with another extension - so enable them one at a time until the problem comes back. Then you'll need to decide whether to continue using both or drop one that conflicts.
    Or fix the error yourself in the coding, or contact the ext makers and see if they can fix it.

    I find that if you can limit down what exts are conflicting, you likely can contact one or both of ext makers and they can fix it pretty fast they are pretty awesome.

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