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December 21st, 2021, 16:56 #11
Submitted an update today...
MCC RPG v12-20-2021 (release 3)
[Fixed] Actions not populating for mutation ‘pyrokinesis’ when dropped to Actions tab on char sheet.
[Fixed] Script error when dragging an attack roll from chat window to combat tracker or token target.
[Fixed] NPCs dropped to combat tracker do not roll d16 initiative die when option selected on NPC record.
[Fixed] Combat tracker effect durations decreasing by 2 each round.
[Fixed] ‘Armor Class:’ label truncated in Combat Calc dialog box linked on Main tab of char sheet. Label reverted to ‘Armor:’.
[Fixed] Wrong power table result displays when mutation or program check roll is not a natural 1 (ie, fumble) but total is less than or equal to 1 due to modifiers.
[Fixed] Slash command /funnel not adding weapons to Actions tab.
[Fixed] Slash command /funnel not adjusting AC for armor items.
[Fixed] Script error for birth sign ‘The Backup Disk’ when using slash command /funnel.
[Updated] Missing table error message now includes table name.
[Updated] Duration added to onHover display for mini action buttons.
[Updated] Improved parsing of NPC special properties for resistance, vulnerability, and immunity effects when dropped to combat tracker.
[Updated] Items with type (or subtype) equal to ‘artifact’ are unidentified when dropped from data library to Inventory tab on char sheet.
[Added] Two-weapon fighting and backstab options added to Weapons section of Actions tab.
[Added] Modifier button created for d16 initiative die (when two-handed weapon equipped).
[Added] Actions parsing of results table for custom powers.
[Added] Functionality for two-weapon fighting and backstab according to the DCC core rules.
Nothing crazy, mostly just cleaning things up and making sure the slash command /funnel is doing everything it can. The ruleset does have some DCC features like the d16 initiative die for two-handed weapons, two-weapon fighting rules, and backstab functionality even though these are not technically in the MCC core rules. I assume these are universal game mechanics in the DCC/MCC multiverse.
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December 24th, 2021, 14:02 #12
I’m going to update the sidebar soon with some more MCC-appropriate icons. The mutations and programs need to be moved to the player category also. Look for that in the next couple weeks.
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February 17th, 2022, 00:34 #13
- Join Date
- Jan 2018
- Posts
- 57
Leozelig,
When I first looked for MCC on Fantasy Grounds, it was not on the Fantasy Grounds store.. but it was on the Goodman-Games store. So I purchased it there, not knowing any better. How do I activate it? I have a product code but I don't see anywhere to add that to my FGC or FGU?
kirklandone
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February 17th, 2022, 03:01 #14
Go to the main store on this site and then use the menu for Store > Activate a product key
https://www.fantasygrounds.com/store/activateKey.php
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February 24th, 2022, 16:04 #15
- Join Date
- Feb 2016
- Posts
- 265
The Store button is not opening anything.Bildschirmfoto 2022-02-24 um 16.02.08.png
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February 25th, 2022, 12:39 #16
Hi Locomoto. Thank you for reporting your issue with the store button. I will look into it and post an update soon.
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February 25th, 2022, 21:51 #17
The store button does not link to anything - I will work on fixing that for the next update. In the meantime, you'll need to open a web browser and visit the store page the traditional way:
https://www.fantasygrounds.com/store/
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March 22nd, 2022, 04:22 #18
Attachment 52119 Hey I got this error with /funnel
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March 22nd, 2022, 14:28 #19
Thank you rathen45. I submitted a fix just now.
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August 20th, 2022, 07:40 #20
- Join Date
- Mar 2020
- Posts
- 10
Crit table not found
Hopefully someone can help
When I run a combat all seems to be fine except when I score a critical hit with a creature using the Robots and Artificial life forms table?
The message i get is the table can not be found or needs activation ?
Is there anything I can try to resolve this
Thanks
Andy
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