DICE PACKS BUNDLE
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  1. #141
    Quote Originally Posted by Fingersome View Post
    Some of the new redesigns for class abilities split the resource regeneration of certain features - they regenerate all charges on a long rest, but also regenerate X charges on a short rest- some way to specify this for resource types would be great.
    Hmmm, I'm not opposed to the idea, though there are two primary considerations I have. The first is that I have so very little time these days as is, chasing the constantly changeable nature of the playtest material isn't likely to be very feasible. And the second is that when things do finally settle down, the new release will almost certainly warrant a brand new ruleset which will have its own potentially substantial challenges for Capital Gains being made compatible.
    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

  2. #142
    Entirely fair - you should prioritize your own time over hobby projects <3

  3. #143
    Quote Originally Posted by MeAndUnique View Post
    Once again I am very sorry for the delay. Version 2.2.4 has just been released which addresses the above issues with spending resources.
    Thanks!

  4. #144
    Why is it that gaining a resource allows for a dice function, but spending a resource doesn't and just has the Variable option under VALUE? I can't figure out how the min/max/interval is supposed to work, the only amount that gets spent after changing the Spell/Ability Resource window is whatever number is inputted under VALUE before where you can check/uncheck "Variable?"

  5. #145
    Quote Originally Posted by Nomad28 View Post
    I can't figure out how the min/max/interval is supposed to work, the only amount that gets spent after changing the Spell/Ability Resource window is whatever number is inputted under VALUE before where you can check/uncheck "Variable?"
    When spending the resource, mouse over the "Spend Resource" line or button and use CTRL+Mouse wheel up/down to change the amount spent.

  6. #146
    It appears that Capital Gains removes the "Cast" button from the radial menu when Critically Awesome Essentials is also loaded.

    Screenshot 2024-05-21 143632.png

    Is there any way to add Resource and have the Token from CAE without losing Cast?

  7. #147
    Quote Originally Posted by rocketvaultgames View Post
    It appears that Capital Gains removes the "Cast" button from the radial menu when Critically Awesome Essentials is also loaded.

    Screenshot 2024-05-21 143632.png

    Is there any way to add Resource and have the Token from CAE without losing Cast?
    I have confirmed this as well through removal of extensions and interaction. Looking forward to a reply or fix to enjoy both extensions together.

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