DICE PACKS BUNDLE
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  1. #11
    v0.3 Spellcasting, MP System & Co.

    • [ADDED] Spell progression type field for class record
    • [ADDED] Spell stat field for class record
    • [ADDED] MP spell system in the character actions tab
    • [ADDED] Correct formatting when dragging spells into the character sheet
    • [FIXED] Grapple was used in the combat tab instead of CMB
    • [FIXED] Dice conversion threw an error when adding damage/heal/effects


    Finally, the probably most complex update until now has arrived. Below you can see some screenshots for a better understanding and I'm gonna list some more information.
    - The new spell progression type and stat fields need to be populated if you want the MP automation to work properly.
    - The MP spell system has replaced the old spellslot system. The bonus MP from a high spellcasting stat and the class MP are automated as are the resting mechanic and the use of spells (click on the casting button left to the spell name to use the MP).
    - In the base 3.5e/PF1e ruleset spells dragged into the character sheet lost all formatting. I've rewritten it so the formatting now stays in place - an extension for this is no longer needed.
    - Available spell levels are filtered on the spellcasting class level.
    - "Casting" or "actions" for items, class abilities and such can still be done in this system. There may be another system in the future for such cases if I get some nice ideas on how to implement it.
    - The current MP field has to be manually edited if your level up or change the value of the spellcasting stat. I might change that in the future but for now this seems to be the least desctructive method.




  2. #12
    v0.31 Item record enhancements

    • [ADDED] Equipment fields
    • [ADDED] Chocobo fields
    • [ADDED] Cybertech fields
    • [ADDED] Firearms fields
    • [ADDED] Gun Arms fields
    • [ADDED] Technological Gear fields
    • [ADDED] Alchemical Items fields
    • [ADDED] Royal Arms fields
    • [CHANGED] Firearms are now split into simple, advanced, artillery and explosives
    • [CHANGED] Left offset of numberfields and stringfields in the item records
    • [CHANGED] Royal Arms are now listed under the weapons type

  3. #13
    v0.32 Spell handling enhancements

    • [ADDED] Spellcasting mod selection for damage and heal calculation
    • [ADDED] Damage and heal actions have a target selection like effects. This enables players to automatically roll on themselves.
    • [CHANGED] Width of DC misc field


    Mod:


    Targeting:

  4. #14
    v0.4 Additional data records
    • [ADDED] Deity records and sidebar entry. Draggable onto the deity field on the charsheet.
    • [ADDED] Traits record and sidebar entry. Draggable onto the Feat/Talent/Trait section on the charsheet->abilities.
    • [ADDED] Talents record and sidebar entry. Draggable onto the Feat/Talent/Trait section on the charsheet->abilities.
    • [CHANGED] Abilities->Feat section changed to Feat/Talent/Trait section, indicating on drop which ability type was dropped.
    • [ADDED - EXPERIMENTAL] FFd20 conditions - these are currently not automated
    • [ADDED - EXPERIMENTAL] Optional Systems - the options are implemented in the options menu but currently don't have any funtion

  5. #15
    Big update...

    v0.5 NPC updates and automation

    • [ADDED] Absorb, Immune, Resistance, Strong, Weakness, and SR fields to the NPC record
    • [ADDED] All FFd20 creature type and subtype defenses (absorb, immune, resistance, strong, and weakness) into ruleset code
    • [ADDED] All PF1e creature type and subtype defenses (immune, resistance, weakness) into ruleset code
    • [ADDED] Parsing of NPC types and subtypes into the the new defense fields
    • [ADDED] Parsing of new NPC defense fields into the Combat Tracker
    • [ADDED] Tracking for Blue Mage spells in the NPC "other" tab
    • [ADDED] Spell Record Extension is now natively implemented in the ruleset
    • [ADDED] Partly adaption of the Extended Automation Extension (Thanks to @Kelrugem for permission)
    • Addition of the tag system, SR automation added, IFTAG for saves added (example: IFTAG: fire; SAVE: 2)
    • [ADDED] FFd20 Absorption automation
    • [ADDED] FFd20 Strong automation (including +2 to saves against spells of the type/tag)
    • [ADDED] FFd20 Weakness automation (including -2 to saves against spells of the type/tag and +2 to CLC to overcome SR)
    • [ADDED] NPC subtypes filtering in the NPC masterlist
    • [CHANGED] Chat portrait size to be on par with the other portrait enlargements
    • [CHANGED] Party Sheet skill selection box to have a scrollbar


    Blue Mage spell tracking (drag & drop spells):


    Spell Record extension native implementation:


    Tags, double or triple schools get parsed correctly:


    NPC defense parsing. Type or copy&paste the type and subtypes and hit tab or click into another field and all defenses get parsed:
    You might need to change some as the parsed defenses are coming from the type&subtypes and some NPCs have their own defenses.


    CT parsing, I might change the immunities a bit in the future because monsters have many immunities:


    Some more things about automation:
    - All tag parsing and filters for schools, and spell descriptors work with all FFd20 things, no need to edit "non-elemental" to "nonelemental" as the parsing does that automatically.
    - NPC filtering works with multiple subtypes
    - Spell filtering works with multiple schools

    The next update will be about automation of the new status effects. I think most work on the ruleset is already done, so the rest is polish and including the optional systems.

  6. #16
    v0.6 Status Effects and Automation

    You now have a module called "FFd20 - Custom Effects" which I recommend to load and share to your players included in the Forge download.
    Because the FFd20 conditions/status effects are often rather variable in how they're handled, I created most of them as custom effects so you can edit the values on the fly. Others which can't really be automated are added as normal conditions for bookkeeping.

    • [ADDED] Implementation of Advantage and Disadvantage
    • Modifier Buttons and Effects: ADVABIL, ADVATK, ADVSKILL, ADVSAVE, ADVINIT, DISABIL, DISATK, DISSKILL, DISSAVE, DISINIT
    • [ADDED] Spell Failure now rolls automatically
    • [ADDED] New effect for spell failure "SF: 10" (only numbers are supported)
    • [ADDED] New effect for object hardness "HARDNESS: 5" (only numbers are supported)
    • [ADDED] Support for rolling Ability Bonus / Damage: "STR: [-2d6]"
    • [CHANGED] Vehicle NPC record to be FFd20 supporting, updated the CT parsing of vehicles to show the correct hp, hardness, ac, etc.
    • [CHANGED] Cleaned conditions up. Most of the FFd20 specific ones are now in a module accompanying the ruleset as custom effects
    • [CHANGED] Visibility of spell class in NPC record
    • [CHANGED] All spells automatically have verbal and somatic spell components
    • [FIXED] Melee and ranged attacks throwing error when used
    • [FIXED] Item record width


    Edit:
    I forgot one.
    [ADDED] New effect for giving a percentage miss chance: "MISS: 10" (only numbers are supported)
    Last edited by Zarestia; June 8th, 2022 at 23:42.

  7. #17
    v0.7 Equipment and Magical Items

    • [ADDED] Automatic fly skill modifiers for PC size and PC maneuverability (e.g. "Fly 30 (perfect)" in special movement field
    • [ADDED] CON is now synced to HP and current HP.
    • CON effects like "CON: 2" are currently ignored, might add that in the future. The class hp, con hp, and favored class hp are now separated and thus a recreation of PCs is necessary.
    • [ADDED] Magnifying glass for HP to have a better overview.
    • [ADDED] Misc HP for manual adjustments (e.g. Royal Arms)
    • [ADDED] Automated XP needed field until level 20 for slow, medium, and fast progression.
    • [ADDED] New option under "House Rules" to change between the XP progression: Slow/Medium/Fast/Off. Default is off.
    • [ADDED] Notifcation for all when XP is distributed to also check materia XP
    • [ADDED] Automation of Gun Arms and Explosives
    • [ADDED] Misc MP for manual adjustments (e.g. Royal Arms)
    • [CHANGED] MP fields and calculation
    • [CHANGED] Gun Arms item record
    • [CHANGED] Goldie to gil (you might need to change that manually in an already existing campaign)
    • [CHANGED] Removed the weapon add button
    • [CHANGED] Removed old datatypes
    • [FIXED] Wrong calculation of class skill ranks including favored skill ranks
    • [FIXED] Some label sizes to fully show the text



    Known Issues:
    There might be a slight update error of MP when leveling in some cases. A fix for that will be out as soon as it's fixed in the original ruleset 3.5e. In the meantime you might need to adjust the MP manually.



  8. #18
    Development / Updates are on halt until the 2022-07 ruleset updates are out.

  9. #19
    v0.71 FGU ruleset July 2022 update compatibility and minor changes

    • [ADDED] Applicable ruleset changes of the July 2022 update (see here for more information https://www.fantasygrounds.com/filel...s_ruleset.html)
    • [ADDED] Rival and subdomains fields for deity records
    • [CHANGED] Advance field in talent records was changed to type (used to distinguish between "normal" and "advanced" talents)
    • [FIXED] The dcstatmod edge case error was fixed (see two posts above)


    Next update will probably be out end at the beginning/middle of August.

  10. #20

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