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March 25th, 2023, 13:46 #41
That looks like Sir Mottes theme.
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March 25th, 2023, 14:44 #42
It looks like you hit the nail on the head. It is the theme causing the issue. I am using Sir Motte's Magnificent Darkness - Hearth Edition in the screenshot. I tried a few other themes, and the words are in all capital letters. I'll submit a bug in Sir Motte's thread. Sorry for the false alarm.
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March 25th, 2023, 15:39 #43
I've been playing S&W for years, but I am new to the ruleset in Fantasy Grounds, so I apologize if this is already covered somewhere else. I'm not sure if this is a "ruleset" or "rule book" issue, but, I have noticed an odd behavior with NPC records when viewing them and later adding them to the combat tracker. I've made a video showing it here:
https://youtu.be/tNonLTARZtU
If the video doesn't work, here are the quickest steps to recreate what I am seeing:
- Load the S&W ruleset and at least the Monsters and Spells & Magic modules.
- Open the NPCs window and find a monster that has records in both the Monsters book and the Spells & Magic book. I'll use the Bugbear for my example.
- Click on the Bugbear record from the Monsters book.
- When the window opens, you should notice that the original record now shows as modified in the NPCs list.
- Say to yourself "Gee, I don't remember changing that record..."
- Right click on the Bugbear record and choose Revert changes from the radial menu.
At this point, reverting the changes modifies the Bugbear's hit die to 0. If you add a "reverted" creature to the combat tracker you will get a console error stating:
Code:[ERROR] Script execution error: [string "Swords and Wizardry:..ts/CombatManager2.lua"]:76: bad argument #2 to 'random' (interval is empty)
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March 25th, 2023, 16:09 #44
I'm not around but I bet the spells module has no HD in the field. I'll check out when I get home. I'll also make sure you don't get that error. I can script around it. Thanks again for the detailed explanation
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March 25th, 2023, 19:23 #45
Ok so no idea why reverting is causing that. It is not something I can control because that it is a Fantasy Grounds program issue. The control has a default value so maybe that is causing it... But no idea really. I am going to try to re export as read only and see what happens
I did alter the script so it wont throw an error when adding to the CT if it sets die to 0.
Update: Exporting as a read only appears to fix the issue. Once we get Matt to update you will need to revert the entire module in your library.Last edited by bayne7400; March 25th, 2023 at 19:29.
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April 9th, 2023, 03:46 #46
Bayne, Apologies. I originally posted this in the Whitebox thread and moved it here for clarity. I saw that you posted you were looking into it. Thank you.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Hey Bayne,
Hope you are well. My Rappan Athuk conversion using the S&W ruleset continues. Finishing up the The Cloister of the Frog God today. Zelkor's Ferry is already done, so next step is a review of what I've done and then onto Level 1: The Lair of the Dung Monster.
Anyway, I noticed a possible minor error. There is a discrepancy between the S&W Complete book description of Vampires and the FGU description. I've used bold to indicate the discrepancies.
Here is the FGU Ruleset for an 8 Hit die Vampire (Note: the other HD vampires all have the same description):
HD 8; AC 2[17]; Atk bite (1d10 + level drain); Move 12 (fly 18); Save 8; AL C; CL/XP 11/1700; Special: +1 or better magic weapon to hit, charm gaze (as charm person, –2 save), gaseous form, killed only in coffin, level drain (2 levels with hit), regenerate (3hp/round), shapeshift, summon bats or wolves.
Vampires are some of the most powerful of undead creatures. They can only be hit with magic weapons, and when “killed” in this way they turn into a gaseous form, returning to their coffins. They regenerate at a rate of 3 hit points per round, can turn into a gaseous form or into a giant bat at will, and can summon a horde of bats or 3d6 wolves out from the night. Looking into a vampire’s eyes necessitates a saving throw at -2, or the character is charmed (per the Charm Person spell). Most terrifyingly, a vampire’s bite drains two levels from the victim.
V/R
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April 9th, 2023, 11:01 #47
Will take a look today thanks
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April 9th, 2023, 11:50 #48
Vampire: HD 7; AC 2[17]; Atk bite (1d10 + level
drain); Move 12 (fly 18); Save 9; AL C; CL/XP
10/1400; Special: +1 or better magic weapon to
hit, charm gaze (as charm person, –2 save), gaseous
form, killed only in coffin, level drain (2 levels
with hit), regenerate (3hp/round), shapeshift,
summon rats or wolves.
That is the stat block in the manual Matt sent me
There is a vampire in operation WhiteBox WW2 so make sure you are looking at correct NPC version.Last edited by bayne7400; April 9th, 2023 at 11:52.
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April 10th, 2023, 03:44 #49
Bayne,
Thanks for looking into it. My reference is the Swords & Wizardry Complete PDF (Blue Erol Otus Cover), so it is likely dated. I recently picked up the kickstarter box set and am waiting for the physical copy to arrive. However, the PDF states the following:
Vampire
Hit Dice: 7–9
Armor Class: 2[17]
Attacks: Bite (1d10 + level drain)
Saving Throw: 9, 8, or 6
Special: +1 or better magic weapon to hit, charm
gaze, gaseous form, killed only in coffin, level
drain, regenerate (3hp/round), shapeshift, summon rats or wolves
Move: 12/18 (flying)
Alignment: Chaos
Challenge Level/XP: 7 HD (10/1,400), 8 HD
(11/1,700), 9 HD (12/2,000)
On another note, the S&W Rulebook Kickstarter is ongoing, and there is discussion of moving to another license. Are there any changes going to be implemented with the ruleset when S&W moves from OGL to the new license?
Second, very minor correction. Helm of Reading Magic and Languages states: "The wearer of the helm caHn read all languages, including magical script. Usable by: All Classes."
Recommend spelling correction of "caHn" to "can."
As I find these typos, I'll post here. If that is ok.
V/R
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April 10th, 2023, 12:09 #50
Ok thanks. Updating for his KS is not on my radar right now but I'll keep you posted.
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