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January 27th, 2021, 17:35 #511
I tried adding a custom spell with the new format and I get a “cannot read spell table” output to the chat box. I looked it over several times and can’t see that I’ve mis-entered anything. Anyone else having this problem?
Also, a thought on the Fleeting Luck mechanic. If you could tie a visual element to it, that would be helpful in my opinion. Similar to how the 5e Ruleset does Inspiration, you check a box and a gold star appears on the UI character portrait.Last edited by Tabarkus; January 28th, 2021 at 10:40.
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January 28th, 2021, 02:23 #512
- Join Date
- Apr 2020
- Posts
- 4
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January 28th, 2021, 03:01 #513
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January 28th, 2021, 04:04 #514
- Join Date
- Apr 2020
- Posts
- 4
Good thought. Yes, I tested turning the core and players versions on and off in every combination I could conceive.
Good New, it looks like the error is gone. I installed and reinstalled, but the campaign and other data files were still there (and so was the error). So I went on a deleting rampage and deleted all rule set files, several things in the Vault, Extensions, etc. I ran the update and no errors! There was some file in there messing things up.
Glad it's gone, thanks for all the support!
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January 28th, 2021, 10:54 #515
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January 28th, 2021, 10:56 #516
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January 29th, 2021, 14:46 #517
Hello there slashers,
are there any plans for adding traps as an NPC type (like other rulesystems)? In DCC adventures there are a ton of traps and hazards and it would be nice to have a trap specific template. And thank you leozelig for your excellent work on the rulesystem!
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January 30th, 2021, 00:09 #518
Haha, that would be one of those ID10T errors. I was testing using a custom Invoke Patron spell which I set into a separate spell category so I can place a limitation on the number of times it can be cast per day. Some how when I switched out the spells the Group Type was set to Abilities instead of Spells, or maybe the previous way of doing things allowed for an Abilities setting. Anyhow, it wasn't picking up the spell table because it wasn't a "spell". Problem solved. Awesome improvement as always!
EDIT: Core spells work with an Abilities setting on the Group Type, Custom spells do not.Last edited by Tabarkus; January 30th, 2021 at 00:44.
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January 30th, 2021, 20:34 #519
Glad you figured that out Tab... I left some of the old code for core spells, so it’s possible the result when the spell is set to Ability is coming from the data file. I plan to remove that eventually.
Hi Papi. Thanks for the suggestion. I considered doing this once before, but in the end, I wasn’t sure if it was worth adding a layer of complexity to the ruleset. I have created NPCs for traps in my games, using only the Attacks field and maybe the SP (special properties) field. Let me know which ruleset has a good trap/hazard template, and I will take a closer look at it.
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January 30th, 2021, 20:44 #520
One question I ran into with changing the spell record is how to deal with cleric abilities that use a spell check but aren’t really spells - lay on hands, turn unholy, canticles from the DCC Annual. Right now, you can drop these from your features list on the Abilities tab to quickly create a power on the Actions tab, but the “casting” result is still dependent on the data file. I might have to look at 5E to see if there is anything similar.
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