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August 2nd, 2021, 01:04 #671
Looking ahead, here are a few things I plan to work on:
* Consolidate the core rules modules to eliminate duplication of library data.
* Auto-roll deity disapproval using custom tables.
* Auto-roll the target saving throw on a successful spellcheck.
* Combine power counter functionality for abilities and spells since (1) DCC does not use spell slots the same way 5E does, and (2) some PCs can cast invoke patron more than once per day.
As always, thank you for all the great suggestions! Most of them find their way into the ruleset eventually
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August 3rd, 2021, 17:23 #672
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August 3rd, 2021, 17:50 #673
Only the occupation and class links will change, but the version manager script should handle this for you. It looks like the rest of the library data is copied to the charsheet/campaign, but you can open the db.xml file for your campaign and search ‘@Dungeon Crawl Classics’ to find the module links.
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August 4th, 2021, 12:21 #674
I took another look at the db.xml file, and there are some image links in spell descriptions that might not work. I don't think any of the items have images so those should be fine. It's not a critical issue, but I will see if I can get that to update as well. I don't want to overwrite the whole spell record because the players might have added a mercurial magic effect or edited the manifestation field. The class and occupation links are updating properly in my workshop version.
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August 4th, 2021, 19:57 #675
- Join Date
- Dec 2016
- Posts
- 60
Thanks this is huge.
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August 4th, 2021, 22:22 #676
The version updater will fix any module links for occupation, class, features, and items.
Today, I created a Magic Meta dialog box for the base spell check calculation and added a field for a custom disapproval table, which is opened by clicking the magnifying glass button in the MAGIC header (red circle in screenshot). The disapproval table name should be left blank for the default table - a tooltip displays this info when you hover over the label.
I also merged the ability and spell counters since DCC doesn't use spell slots like D&D. The extra functionality is unnecessary for DCC. This will also allow players to specify more than 1 casting per day for spells like invoke patron.
custom disapproval table.jpg
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August 6th, 2021, 08:00 #677
I'm getting this error:
[8/6/2021 3:58:32 AM] [ERROR] Script execution error: [string "campaign/scripts/char.lua"]:34: attempt to index global 'fleetinglucktitle' (a nil value)
Whenever I: Turn on or off the Fleeting Luck option, or when I try to use the mini-sheet option.
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August 6th, 2021, 11:33 #678
Thanks Dr0W, I’ll check it out and post here when I sort it out.
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August 6th, 2021, 11:46 #679
I’m not able to reproduce this on the Test channel. Is anyone else seeing this? Running any extensions?
Try updating to the latest version and disabling all extensions if you haven’t already. If that doesn’t work, check back.
Cheers,
Leo
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August 6th, 2021, 14:16 #680
I am continuing to work on simplifying powers to sync better with DCC game mechanics. I have tried to mirror the 5E ruleset as much as possible to make it easier to transition from one ruleset to another, but DCC spells do not work the same - no spell slots, memorization, etc. DCC spells also have instances where multiple save DCs are possible depending on the spell check result, and the DCC ruleset has come up short in this case. You will still need to roll the save separately because it usually depends on the spell check result one way or another, but this will allow a spell to have multiple save actions, and these will be visible in the combat tracker NPC entry. Players will need to reparse their spells after the update. I don't want to force that in case they have customized their actions. If you have any thoughts about this, feel free to share.
In the screenshot, you can see the separate Will save action for Turn Unholy. The spell check action will use the "attack" button, and the save keeps the "roll" button so you can distinguish between them in display mode 'Actions'.
powersave.jpg
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