![]() Made scholar/doctor/panacea side-effects into link to rollable table.Īll class definitions updated thanks to the assistance of lordcygnus! Also fixed links to the SW5e web site and a few NPC issues. Update berserker instincts, operative exploits and monastic vows to be more readable. Fixed extension project web link and renamed directory. Only unfinished category for version 3.0 is Tech and Force "Spells". Without a way to automate these changes, keeping a module updated is extremely difficult especially because they do not follow the WoTC document and phrasing standards which most 3rd party electronic systems depend upon.Īll current equipment added. Updates are slow, but I am working on a way to update spells(powers) from the sw5e web site instead of hand copying/coding them when they do their frequent changes. You MUST unload all old modules when testing 3.0.1! Please, notice it is now a single module. I have made release 3.0.1 as a pre-release and you can download the module and extension from here. Fixed weapon category issues, NPC size issues, NPC token issues, Class ability score improvement, and background skill choices. New release is v20210815.1 and will be available via the Forge "Test" build channel. The ext-src dirctory is for the extension sources.įixes for caster attach rolls in combat tracker, concentration checks in combat tracker, new effects for items, class/race features, etc. Compatibility issues with modern Fantasy Grounds. PAR5e note: Do not use: equipment.txt, spells.txt, or parcels.txt. If I continue down this path, eventually I will stop using Par5e. I've created a crude java app called ModuleGenerator that takes the output from Par5e, massages and adds data to create a complete module. The current player book module is 80% compiled using PAR5e v0.0.9-b62. The par5e directory is for the text files that are parsed into the Player Book module and the "source" of the module content. See the above link to the thread on the Fantasy Grounds forums to see 3rd party content for this module and user implemented space combat rules. You can still used FG for the maps, tokens and dice rolls. It is not compatible with the 5e ruleset and will require extensive extension development. ![]() Here is an excellent tutorial on spell effects codingĪt this time none of the Starship combat rules will be added to my modules. As GM you can add coding yourself, or let the players do it manually until the module is updated. ![]() ![]() Not all the newer additions to the spell lists have been updated with coding yet. Which helps keep players "in the game" instead of "checking out" while the GM does all these rolls and calculations individually.Īll spells (powers) with FG coding have the note "(* FG Coding)" at the end if their descriptions. Any GM who has delt with large numbers in combat tracking knows this is a HUGE time saver and makes combat move exponentially faster. A player can target a group of many NPCs in combat, roll attack and damage and all saving throws and damage calculations are done automatically. Perhaps the most useful and powerful feature of FG is automation. SW5e Scum & Villainy PDF for Fantasy Grounds Module I will be providing links to the version of the PDFs that match this FG ruleset. Because the SW5e project is constantly adding/removing/changing the contents of their Player Hand Book PDFs,
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