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June 22nd, 2018, 04:06 #491
Operatives Edge is not automated. You would need to either adjust all skills by one (or whatever your edge is) using the Misc field on the skills tab or use the effect SKILL: 1 insight. Same thing with the skill focus feats you get for being a ghost. Those you have to be adjusted by the user or having the effect SKILL: 3 acrobatics, stealth insight.
((Also.. waste of a point with the 17.))Last edited by Blahness98; June 22nd, 2018 at 04:17.
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June 24th, 2018, 13:51 #492
Operative Specialization Daredevil is still "broken".
The automatic skills are not correctly added. Works on all other Operative Specializations though.
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June 24th, 2018, 21:40 #493
Concealment and Total Concealment miss chances don't appear to be triggering - information here: https://www.fantasygrounds.com/forum...alment-Effects
Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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June 25th, 2018, 05:04 #494
I just created a Operative (Daredevil) and the Skills added in fine.
Can you create a new one and see if they show. If they do it might be that it's a character created before the change to skills.
You can verify this by looking in your db.xml for the campaign.
Ok Verified with live. Its not working.
The current version on our SVN works so it will be fixed with 1.0.11.
Not sure what was missed with 1.0.10 but it will be ok soon.Last edited by Samarex; June 25th, 2018 at 06:32.
Discord User : Samarex#0318
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Starfinder Society ID#:274538
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June 29th, 2018, 20:43 #495
Can't see if this has been reported before but in the Core Rules Reference the links under the Headline Item Level are broken.
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June 30th, 2018, 11:42 #496
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June 30th, 2018, 11:56 #497
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June 30th, 2018, 13:12 #498
Update for Ammo and Attacks.
I have fixed the Ammo counter issue. It now checks off when you attack, if you are out of Ammo for the weapon. Chat will report "Attacking without Ammo" and the Attack will not roll.
This works great now for Single Attacks. I am still working on a Full Attack. Plan is to have it count off and roll the attack until you are out of ammo.
I.E your Full attack is 2 but you only have 1 round left in your ammo. It will roll the First attack but report Out of Ammo for second attack.Discord User : Samarex#0318
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Lets Play a RPG
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July 15th, 2018, 12:09 #499
I think I got this fixed., at least the 20/50 percent rolls if you have Concealment or Total Con selected in the modifier panel.
Now with that said there are a ton of stuff that has miss chance listed in the rule book. (did find miss chance) We might need to expand more but got alot of reading to do.Discord User : Samarex#0318
Ultimate License
Starfinder Society ID#:274538
Lets Play a RPG
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July 15th, 2018, 15:34 #500
While looking into the concealment, did you happen to look into the various types of cover? From my last look, they still appear to not be adding in the proper bonus to ref saves. Granted this is a minor issue, but it is still out in the wild.
Partial Cover should apply a +2 ac and +1 to ref saves. (AC:2; SAVE: 1, reflex)
Cover should apply a +4 ac and +2 to the ref saves. (AC:4; SAVE: 2, reflex)
Improved cover should apply a +8 ac and +4 to ref saves. (AC:8; SAVE:4, reflex)
Provided the proper effects for simple copy paste. Hope it helps.Ultimate License Holder
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