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  1. #491
    Blahness98's Avatar
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    Quote Originally Posted by Howler View Post
    Test by making: Level 1, android, ace pilot, Operative (Ghost) - Stats: S:10,D:18,C:10,I:17,W:10,CHA: 8
    Compared against https://www.reddit.com/r/starfinder_..._google_sheet/

    Comparison of sample total bonus for skills (FG vs Sheet above or manual method)
    Acrobatics 8 vs 11
    Bluff -1 vs 0
    Computers 3 vs 4
    Culture 3 vs 4
    Stealth 8 vs 11

    It seems like the Operative's Edge +1 Insight Bonus to all skills isn't being added in? Also, something strange with Acrobatics and Stealth where the class bonus (+3) isn't being added in?

    Am I confused about something or is this a bug? The 3rd party automated sheet seems correct.
    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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  2. #492
    Curaidh's Avatar
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    Operative Specialization Daredevil is still "broken".

    The automatic skills are not correctly added. Works on all other Operative Specializations though.

  3. #493
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    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!

  4. #494
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    Quote Originally Posted by Curaidh View Post
    Operative Specialization Daredevil is still "broken".

    The automatic skills are not correctly added. Works on all other Operative Specializations though.
    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.
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  5. #495
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    Can't see if this has been reported before but in the Core Rules Reference the links under the Headline Item Level are broken.

  6. #496
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    Quote Originally Posted by Springroll View Post
    Can't see if this has been reported before but in the Core Rules Reference the links under the Headline Item Level are broken.
    Thanks for the input.
    I have found the issue and fixed it. You should see it in the next update of the Core Rules Module.
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  7. #497
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    Quote Originally Posted by Trenloe View Post
    Concealment and Total Concealment miss chances don't appear to be triggering - information here: https://www.fantasygrounds.com/forum...alment-Effects
    I have verified that this is a issue. I will get to fixing it ASAP.
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  8. #498
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    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.
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  9. #499
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    Quote Originally Posted by Trenloe View Post
    Concealment and Total Concealment miss chances don't appear to be triggering - information here: https://www.fantasygrounds.com/forum...alment-Effects
    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.
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  10. #500
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    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.
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