STAR TREK 2d20
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  1. #501
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    Quote Originally Posted by Samarex View Post
    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.
    There really isn't too many. And all of those are either a 20% chance (concealment) or 50% chance (total concealment). Effects for anything with a miss chance can simply use CONC or TCONC tags.
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  2. #502
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    Spell issues encountered while creating effects for spells that need them.

    Ruleset Version: 1.0.10

    Starfinder Core Rulebook:
    Fear I-IV, part of the spell text is in the SR box.
    Flight I-VI, part of the spell text is in the SR box.
    Life Bubble, part of the spell text is in the SR box.
    Ray of Exhaustion, part of the spell text is in the SR box.

    Pact Worlds Players:
    Digital Doorway, part of the spell text is in the SR box.
    Mental Block, there is a "than 30 ft. apart" in the spell text box when it should be in the target box.
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  3. #503
    Samarex's Avatar
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    Quote Originally Posted by Blahness98 View Post
    Spell issues encountered while creating effects for spells that need them.

    Ruleset Version: 1.0.10

    Starfinder Core Rulebook:
    Fear I-IV, part of the spell text is in the SR box.
    Flight I-VI, part of the spell text is in the SR box.
    Life Bubble, part of the spell text is in the SR box.
    Ray of Exhaustion, part of the spell text is in the SR box.

    Pact Worlds Players:
    Digital Doorway, part of the spell text is in the SR box.
    Mental Block, there is a "than 30 ft. apart" in the spell text box when it should be in the target box.
    I have fixed these spells and requested the modules be updates.
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  4. #504
    Samarex,
    I know this was asked before but I di not find an updated answer, but there are npcs that do not have weapons links. All their weapons need to be manually looked up to see things like range etc. Is this something that will be updated?

    Example: Security Guard- Has a pulsecaster pistol but no way to look up the weapon directly.
    Cult Initiate - frostbite class- zero pistol
    Gang Machinist - Static Arc pistol
    Space Pirate - Tactical semi-auto pistol

    Some npcs do seem to have item links listed for easy lookup.

  5. #505
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    Quote Originally Posted by ssj4megaman View Post
    Samarex,
    I know this was asked before but I di not find an updated answer, but there are npcs that do not have weapons links. All their weapons need to be manually looked up to see things like range etc. Is this something that will be updated?

    Example: Security Guard- Has a pulsecaster pistol but no way to look up the weapon directly.
    Cult Initiate - frostbite class- zero pistol
    Gang Machinist - Static Arc pistol
    Space Pirate - Tactical semi-auto pistol

    Some npcs do seem to have item links listed for easy lookup.
    I will Add this to my list. To go thru and add links.
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  6. #506
    Found a bug in 1.0.11 with concealment, once I trigger it all the rolls have the miss chance until combat ends with a rest or I restart the game. I don't think that is how it should be working.

  7. #507
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    Quote Originally Posted by Blacklamb View Post
    Found a bug in 1.0.11 with concealment, once I trigger it all the rolls have the miss chance until combat ends with a rest or I restart the game. I don't think that is how it should be working.
    Your right I will look at it this morning.
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  8. #508
    Samarex's Avatar
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    Quote Originally Posted by Blacklamb View Post
    Found a bug in 1.0.11 with concealment, once I trigger it all the rolls have the miss chance until combat ends with a rest or I restart the game. I don't think that is how it should be working.
    I found the problem and fixed it.
    Waiting for the update to be pushed to test.

    Thanks for the report
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  9. #509
    I looked all over for this, but I can't find the "sickened" condition. Am I just missing it?

  10. #510
    Samarex's Avatar
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    Quote Originally Posted by mfairchild365 View Post
    I looked all over for this, but I can't find the "sickened" condition. Am I just missing it?
    Iots probally not there. That is what I have scheduled ffor version 1.0.12 is to work on effects and conditions to get them all configured for SF and automated as much as possable
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