Trenloe
January 20th, 2015, 00:50
Bug report.
Testing the new functionality (from 3.0.7 onwards) of adding immune to nonlethal and critical damage based off the creature type - this doesn't seem to work.
Try adding the following to the combat tracker from the Bestiary (PFRPG ruleset):
Any of the animated objects - expected outcome: Construct Traits and IMMUNE:nonlethal added. Actual result: no effects added.
An ooze - expected outcome: Ooze Traits and IMMUNE:critical added. Actual result: no effects added.
A zombie - expected outcome: Undead Traits and IMMUNE:nonlethal added. Actual result: no effects added.
Looking at the code it doesn't work correctly as the code looks to split types up using a comma, but the type entry also contains alignment and size, for example the type is returned as "LE Medium undead" (for the zombie) which will never match with "undead" as the comparison needs to match the string "undead" exactly.
Testing the new functionality (from 3.0.7 onwards) of adding immune to nonlethal and critical damage based off the creature type - this doesn't seem to work.
Try adding the following to the combat tracker from the Bestiary (PFRPG ruleset):
Any of the animated objects - expected outcome: Construct Traits and IMMUNE:nonlethal added. Actual result: no effects added.
An ooze - expected outcome: Ooze Traits and IMMUNE:critical added. Actual result: no effects added.
A zombie - expected outcome: Undead Traits and IMMUNE:nonlethal added. Actual result: no effects added.
Looking at the code it doesn't work correctly as the code looks to split types up using a comma, but the type entry also contains alignment and size, for example the type is returned as "LE Medium undead" (for the zombie) which will never match with "undead" as the comparison needs to match the string "undead" exactly.