Sorry. Read that running out the door for work. I will add the parcel and update the table.
Madman..
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Sorry. Read that running out the door for work. I will add the parcel and update the table.
Madman..
Awesome
In Unity: Getting an error message when clicking the Class & Level spyglass; see the screenshot below:
To recreate:
Attachment 47707
Error:
Attachment 47708
Thanks.
Edit: this is only occurring for the Witchwarper so far; cannot recreate this error with the Soldier class.
I tested this with the same items you have above in the image, besides the race (couldn't find it). It didn't throw any errors when checking the class details. Since I used Halfling for my test, can you attempt a new character and try using halfling for the race, but keep everything else the same?
Tested and confirmed something was wrong with the character sheet. Creating a new character solved the issue. Note that I deleted COM from vault and updated to ensure that COM was being updated properly.
What other effects are on the NPC and the target?
Regards,
JPG
Running Live build.
NPC has the following Effects on him:
(Humanoid traits)|(Evasion)|(Uncanny Agility)|(RESIST: 5 acid)|(DR:5)|Entangled
The Player has the following Effects:
DR:3
As a follow-up to my test last night, I tested again today. Melee attack by the entangled NPC had no modifier to attack or to damage. Ranged attack had [Effects -2] to both the attack, and to the damage. If NPC criticals the PC, then it shows [EFFECTS -2} on attack, and [EFFECTS -4] on damage.
I replicated the effects as you have provided and set up a combat scenario between a NPC and PC. The outputs appear to be -2 on the attack and -2 on the damage. This was performed on the TEST version that is going LIVE with the weekly update. Is this the correct output? If so, then it doesn't appear to be doing the issue with the updated damage code.
Attachment 47756
I think Curu mentioned that is has to be a nat. 20 crit. to recreate the -4 to damage.
I've read through the core rulebook to look over the condition. It appears to only affect attack rolls and should not be applied to damage rolls. I will remove the negative modifier from the damage rolls. As for the other conditions I checked them as well and some do get wrangled into the damage rolls. When a critical is rolled on the attack it should roll twice the damage. This damage would include the normal bonuses you would receive if you were casting damage. So my interpretation of this would also include condition negative modifies as well.
Correct on the critical, per the CRB: "roll damage twice, each time with all your usual bonuses".
The real issue is the entangled condition affecting the damage roll, which it should not be (and then I conflated it with the rolling damage from a critical hit).
As always, thanks for your work!
An update was pushed today that should help resolve this issue.
I found two, possibly related, issues regarding Resolve.
1. Entering a Mod value for Resolve Points (RP) is not adding that value to the Max value requiring a manual entry after a full rest.
2. The value entered into Temp for temporary RP seems to have no effect. RP use doesn't get taken from it first and it doesn't modify the Max value (which honestly it probably shouldn't anyway).
Thanks.
Free ranks (skills tab) aren't showing in the Party sheet.
Thank you for the report. I will investigate
After looking this over, I will be pushing an update that will fix the Mod issue, but as for Temp RP, it can be used in many abstract ways and can't find a proper solution for automation. I will leave this as is for now and have to ask the GM and player to do some house keeping on their sheets when it involves Temp RP.
Was playing in test environment today. When moving treasure to the party sheet, it's doubling the number of items on the party sheet (very much like when I posted about doubling when creating encounters. I thought earlier there was a fix pushed, but thought I'd post to make sure.
Flyteach
That is correct, it is only showing actual ranks within the skill. I have currently no room on the PS window to add another box for free ranks. If it were untrained, it would output to chat the roll is untrained. There are no current plans to add this to the partysheet at this time.
Can the free ranks be added to the regular ranks in the Party Sheet, simply showing the total ranks?
Can I ask why it's important to have the ranks there at all? The key information is the modifier to the rolls and would think this would be the important piece of information. Can you explain to me why this second row is important? I'm asking just for clarification and ideas that might find better solutions.
sometimes you need to know the number of ranks a player has in order to qualify them to do something. Example: Actions on a starship, etc.
There's a GM option to show all players, all characters skill ranks in the Party Sheet. This helps with pre-campaign and in-game preparedness. Pre-campaign so the players can see gaps in skills and in-game to see who has the best skill in the party so there isn't any breaks in immersion over the mic and less fumbling around. Have you had a game where there's a discussion about who has the best diplomacy rank? My players ask often as they forget often; with the skills shown on the PS, no more metagame chatter and more smooth gaming. Other GMs may hide this from players, but I like that the players have this info at hand. And if there's missing ranks, it's deceiving to the party.
So a player can't relay that sort of information when asked? Since it is on the character sheet and readily available. The response you gave doesn't sound like it needs to be hidden or secretive. I mean the party sheet is open for all to see. I'm just trying to understand why that line is important to be on the partysheet for it's current functionality.
If that is the case then ranks aren't the final factor as who is the best. It would be the modifier which does account for free ranks. As for my games, this is not part of the deliberation as I have to consider more than how I play or run my games. The ruleset would look very differently if it were just for my table.
Some skills are trained and if the free rank is missing it could be read as untrained in the PS.
Can you simply put the total ranks in the PS instead of a separate line or completely remove them if erroneous?
Note that Piloting ranks can be important for ship combat for more than just piloting (i.e. gunnery).
Currently the red highlights skills that are not useable untrained if i am not mistaken. If you change that then there needs to be an indicator of which skills are not useable untrained
When using an effect with the 'DMG' modifier and rolling damage for a critical hit. There is an error:
scripts/manager_action_damage.lua:522 length of field 'dice' (nil value)
No special setup required. Just place 'DMG: X' on the attacker and attack any target. Make sure you roll critical damage (either by rolling a nat 20 on the attack roll or using the 'critical' modifier from the global modifiers.
Pushed hotfix for the issue.
Dead Suns AP1 Incident at Absolom Station, Interceptor Attack, the Stiletto is defaulting to the full Piloting +14 roll for attacks, instead of the Gunnery +6.
Actions used to get this result is click on the gyrolaser link in the ship combat tracker for the ship. Happens every time, unless you manually unlock and change the role from Pilot to Gunner.