Size modifiers have always needed to be added into the attack rolls sheets directly; it has never been automated. All the NPCs in the SRD reflect their size modifiers in their attack rolls per information I reviewed years ago.
Regards,
JPG
Printable View
Size modifiers have always needed to be added into the attack rolls sheets directly; it has never been automated. All the NPCs in the SRD reflect their size modifiers in their attack rolls per information I reviewed years ago.
Regards,
JPG
Interesting. I knew you had to manually set everything in the attack rolls on the main tab and just assumed they would be automated for spells. I'll adjust. Thank you.
The issue with the wizard/sorcerer schools has been fixed. Thank you very much for taking care of this.
When you multi-class, the system is not doing class skill/non-class skill cost correctly. For example, If you go rogue at level 1, then you go Cleric at level 2, when you gain the skill pts for your cleric level the system is letting you put a point into Hide at the 1 for 1 cost, not at 2 for 1, it is not a class skill at that moment when you increase it. see rule below for D&D 3.5
From Player’s Handbook pg. 60.
Skill points must be spent according to the class that the multiclass character just advanced in.
If you are still confused about this rule in 3.5, read abilities like Adaptive learning.
Adaptive Learning (Ex): At 1st level, a human paragon can designate any one of his human paragon class skills as an adaptive skill. This skill is treated as a class skill in all respects for all classes that character has levels in, both current and future. For example, if a human paragon chooses Spot as an adaptive skill, he treats Spot as a class skill for all future class levels he gains, even if it is not normally a class skill for the class in question. Page 44 Unearthed Arcana.
Not sure that is truly a reasonably correctible item. perhaps an option to add 1 or more additional columns of radio buttons for each class skill set, and a way to choose which one to activate for skill increases (a radio button at the top to choose 1 set?). otherwise you need to track on your own during the skill choice phase perhaps.
There is an issue in the base 3.5E ruleset with how it calculates the number of skill points a character gets when they level up. When you add the skill points that are gained from the class with your intelligence modifier, and the total value is a negative number, then you can get negative skill points. In the example below the cleric class gets two skill points at level up and the character has an intelligence modifier of negative four.
Attachment 59415
You are supposed to get a minimum of 1 skill point as specified in this ruling: https://www.d20srd.org/srd/theBasics...ntelligenceInt
This is the current code for how the skill points are calculated:
File Location: \scripts\manager_char
Line: 1903
if nSkillPoints > 0 then
local nSkillAbilityScore = DB.getValue(nodeChar, "abilities.intelligence.score", 10);
local nAbilitySkillPoints = math.floor((nSkillAbilityScore - 10) / 2);
local nBonusSkillPoints = 0;
if DataCommon.isPFRPG() then
if hasTrait(nodeChar, "Skilled") then
nBonusSkillPoints = nBonusSkillPoints + 1;
end
else
if nTotalLevel == 1 then
nSkillPoints = nSkillPoints * 4;
nAbilitySkillPoints = nAbilitySkillPoints * 4;
end
end
DB.setValue(nodeClass, "skillranks", "number", DB.getValue(nodeClass, "skillranks", 0) + nSkillPoints + nAbilitySkillPoints + nBonusSkillPoints);
I was able to code a fix for this on my end, but I am an amateur at lua so there is probably a better way to do it. The main purpose is to check if the total value of the skill points is less than one, and if it is then set the skill value to one for that level up.
if nSkillPoints + nAbilitySkillPoints + nBonusSkillPoints > 0 then
if nTotalLevel == 1 then
DB.setValue(nodeClass, "skillranks", "number", DB.getValue(nodeClass, "skillranks", 0) + (nSkillPoints + nAbilitySkillPoints + nBonusSkillPoints) * 4 );
else
DB.setValue(nodeClass, "skillranks", "number", DB.getValue(nodeClass, "skillranks", 0) + nSkillPoints + nAbilitySkillPoints + nBonusSkillPoints);
end
else
if nTotalLevel == 1 then
DB.setValue(nodeClass, "skillranks", "number", DB.getValue(nodeClass, "skillranks", 0) + 1 * 4);
else
DB.setValue(nodeClass, "skillranks", "number", DB.getValue(nodeClass, "skillranks", 0) + 1);
end
end
This is the output i get with the updated code but with the same character parameters.
Attachment 59416
Thanks for the report, as well as the detailed look and suggested fix. I'll put something in the beta Test channel later today; and the plan is to release the beta Test code in mid-Dec timeframe.
Regards,
JPG
After this last patch around 12 December, I can no longer change the skill to be rolled in the party sheet.
I've pushed a hot fix to address this. Please run a new Check for Updates.
Regards,
JPG
I noticed the new update to the 3.5E now prevents negative skill points, Yay! However, I did encounter an issue with the skill points being added at 1st level. The starting skill points do not get multiplied by 4 if they are below the maximum value. Below is some code I made as an example which gives the correct number of skill points for first level if below the max.
local nAddPoints = math.max(nSkillPoints + nAbilitySkillPoints, 1);
if nTotalLevel == 1 then
nAddPoints = math.max(nSkillPoints + nAbilitySkillPoints, 4);
end
Just put a similar change into Test channel. (Targeted for release some time after new year.)
Regards,
JPG
Improved Overrun in FG says no attack of opportunity. The actual rules don't state this see actual rule below.
From D20 SRD:
IMPROVED OVERRUN [GENERAL]
Prerequisites: Str 13, Power Attack.
Benefit: When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +4 bonus on your Strength check to knock down your opponent.
Normal: Without this feat, the target of an overrun can choose to avoid you or to block you.
Special: A fighter may select Improved Overrun as one of his fighter bonus feats.
Pushing an update to fix the summary text today.
Regards,
JPG
Another "issue" about the 3.5E module: The new feature of adding NPCs directly from the NPC list, automatically creating a CT entry, won't work with the 3.5E SRD module since the NPC entries do not have any tokens attached and so one cannot drag&drop them on the map (the pin just creates a shortcut on the map)
Is it possible to add generic token letters to the NPC entries, like what happens when they are added to the CT? :) Or alternatively, would be nice to allow editing the token slot without the need to create a copy first :)
(I can understand that there may be no resources to add dragons to the SRD module. If I ever add them manually, then I can send that to you so that it can be added to the official module, if okay :) )
Identified a bug while developing an extension.
1. Create two custom modules with classes, export them
2. Load module1 and add the first listed class to a character
3. Unload module1 and load module2
4. Redrag the class which already exists but is not loaded in charsheet_classes window to do a levelup.
5. Now, the first class of module2 gets added
I can do a short video if that helps understanding it.
The reason for this happening should be that exporting via FGU generates no names like in the Basic Rules 3.5e module but IDs in the database path.
The addClass() function in manager_char.lua compares the names but not the modules. Hence FGU thinks id-0001@module1 is the same as id-0001@module2, although they're of different books.
Thank you for the report. Sorry for the delay. I will check this out.
I went through the steps you provided above. Can you show me the video of what you are doing as I think I might be missing a step. I'm unable to do it if I create two 1 class modules and using the steps provided. It gives me a chat warrning that the module1 is not loaded.
See here: https://jumpshare.com/s/I7Xyj4IwpZSRxuQrr7M5. I can share the module I created via PM if needed.
Yes, please share both if possible. I'm not able to replicate with the modules I created. I did a mix of copy SRD modules and fresh custom classes and still couldn't replicate it
Thanks, I believe I found the issue. Looks like it's a function that is changing the module reference to a wildcard if it can't find the module loaded. I'll find the solution to get this working as intended.
The update @superteddy57 mentioned is now in the patch system. Please run a new Check for Updates, and try again.
Regards,
JPG
The Mohrg has an error, the touch attack with the tongue should be +7 not +12. See MM page 189.
Just pushed a new SRD data update that should address this issue. Please update and try again.
Regards,
JPG
This is a possible bug.
If you have a character with a single weapon such as this:
Attachment 64306
and 1 or more effects on the combat tracker such as these:
Attachment 64305
When you attack and do a critical the following happens:
Attachment 64307
The + on the damage is multiplied by the weapon, but the die isn't.
If you have an affect that doesn't have a bonus on the die it still adds to the die critical to it's damage type even though it doesn't include it in the damage.
I'm thinking that 1d6+1 the +1 shouldn't be affected by the critical.
Also is there a way to note on an effect that it should or shouldn't be effected by a critical?
The ruleset uses the same rules for both Pathfinder and 3.5E. According to the below discussion (which is noted in the ruleset coding), extra effect damage should not be multiplied by default.
https://rpg.stackexchange.com/questi...a-critical-hit
If you want it to be added, you would add another effect "DMG: 1d6+3 acid, melee; DMG: 2d6 acid, critical"
Regards,
JPG
Moon Wizard if you look at the screen shot for the two effects and the 3rd one the chat descriptions of what it is doing, you will see it is multiplying the +3 and +2 by the weapon multiplier.
I would expect a DMG: +1 melee to be multiplied by the critical multiplier, but not just the +1 in DMG: 1d6+1 acid.
It appears to be adding critical to the acid and fire damage types of the effects buy only to the +n part.
Also Kelrugem noticed that if you do DMG: 1d6 acid it is adding a acid, critical with 0 damage as there there is no +n after the dice.
The chat output showing that is in this post here.
It was doing this with just 3.5 loaded.
If I am reading this wrong, please let me know.
Yes, that's correct. By default, any fixed bonuses are multiplied; while any variable bonuses (dice) are not. (per the link I posted)
I think in the vast majority of the rules, modifiers are either +# or +NdN; so this was not split out in the way you are asking.
Looking at the code; I think I can adjust to look for any variable element before applying the critical of each effect. It will be in the next ruleset update.
Regards,
JPG
Hi Team, I have encountered a recent bug last week. I run a weekly campaign that has been going for 4+ years now, so I am fairly experienced with the software (love it actually !!). The bug I have encountered is:-
When adding Multiple NPC's to the combat tracker, some and only some of the NPC's do not follow the GROUP and RANDOM NUMBERING rules, whilst others do.
I have turned off all Extensions and the bug still exists. It is repeatable with specific NPC's, ie if a NPC follows the Grouping Initiative rule and random numbering rule, it always works. Whilst an NPC that does not follow the rule never works.
I only noticed this last week - it may have been there longer but went unnoticed, but it is certainly a new problem.
First Image shows:-
- Options Tab
- Auto NPC Initiative = GROUP
- NPC Numbering = RANDOM
- Test Encounter
- 2 x Bandit (Works)
- 3 x Elf (Works)
- 3 x First Officer (Bugged)
- Combat Tracker
- 2 x Bandit GROUPED on Initiative 13, NUMBERED 8,16 = Correct
- 3 x Elf GROUPED on Initiative 11, NUMBERED 1,3,28 = Correct
- 3 x First Officer on Initiatives 4,4,13, NUMBERED Blank = Wrong
Attachment 65486
The second attachment shows the 3 x NPC records side by side for comparison
Attachment 65487
Any help would be greatly appreciated
I just did a further experiment, and I have identified a change that seems to toggle the GROUPING and NUMBERING to work / fail
On the Skills tab of the NPC sheet, if I replace the ";" delimiters for "," delimiters, the GROUPING and NUMBERING works.
I have reattached the previous two screen shots; Now I have attached a copy of the First Officer NPC where I have replaced the Skills Delimiter ";" with ",". It now works.
Attachment 65489
The two NPC sheets side by side
Attachment 65490
So, I know how to overcome it, but does this mean I have to edit hundreds of previously created NPC sheets?
I realize that this is quite late but adding a range (melee, ranged) to the damage is what's causing it to multiply on critical hits. The engine reads them as a weapon attack and applies critical multiplier rules. Here's what works for me:
Attachment 65566
You can see in chat that the normal damage is applied at melee range, the critical damage, and then a single instance of the fire damage.
The issue with this method is if there are multiple attacks from the actor, such as claws and a bite, this applies the extra damage to all of them instead of just one. There's an extension in the forge here that adds effects to items (among other things), so you could use that and apply your elemental effects to the weapon specifically. I use that one for this exact situation.
Some weeks ago there was an update how PC tags are processed, like [STR] taking STR effects into account.
However, since then some other tags seemed to have ceased working: CL and LVL always return 0, regardless of the actual value. Stuff like STR and BAB still seem to work (but I didn't test each single tag :) )
EDIT: LVL seems to work actually, I think it was a mistake on my side; but CL is certainly not working anymore, see below
Only the following tags are supported:
[LVL], [BAB], [CMB], [STR], [DEX], [CON], [INT], [WIS], [CHA]
I'll ask Dom to look at why LVL would be failing.
Regards,
JPG
Thanks a lot :)
But there is indeed a CL tag, see also https://fantasygroundsunity.atlassia...Specific-Notes :) It reads the CL value of the spell class the effect is coming from, and we were using such effects very often in the past because CL is usually more useful/commonly needed than LVL :)
I just checked the old code: Before the mentioned patch, the function evalAbilityHelper in the effect manager for 3.5e/PF1 also checked the CL tag via:
This is now completely gone because the new code now only calls ActorManager35E.getAbilityBonus :)Code:elseif sShortAbility == "CL" then
if nodeSpellClass then
nAbility = DB.getValue(nodeSpellClass, "cl", 0);
end
I hope this helps! :)
Some small update: It seems to be that only [CL] is faulty, not [LVL]. I reentered the lvl in the corresponding character and now it works, also works for the other chars :) Not sure why it didn't work previously. Thus, only CL got lost in the patch :)
Post #75 here would seem to indicate [CL] is no longer a supported tag. If so, might want to update the documentation on the Atlassian page/tab for PFRPG/3.5 Effects.
[Double post]