I found the issue, it's a string match issue with the chat output. I will push it to make it available on TEST as the ruleset is currently in lockdown due to the CoreRPG updates.
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I found the issue, it's a string match issue with the chat output. I will push it to make it available on TEST as the ruleset is currently in lockdown due to the CoreRPG updates.
I've pushed @superteddy57's fix to the beta Test channel until the v4.4 release.
Regards,
JPG
In the Horizons of the Vast AP 1, Planetfall Players Resources the Beastblood Theme is missing, well actually it should be 2 themes: Beastblood (Int) and Beastblod (Wis). There's a Story entry for it, but it's completely missing from the Themes dataset when the module is activated.
in the Attack of the Swarm AP 5, Hive of Minds Player Resources the Instinctive Metaphysicist is showing up under Classes as Instinctive Metaphysicist (Archetype) but is entirely absent from the Archetypes dataset.
In the Junkers Delight Player Resource the Junkomancer shows up under Archetypes as Junkomancer (Archetype) when it should just be Junkomancer.
In the Starfinder Armory the Augmented shows up under Archetypes as Augmented (Archetype) when it should just be Augmented.
It is in my world (the Mystic copy) and I can't get rid of it, mo matter what I do.
Attachment 57694
@Locotomo,
Hmm, not seeing that issue with the default Starfinder Core Rulebook.
Some ideas to check:
* Try right clicking on the Starfinder Core Rulebook module in the Library->Modules list and selecting the Revert option.
* Try unloading modules one at a time to see when the Mystic (Copy) goes away.
* Look in modulestate.xml (or post here) to see which modules are being loaded. Maybe you exported a custom module with a copy, and loaded it?
* Also, we can look at the modulestate.xml to see what other modules are loaded.
Regards,
JPG
I will check now, I also still have this in the class tab : Starfinder RPG - Attack of the Swarm AP 5: Hive of Minds (Starfinder) [Fixed] archetype, instinctive metaphysicist. It isn't fixed for me.
Edit: Problem still there in the AP 5 module. The Archetype is in the Classes tab, not in the Archetypes tab. Attachment 57697
The Mystic copy is in the Interstellar Species (Players) module !
I've notified the DLC developer for both products, and asked for a fix.
Regards,
JPG
You people are on fire ! :D
I don't if it's normal (the 4.4 update was released just yesterday) but i can't use trigger sound to make, for exemple, any hit by laser weapon trigger the associated sound (i have a supersyrin subscription and made the proper link with FGU). The same test with D&D5 seems to work.
Triggers are base off the chat output and they may not be setup within Starfinder to trigger those sounds.
There is a wiki page here that was from beta cycle. It still needs to be finalized by Doug.
https://fantasygroundsunity.atlassia...ng+Sound+Links
There's also a section in the FG v4.4.0 video.
https://www.youtube.com/watch?v=VoXe-sc2Uws&t=1498s
There will be more information as we update the documentation.
Also, currently, the attack hit/miss sound triggers are only working in 5E; but I'm working on a fix for that.
Regards,
JPG
I am playing Horizon of the Vast with my players, and one of the players got his hands on the "handcoil, explorer," and was using it in a couple of combats. And since the item is a energy weapon it should attack agains EAC, but it doesn't. Is this a bug, or am i doing it wrong somewhere?
I will have to take a look. I will get back to you.
If you add the text "vs eac" under properties it will fix the issue. I will sort out the item record and get it updated.
As a side note.. Add the item to the party sheet and make the changes then re drop it on the character.
Madman..
So, this is a test i did today, clean ruleset (i had done the test before, never captured it though).
https://1drv.ms/i/s!Ash8HBvgPSZvhscg...HZkJg?e=9Pvqhq
I hope this helps.
I'm not sure what I am looking at and would need you to elaborate on what the issue is that is going on in the image.
The Handcoil, Explorer (this one from the Horizon of the vast p1) does not attack EAC, even if it is a Electricity damage weapon. And i did fiddle a bit with "vs. eac" to try to see if i could make it to attack vs EAC. And then i did a Laser pistol, Azimut for reference (basic energy weapon from Core). Handcoil are usually from the Armory book, but this item was from the horizon p1 module. Not sure if that make any diffrence though. I don't have armory. I wrote this in #1264 for reference.
Quote:
Originally Posted by Honken101
Appreciate the break down. Just was a tad confused :)
I did a little testing on this. It does attack vs. EAC. However, without the "vs eac" in the properties field it does not report it to chat.
Madman..
Again, if you change the record on the character sheet it does not update. Create a copy make the "vs eac change" then drop it on the character. Alternatively, you can add the item to the party sheet, make the changes and then drop it on the character. [Fixed]
We noticed tonight that some options from the Character Operations Manual and Armory modules are not showing up in some of the character option sections where they should be.
For example, in the Operative Exploits under the Operative class menu, we're only seeing Core Rulebook options:
Attachment 58068
None of the additional Operative Exploits from the Character Operations Manual or Armory are showing up there (for example, there should be one called Trap Spotter (Armory) and one called Shuriken Assassin (Character Operations Manual) that aren't showing up. You can find them in the reference sections of the associated books but for Armory, they aren't actually linked so they can't be dragged to a character sheet.
Are we just missing something? Or is this functionality not part of the modules? We're relying heavily on the Hephaistos site already for making sure the characters have the abilities they should since the FGU implementation doesn't seem to be fully there.
Those records aren't updated based on the modules loaded. Those were made under the Core Rulebook and only display those options. The only place where features would show up from the other modules would be the master index. This is the window that displays when you click on the sidebar buttons.
Edit: Excuse me when I say "Those record aren't updated" I am referring to the links in the section highlighted in your image.
Thanks for the response! So when a player levels up and wants to select one of the Operative Exploits from Armory, is there no way to add that to his character sheet without creating an entry and copying and pasting the text?
For example, the only way I can find the "Trap Spotter" feature is by going to Modules > Starfinder Armory > Reference Manual > Operative (under Chapter 2: Class Options) > Operative Exploits. And there, they aren't linked things that can be dragged at all.
Attachment 58069
The sidebar buttons will lead you to the record the module provides. The reference manual is a great resource, but if you want the records to drop to the character to keep track of things, it would be located there.
Attachment 58071
It's a hold over from a by gone era where the sidebar couldn't hold many buttons. So some of the sidebar buttons needed to be imbedded in the "main" buttons to give more options. Haven't gotten around to doing all of them.
There are a few things I've noticed from the Starfinder ruleset in the Character window there is a weird artifact / line that goes through the right hand side and then extends "past" the top and bottom edges.
Attachment 58120
Also there seems to be an offcenter with the AC values
Attachment 58121
Thanks for report, I'll add to my list to investigate. I'm currently working through other projects and it may take some time to resolve.
Getting an error during starship combat when applying damage to a PC Ship from an NPC attack:
[7/10/2023 4:06:12 PM] RULESET: SFRPG ruleset (2023-06-27) for Fantasy Grounds
...
[7/10/2023 4:07:36 PM] [ERROR] Handler error: [string "SFRPG:scripts/manager_action_shipdamage.lua"]:123: createChild: Invalid argument 1
This happens if you double click on the Damage box, or drag it to the PC token on the map.
It works fine for a PC applying damage to an NPC if you drag onto the NPC token.
I tested with a PC ship dragged from the partysheet and attempted the steps your provided and was not able to replicate. If you have any extensions loaded, it would be best to test without them and see if you can replicate. If the ship was dragged from the sidebar PC ship button window, then I would suggest removing it from the combat tracker and dropping it to the partysheet ship tab and then dragging from there. If you've done all of this, I will need a copy of that ship to see if there may be an issue with the ship itself.