Ah, glad to hear it's "just a bug". :)
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Ah, glad to hear it's "just a bug". :)
I found another odd thing. In the Effects window on the upper left it says "PRESETS Click = Apply. ALT-Click = Info"
But when I alt+click on a light it says:
"Couldn't find effect 'LIGHT candle' in lookup data. Ensure you have relevant data modules loaded - e.g. Core Rules."
It works on the conditions though.
Added a video showing creation of an azarketi fighter using the recently released free azarketi web supplement: https://youtu.be/svt8fEazaeo
Supplement available here: https://www.fantasygrounds.com/store...MWPZO9304WEBFG
Interesting. Unfortunately, when I try to "buy" it PayPal just errors out. Oh well.
You can also check the "Yes, I want to participate" option to donate $1 to Save the Children on the "Confirm order" page - this makes your order $1 and so you can checkout successfully through PayPal. This is a nice option as it gives $1 to charity for all my work on the Azarketi web supplement, and SmiteWorks match this donation at the end of the year too - double bonus!!
I just donated the $1. I was ok with that.
Revisiting this. I misunderstood your original question/issue. Sorry for that.
As you guessed, there is some code that adds the focus class automatically - if a feat is named "domain initiate" the base focus class will be added in the code. Having automation in that feat will also be executed - hence why you got two focus spells. Sorry for not being on the same wavelength.
I've amended the ruleset code to not do the default operation if there's any automation in the record (most other record types work this way already). This will be in a future release. Thanks for pointing out the issue.
Don't worry, I'm happy for being of some help.
Weapon Specialization
Maybe I'm missing something or maybe it's not possible, but is this ability automated? or do I have to add 2 to the damage of each weapon i'm Expert in?
Thanks for the work you do.
Ron
I'm not exactly sure what's happening, but Toughness automation is not being applied. I just noticed this in 18G, but we last created characters on release 17b, so I don't know when it appeared.
I've tested on 2 characters, applying Toughness at level 1 and then at level 3. The automation [HP miscperlevel +1] is in the 18G rulebook. Out of curiosity, I cloned it and removed the + so it reads [HP miscperlevel 1] as it does in the reference doc. Neither one will add the automated HP.
Surprisingly, though, if you remove toughness, it DOES decrement miscperlevel by 1 -- so if you add it, and then remove it, the level +/- indicator becomes -1. (You can repeat this as much as you want, as well; it will decrement by 1 every time. Though WHY you'd want to do that...) ;)
Not sure if this is related to the HP issue above but want to be sure I'm approaching this correctly. I am trying to automate an effect to an item when equipped. The effect is HEAL: 10 temp which was the standard for NPC automation. I also noticed the HP 10 in the latest notes. I have tried [EFFECT equip HEAL: 10 temp], [EFFECT equip HP: 10] and while both add the effect to the character when equipped, it does not add the temporary or additional HP in the combat tracker. Am I doing something wrong?
Is there or will there be any way to give temporary hit points a duration? Often they only last 1 round and people forget that they should remove them afterwards.
I know of a few, Orc Ancestry Victorious Vigor.
Also the Call the Blood Spell
Here's the ones that I've been looking at:
Replenishment of War
https://2e.aonprd.com/Feats.aspx?ID=293
Steel Yourself!
https://2e.aonprd.com/Feats.aspx?ID=2009
Rallying Charge
https://2e.aonprd.com/Feats.aspx?ID=2011
A different issue:
I've had it in the past couple of sessions that there was a player for whom the HP of the party (or even himself) doesn't update properly in the combat tracker. I've experienced this even myself when playing, where it updated correctly for all other players. I have no indication as to what triggers this and will post more information here if I find out. The only thing in relation to this that might be relevant is that it seems to be always the same player and that we have a similar campaign setting for displaying hit points (bar on allies, dot on enemies on the map, and detailed wound stages in the tracker).
There are a few out there, indeed! Especially for those battle master types.
As for the HPs.... the only time I have encountered anything similar is when someone is vastly out of sync. Unfortunately, there's no easy way to determine when, why, or how that happens. :( Most the time, having them relog into FGU, or even go as far as doing a reboot, then relogging, seems to clean things up, but it's not guaranteed from what we've experienced.
Another issue I found while browsing through the PF2 Steam library:
https://store.steampowered.com/app/1...r_listid=68152
The image displays Starfinder Society, however it's clearly a Pathfinder Society Quest.
Thanks for reporting issues you find, but can you report anything wrong with the FG store or Steam directly to [email protected] please. These aren't things that the ruleset or DLC devs can fix directly. Thanks!
Alright, will do.Quote:
This one's for here and I'm unsure if it's intended behaviour or not:
If I have a monster that is WEAK: 10 critical and I deal damage to it with a weapon with one or more damaging property runes (e.g. shocking), the extra damage will be calculated multiple times; once for each damage instance.
Same goes for RESIST: 10 critical, however in the opposite direction, of course.
That's intended. Each damage instance is treated separately.
Some info from a Paizo PF2 dev here: https://paizo.com/threads/rzs42bxf?T...ness-System#24
Trenloe, what effect strings work on item automation fields? Per my post #138 I tried the HEAL effect but it did not add temporary hp to the character in the combat tracker though it did show the effect in the effects area. Just trying to understand what effects work currently vs the future. thanks
Thanks for the clarification. Do you plan to add spell like actions that can be applied to a item that is equip or even as interacted action? For example, I wanted to automate the action of a magic item that when worn gives False Life as in the spell.
Honestly, DonE66, at this point, you are better off just using a spell action to add some of the effects you want to implement until the time comes when the ruleset can handle the more complex automation on items you are seeking. I personally create an Items spell group for commonly use items with effects the group needs (such as healing potions and elixirs, items with special activation effects that are temporary, etc).
I have a request:
While the Token Lock option is disabled on a map, I would still like to be able to hold ALT while moving a token to see how far the distance is and at the same time being able to make a multi-move. And I would like to be able to do it as a player as well and then be able to confirm my own move when Token Lock is disabled, for ease of measuring distances and show everyone how I'm moving.
This is not specific to PF2, it's general to FGU.
Please create your request in the FGU wishlist here: https://fgapp.idea.informer.com/
Thanks, done :)
https://fgapp.idea.informer.com/proj/fgapp?ia=136807
I think I may have found another bug.
After solving the little issue of how to name a class kit for it to be processed automatically on character creation, I found that the automations seem to be processed twice or even three times in a row.
Attachment 48214
Also after adding a backpack from the adventurer's kit with the automation for bulk, the automation seems to be applied twice with no apparent reason as you may probably see in the screenshot I provided.
I would like to make a suggestion as well after reviewing all spells. Since in Pathfinder 2 there is no max dice on the formula for spell damage it would be great if I could substrat dice from the formula i.e. 2d6*spell level -1. I found that I need to substract dice from some spells for them to apply the right damage when configured in the right way.
Thanks for reporting. This has already been identified and is fixed in R18i.
For release 19 I'm going to look at redesigning some areas of the spell actions. The data in there currently sometimes doesn't apply easily to heightening spells.