'Roll PC initiatives' from combat tracker menu are flat d20 checks, they should be skill checks. Tested by adding +20 bonus to Perception Initiative, yet it never rolls above 20 unless rolling initiative from the character sheet.
'Roll PC initiatives' from combat tracker menu are flat d20 checks, they should be skill checks. Tested by adding +20 bonus to Perception Initiative, yet it never rolls above 20 unless rolling initiative from the character sheet.
Release 8, hopefully out on Tuesday, will add striking runes extra damage dice and work correctly for potency runes with ID'd and non-ID'd weapons.
I've updated the item wiki to cover some things that will be available with release 8: https://www.fantasygrounds.com/wiki/...PG2_Item_Sheet
Vital beacon is setup to do damage in the ruleset but it should be setup to heal 4d10, 4d8, 4d6, and 4d4.
Thanks for reporting.
All of these effects are parsed out off the text in the spell description. That's going to be a hard one to parse correctly - as the wording only mentions "restores" before the first 4d10, then the rest are just "4d8 hit points", "4d6 hit points", etc. which are worded much more like damage spells. Logged as RS2.067 but I don't know if this will ever get 100% heal action parsing.
Ok makes sense. Seems like it would be a lot of work with minimal payoff in respect to coding.
Hey Tren: In setting up some Spell Action -> Effects for Aura, I noticed that the ALIGN() operator for IFT and IF functions isn't working. Example - IFT: ALIGN (evil); DMG: 1 good. It works for SIZE(), TYPE(), etc., but not for ALIGN(). I even tried to see if CE would return true against a creature with the CE trait, but that didn't work either.
I did notice that if I set the conditional to TYPE and used the exact alignment (in this case, CE), it would work (IFT: TYPE (CE); DMG: 1 good).
There is a small issue with Bulk totals in the inventory
Attachment 29961
This is working as intended - the "Str Bon. Adj" field is to further change the base STR bonus as it applies to encumbrance. It is not linked to, nor is it adjusting, the base STR bonus. This is basically a catch all to change the encumbrance bonus/penalty, I'll change the label to "Bulk Adj." to (hopefully) make it less confusing.
I did consider this was the case, but I could achieve same thing by using the MOD field to the strength ability. So though it might be an error but I can see where your coming from, (Perhaps your using a PC as a pack Mule?)
That would apply the modifier to everything strength based - melee attacks, damage, etc.. As I said in my previous post: "the 'Str Bon. Adj' field is to further change the base STR bonus as it applies to encumbrance. It is not linked to, nor is it adjusting, the base STR bonus."
HEAL doesn't seem to be working in the Effects section:
https://www.fantasygrounds.com/forum...chmentid=29990
Oddly, it's showing there *is* an effect associated with the action, it's just not applying the numeric value to the heal itself.
You need the fheal effect if your trying to heal 2 over every round? I'm confused on the question.
Look here for a list of effects and syntax fantasygrounds.com/wiki/index.php/PFRPG2_Effects
It should add 2 extra healing (Total of 8). Its not for FHEAL.
What Madman said. There are a few powers that augment that actual effectiveness of individual heals. The structure is all in there, but for some reason here in PF2 (atm), the numeric associated with the effect isn't being applied.
Another small issue, this one dealing with format and field size:
https://www.fantasygrounds.com/forum...chmentid=29994
Charming Words has the traits of UNCOMMON AUDITORY ENCHANTMENT INCAPACITATION LINGUISTIC MENTAL WIZARD. Because it wraps around to a second line, due to length, the last two entries (Mental and Wizard) are on a second line in the spells section of the CRB and are falling out of the Traits field and into the Effects text box.
try adding a type, then HEAL seems to work.
Angelic Halo; HEAL: 2 status
mad! I have no idea why that thought didn't cross my mind! That's great. Certainly a viable work around!
Suggestion
Certain abilities alter the penalties that are applied to the 2nd and 3rd attack in a round (like Ranger Hunt Prey/Flurry for example). It would be nice if there was an effect like:
ATK1: 1, ATK2: 1, and ATK3: 1
That would alter those rolls but not the others .. they could be used with conditional effects to make abilities like the one above work really well.
I have noticed that in the "Party Sheet XP tab", XP-points are not awarded if you create a new entry both for Encounters and Quests, only if you drag and drop a pregenerated one. I don't know whether this has been reported before. See the animated-gif
https://www.fantasygrounds.com/forum...1&d=1573304845
Attachment 30021
I think for consistency, it would be nice if the condition CONC also worked as Concealed. It just seems a little odd that while all other conditions (e.g. Confused, Fascinated, Hidden, Stupefied, Undetected) are all labeled in obvious forms, full words, that concealed is given an abbreviated version that's not automatically obvious as to its use.
For Armor with the Flexible Trait, characters who are getting the skill check penalty for not hitting the Strength threshold are getting the Skill Check Penalty to Acrobatics and Athletics checks like other non-flexible armor. Those two skills should get no check penalty due to armor if it's traited Flexible.
CRB, pg 279
Flexible: The armor is flexible enough that it doesn’t hinder most actions. You don’t apply its check penalty to Acrobatics or Athletics checks.
Not sure if it's an Age of Ashes thing or a base ruleset, but we were having the undead trait give immunity to crits in our game tonight.
Actually it's not the traits. Removed the Undead and Skeleton traits and it's still happening, so not the traits. After some more testing, I believe the resistance is being doubled on crits. Changed the monster to have RESIST: 1 piercing, and a damage roll of 2d6+2 that rolled a 4 and 2 did 6 damage instead of 7 expected. And this was a custom monster for testing. Also tried a striking weapon crit, and the resistance is twice what was expected, but not 4x (i.e. does not match the number of die rolled as I had thought before my edit)
And now I see this has been reported already, I was just looking at the wrong issue tracker sheet... oops.
About Reactions: I am guessing this might be a legacy process, so it's functionality really isn't there, but there's a couple of things on this I wanted to add to the Down-the-Road List.
For starters, for creatures and players alike, the "Reaction" check-box on the CT doesn't reset at the start of a turn. I am not sure how many people use this, but as it's there, it might be nice to have it reset at the start of each actor's turn if it is checked.
So in working on the Fighter supplement in the Drag-n-Drop module, I am seeing many more options to increase the size of the Reaction pool. They are specific to certain abilities, so an extra AoO or Shield Block per round for example, but it does mean that having some function to keep track of what's been used will eventually be a boon. I know that in complicated or long combat, my players often struggle to remember which powers have been used for that round.
A crude way to do this is to simple set up a Reaction Spell Tab and let players click and unclick from round to round as reminders, but that's pretty clumsy. Another option is to set up an Effect that has a 1-round duration, so it might look like EFFECT: [SELF] Quick Shield Block (Used) that lasts 1 round. Problem there, it lasts to the start of the round for the triggering enemy's turn. Would need to manually remove the EFFECT each turn.
How have people been handling this (or maybe few, if any, have had to worry about it yet)? Simple old-fashioned memory or note jotting? A better FG technique than I have thought of?
Trenloe: Is some sort of automated approach to at least tracking Reactions use per round been given? Can the check-marked circle be fixed easily? Can it be expanded for additional uses? (Is that part of the CORE?)
I haven't really used the reaction check box simply because it's something I have to uncheck. But I really like your suggestions as well as the extra reaction check box.
I noticed in your future features list a plan for spells that attack versus a DC (not AC as attack spells do). Would that be for automating damage for cases such as the DAZE spell which targets a creature and does mental damage (but spell is not tagged with the attack trait), or ELECTRIC ARC which targets 1 or 2 creatures and does damage (but again is not tagged with the attack trait)?
For Full Plate (or any armor that would have a Dex Cap of +0), it sees the empty (0) field as meaning there's no DEX Cap... so Full Plate is getting the AC bonus plus any applicable DEX bonus.
It seems for the last few weeks Critical Hits have been doing nothing at all. If you click the Critical Modifier you can get the "Roll all dice" version, but just rolling a crit no longer launches the crit dice on its own like it used to.
This is not quite true. A 20 improves the degree of success by one step. If you need a 19 to hit at all, a 20 is still a critical even though you have only beaten the DC by 1. If on the other hand you need a 21 to hit, a 20 changes the miss into a hit.
A 1 does the opposite thing, it makes your degree of success one worse.
All that's true, but when I score a critical hit in combat against a target, it used to apply the effects of a critical automatically, and it no longer does.
EDIT: as usual, it was an extension causing the problem. Apparently, the multiattack in combat tracker ext bugs crits