OK! Great, thanks!
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OK! Great, thanks!
Double Post. Sorry.
Hello. I think I spotted an issue.
If a PC has a negative damage modifier, then for missile weapons where it is supposed to use the full negative modifier, it uses TWICE the full negative modifier.
For example, normally, missile weapons with a damage modifier applicable use 1/2 of the dm. So, a +1D4 dm becomes a +1D2. And that works fine for positive dms.
When such a weapon is used by someone with a negative dm, it is supposed to apply the full negative dm, so a -1D4 dm stays a -1D4 dm.
The rules text:
"Missile weapons don’t allow a character to use their full damage modifier. If your character’s damage modifier is positive, divide the results in half (round up) when using a thrown weapon or a bow. If the damage modifier is negative, keep the modifier as is."
But, if I put in a PC with a negative dm, such as a STR of 8 and SIZ of 6, the dm shows as 1m4 (which I assume means -1D4) however, when I double click on a missile weapon's damage, it rolls -2D4.
I imagine the code is trying to double the normally halved dm but somewhere else it has already done that, so it is now doing it twice...just a guess on my part.
Now, there is a workaround...just unclick the db bubble for that weapon on the Main Page and manually type the -1D4 into the damage line. But would be nice if this could be easily fixed.
Regards,
Devin
I'll look it over on Monday
I haven't noticed this. The code explicitly states that the damage should be -2d4. See campaign/record_char_main.xml, getWeaponDamageRollStructures(nodeWeapon).
The code in campaign/record_npc.xml, getWeaponDamageRollStructures(nodeWeapon) also needs to be edited.Code:...
if sDamageDice ~= "" then
sDBDice = DiceManager.convertDiceToString(sDamageDice);
if sDBDice:match("d6") then
sDBDice = "d3";
elseif sDBDice:match("d4") then
sDBDice = "d2";
elseif sDBDice:match("m4") then
sDBDice = "2m4";
elseif sDBDice:match("m6") then
sDBDice = "2m6";
end
...
I pushed a fix for this report
I believe I found a bug:
Create a new campaign then a new character and set "Use Power Points" option on "On". Put a score in DEX (like 15, for example).
After a reboot, Dodge, Throw and Fly skills are granted a +5% bonus.
And they appear in the POWER tab.
EDIT: in fact, these skills win a free bonus equal to DEX - 10 (with DEX 18, they are +8%, for example).
Pushed a fix for it not updating with the skill totals, but the cause of the additional bonus is due to the the category bonus. Ensure that this has been turned off to not receive it.
Nevermind I realized where the error was... The armor was not equipped...
Power Points isn't the issue, it's the skill category bonus option adds to it's children and that is what you are seeing when you roll. Turning off category bonus will remove that additional increase from the attribute.
I've found a problem with the CT player view when using the strike rank option. The players see actors sorted after their SR value but the value shown is the Dex value. The GM sees all actors sorted by SR and also Dex. I think we need to add a strike rank column to the Player view or replace the initresult column when the strike rank option is used. See the attached images for more detail. I'll see if I can come up with a good solution for adding a new column but you might want another solution.
Attachment 60754
Attachment 60755
Thanks for the report. I'll add it to my list to investigate.
Yep. This is something I pointed out a while ago. Would be great, too, if we are showing it to the players, to allow them to type in the SR field as well for their PCs, since the SR changes as they do different things from round to round, and it is a pain for the GM to have to enter it for every player.
Also, when two creatures on the CT have the exact same SR and DEX, things go a bit haywire and their entries shuffle back and forth on the CT. This doesn't happen in FG D&D when two creatures share the same Initiative and DEX, so they must be using some hidden third sorting criteria. In any case, something as simple as defaulting to alphabetical as a third criteria would be helpful since at least the entries would stop bouncing around.
To test this, call up the CT and enter three NPCs with the same SR and DEX and then start with the first one and keep hitting end turn and watch what happens. Clicking on them to select them on the CT does the same thing.
Lastly, right now I can only drag effects into the CT for the creature whose turn it is. However, one usually needs to drag and effect on a creature when it is not their turn. Would be great if we could freely drag effects into the CT even if it is not that creature's turn. That would be a very big help in larger combats.
Regards,
Devin
I'm adding it to my list along with the previous report. Just not able to focus on this at the moment and will require finishing some of my current projects.
I just noticed that when you drag a new skill from the Skill menu onto the skill tab, the base chance of the skill is not initialized, it get set to zero. I'm sure this used to work once, but now it seems broken. See image below.
Attachment 61178
I'll add it to my list to investigate, but may take some time for me to tackle this by the next update weekly update. I'm unsure of it's original functionality myself.
I bought BRP system today but it seemed like the location rolls was not right result in missile weapons. it's seems to match the melee.
BRP ver is 2024-07-03 ,Core RPG ruleset is 2024-07-03 also
is this my problem? somewhere hotfix?
It's best to provide steps to replicate. This will help us see what you are seeing. How are you rolling the location? Any other conditions you may think of that the character is in that might help us track down the issue?
Ok, I think I see the issue and have also resolved the Skill drop, and making SR on the combat tracker not reaonly. I would still like to hear how you attempted to roll to be sure my solution resolves it. I will be pushing the fixes with the weekly update.
Pushed an update that should include all recent reports.
Thanks. However, I am not seeing SR being visible or input-able by the players.
As a side note, when I disable or enable the Strike Rank option, I now get an error message of:
[ERROR] Handler error: [string "Basic Roleplaying:ct/scripts/ct_entry.lua"]:15: attempt to index global 'strikerank' (a nil value)
I have attached a screenshot showing the GM view of the combat tracker and the simultaneous player view.
Regards,
Devin
Ah, that is on me, I made the field editable for the GM, but it's not on the Player's side. I'll take a look at it and try to see if I can get something out by the next weekly update.
I just noticed that the "wounds" field on character main is not editable. Sometimes a character suffers damage to its "general hit points" and when you assign and also heal such damage you'll need to be able to edit this field. So, it would be good if that could be changed. I think it's non-editable because it is automatically updated from the armor tab, but unfortunately it's not that simple. :)
I will be pushing an update to both strike rank and the wound issue.
"[Fixed] PC strike rank not adjustable. Added a modifier box to the character sheet to adjust it up or down. NPCs remain editable."
Where is it on the character sheet? Main Tab? I cannot find it.
Regards,
Devin
Its to the right of the strike rank number value. Next to Mod
Attachment 61322
Not sure, but I would recommend starting a fresh new campaign without any extensions and see if it still wont' show.
Sorry, but the wounds field is still not editable. Maybe that change wasn't pushed yesterday?
To add 'general' wounds would be to hold CTRL + Mouse Wheel to add a modifier to the wounds field. It will be directly editable when not using hit locations.
I can't really read the chat output, but the date should say 2024-7-16. Does it say that? Which means you might have an unpacked BRP ruleset overriding the update.
I would check your ruleset folder and see if you have another BRP ruleset unpacked in there. You can get there pretty quick by clicking on the folder icon on the dashboard (window where you select the campaign you wish to run).
I get a error when making a damage roll for a NPC, this only occurs when the damage bonus (+db) is present.
[7/17/2024 9:29:51 PM] [ERROR] Script execution error: [string "CoreRPG:scripts/manager_dice.lua"]:306: bad argument #1 to 'ipairs' (table expected, got string)
Pushed a hotfix for this issue.
Sorry to inundate, but I found an issue for a future fix:
If you enter missile hit locations for a creature that is not a humanoid, when you close it and reopen the creature, the missile hit locations are erased.
How to duplicate:
1. Create a new NPC.
2. Choose a Hit Locations type other than Humanoid (try Winged Humanoid)
3. Enter some numbers in the hit location fields under Missile.
4. Lock and close the creature.
5. Reopen it and the numbers you entered will be gone.
Regards,
Devin