I honestly don't believe that is a bug. The character select window isn't changed from the standard CoreRPG, but if it is changed with the ruleset code, then see to get it to the way CoreRPG does it.
Printable View
Oh! I thought the frames and such were from the SFRPG.pak. Not CORERPG.
Support:
I just purchased Fly Free or Die (FFoD) AP Book 2 and noticed that the Lunar Weapon column is missing from the Solarian Class's Weapon Manifestation table. Screenshot attached:
Attachment 44483
Also, I noticed when click on each build, a blank dialog box appears; screenshot attached:
Attachment 44484
Builds are from the CRB.
Another observation is that some of the Manifestations (Flare, Shield, and Lunar Weapon) are missing from the Solarian Class seen here, screenshot attached:
Attachment 44485
Flare & Shield are from the Character Operations Manual and Lunar Weapon from FFoD AP Book 2.
Thank you,
Is that from the core book?
When new options become available they do not get added to the list in the Core Rulebook.
They are made available for use as a separate option that can be chosen.
Madman..
Running into a bug with the latest update of the Starfinder ruleset. Any time I add an Effect to an entry in the Combat Tracker I get a bunch of what looks to be debug text in the chatbox (example below):
s'onDrop' | s'ct' | s'combattracker.list.id-00005' | dragdata = { type = s'effect', desc = s'[EFFECT] Asleep', #slots = #1, slot = #1, string = s'[EFFECT] Asleep', num = #0, diceexpr = {}, shortcut = {}, asset = {, instance = }, custom = nil }
I've also noticed that with adding custom effects to entries in the Combat Tracker they will always default to All Rolls, even if they're defined as One Action, One Roll, or Apply Each Once.
Just out of curiosity I tried creating test games in 5E and Pathfinder 1E and ran the same tests with built-in and custom effects. I don't get the debug string in the chat box on either of those and they also maintain the One Action/One Roll/Apply Each Once setting when being added to the Combat Tracker.
Hello
In our game yesterday, one of my players saw that feature were missing on the Biohackers level 2 Theorem, the Painful injection is missing. From the COM book.
Edit: its missing on the right window, the drag and drop thing.
Attachment 44553
Little workaround until this get's fixed (because the Painful Injection feature does exist, just the link doesn't). Go to your classes window, find 'Features' in the top left and search for Painful Injection, it'll come up and you can use it like normal. I assume the link will be added anyway ^^
Yeah, we did a workaround. :-)
I just wanted to inform that it is missing.
Confirmed this. Not sure what the expected result or use case for the "Builds" are...if it was a character template, I would think the expectation would be to drag the build to the Characters list and it would create a new character with those items already input/selected....if it is just for display purposes, then it would just contain the correct links for everything.
When adding NPC's to the combat tracker they will recieve a flat +10 to their Base DC
1. Open a FG game with Starfinder rule set
2. When selecting which modules to load select Core Rule Book and Alien Archieve 1
3. Select NPC on the side bar
4. Find Void Hag and click the paizo logo to the right of the NPC name to open the Void Hag's details
5. Click of the 'spells' tab on the void hag details
6. Highlight each of the saving roles and keep notes of the details, in this case:
Inflict pain has a Will save of 20
Irradiate has a Fort save of 21
Psychokinetic Strangulation has a Fort save of 21
Cosmic Eddy has a Ref save of 22
All these values are correct - Base Spell DC of CR 10 is 18 + the Spell Levels will get these saving values
7. Open you the combat tracker
8. Drag and place the void hag on the combat tracker
9.Click the paizo logo to the left of the Void Hag on the combt tracker
10. on the new Void Hag pop up click the spells tab and highlight all of the same Save rolls
11. You will see all of the roll values have increased by 10 (you may need to use the magnifying glass of the save rolls)
Unlocking the details pop up to edit and clicking the magnifying glass next to Spell-Like Abilities reveals the Base DC states
Stat: +18 Misc: 0 Total: 28
I have tried the same with other spell casters and got the same result. I have also created my own 'Void Hag' with the exact same stats and the issue persists however this reveled that the Base DC states (when the npc is not on the combat tracker)
Stat: +18 Misc: 0 Total: 18
Attachment 44571 Attachment 44572 Attachment 44573
NPC Sheet Defensive Abil.: hardness X currently gets parsed as DR: X adamantine; RESIST: X all when dragged to the CT. DR and RESIST (all) stack with each other leaving the NPC with a solid 2X DR instead of X.
Maybe change it to parse as RESIST: X all only.
Does RESIST work for normal damage(B.S.P)? I did not think it did.
Also while we're on it: damage reduction and resistances don't work properly for multi-typed damage. But I'll need to do some more research and testing until I can make an informed bug report on that.
Updated with attachments: should just need to load and go to party sheet and apply (down arrow) to players.. see before and after jpg..
(updated this mornings versions of FGU )
-pete
getting some party sheet items going missing to one character... 'Xerina Xeraxes', they are deleted from the party sheet but never arrive on the character..
( Had to go hunt down and track from memory what the missing items were !! )
[PARTY] -> [Maenala] : Spell Gem (See Invisibility)
[PARTY] -> [Ru'in Tyr] : Shirren-eye rifle, tactical
[PARTY] -> [Maenala] : Ability crystal (mk 1)
[PARTY] -> [Xerina Xeraxes] : (4x)
[PARTY] -> [Ru'in Tyr] : Disintegrator pistol, liquidator
[PARTY] -> [Larr Dot-an] : Detonator
[PARTY] -> [Larr Dot-an] : Detonator
[PARTY] -> [Larr Dot-an] : Machine gun, squad
[PARTY] -> [Xerina Xeraxes] :
[PARTY] -> [Larr Dot-an] : Comm Unit, System-wide (with firewall and wipe countermeasures)
[PARTY] -> [Larr Dot-an] : Shock grenade I (8x)
[PARTY] -> [Xerina Xeraxes] :
[PARTY] -> [Larr Dot-an] : Lashunta tempweave, basic
[PARTY] -> [Larr Dot-an] : Rounds, heavy (20 rounds) (6x)
[PARTY] -> [Xerina Xeraxes] :
[PARTY] -> [Larr Dot-an] : Zero rifle, frostbite-class
[PARTY] -> [Xerina Xeraxes] :
[PARTY] -> [Maenala] : Psychic Booster
I'm having issues with persistent damage (DMGO). When the effect is applied by the current character to another character, then that character's turn comes up, it rolls the damage twice. If applied to self while also current character, it rolls only once. My syntax, when applied, is (DMGO: 4d6 Acid; [D: 1]; [ROLL]).
Attachment 44639
@bratch9,
It appears to be caused by the empty item at the bottom of Xerina's inventory; removing that empty item allowed it to work. I'm working on a general fix for CoreRPG; since this can technically happen with any ruleset.
@plaidinum, @deer_buster,
It should be fixed in the build tomorrow; we were working on some other fixes that already cleaned this up.
Regards,
JPG
After an attack hits, the icon shown in the result entry in the chat window is the roll_attack icon, not the actual roll_attack_hit.
I believe the culprit is line 791 in manager_action_attack.lua, the pattern match does not recognize the text "[HIT vs. xx Defense]" as a hit. I'm not sure why the actualy AC is shown to the players here, so I changed line 646, so that the text inserted in the Messages reads just "[HIT]" (same on line 649 vs CMD). After that the pattern matches, and the correct icon shows up.
I also think the space goblin icons for the various roll_* icons (as well as for the GM portait token) might be outstaying their welcome, now that we do not have goblins in the sidebar anymore. I'd prefer them replaced by something that is more easily distinguishable, like the similar icons in the 3.5e rulset, maybe with a gun icon insterad of a sword, though.
Hello !
I found that the Grappled conditions work strangely on damage : it seems to apply a -2 penalty to DMG rolls for ranged attack only.
Attachment 44721 (with all extension disabled)
Plus, it work strangely with Deer_buser weapon specialisation wich seems to IMPROVE damages in a few cases :
Attachment 44722
Did i miss something ?
Grappled lowering the damage looks like a bug to me as well. I can reproduce it as well (just for ranged weapons like you). I suppose it's some weird interaction with grappled giving a malus to DEX checks or smth like that.
The specialisation extension (and specialisation with a weapon in general) are supposed to increase your damage. These two don't have anything to do with each other and them working together is just a stack of modifiers like any other.
-2 attack tracks with what I am reading...
Quote:
Originally Posted by Core Rule Book, pg 276
I tested it with both NPCs and PCs and with the grappled effect, it would not remove -2 damage from the damage rolls on either melee or ranged damage. Might need more in depth steps.
Attachment 44724
But it did... Attachment 44726
When dropping Skill Focus from Operative's Specialization class feature onto the character sheet, receive the following message
However, if I drop the feat from the Feats master index, it drops fine.Quote:
Unable to find record to match link dropped. Check to make sure the correct modules are open. [feat.skillfocus@Starfinder Core Rulebook]
record_ability_roll.xml: 171
Misspelled word Damage. Currently says "On Save Damaage", should say "On Save Damage"
Both the Soldier and Solarian classes are shortened to "Sol", where the abbreviation is used, such as on the party sheet.
Force Soles item from the Starfinder Armoury has the description for Force Palms (also in the armoury).