Not sure if this is a bug, user error or known issue, but in creating npc's Im unable to crate an npc creature that size bigger than medium. Here's my entry and the token still shows in a 5ft square after dropping from the combat tracker.
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Not sure if this is a bug, user error or known issue, but in creating npc's Im unable to crate an npc creature that size bigger than medium. Here's my entry and the token still shows in a 5ft square after dropping from the combat tracker.
OMG, I am so glad someone else is seeing this. I am having the same problem. I even turned scaling to grid off, but when I resize NPCs, their icon enlarges, butt he size of the creature for range, red box, etc remains only a single square. And I am using the Deadsuns AP. All the monsters drop in as a medium size initially, but after disabling scaling the size can be altered, but the redbox and ranges are all to the single square in the middle of the image.
OK. no sooner do I post this, I rechecked to make a screenshot and everything is sizing correctly?? I believe its a Live versus Test? I changed recently to Test and its working, But on Live last week it didn't. I reset back to Live and checked and the size isn't working. See attached image from Live.
Attachment 23632
Reset and switched back to test and now it is sized correctly.
Attachment 23633
Ok Spent the last couple days working on the Rule Set Bugs .
I got one of my long lasting issues fixed this morning. The Resolve system now works from the PC character sheet.
https://www.fantasygrounds.com/forum...l=1#post391762
Revision 1.0.10 is on Test server
Yes in the Known Bugs Thread
https://www.fantasygrounds.com/forum...l=1#post380142
I update this to the best of my knowledge.
there might be some other fixes that are done by other developers that I did not get told about.
But for the biggest part when big updates or features are added I get told and I update the thread.
There is also a history of links for past updates that you can see what was changed.
Version 1.0.10 is now Live.
1.0.10 Weekly https://www.fantasygrounds.com/forums...l=1#post392790 5 Jun
Revision Number (1.0.10)
Rule Set Fixes
Monitory inventory, credits and such, now show on the party inventory sheet
Resolve system now works from both Host (GM) and Client (PC) character sheet.
---https://www.fantasygrounds.com/forum...l=1#post391762
Fixed Ability to use a Spells to Restore SP ( a Heal now can do HP/SP and TEMP (Selected in the Spell editor).)
Fixed Stable/Dying and Uncon not being removed from CT when a PC is healed from 0 HP.
Creation of new Class's now works.
Module Fixes (These fixes are Applied with a update to the module.)
SFRPG Core Rules
-Star Ship Desc are now correct.
-Some Starship (NPC) were missing Desc.
-Fixed Level two Mechanics Trick is missing Energy Shield (Drone Mechanic Only)
-Fixed Missing Computer item.
-Fixed Mirror Image Desc text
Test by making: Level 1, android, ace pilot, Operative (Ghost) - Stats: S:10,D:18,C:10,I:17,W:10,CHA: 8
Compared against https://www.reddit.com/r/starfinder_..._google_sheet/
Comparison of sample total bonus for skills (FG vs Sheet above or manual method)
Acrobatics 8 vs 11
Bluff -1 vs 0
Computers 3 vs 4
Culture 3 vs 4
Stealth 8 vs 11
It seems like the Operative's Edge +1 Insight Bonus to all skills isn't being added in? Also, something strange with Acrobatics and Stealth where the class bonus (+3) isn't being added in?
Am I confused about something or is this a bug? The 3rd party automated sheet seems correct.
Operatives Edge is not automated. You would need to either adjust all skills by one (or whatever your edge is) using the Misc field on the skills tab or use the effect SKILL: 1 insight. Same thing with the skill focus feats you get for being a ghost. Those you have to be adjusted by the user or having the effect SKILL: 3 acrobatics, stealth insight.
((Also.. waste of a point with the 17.))
Operative Specialization Daredevil is still "broken".
The automatic skills are not correctly added. Works on all other Operative Specializations though.
Concealment and Total Concealment miss chances don't appear to be triggering - information here: https://www.fantasygrounds.com/forum...alment-Effects
I just created a Operative (Daredevil) and the Skills added in fine.
Can you create a new one and see if they show. If they do it might be that it's a character created before the change to skills.
You can verify this by looking in your db.xml for the campaign.
Ok Verified with live. Its not working.
The current version on our SVN works so it will be fixed with 1.0.11.
Not sure what was missed with 1.0.10 but it will be ok soon.
Can't see if this has been reported before but in the Core Rules Reference the links under the Headline Item Level are broken.
Update for Ammo and Attacks.
I have fixed the Ammo counter issue. It now checks off when you attack, if you are out of Ammo for the weapon. Chat will report "Attacking without Ammo" and the Attack will not roll.
This works great now for Single Attacks. I am still working on a Full Attack. Plan is to have it count off and roll the attack until you are out of ammo.
I.E your Full attack is 2 but you only have 1 round left in your ammo. It will roll the First attack but report Out of Ammo for second attack.
I think I got this fixed., at least the 20/50 percent rolls if you have Concealment or Total Con selected in the modifier panel.
Now with that said there are a ton of stuff that has miss chance listed in the rule book. (did find miss chance) We might need to expand more but got alot of reading to do.
While looking into the concealment, did you happen to look into the various types of cover? From my last look, they still appear to not be adding in the proper bonus to ref saves. Granted this is a minor issue, but it is still out in the wild.
Partial Cover should apply a +2 ac and +1 to ref saves. (AC:2; SAVE: 1, reflex)
Cover should apply a +4 ac and +2 to the ref saves. (AC:4; SAVE: 2, reflex)
Improved cover should apply a +8 ac and +4 to ref saves. (AC:8; SAVE:4, reflex)
Provided the proper effects for simple copy paste. Hope it helps.
Spell issues encountered while creating effects for spells that need them.
Ruleset Version: 1.0.10
Starfinder Core Rulebook:
Fear I-IV, part of the spell text is in the SR box.
Flight I-VI, part of the spell text is in the SR box.
Life Bubble, part of the spell text is in the SR box.
Ray of Exhaustion, part of the spell text is in the SR box.
Pact Worlds Players:
Digital Doorway, part of the spell text is in the SR box.
Mental Block, there is a "than 30 ft. apart" in the spell text box when it should be in the target box.
Samarex,
I know this was asked before but I di not find an updated answer, but there are npcs that do not have weapons links. All their weapons need to be manually looked up to see things like range etc. Is this something that will be updated?
Example: Security Guard- Has a pulsecaster pistol but no way to look up the weapon directly.
Cult Initiate - frostbite class- zero pistol
Gang Machinist - Static Arc pistol
Space Pirate - Tactical semi-auto pistol
Some npcs do seem to have item links listed for easy lookup.
Found a bug in 1.0.11 with concealment, once I trigger it all the rolls have the miss chance until combat ends with a rest or I restart the game. I don't think that is how it should be working.
I looked all over for this, but I can't find the "sickened" condition. Am I just missing it?
It's not in the effects window. As it's exactly the same as in Pathfinder however, you can just add a custom effect with just "sickened". DO NOT put any -2 modifiers after sickened yourself as that will apply them two times: -2 by the "baked-in" PF-sickened and one by the -2 you specified (happened to me). So just make a new effect with "sickened" and nothing else in it for now.
This is correct, it is baked into the system. The conditions should be in the button that looks like a sick guy and if hovered over will have the "Effects" mouse over text. You can then drag the conditions you need onto the person using the combat tracker. Or you can type the name in a blank effect and it will do the same thing.
Yep I will, right now Im working on fixing the attack n damage side of things I found that for weapons that had multiple types of damage that they were only reporting one. I have got it reporting all types correct now, just adjustung the critical report so I can get it decide if you get the critical effect or not. If you do I will have it apply the effect to the target also.
Ok been working on the Effects Coding. Here is what I got so far.
1- Weapons will now show Critical Effect in the Damage string of the weapon on the Actions Tab [I.E 1d8 S,Bleed 1d4].
2- Weapons with more than 1 Damage Type will now display Both types in the damage report in chat [see attachment].
3- If Roll is a Critical Hit then the Critical Effect (if any) will display at the end of the damage report. [see attachment].
I will now work on getting the Effect to automatically apply to the target.
Once I got that working I will go thru all the Critical Effects and make sure they all Automatically apply with a Critical Hit.
Looking really good. Can’t wait to have these to try out in game. Now I just need to get my players to embrace the tech instead of holding on to the paper and pencil and manual dice rolls.
Revision 1.0.11 is now Live and the first two messages in the Known Bug thread have been updated
Enjoy