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July 21st, 2014, 21:27 #11
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July 21st, 2014, 22:48 #12
Supreme Deity
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- Mar 2007
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- 20,553
I think it's only going to handle types/subtypes at this time, though the effect can always be added directly as well.
Regards,
JPG
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July 21st, 2014, 23:50 #13
Supreme Deity
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Check out the beta in the Laboratory forum.
https://www.fantasygrounds.com/forum...release-v3-0-7
Cheers,
JPG
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July 22nd, 2014, 00:00 #14
I'll give it a test drive when I get home, thanks for the rapid turnaround on that one.
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July 22nd, 2014, 03:44 #15
Is it supposed to be using types right now? I just ran a simple test:
1. Create a character and give him a weapon with a high crit range. Put him in the CT.
2. Drag a Gray Ooze from the Bestiary into the CT.
3. Drag both onto a map.
4. At this point, when the character scores a critical hit the full critical damage is applied.
5. Add IMMUNE: critical manually to the Gray Ooze.
6. Now criticals are partially resisted (looks like the critical dice is rolled, but not counted in the damage total, and a partially resisted message is displayed).
Does that all sound like expected behavior, or were you expecting not to have to manually apply IMMUNE: critical?
EDIT: I'm seeing elementals get IMMUNE: critical applied automatically when I drag from the bestiary, so something horked with oozes in particular? I dragging from the bestiary to the NPC list and changing the type to Ooze, ooze, and (ooze) and none of those caused IMMUNE: critical to be applied automatically when I dragged to the CT.
EDIT 2: elemental, aeon and swarm are working for me, ooze and incorporeal are not
EDIT 3: IMMUNE: critical seems to be working flawlessly. Since that is the case, I don't care too much if some of the creature type tags don't apply it automatically, that's not a showstopper.Last edited by darrenan; July 22nd, 2014 at 04:02.
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