Thread: Test Release v3.1.2
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June 25th, 2015, 06:55 #11
Dulux-Oz
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June 25th, 2015, 22:00 #12
I can point to two things concerning this aspect of the update:
1º - In the Player's Handbook Core, the text including errata and clarification of the last printing now has a minor typo. It says:
"The DM decides when circumstances are appropriate for hiding. Also, the question isn't whether a creature can see you when you're hiding. The ques- tion is whether it can see you clearly." (emphasis mine)
I mean, it should be "the question", not "the ques -tion".
2º - In the Lost Mines of Phandelver adventure, here is a very small incorrection. At "P0-07 Adventure Hook", the text has an extra empty line, in this way:
"Each of the characters included in this set has two personality traits
(one positive and one negative), an ideal, a bond, and a
flaw. These elements can make the character easier and more (. . .)"
This should be very easy to correct, I guess.
Regards"We adore chaos because we love to produce order."
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J. M. Caparula / Scott Haring
"It emerges that physics is basic but inessential; that is the crucial fact."
Wolfgang Smith
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June 26th, 2015, 23:31 #13
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dulux-oz,
Yes, that means I updated at least 3 of the desktop/scripts/desktop.lua files in rulesets derived from CoreRPG, and possibly the main one. I reduced the granularity of my tracking to save time, especially when any extension using those files would be affected regardless.
Cheers,
JPG
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June 27th, 2015, 01:58 #14
Dulux-Oz
√(-1) 2^3 Σ Π
...And it was Delicious!
Alpha-Geek
ICT Professional
GMing Since 1982
NSW, Australia, UTC +10
LinkedIn Profile: www.linkedin.com/in/mjblack
Watch our games on Twitch: www.twitch.tv/dulux_oz
Support Me on Patreon: www.patreon.com/duluxoz
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June 27th, 2015, 19:23 #15
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Note: In a few minutes, I will be adding details of the new effect conditional operators and DMG critical tag to the wiki page, and will link here. I will also include a list of effects that I came up with for DMG magic items for 5E.
Updates
- [5E] Add "crit range #" property support to weapons.
- [5E] DMG effect supports critical keyword. (i.e. only apply on critical damage rolls)
Developer Change Notes
- [5E] ActionDamage (scripts/manager_action_damage.lua)
- [5E] campaign/scripts/char_weapon.lua
Regards,
JPG
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June 28th, 2015, 09:15 #16
Hey, Moon these are some awesome changes, especially the new effects. Kudos to you and the team.
One thing what's a "tiered" colour bar and how is that different from standard. I'm not seeing any real difference; or I could be doing it wrong.
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June 28th, 2015, 13:31 #17
Right, I may be doing this wrong too.
I tried to set up Divine Smite using some of the new syntax. It seems to be, based on the examples in the Wiki that correctly this should be DMG: 2d8 radiant; IFT: TYPE(undead, fiend); DMG: 1d8 radiant.
Dragging this onto the smiter it would seem at first glance that it works. However it actually deals 3d8 radiant damage to anything which is damaged. It would appear to be not taking account of the IFT: TYPE part of the equation.
So I replicated the Dwarven hammer example given in the Wiki and I find that it too deals 2d8 damage to everything (not just Giants) provided the weapon used is ranged. The conclusion then is that it, too, is ignoring the TYPE part of the entry.
Elsewhere in the Wiki entries I see that, for example, Holy Avenger needs two separate entries for different monster types but the Wiki mentions that multiple types are supported for the TYPE keyword.
So, am I doing it wrong (again), or is this a slight imperfection in the code which I have discovered, and can we have clarification on whether the TYPE does support multiple entries and if so why do we need separate entries for such as the Holy Avenger.
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June 29th, 2015, 01:41 #18
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The multiple types are combined using AND, not OR. There's no way to do OR right now; this the Holy Avenger example on wiki.
Regards,
JPG
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June 29th, 2015, 01:43 #19
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The default health bar coloring is a gradient between a high color, a mid color and a low color.
If you use the tiered option, then the bar is a fixed color until the next health tier is reached.
Regards,
JPG
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June 29th, 2015, 13:49 #20
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