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December 4th, 2018, 01:34 #641
So I just added the Biohacker class into FG and i get an error when i drop onto character..
Script Error: [string "campaign/scripts/manager_char.lua"]:2102: attempt to index field '?' (a nil value)
Any insight as to what I am doing wrong. Same error (LIVE or TEST)
Madman..
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December 4th, 2018, 02:24 #642
Yep I know... I will have to make a hotfix for this...
Its looking at the datacommon file for some information. But when making a new class the class is not in there.
So i will need to make some changes.
I will do that today also as I am working on the modules for the New Playtest classes.Discord User : Samarex#0318
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December 5th, 2018, 05:17 #643
DMGTYPE effect tag does not work on attacks that use the energy type short codes (ex A, B, C, E, F, ect). The effect will work when using the full word damage type (ex acid, bludgeoning, cold, electricity, fire, ect). Might have to do with the translation of the short code damage type to the full word version somewhere in the back end. Posted same analysis here.
Also noted, mixed damage types in the damage line on weapons that do not use the full word or the short code for all damage types will be left off. An example would be if I used B, fire, C. The only output would be the short code items ( bludgeoning and cold in this example). Order of the damage type tags does not matter as any full word damage types on the damage type lines are ignored if there are any short codes present. Using the same example as before, if I have bludgeoning, fire, cold on the damage line all the damage types will show properly.Last edited by Blahness98; December 5th, 2018 at 05:28.
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December 7th, 2018, 00:42 #644
This has been fixed see the following thread
https://www.fantasygrounds.com/forum...l=1#post417167Discord User : Samarex#0318
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December 7th, 2018, 17:34 #645
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I'm running Ruleset v1.0.12c It looks like my Human player in my party is not getting their racial trait of Skilled. My example is a Human Technomancer with an int mod of 5. FG says they have 9 (5 int + 4 class) skills per level but being a Human it should be 10 (5 int + 4 class + 1 racial)
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December 7th, 2018, 18:16 #646
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December 7th, 2018, 18:29 #647
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He is level 5 with a personal upgrade his int bonus is +5 21 int total. 19 int and 2 more mod for the upgrade for a for 21. That makes the modifier 5 as I showed in the math above. It's either skilled not getting added in or the bump from the upgrade. as for the Chat log I see Skill ranks for class 'Technomancer' added to 'Anastasis'.(4+5+1) so maybe it is that the modified int is not getting used.
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December 7th, 2018, 19:46 #648
Wrong information in Against the aeon throne
3.04.02 The Glimmshar Pirates
The questions asked - and link to the answers are wrong. It links to the answers given by Glest. The information that the pirates give is not shown
It is actually so for all the residents in the stationLast edited by KillerRabbit; December 7th, 2018 at 20:03.
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December 8th, 2018, 00:11 #649
Ok I created a Human Technomancer. and brought him up to level 6. The total number of skills is correct but the is a issue with Int increase.
And I know whats going on.
It has to do with changing your Int score. I had done it this way to prevent confusion with Ability Damage. Didn't want skill point dropping when you got Temp Int Damage and the player having to remove skill ranks and put back. So the only time I had it change them is when you leveled and your Int increased enough to increase the bonus. At that point it increases it for all your levels.
Technomancer Human
Level Int Skills Chat Note
1 18 9 4+4+1 Creation
2 18 9 4+4+1 Added Level
2 20 0 --- Added +2 Int
3 20 10 4+5+1 Added Level
4 20 10 4+5+1 Added Level
5 21 12 4+5+1 10 + 2 for level 1/2
6 21 10 4+5+1 Added Level
Now as shown above this is the result of my test leveling the character.
As you can see I add the Upgrade to Int at Level 2 (This should give the character 2 more skill points because his bonus went to +5)
then he started getting 10 and when he hit level 5 the skill points updated. It gave him 12 because it detected the shortage of skill points from levels 1 and 2.
(If I would have manually added the 2 points when I increased my Int then it would have only gave me 10 at level 5)
So what I think might have happened is that when he added the Upgrade and his Int went to 20 the Skill points were manually adjusted for the proper amount, and the player may have given 1 more skill point than he should have. When the Character levels to level 5 and selects his Ability score increase's the Skill point section does a calculation taking all into considertion
Level, Class Skill Points, Int Bonus, and Skilled Feat to get what the total Skill points should be and updates it to that.
So I can look at making some changes but will need to see if it will cause more problems.Last edited by Samarex; December 8th, 2018 at 00:22.
Discord User : Samarex#0318
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December 8th, 2018, 02:08 #650Developer for lots of adventures, particularly 5E, Pathfinder, Starfinder, and Pathfinder 2E
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