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  1. #281
    'Roll PC initiatives' from combat tracker menu are flat d20 checks, they should be skill checks. Tested by adding +20 bonus to Perception Initiative, yet it never rolls above 20 unless rolling initiative from the character sheet.

  2. #282
    Trenloe's Avatar
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    Quote Originally Posted by yarnevk View Post
    'Roll PC initiatives' from combat tracker menu are flat d20 checks, they should be skill checks. Tested by adding +20 bonus to Perception Initiative, yet it never rolls above 20 unless rolling initiative from the character sheet.
    Thanks for reporting. Logged as RS2.064. Fixed in next release.

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  3. #283
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    Quote Originally Posted by Willot View Post
    Armour & Weapons

    EG: Way weapon works in pf2 (my understanding still learning it) Is it can have (for example) a +1 potency rune which gives it +1 to hit (not plus one to damage)
    Currently putting a 1 in the bonus field of a weapon gives it +1 to hit BUT also gives +1 to damage.
    To increase damage on a PF2 weapon it needs a striking rune and giving it a +1 striking rune doesn't increase damage by +1 but instead increasing the number of damage die

    You may be aware I was just checking.
    ATM we can just manually change items

    I would think Weapons are gonna need two Bonus Fields

    Potency Rune: +1
    Striking Rune : +2

    and Armours are gonna need two as well

    Potency Rune: +3
    Resilient Rune: +1
    Release 8, hopefully out on Tuesday, will add striking runes extra damage dice and work correctly for potency runes with ID'd and non-ID'd weapons.

    I've updated the item wiki to cover some things that will be available with release 8: https://www.fantasygrounds.com/wiki/...PG2_Item_Sheet

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  4. #284
    Vital beacon is setup to do damage in the ruleset but it should be setup to heal 4d10, 4d8, 4d6, and 4d4.

  5. #285
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    Quote Originally Posted by UltimateGM View Post
    Vital beacon is setup to do damage in the ruleset but it should be setup to heal 4d10, 4d8, 4d6, and 4d4.
    Thanks for reporting.

    All of these effects are parsed out off the text in the spell description. That's going to be a hard one to parse correctly - as the wording only mentions "restores" before the first 4d10, then the rest are just "4d8 hit points", "4d6 hit points", etc. which are worded much more like damage spells. Logged as RS2.067 but I don't know if this will ever get 100% heal action parsing.

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  6. #286
    Ok makes sense. Seems like it would be a lot of work with minimal payoff in respect to coding.

  7. #287
    Hey Tren: In setting up some Spell Action -> Effects for Aura, I noticed that the ALIGN() operator for IFT and IF functions isn't working. Example - IFT: ALIGN (evil); DMG: 1 good. It works for SIZE(), TYPE(), etc., but not for ALIGN(). I even tried to see if CE would return true against a creature with the CE trait, but that didn't work either.

    I did notice that if I set the conditional to TYPE and used the exact alignment (in this case, CE), it would work (IFT: TYPE (CE); DMG: 1 good).
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  8. #288
    There is a small issue with Bulk totals in the inventory
    New Theme PF2.png
    "The small town of Swampspittle is a charming reminder of how Faerun use to be.Plague victims crawl eloquently down it's dung filled streets; greasing the way with puss from thier buboes.While at least two children a week are burnt as a changeling in the handsome market square. The town boasts two taverns, one humourous dwarf and a shop that sells little things made of straw."

  9. #289
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    Quote Originally Posted by Willot View Post
    There is a small issue with Bulk totals in the inventory
    New Theme PF2.png
    This is working as intended - the "Str Bon. Adj" field is to further change the base STR bonus as it applies to encumbrance. It is not linked to, nor is it adjusting, the base STR bonus. This is basically a catch all to change the encumbrance bonus/penalty, I'll change the label to "Bulk Adj." to (hopefully) make it less confusing.

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  10. #290
    I did consider this was the case, but I could achieve same thing by using the MOD field to the strength ability. So though it might be an error but I can see where your coming from, (Perhaps your using a PC as a pack Mule?)
    "The small town of Swampspittle is a charming reminder of how Faerun use to be.Plague victims crawl eloquently down it's dung filled streets; greasing the way with puss from thier buboes.While at least two children a week are burnt as a changeling in the handsome market square. The town boasts two taverns, one humourous dwarf and a shop that sells little things made of straw."

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