DICE PACKS BUNDLE
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  1. #281

    Join Date
    Mar 2009
    Location
    Lidingö, Sweden, Europe
    Posts
    367
    OK! Great, thanks!

  2. #282
    Double Post. Sorry.
    Last edited by devinlc; April 7th, 2024 at 18:16.

  3. #283
    Hello. I think I spotted an issue.

    If a PC has a negative damage modifier, then for missile weapons where it is supposed to use the full negative modifier, it uses TWICE the full negative modifier.

    For example, normally, missile weapons with a damage modifier applicable use 1/2 of the dm. So, a +1D4 dm becomes a +1D2. And that works fine for positive dms.

    When such a weapon is used by someone with a negative dm, it is supposed to apply the full negative dm, so a -1D4 dm stays a -1D4 dm.

    The rules text:

    "Missile weapons don’t allow a character to use their full damage modifier. If your character’s damage modifier is positive, divide the results in half (round up) when using a thrown weapon or a bow. If the damage modifier is negative, keep the modifier as is."

    But, if I put in a PC with a negative dm, such as a STR of 8 and SIZ of 6, the dm shows as 1m4 (which I assume means -1D4) however, when I double click on a missile weapon's damage, it rolls -2D4.

    I imagine the code is trying to double the normally halved dm but somewhere else it has already done that, so it is now doing it twice...just a guess on my part.

    Now, there is a workaround...just unclick the db bubble for that weapon on the Main Page and manually type the -1D4 into the damage line. But would be nice if this could be easily fixed.

    Regards,

    Devin

  4. #284
    I'll look it over on Monday
    Dominic Morta
    Ruleset Developer
    Smiteworks

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  5. #285

    Join Date
    Mar 2009
    Location
    Lidingö, Sweden, Europe
    Posts
    367
    I haven't noticed this. The code explicitly states that the damage should be -2d4. See campaign/record_char_main.xml, getWeaponDamageRollStructures(nodeWeapon).

    Code:
    ...
    if sDamageDice ~= "" then
         sDBDice = DiceManager.convertDiceToString(sDamageDice);
    
            if sDBDice:match("d6") then
              sDBDice = "d3";
           elseif sDBDice:match("d4") then
              sDBDice = "d2";
           elseif sDBDice:match("m4") then
             sDBDice = "2m4";
           elseif sDBDice:match("m6") then
             sDBDice = "2m6";
    end
    ...
    The code in campaign/record_npc.xml, getWeaponDamageRollStructures(nodeWeapon) also needs to be edited.
    Last edited by peterb; April 8th, 2024 at 12:24.

  6. #286
    I pushed a fix for this report
    Dominic Morta
    Ruleset Developer
    Smiteworks

    How to zip up your campaign if the Developers ask for it-How to zip up your campaign if the Developers ask for it

    How to provide an Unity Connection issue?-Connection Issues and What to Provide

    Unity Updater issue?-Updater Issues

    Classic and Unity Port Forwarding?-Fantasy Grounds Connections Explained

    Comcast or Cox ISP User?-Comcast XFinity and Cox Users

    Have a suggestion?-Feature Request

  7. #287
    Quote Originally Posted by superteddy57 View Post
    I pushed a fix for this report
    Thank you!

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