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January 20th, 2025, 17:59 #461
Vats isn't factored in the roll and would have to be handled manually. As for cover, it's rolling on my end and the chat output doesn't help much we might need to see more of the combat to see what the issue is.
Screenshot from 2025-01-20 11-58-50.pngDominic Morta
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January 20th, 2025, 18:03 #462
Sorry, here the combat example with an aimed attack, it adds to the defense correctly by making it 2 from the assaultron's initial defense 1 when the paladin aims.
Screenshot from 2025-01-20 12-01-56.pngDominic Morta
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January 20th, 2025, 19:55 #463
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I appreciate you working with me on this. Hopefully this will illustrate the issue succinctly.
Best I can tell, since the hotfix there is some weird persistence going on in the DEFENSE field from the Aim + 1.
I jury-rigged some test PC's to (almost) always get me the number of hit successes to illustrate.
(aim persistence 1.jpg here)
-Note that Rad Rocky has a default DEFENSE of 1 (also the COVER: 1 Head effect, just so I could multitask the test).
-Old Tallman aims at the head. Attack roll 3 vs [DEFENSE: 2 (Aim + 1)]. Hit.
-Damage rolls, but no cover roll.
-PC1 attacks, does not aim. Attack roll 1 vs [DEFENSE 2????] Miss????
(aim persistence 2.jpg here)
-All records cleared from CT. Brand new encounter.
-Old Tallman attacks, does not aim. Attack roll 1 vs [DEFENSE 2????] Miss????
The Aim + 1 to defense appears to be persistent, even across encounters.
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January 20th, 2025, 19:59 #464
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To add further, any new enemy I add to the CT has their DEFENSE one point higher than it should be.
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January 20th, 2025, 21:28 #465
I pushed a hotfix for the issue. It appears a typo slipped through. I also updated the chat output further to display the difficulty in a green circle box near the roll and complications will display on their own line.
Dominic Morta
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Yesterday, 00:22 #466
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Thanks again for working with me. I've started a brand new campaign for testing.
I've got great news, and not so great news (hope I don't end up being an annoyance...QA is my career so...sorry about that lol)
The Good!
After extensive testing, I've found why COVER wasn't working! There is a difference in the casing being checked for between NPC COVER and PC Cover.
PC COVER ONLY worked when the first letter of each <loc> is capitalized (Head, Left Arm, Torso, etc) and does NOT worth for lower case.
CONVERSELY, NPC COVER ONLY worked when <loc> is entirely lower case.
I've tested all 12 possibilities (6 loc * 2 casing options) on both PCs and NPCs and this was the case (no pun intended) across the board.
The Not so Good
Aim is now back to not actually increasing the DC for the attack roll. The (Aim +1) text is still there, but the successes are still being compared to the default DEFENSE. Both PC attacks and NPC attacks. It's hard to tell if the persistence issue we saw earlier is happening, because the DEFENSE never increments (Screenshot attached). PC1 makes a 1 success aimed roll and lands a hit against Rad Rocky, base Defense 1 (which should increase to 2 with Aim+1)
The Weird
The normal DC test green circle and red complication additions are a nice touch, but just a heads up - the DC green circle for me was always showing one higher than the D1, D2, D3 etc that was selected. A D0 roll showed D1, D5 roll showed D6 etc.
I feel like we're almost there though!Last edited by mmdestiny; Yesterday at 00:24.
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Yesterday, 06:57 #467
I adjusted the code to not regard casing. I pushed another hotfix and this should adjust the defense value now.
Dominic Morta
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Yesterday, 07:37 #468
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I was SO CLOSE to giddily writing "You did it! It's all fixed!" because indeed the Aim is working perfectly (both NPC and PC) and Cover rolls were firing for both PC and NPC (though only if I made the COVER: # <loc> lower case, but I digress, it works that's all that matters) when I came across one last snag.
Somewhere, amongst all of this, the "all locations" COVER: # broke. For all I know it could have been the 1st hotfix last night that broke it -- since that was the one area of COVER that always worked from the start, I had stopped testing it.
To be honest though, I'm not sure if it's worth fixing. Should there really be an effect for total cover? Wouldn't that mean the target can't be seen, and therefore isn't eligible for targeting anyway?
Regardless, even without the total cover effect working, it can still be achieved by putting all six effects on (however tedious that may be). So this one minor snag aside, both issues can be fully utilized.
You do great work, Dominic, thank you.
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Yesterday, 07:55 #469
I'll take a second look once I am able to circle back. Currently buried under my current project and that might need a day or two to investigate. Was thinking of just removing the all option entirely and having the code assume if no location specified it's covering all locations at that point.
Dominic Morta
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Yesterday, 14:06 #470
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It's funny you should say that, because up until now doing EXACTLY that WAS firing cover for all locations for me, if you refer back to my prior reports. That was the only syntax that reliably worked across the board.
COVER: 3
Until one of the hotfixes broke it, that verbatim would roll 3 for anyone, even the NPC's that I originally had trouble with. I apologize if I wasn't clear on that.
I had always done so because of this (attached) line on FG's effects list for the rulesetLast edited by mmdestiny; Yesterday at 14:45.
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