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  1. #191
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    Quote Originally Posted by darrenan View Post
    Issue: Library window seems to be ignoring <category> in definition.xml of modules. For an example, see Pathfinder 2.0 Action Library which has the following in its definition.xml:

    <category>Pathfinder 2.0 Extras</category>

    When loaded, that module is showing up in the same category as the core rulebook ("Pathfinder Second Edition")
    The category set in the definition.xml file is being overridden within the library entry of the client.xml file:
    Code:
    <root>
      <library static="true">
        <PFRPG2ActionLibrary static="true">
          <name type="string">PFRPG2 Action Library</name>
          <categoryname type="string">Pathfinder Second Edition</categoryname>
          <entries>
    Last edited by Trenloe; September 3rd, 2019 at 20:13.
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  2. #192
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    Quote Originally Posted by darrenan View Post
    Feature Request: Allow Heal actions to be either Self or Target (5E ruleset does this). I didn't see it in the spreadsheet, not sure if it's on your radar or not.
    Good idea. Logged as RS2.045.
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  3. #193
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    Quote Originally Posted by hawkwind View Post
    I don't want to be the person adding to the endless tasks of Trenloe but would it not be s good idea to rename "WNDS" column which tracks hit point damage on the CT to something else as Wounds in PF2 mean something else entirely?
    The wounded condition is something else entirely. I'm not aware of anything mechanically called "wounds", but they are referred to in terms of treating wounds, recover from wounds, etc. so I think it's a good idea to leave it as 1) it matches broad terms used in the PF2 core rules and 2) it is similar to what is presented in other FG rulesets.
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  4. #194
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    Quote Originally Posted by nic227 View Post
    i didn't see this in the list and if someone else reported in this thread cool.

    Importing a character from XML file.
    <speed> isn't being imported
    Thanks for reporting. Logged as RS2.046 and fixed in the next release.
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  5. #195
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    Quote Originally Posted by Milke View Post
    Trenloe ( you are awesome, by the way), is there any way (or plans in the works) to make an druid or ranger animal companion?
    I don't have any real plans around this yet. It's pretty low on the list to be honest, and I want to see what Paizo brings out for this in future products before I start looking at ways to do this. As others have mentioned do this manually as a PC or a NPC. Personally, I do it as a PC and just manually set the stats, abilities, etc. - I don't use the tracker at all for non-standard character records such as this.
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  6. #196
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    Quote Originally Posted by Curaidh View Post
    Weakness is not applied correctly on a critical hit.
    See Core Rulebook Page 450 under Damage and Core Rulebook page 451 under Doubling and Halving Damage. I'll put the important parts here:

    Page 450, Damage:
    1. Roll the dice indicated by the weapon, unarmed attack, or spell, and apply the modifiers, bonuses, and penalties that apply to the result of the roll.
    2. Determine the damage type.
    3. Apply the target’s immunities, weaknesses, and resistances to the damage.
    4. If any damage remains, reduce the target’s Hit Points by that amount.

    Page 451, Double and Halving Damage (subsection of Step 1)
    Sometimes you’ll need to halve or double an amount of damage, such as when the outcome of your Strike is a critical hit, or when you succeed at a basic Reflex save against a spell. When this happens, you roll the damage normally, adding all the normal modifiers, bonuses, and penalties. Then you double or halve the amount as appropriate (rounding down if you halved it).

    This means the doubling of damage is only valid to Step 1 in applying damage.

    Current Effect in FG: Weakness is applied TWICE on a critical hit.
    Expected outcome: Weakness is applied exactly ONCE on a critical hit.

    The same applies to Resistances:
    Currently: Applied TWICE
    Expected: Applied ONCE

    WEAK and RESIST effects need to be done at a different point in the calculation.
    Thanks for taking the time to report this in such depth.

    This is related to issue RS2.030. I've updated that issue with this information.
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  7. #197
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    Quote Originally Posted by Agamon View Post
    How tough would it be to implement secret checks so that the player makes the check on his sheet and it only spits out the result to the DM?
    I do plan to have, subject to a campaign option being enabled, checks with the secret trait being automatically rolled in the dice tower. Until that's implemented (no current ETA) ask the players to roll in the dice tower.
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  8. #198
    This was a separate thread but maybe this is the more appropriate place to post it:


    I noticed if I create an effect that sets my damage type to magic, positive, or force and attack an incorporeal creature it still resists damage.

    Ideally I'd like to create an effect that says IFT: TYPE (incorporeal); DMGTYPE: magic. Testing this it never recognizes the creature is incorporeal so the damage type doesn't get applied. But, even if I just make the effect say DMGTYPE: magic it still doesn't overcome resistance. I'm guessing since creatures have traits instead of types in PF2 the TYPE (incorporeal) isn't going to work.

    As a workaround I created an effect that just applies the "incorporeal" tag to the creature and then changed my other effect to say IFT: CUSTOM (incorporeal); DMGTYPE: magic and it still doesn't recognize the creature has the incorporeal tag and doesn't apply DMGTYPE: magic.

    One other thing, incorporeal creatures don't get resistance to weapons with the Ghost Touch rune. So in the future it would be cool to give a weapon the ghost touch property and it automatically bypass resistance.

  9. #199
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    Quote Originally Posted by goodmanje View Post
    This was a separate thread but maybe this is the more appropriate place to post it:
    Yep, any issues with the ruleset should be posted here.


    Quote Originally Posted by goodmanje View Post
    I noticed if I create an effect that sets my damage type to magic, positive, or force and attack an incorporeal creature it still resists damage.

    Ideally I'd like to create an effect that says IFT: TYPE (incorporeal); DMGTYPE: magic. Testing this it never recognizes the creature is incorporeal so the damage type doesn't get applied. But, even if I just make the effect say DMGTYPE: magic it still doesn't overcome resistance. I'm guessing since creatures have traits instead of types in PF2 the TYPE (incorporeal) isn't going to work.

    As a workaround I created an effect that just applies the "incorporeal" tag to the creature and then changed my other effect to say IFT: CUSTOM (incorporeal); DMGTYPE: magic and it still doesn't recognize the creature has the incorporeal tag and doesn't apply DMGTYPE: magic.

    One other thing, incorporeal creatures don't get resistance to weapons with the Ghost Touch rune. So in the future it would be cool to give a weapon the ghost touch property and it automatically bypass resistance.
    The long term plan is to replace the conditional TYPE with TRAIT.

    Note that there is nothing intrinsic in the ruleset for incorporeal creatures - it is all based off the parsing out of immunities and resistances from the statblock.

    The ruleset supports a damage type of ghost touch so that !ghost touch can be used to negate a resistance.

    The wording of incorporal resistance has changed from the playtest. Looking at the Ghost Commoner in the playtest: Resistances all damage 5 (except force, ghost touch, or positive) and this would parse out into the combat tracker correctly as: RESIST: 5 all, !force, !ghost touch, !positive

    However, in the full release, the wording has changed to include details of non-magic weapons: Resistances all damage 5 (except force, ghost touch, or positive; double resistance vs. non-magical) and the FG ruleset currently doesn't parse this out correctly as I still need to do all of the coding for these many subtle changes from playtest to release.

    So, short story, this will be possible in a future ruleset version, but there isn't really a way to currently do the above example for the PF2 ghost - the issue being the "double resistance vs. non-magical" as RESIST: 10 all, !magical wouldn't currently work correctly in tandem with the RESIST: 5 all, !force, !ghost touch, !positive effect as there is an issue in the ruleset not handling multiple resistances correctly (RS2.048).

    For "ghost touch" weapons just add the "ghost touch" damage type to their damage rolls and this will be OK if the target's resistances are parsing out correctly...
    FG Wiki: How to Compile the FG Logs

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  10. #200
    Quote Originally Posted by Trenloe View Post
    Yep, any issues with the ruleset should be posted here.

    However, in the full release, the wording has changed to include details of non-magic weapons: Resistances all damage 5 (except force, ghost touch, or positive; double resistance vs. non-magical) and the FG ruleset currently doesn't parse this out correctly as I still need to do all of the coding for these many subtle changes from playtest to release.

    So, short story, this will be possible in a future ruleset version, but there isn't really a way to currently do the above example for the PF2 ghost - the issue being the "double resistance vs. non-magical" as RESIST: 10 all, !magical wouldn't currently work correctly in tandem with the RESIST: 5 all, !force, !ghost touch, !positive effect as there is an issue in the ruleset not handling multiple resistances correctly (RS2.048).

    For "ghost touch" weapons just add the "ghost touch" damage type to their damage rolls and this will be OK if the target's resistances are parsing out correctly...
    Could the RESIST: 10 all, !magical be replaced with a RESIST: 5 all, !magical and have it add with the other resist 5 all? In other words, are they additive or does the system try to pick the most appropriate?

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