DICE PACKS BUNDLE
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  1. #211
    Hi, I really don't know if it's a bug or not, but I comment. When you try to distribute the gold among the characters, if it is less gold than the number of players, the program is not able to distribute that gold transforming it into silver. Obviously it is easy to do it manually before distributing.

  2. #212
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    Quote Originally Posted by vyruxx View Post
    Hi, I really don't know if it's a bug or not, but I comment. When you try to distribute the gold among the characters, if it is less gold than the number of players, the program is not able to distribute that gold transforming it into silver. Obviously it is easy to do it manually before distributing.
    The PFRPG2 ruleset doesn't have any specific code for this, it's all in the underlying CoreRPG ruleset. If any of the coins is less than the number of players (PP, GP, SP, CP) then they won't be distributed. The code will basically distribute in blocks equal to the number of PCs in the party sheet - leaving a remainder if not equally divisible. So, if the initial amount in any of the coin fields is less than the number of PCs you're left with 0 coins distributed and the remainder remaining.

    For those who like to keep track of the actual coins that people are carrying (for encumbrance, etc.) this is an accurate way of doing it. For those who don't care about that, as you say, you can manually convert the remainder to lower denomination coins and distribute again.
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  3. #213
    Hey Trenloe,

    The DMGS feature is terrific. Tested that out this weekend. However, we also need an ATKS to match it. I am not sure about spell powers, but I know at least a couple Mutagen types either effect Spell Attack or Weapon Attack bonuses. I think a quick differentiation using the same structure as DMG/DMGS would be perfect

    Edit: Just occurred to me that we'd also need a new entry in the Spells/Powers tab on actions to have a SPELL attack, too, since it currently only allows {blank or none}, Melee, and Ranged.
    Last edited by ShadeRaven; September 8th, 2019 at 13:45.
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  4. #214
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    Quote Originally Posted by ShadeRaven View Post
    The DMGS feature is terrific. Tested that out this weekend. However, we also need an ATKS to match it. I am not sure about spell powers, but I know at least a couple Mutagen types either effect Spell Attack or Weapon Attack bonuses. I think a quick differentiation using the same structure as DMG/DMGS would be perfect
    I'll add spell to the [range] option (currently melee or ranged) to the ATK effect, as I think this would better handle the situation in the same effect (ATK) rather than adding a new effect for an edge case.

    Quote Originally Posted by ShadeRaven View Post
    Edit: Just occurred to me that we'd also need a new entry in the Spells/Powers tab on actions to have a SPELL attack, too, since it currently only allows {blank or none}, Melee, and Ranged.
    This was actually implemented, but the strings aren't displaying - the blank options you mention should be displaying melee spell and ranged spell. I'll look into why the string resource file hasn't been updated.
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  5. #215
    I don't know if it's something I'm doing wrong or not. I've been testing some IFT: CUSTOM() with effects and I noticed ATK modifier doesnt seem to work. I manage to get it working for AC, DC, SAVE and DMG. The exact effect i used was "IFT: CUSTOM(Prey); ATK: 2" on attacking creature, with an effect "Prey" on my intended target. Even just regular effect targeting didn't work with the ATK modifier.

    Might be just something I'm doing wrong as I'm just starting exploring possibilities.

  6. #216
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    Quote Originally Posted by tamaraine View Post
    I don't know if it's something I'm doing wrong or not. I've been testing some IFT: CUSTOM() with effects and I noticed ATK modifier doesnt seem to work. I manage to get it working for AC, DC, SAVE and DMG. The exact effect i used was "IFT: CUSTOM(Prey); ATK: 2" on attacking creature, with an effect "Prey" on my intended target. Even just regular effect targeting didn't work with the ATK modifier.
    Thanks for reporting.

    The issue appears to be with untyped ATK effects. ATK:2 won't even work. But, ATK:2 status will, as will IFT: CUSTOM(Prey); ATK: 2 status - i.e. there is the bonus type added.

    I'm guessing your bonus probably has a bonus type? If so, use that and see if it works. In the meantime I'll investigate why untyped ATK effects aren't working. Logged as issue RS2.051.
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  7. #217
    Quote Originally Posted by Trenloe View Post
    Future features:
    • Spells will be moved from the actions tab to their own tab (this should be automatic as part of the ruleset upgrade, when it occurs). The actions tab will have sections added for other actions (skill actions, feat actions, etc.).
    Can we get the spell/focus classes sorted by alpha by default as opposed to the order they were created?

  8. #218
    An enhancement to the attack dialog setup that I would like to see is a way to attack DCs other than AC and to make attacks with skills other than weapons. I know this would be a UI mess, but being able to automate things like grapples and feints would be great. So in addition to the melee and ranged selector, there would be skill (which would need another selector probably for the specific skill). Then there would need to be another selector for target DC (fortitude, athletics, perception, etc). This is a bit pie in the sky wishing, but maybe it can go on the maybe radar.

  9. #219
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    Quote Originally Posted by Eru the One View Post
    Can we get the spell/focus classes sorted by alpha by default as opposed to the order they were created?
    Good idea. Logged as RS2.053.
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  10. #220
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    Quote Originally Posted by rickyhunt View Post
    An enhancement to the attack dialog setup that I would like to see is a way to attack DCs other than AC and to make attacks with skills other than weapons. I know this would be a UI mess, but being able to automate things like grapples and feints would be great. So in addition to the melee and ranged selector, there would be skill (which would need another selector probably for the specific skill). Then there would need to be another selector for target DC (fortitude, athletics, perception, etc). This is a bit pie in the sky wishing, but maybe it can go on the maybe radar.
    It's already on my radar.
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