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September 8th, 2019, 10:29 #211Zealot
- Join Date
- Oct 2013
- Posts
- 95
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.
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September 8th, 2019, 11:28 #212
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.FG Wiki: How to Compile the FG Logs
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September 8th, 2019, 13:26 #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.
Ultimate License Owner since 2011 and FG GM since 2008
Game Systems: 5E, Pathfinder, Starfinder, Call of Cthulhu, RoleMaster, C&C, Pathfinder 2, Old School Essentials
Home Page: ShadeRaven Sorceries (Blog, Fantasy & Campaign Stories, Cat Tales, and more)
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September 8th, 2019, 14:08 #214
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.
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.FG Wiki: How to Compile the FG Logs
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September 10th, 2019, 20:25 #215Adept
- Join Date
- Jul 2019
- Posts
- 3
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.
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September 10th, 2019, 22:45 #216
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.FG Wiki: How to Compile the FG Logs
Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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September 13th, 2019, 01:12 #217
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September 13th, 2019, 11:53 #218Templar
- Join Date
- May 2016
- Posts
- 127
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.
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September 13th, 2019, 14:30 #219FG Wiki: How to Compile the FG Logs
Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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September 13th, 2019, 14:30 #220FG Wiki: How to Compile the FG Logs
Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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