DICE PACKS BUNDLE
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  1. #341
    Quote Originally Posted by Evolivolution View Post
    As I mentioned a few times before now, the issue isn't the effect coding itself, but the way multiple damage types are handled.
    For your examples; FG splits up the damage into two halfs and then applies all Resistances to just the first half.
    To be a bit more specific: 16 piercing, lawful, evil damage get's split up into 8 piercing, lawful, evil damage and 8, afterwards the first half get's reduced by 9 which exceeds the 8 so it get's reduced to just 0, plus the 8 that weren't considdered in the reduction.
    Same goes for the other ones: 14 fire, lawful, evil -> 7 + 7 -> 7-5 + 7 -> 9, it works fine here just because the resistance doesn't exceed half the damage.
    And last one: Same problem as before, 14 piercing, lawful, evil -> 7 + 7 -> 7-9 (0) + 7 -> 7, the issue is that the damage is reduced to 0 instead of below that.
    The second problem you are facing, which I have also mentioned before and the reason your attack deals multiple types of damage is that "lawful", "evil" and many more are considdered damage types while they really shouldn't be and since some update the CT adds effects to the actors depending on their alignment (in your case the "DMGTYPE: lawful, evil" one).
    To fix your problem, delete that damage type effect every time you drop an NPC on the CT! It's not the cleanest solution, but it solves many more problems than it causes.
    Another tip, if a weapon your players have has "magic" as a damage type (because it has magic in the properties) delete that! Make it only deal the type that it usually deals. The reason behind that is that "magic" is also considdered a damage type while it really isn't one and will mess things up for you just like the effect on NPCs.
    Thanks you for the additional explanation.
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  2. #342
    I don't know if it's the right topic but ...

    The starship operations manual contains rules and stats for deflector shields, but i can't find them in the module, nor reinforced hull.

    (I suppose they will not work anyway, as SFRPG ruleset doesn't currently allow effects on ships).

  3. #343
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    Quote Originally Posted by Littlerogue View Post
    I don't know if it's the right topic but ...

    The starship operations manual contains rules and stats for deflector shields, but i can't find them in the module, nor reinforced hull.

    (I suppose they will not work anyway, as SFRPG ruleset doesn't currently allow effects on ships).
    Moved to the official product issue reporting thread.
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  4. #344
    Quote Originally Posted by Littlerogue View Post
    I don't know if it's the right topic but ...

    The starship operations manual contains rules and stats for deflector shields, but i can't find them in the module, nor reinforced hull.

    (I suppose they will not work anyway, as SFRPG ruleset doesn't currently allow effects on ships).
    This is currently beeing worked on by Superteddy
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  5. #345
    Quote Originally Posted by Littlerogue View Post
    I don't know if it's the right topic but ...

    The starship operations manual contains rules and stats for deflector shields, but i can't find them in the module, nor reinforced hull.

    (I suppose they will not work anyway, as SFRPG ruleset doesn't currently allow effects on ships).
    I have updated the SOM module. It will get released when the ruleset changes go live. (Or as close to it as possible)

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  6. #346
    Not sure if I'm doing something wrong but I'm unable to add/remove sidebar items from Library. It's affecting ability to use the new DoMW since it has items to be added.

    Attached image is a fresh campaign's library window with no modules enabled.

    missing-library.png

  7. #347
    This changed recently with an update to the core system. You will need to access the sidebar from the options in the top right and then choose sidebar.
    Dominic Morta
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    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

  8. #348
    Quote Originally Posted by superteddy57 View Post
    This changed recently with an update to the core system. You will need to access the sidebar from the options in the top right and then choose sidebar.
    It'd be smart to put a one-time pop-up message in the Library to inform people that obviously don't look at the patch notes or keep up on the forums...
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  9. #349
    superteddy57, that will be cool! Appreciate all the attention you give this rule set. In my original post I had envisioned something like this.
    StarfinderFeint.png

  10. #350
    Quote Originally Posted by Hawkward View Post
    superteddy57, that will be cool! Appreciate all the attention you give this rule set. In my original post I had envisioned something like this.
    StarfinderFeint.png
    I understand, but the tasks all use the same skill to be rolled. They may have different DCs, but DCs aren't tracked on the skill list. I will still take your great idea and think of a way that it could be used to streamline games. Maybe a GM request system or something like it.
    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

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