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  1. #221
    Kelrugem's Avatar
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    Quote Originally Posted by Weissrolf View Post
    For sake of the game system adjacent squares are 5 ft. apart from each other. Physics and anatomy are ignored. It also makes no sense to split a diagonal 3D distance into a 2D diagonal + altitude while drawing orthogonal 3D diagonal distances directly. And at least in PF2 the first 3D diagonal is 5 ft. regardless of direction, just like in 2D. I quoted the CRB rule earlier (page 478).
    No reason to become blunt My last answer was actually partially also a joke since I found the imagination behind that situation funny

    And you misunderstood, it is essentially not split like that (though may be equivalent to that after an approximation); see my explanation above. Not every diagonal in 3d is the same, and I can understand if GKEnialb wanted to cater for that. That is just something purely mathematical, no anatomy, no physics. However, maybe GKEnialb will add an option for that, maybe not; and as also bmos said, your quote still contains some degree of uncertainty

  2. #222
    I added another quote for more clarity, but that was after your next post. You are too fast for me.

    "Measure flanking in all directions— creatures above and below an enemy can flank it just as effectively as they can from opposite sides."

  3. #223
    Kelrugem's Avatar
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    Quote Originally Posted by Weissrolf View Post
    I added another quote for more clarity, but that was after your next post. You are too fast for me.

    "Measure flanking in all directions— creatures above and below an enemy can flank it just as effectively as they can from opposite sides."
    aah, oki, indeed, PF2 seems to do as you propose

  4. #224
    GKEnialb's Avatar
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    4E
    Token Height version 3.9

    In tonight's game when ever somebody moved their token the Host received this error:

    [ERROR] Handler error: [string "campaign/scripts/image.lua"]:30: attempt to index global 'Interface' (a nil value)

    Not sure what triggered it. I remember opening an image and had players view it then when we went back to the map with their tokens on it, the error started happening. This extension is the only one with an "image.lua"
    Uploaded v3.10 to protect against this error (though as with the other "disappearing" functions, no guarantee as to the behavior if this comes up - at least it'll stop the error in the console). Thanks for the response, bmos.

    I just experienced something odd:
    completely new campaign, 5E, no other extension running
    added four characters to the CT, opened a random map [with LoS presets], tried to drag the characters from the CT to the map using the green helmet symbol. During the drag, as expected, a greenish square was shown, but when I released the mouse button, the characters stubbornly refused to enter the map....
    Any drop issues should have been fixed in v3.9. I tried to recreate it, but couldn't. Which random map was it? If I have it as well, I can take a look at the grid settings.

    I think my example (screenshot) should measure as 5 ft, not 10 ft, as this is still the first diagonal. I understand there are different options, so I will try them out in PF2.
    Still trying to get my head around this not being considered two diagonals. Granted, if it is, then according to the rules you quoted, it'd be 15 ft and not 10 ft, so my formula wouldn't work either way... I can definitely either have a different formula for PFRPG2 or put an option in (would prefer to do the former, as I'd have to add an option to the existing set of options for 5E and create new options for non-5E) - just need to contemplate what that formula would be (which will probably hit me about the time as I can imagine the cubes touching on one vertex is considered the same as two cubes touching on an edge which is considered the same as two cubes touching on their faces).

  5. #225
    GKEnialb's Avatar
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    Okay, v4.0 is now posted, which gives a different diagonal distance than the other 5/15 diagonal variants. Weissrolf, let me know if this meets what you were hoping for. The only difference really turns out to be when all the deltas are the same: a 5'x5'x5' delta in this will be 5' as requested (and 10'x10'x10' will be 15') as opposed to 10' and 20' with the other. If anybody preferred the original formula in PFRPG2 or wants this new behavior in another ruleset, let me know and I'll add an option to toggle between the two.

  6. #226
    Quote Originally Posted by bmos View Post
    Using v3.9? This was just discussed and fixed.
    Mea culpa - I hadn`t realized it had been updated, relying on MNM's 3rd Party Updater.

  7. #227
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    Quote Originally Posted by Roach View Post
    Mea culpa - I hadn`t realized it had been updated, relying on MNM's 3rd Party Updater.
    No worries - didn't even know about that extension. Looks very useful, so I've submitted the form to add this extension to Mad Nomad's list.

  8. #228
    Got this error today after Shift Drag a token to a new location on the same map. After I did the Shift Drag this error happened then every time that token was moved the error happened.


  9. #229
    Oh! That's exactly the same error I got! If this error is linked to this extension that would be helpful to be corrected!
    I thought it was an interraction with the Aura extension.

  10. #230
    GKEnialb's Avatar
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    We have to figure out why all of these functions keep disappearing. It is a call made from this extension, but CombatManager isn't modified in my extension. Can you give me details on your setup (other extensions, ruleset, etc?) and can you reproduce it? I can put guards around the call to prevent an error, but you can't really do much if the CombatManager goes away. Thanks.

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