Thread: Problems / Bugs with BRP?
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March 4th, 2022, 13:41 #111
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In fact there's a wider problem with sublabels. They are not used in the description of the skill roll. This can be verified by entering "Horse" on the sublabel for the "Ride" skill and then making a skill check. The text in the chat will only read "[SKILL] Ride check" instead of "[SKILL] Ride Horse check". If you got multiple ride skills (or knowledge or repair etc.) this will be a problem.
/Peter
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March 4th, 2022, 19:29 #112
Supreme Deity
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This should be fixed with the hot fix I just pushed for the dice strings as well.
Regards,
JPG
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May 8th, 2022, 20:38 #113
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May 8th, 2022, 20:54 #114
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Never mind, I found it.
I had overridden charsheet_weaponlist.lua and my copy was rather old. I found the change you made and added it and then the problem was solved.
/Peter
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May 8th, 2022, 21:46 #115
Great to hear. Sorry I couldn't respond quicker.
Dominic Morta
Ruleset Developer
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May 24th, 2022, 11:15 #116
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I have now looked deeper at this problem. The problem is that all non custom skills have their skill type reset to 3, meaning that any sublabels are ignored. In the function checkdefaultskills() in campaign\scripts\charsheet_skilllist.lua all skills are checked and if their skill type is not "custom" then the skill type is set to "ignore". This means that the sublabels of all non custom skills (that have sublabels) become invisible. That used to work fine when you couldn't drag a new skill onto the character sheet, you had to create a new skill if you wanted to add a non-default skill, and then the skill type would be set to "custom". Nowadays when non default skills can be dragged onto the sheet, the code creates troubles. New skills are not treated as custom. Today it's better to drag skills than create new ones, especially if you use skill categories, because it's is not possible to set the skill category of a new skill.
I don't think the code in bold red below, is needed anymore. Removing it solved the problem, at least for me.
Code:function checkdefaultskills() -- create default skills local skilldata = LineManager.getLine().Skills; local winlist = {}; for k, w in pairs(getWindows()) do if w.getClass()=="charsheet_skill" then local label = w.label.getValue(); local type = w.skilltype.getValue(); if type >= SkillType.NoCheck then type = type - SkillType.NoCheck; end if type~= SkillType.Custom then w.skilltype.setValue(SkillType.Ignore); end if skilldata[label] then if winlist[label] then table.insert(winlist[label], w); else winlist[label] = { w }; end end end end ...
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May 24th, 2022, 17:00 #117
I'm happy to look over your findings and see if integrating them will become an issue. This will take some time testing the outcome and see if it has any ill effects.
Dominic Morta
Ruleset Developer
Smiteworks
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May 24th, 2022, 19:55 #118
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OK. Thanks!
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September 6th, 2022, 18:24 #119
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Missile weapon damage is incorrect
This error was reported and fixed in may 2021, it has now re-emerged. The easiest way to reproduce the error is to create a new vanilla campaign. Then create a new character. Set its STR to 13 and SIZ to 13. The character should now have a damage bonus of +1d4. Now add a missile weapon. Check the DB field. Roll damage, it will get the full DB, which it should not. It should be half the DB. For a 1d4 it should be 1d2, etc.
See current output:
missile_damage_220906.jpg
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September 6th, 2022, 18:56 #120
A fix is pushed for when the current TEST version goes LIVE.
Dominic Morta
Ruleset Developer
Smiteworks
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