DICE PACKS BUNDLE
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  1. #91
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    Quote Originally Posted by Omwch View Post
    That seemed to do the trick thank you very much. Again, you are super responsive, and it is much appreciated.
    Thanks for reporting the problem. A couple of other people have mentioned it - and they have ranged weapons with the range showing "0" - I'll investigate adding some code to check for ranged = 0 in the ranged weapon action entry and set to the range of the base weapon record. I'm just trying to think if there's any reason someone would manually set their range to 0, as I wouldn't want to override that.
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  2. #92
    Maybe 0 can be treated as infinite for ranged weapons?

    There's also an "issue" with shields having no entries for HP and then there's an error saying "no unbroken shield equipped" (or something along those lines). Obviously as soon as you know what the issue is, it's an easy one-time fix but we were struggling to find out why this was happening at first. Especially as it was on characters that don't actually have shield block and therefore don't use the shield HP mechanics.
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  3. #93
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    Quote Originally Posted by Montis View Post
    There's also an "issue" with shields having no entries for HP and then there's an error saying "no unbroken shield equipped" (or something along those lines). Obviously as soon as you know what the issue is, it's an easy one-time fix but we were struggling to find out why this was happening at first. Especially as it was on characters that don't actually have shield block and therefore don't use the shield HP mechanics.
    The rules are that broken items can't be used - so a broken shield can't be used to add its AC when raised. A shield entry not having any HP is the issue here. Was the shield manually created or is it from a product?
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  4. #94
    Quote Originally Posted by Trenloe View Post
    The rules are that broken items can't be used - so a broken shield can't be used to add its AC when raised. A shield entry not having any HP is the issue here. Was the shield manually created or is it from a product?
    Well, we figured out what the issue is. The shields (plural) were from the Age of Ashes adventure path. I know that things have to be updated still and I know that R19 is very new and a lot of data is still missing. I just wanted to let you know that this is something that people might run into.
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  5. #95
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    Quote Originally Posted by Montis View Post
    I just wanted to let you know that this is something that people might run into.
    I really appreciate that. I've added some code that assume that a shield with 0 base HP can be used as part of the Raise Shield action. If this causes other issue I may have to rethink that, but I think it's an acceptable assumption to make based off incomplete shield records.
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  6. #96
    Quote Originally Posted by Trenloe View Post
    I really appreciate that. I've added some code that assume that a shield with 0 base HP can be used as part of the Raise Shield action. If this causes other issue I may have to rethink that, but I think it's an acceptable assumption to make based off incomplete shield records.
    Seems like a perfectly fine solution Thank you!
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  7. #97
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    R19b update

    Updated 5th September 2023!

    "b" release update video: https://www.youtube.com/watch?v=2CBWP2oiWqA

    There's a few fixes and some new functionality. Thanks for everyone who's reported issues and made suggestions - some issues are fixed in this release and some of the suggestions are implemented! Please keep the suggestions and issue reports coming. Thank you all!

    Ruleset:

    • [Updated] Chat version = PF2 release 19b
    • [Updated] Redesigned VsDC handler to allow full access to PC data when acting against another PC.
    • [Updated] Effect trait filters will remove any text within brackets - (...) For example:allows "Treat Wounds" effect matching to "Treat Wounds (Expert)" activity.
    • [Updated] If ranged weapon action range = 0 in the PC actions tab, set range to base inventory item range.
    • [Updated] Shields with 0 base HP can be raised and apply their AC bonus.
    • [Updated] Shields with a break threshold of 0 can't be broken.
    • [Updated] Update of shield AC then raising/lowering shield takes into account current equipped unbroken shield.
    • [Added] Heal type = shield. Allows repairing of shields.
    • [Added] Min Actions display to spells in the Actions tab.
    • [Added] Ability to hide ApplyAllActions for spells.
    • [Added] S+ (Success Plus) and F- (Failure minus) to action result level options.
    • [Added] Prof# (prof number) to actions (currently only supported for skill activities). Untrained = 0, Trained = 1, Expert = 2, etc.. Initial use with the Repair (shield) activity.
    • [Added] ShieldDC to activity skill target DCs. Used for Repair (shield) activity.
    • [Added] Redesigned the SHIELDBLOCK functionality - the hardness of the equipped shield will be used, not need to specify SHIELDBLOCK: XX.
    • [Added] Support for Repair (shield) activity - the first damaged equipped or carried shield in the target PC inventory will be repaired, and also used for the repair DC.
    • [Added] SHIELDBLOCKALLY functionality - used for Shield Warden feat and similar.
    • [Added] GM DC Panel - ability to close via right-click menu and open via desktop sidebar "Tool" button.
    • [Added] [DEV] getEffectTargetNode functionality to the PFRPG2 effect handler.
    • [Added] Not currently supported GM chat message for Usage = usecount.
    • [Added] Activity and spell actions without a source actor (i.e. executed from a campaign data record) will use the currently active NPC and their targeting.
    • [Fixed] Various CT issue:
    • [Fixed] - PC AC and Saves not shown in CT.
    • [Fixed] - Attack section shown when PC first added to CT.
    • [Fixed] - Character effects toggle not shown when PC first added to CT.
    • [Fixed] - Rest right-click menu not available for PC when first added to the CT.
    • [Fixed] VsDC secret checks applying effects twice.
    • [Fixed] R19 code updating inventory items wouldn't keep original identified state.
    • [Fixed] Player would see incorrect chat warning regarding core rules module not open when opening a PC.


    Core Rules Module Data

    • [Added] Repair (shield) activity
    • [Added] Shield Warden SHIELDBLOCKALLY activities.
    • [Added] How to use text to Battle Medicine
    • [Updated] Hide effects now GM visible only
    • [Updated] Shield Block feat effect to use SHIELDBLOCK (no XX value)
    • [Fixed] Ranger Hunt Prey class feature RANGEINC2MOD -2 instead of +2
    • [Fixed] Sorcerer Elemental Blood Magic elemental energy effect using deception instead of intimidation.
    • [Fixed] Actions not added correctly for feats with the same name.
    Last edited by Trenloe; September 5th, 2023 at 22:32.
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  8. #98
    Quote Originally Posted by Trenloe View Post
    [*][Added] Redesigned the SHIELDBLOCK functionality - the hardness of the equipped shield will be used, not need to specify SHIELDBLOCK: XX.
    Is it still possible to specify a value if you want? Some classes have effects that modify the effective hardness of their shield (champion is a big one) and I could see that you might not want to edit the actual item entry because it becomes a game of "wait, is 10 the actual base hardness of the shield, or did I already add in the bonus?" There are also effects like Everstand Stance that situationally modify shield hardness.

    Also, a question about something I admittedly haven't had the time to test myself yet: does shield block as currently implemented only reduce physical damage? Is it possible to automate feats like Necromantic Deflection or Reflexive Shield, or do those have to be handled manually at the moment?

    (Also by the way this is a great update; don't want you thinking I don't appreciate all the hard work that goes into these. )
    Last edited by MaxAstro; September 6th, 2023 at 14:29.

  9. #99
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    Quote Originally Posted by MaxAstro View Post
    Is it still possible to specify a value if you want? Some classes have effects that modify the effective hardness of their shield (champion is a big one) and I could see that you might not want to edit the actual item entry because it becomes a game of "wait, is 10 the actual base hardness of the shield, or did I already add in the bonus?" There are also effects like Everstand Stance that situationally modify shield hardness.
    Yes, I've left in SHIELDBLOCK: XX to override the base shield hardness.

    Quote Originally Posted by MaxAstro View Post
    Also, a question about something I admittedly haven't had the time to test myself yet: does shield block as currently implemented only reduce physical damage? Is it possible to automate feats like Necromantic Deflection or Reflexive Shield, or do those have to be handled manually at the moment?
    The SHIELDBLOCK code does specifically look for physical damage. I'll need to review those other feats - thanks for making me aware of them.
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  10. #100
    I'll be keeping an eye out for the Dynamic lore rolls then but till then I created a Copy of the Lore activity and changed its skill to one that matches the roll needed (Deception for my Thaumaturge player) that seems to work as a work around atleast. I wish the skill choice in the Skill Check automation list used the skills tab as its choices.

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