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  1. #261
    Traits with spaces in them (i.e. "ranged trip") are only parsed correctly if a comma is present in the traits list, even if there is only one trait.

    For example: A feat with just "ranged trip" in its trait entry will instead show the trait description for "trip" when double-clicked - I'm assuming it's parsing "ranged" and "trip" as separate traits. However, if you put "ranged trip, dwarf" or even just "ranged trip," then the trait will parse correctly.

  2. #262
    Also: If the name of an ancestry contains a space, something in the heritage code breaks and the ancestry is not offered heritage choices when taken.

    EDIT: Breaks ancestry feat selection too.

    EDIT2: This is all on test channel btw.
    Last edited by MaxAstro; January 29th, 2024 at 20:33.

  3. #263
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    Quote Originally Posted by MaxAstro View Post
    Traits with spaces in them (i.e. "ranged trip") are only parsed correctly if a comma is present in the traits list, even if there is only one trait.

    For example: A feat with just "ranged trip" in its trait entry will instead show the trait description for "trip" when double-clicked - I'm assuming it's parsing "ranged" and "trip" as separate traits. However, if you put "ranged trip, dwarf" or even just "ranged trip," then the trait will parse correctly.
    The code is there to support legacy data where traits were initially separated by spaces, as no traits had two words in the initial playtest and Core Rules; the first multi-word trait was "sea devil" in the Bestiary. But we need to be able to support older trait separation (i.e. spaces), so the code makes a generic assumption that if there isn't a comma in the traits then it's using space separation, which is not always a correct assumption as this edge case shows.

    I'll review the code to see if I can make more reliable without impacting performance.
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  4. #264
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    Quote Originally Posted by MaxAstro View Post
    Also: If the name of an ancestry contains a space, something in the heritage code breaks and the ancestry is not offered heritage choices when taken.

    EDIT: Breaks ancestry feat selection too.

    EDIT2: This is all on test channel btw.
    Thanks for reporting. I don't think Paizo has any multi-word ancestries, so this hasn't come up before. I'll get this fixed in a future release.
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  5. #265
    Here is an effect bug with flat-footed and poisoned (png attached)
    Attached Images Attached Images

  6. #266
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    Quote Originally Posted by webdove View Post
    Here is an effect bug with flat-footed and poisoned (png attached)
    There's a lot of information in that screenshot. Can you give specifics of the issue please?

    EDIT: Sorry, I had to zoom in to see the additional details. I'll investigate...
    Last edited by Trenloe; January 31st, 2024 at 21:47.
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  7. #267
    Not sure if this belongs in the Release 19 thread.
    We are playing Strength of Thousands where people get a free dedication. Several non-wizard people picked wizard dedication. They are all level 6 at the moment. When I look in actions at Wizard spellcasting for different players, some have Caster level 3, some have 4 some have 6.

    I don't see where the caster level is determined for wizard archetypes. Why would they be different and what should they be?

  8. #268
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    Quote Originally Posted by webdove View Post
    Here is an effect bug with flat-footed and poisoned (png attached)
    The issue is that "poisoned" is not a standard condition - it's a custom condition. Refer to the Conditions list in the Wiki effects page here: https://fantasygroundsunity.atlassia...PFRPG2+Effects

    As poisoned is custom, you need to indicate the custom condition: IFT: CUSTOM(poisoned); DMG: 1d6 precision This is detailed in the "conditional operators" section.
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  9. #269
    I understand. What started this was Grippli Skirmishers from the Strength of Thousands/Spoken on the Song Wind Wily Attack feature. The rulebook text for it says:
    The skirmisher deals an extra 1d6 precision damage to flat-footed creatures and creatures afflicted by a poison.
    The module automation for Wily Attack says:
    "afflicted by a poison"|Effect: Poisoned
    PermEffect:IFT: flat-footed; DMG: 1d6 precision
    PermEffect:IFT: poisoned; DMG: d6 precision

    Is there a proper coding for "is afflicted by a poison" or is that just not automatable at the moment?

    Also, why does "IFT: poisoned;" ever trigger if that is not a valid condition. I would think that it would just be ignored during execution.

  10. #270
    I posted about this in the generic DLC issue thread.

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