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  1. #281
    Trenloe's Avatar
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    Quote Originally Posted by webdove View Post
    What is the intended user "use case" for MA buttons and strike actions?
    Basically, the player should be keeping track of what MAP level they are at. If they're using the 1, 2 and 3 hard coded weapon attack entries then they should ensure that the MA# buttons aren't set (click on the button if it is set to reset it). Similarly, if they're using the MA# buttons, then it's up to them to check that they are correct. As there are various feats/abilities that allow a PC to attack twice but only increase MAP once, or increase MAP after the two attacks, MAP is not automatically increased as it would mess up those abilities.

    Quote Originally Posted by webdove View Post
    Whereas if they attack first and then trip only the MA#2 button is preset when it should be the MA#3 button.
    For this example, the player should have checked the MA# buttons and set MA#2 before using the trip activity.
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  2. #282
    Resetting an NPC spells tab.

    Last night I accidentally clicked the last circle on a jinxer spell tab and all the spells at that level disappeared.

    Is it possible to reset the slots for that level or to prevent the spells from disappearing when all the circles at that level are checked?

  3. #283
    Thank you. I will pass that on about using the MA buttons.

  4. #284
    Quote Originally Posted by Trenloe View Post
    As there are various feats/abilities that allow a PC to attack twice but only increase MAP once, or increase MAP after the two attacks, MAP is not automatically increased as it would mess up those abilities.
    This is a little counterintuitive with the fact that activities like Trip do automatically increase MAP. I have had PCs more than a few times accidentally attack at the wrong MAP because they forgot that activities auto-advance it. I almost feel like for consistency's sake activities shouldn't do it automatically either?

  5. #285
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    Quote Originally Posted by webdove View Post
    Resetting an NPC spells tab.

    Last night I accidentally clicked the last circle on a jinxer spell tab and all the spells at that level disappeared.

    Is it possible to reset the slots for that level or to prevent the spells from disappearing when all the circles at that level are checked?
    The NPC spells are in "Combat" mode if the NPC record is locked, which hides spells that are used/cannot be cast. Unlock the NPC and change to standard or preparation to see all of the spells.
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  6. #286
    Quote Originally Posted by Trenloe View Post
    The NPC spells are in "Combat" mode if the NPC record is locked, which hides spells that are used/cannot be cast. Unlock the NPC and change to standard or preparation to see all of the spells.
    Oh Sweet!! Thank you, thank you

  7. #287
    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.
    Update on this after a LOT more testing: Heritages handle having spaces in them just fine, actually; the problem I was seeing was caused by the ancestry having two different abilities that were both being interpreted by the program as heritage abilities.

    However, a fair amount of weirdness does happen with spaces in traits regarding ancestry feats, and also with underscores, which I tried as an alternative to spaces. If the ancestry has a space in it, the ancestry feats list on the tracker will not find the ancestry feats with the corresponding trait correctly, as far as I can tell. If the ancestry instead uses an underscore (i.e. "Intelligent_Weapon") then the tracker finds the feats correctly. However, the feat window's "filter by trait" functionality gets confused and does not list Intelligent_Weapon as a valid trait to filter by. Removing the underscore entirely ("IntelligentWeapon") fixes this issue, but of course also requires that the ancestry name not have a space either.
    Last edited by MaxAstro; February 5th, 2024 at 19:19.

  8. #288
    Quote Originally Posted by Trenloe View Post
    The only workaround is to manually change the effects once the NPC is in the CT.

    I'll get a ruleset update to split the PERMEFFECT effects into different lines in a future release.
    Here is a review of our discussion
    Grippli Ability:
    extra 1d6 precision damage to flat-footed creatures and creatures [afflicted by a poison].
    Revised NPC sheet automation:
    "afflicted by a poison"|Effect: Poisoned
    PermEffect:IFT: flat-footed; DMG: 1d6 melee, ranged, precision (avoids triggering precision on poison damage)
    PermEffect:IFT: CUSTOM(poisoned); DMG: d6 melee, ranged, precision (corrected to a CUSTOM tag, avoids triggering precision on poison damage)
    Future CT automation
    IFT: flat-footed; DMG: 1d6 melee,ranged,precision
    IFT: CUSTOM(poisoned); DMG: 1d6 melee,ranged,precision

    The consensus of Paizo responses is that the precision damage should not occur twice if a target is both flat-footed and is afflicted by poison.

    My testing with the current ruleset release indicates that both clauses are triggering against such a target.
    [DAMAGE (M)] Kukri [TRAITS agile, finesse, trip] [EFFECTS 2d6] [TYPE: slashing (1d6+4=10)] [TYPE: slashing,precision,precision (2d6=11)]
    Damage [21] -> [to Sajan Jas Aasimar Monk] [STATUS: Moderate]

    I had a possible idea in case this is too difficult to automate properly and it might be more generally beneficial.

    If there was an optional way to show the applicable upcoming damage elements to the player or GM before they roll (somewhat like the manual die roll popup) and allow them to make any changes before the roll then the player (or GM) can "assist" the ruleset automation to get to the proper result.

    This would work for all potential damage automation errors or improperly applied damage effects by players and keep players more attentive to what is happening on their behalf in the game engine.

  9. #289
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    Quote Originally Posted by webdove View Post
    My testing with the current ruleset release indicates that both clauses are triggering against such a target.
    [DAMAGE (M)] Kukri [TRAITS agile, finesse, trip] [EFFECTS 2d6] [TYPE: slashing (1d6+4=10)] [TYPE: slashing,precision,precision (2d6=11)]
    Damage [21] -> [to Sajan Jas Aasimar Monk] [STATUS: Moderate]
    As has been previously mentioned, this is how FG handles multiple IFT effects. There isn't a way to do Boolean OR conditional effects in the current ruleset. I'll investigate in future, but at this point this is a restriction on the ruleset and will need to be handled manually.

    Quote Originally Posted by webdove View Post
    If there was an optional way to show the applicable upcoming damage elements to the player or GM before they roll (somewhat like the manual die roll popup) and allow them to make any changes before the roll then the player (or GM) can "assist" the ruleset automation to get to the proper result.
    That's a huge undertaking - effects get applied at multiple places within an action roll. To show applicable upcoming damage elements before rolling essentially requires the whole roll process to be done (including doing a dummy roll), and then all of the effects would have to be tracked in detail, whereas FG doesn't do that tracking now. So, nice idea, but not something I intend to consider any time soon.
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  10. #290
    It seems that splash damage is being doubled on a critical when it should not be.

    Chat output (the alchemist has calculated splash and an INT modifier of +4)

    [DAMAGE] (L 3) Acid Flask (Moderate) [TRAITS acid, alchemical, bomb, consumable, splash] [CRITICAL] [TYPE: acid (1)] [TYPE: acid,critical (1)] [TYPE: acid,splash (4)] [TYPE: acid,splash,critical (4)]
    Damage [10] -> [to Grubbish (Grippli Jinxer)]

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