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February 3rd, 2024, 23:28 #281
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.
For this example, the player should have checked the MA# buttons and set MA#2 before using the trip activity.FG Wiki: How to Compile the FG Logs
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February 3rd, 2024, 23:29 #282High Patriarch
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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?
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February 3rd, 2024, 23:31 #283High Patriarch
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Thank you. I will pass that on about using the MA buttons.
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February 3rd, 2024, 23:42 #284
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?
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February 3rd, 2024, 23:45 #285FG Wiki: How to Compile the FG Logs
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February 4th, 2024, 05:16 #286High Patriarch
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February 5th, 2024, 19:15 #287
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.
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February 6th, 2024, 19:33 #288High Patriarch
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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.
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February 6th, 2024, 19:55 #289
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.
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.FG Wiki: How to Compile the FG Logs
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February 9th, 2024, 22:57 #290High Patriarch
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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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