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October 8th, 2020, 22:04 #541
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- Mar 2016
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I can certainly create token. and i can look to make the district map and kingdom sheet more legible
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October 8th, 2020, 22:06 #542
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- Mar 2016
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October 8th, 2020, 22:06 #543
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October 8th, 2020, 22:08 #544
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October 9th, 2020, 14:38 #545
Bestiary 4 Hungry Flesh has some stuff in the wrong fields.
Regen is entered with HD (which means the effect isn't added) and has no end parenthesis.bmos' extensions
he/them
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October 11th, 2020, 07:00 #546
- Join Date
- May 2018
- Posts
- 21
Bug Report:
Core Ruleset, no extensions running.
Expected Behavior: When someone creates a new ranged weapon and assigns it to themselves (via Inventory -> CT -> Inventory), no stat modifier is added to damage in the actions tab/operates as if the hand crossbow from the Official CRB module.
Actual Behavior: When someone creates a new ranged weapon and assigns it to themselves (via Inventory -> CT -> Inventory), the Char's Strength mod is added by default to the damage line.
Steps to Replicate
1. Right click in inventory, Add New Item.
2. Fill in:
Name: Pistol
Type: Weapon
Subtype: Exotic Ranged
Damage: 1d8
Damage Type: Piercing, Bludgeoning
Critical: x4
Range: 20
3. Lock item. Drag item from Inventory to Party Sheet Inventory
4. Drag Item from Party Sheet Inventory back to Character
5. Look at actions tab/hit magnifier for weapon in question.
In addition, it seems the Crossbows do not demonstrate this behavior from the CRB pack.
Thanks!
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October 11th, 2020, 07:34 #547
Supreme Deity
- Join Date
- Mar 2007
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- 20,541
It's hard-coded in the ruleset script code to look for certain names; and disable the ability score for those. If it's not one of the registered names, it specifies Strength (essentially treating as a thrown weapon that applies Strength). There is no keyword provided in the PF Core Rules for whether ranged weapons apply Strength bonus/penalty or not; so it's all special-cased. (not all thrown weapons get Strength; not all projectiles ignore Strength; and some only apply penalty but not bonus)
Regards,
JPG
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October 11th, 2020, 15:12 #548
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- May 2018
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- 21
JPG,
Thanks for the response. I'm not sure the bandwidth and legal "wiggly bits" you all have to operate under, but (supposing a perfect world) where would I be able to suggest adding "firearm" and/or "crossbow" and/or "reloading" as a Subtype to run the logic to turn off the "Str to dmg"?
I appreciate your quick response; have a good rest of your weekend!
-CastX7
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October 25th, 2020, 09:08 #549
G'day gamers,
I have just picked up Planar Adventures and have noticed some issues which I believe are codepage issues? There are some very strange characters showing up in NPC stat blocks.
eg: Empusa and Duskwalker stat blocks have x2 and x3 crit multipliers in their attacks, these are showing at A-2 and A-3 (with wiggly bits on top).
Flicking through the reference manual seems OK, but if you open each NPC stat block, they are buggered up (the ones with the multipliers at least).
Aphorite Attribute Adjustments racial trait shows a?"2 Dexterity (with squiggles) rather than +2
Same thing in Duskwalker Attribute Adjustments a?"2 Constitution
Again in Ganzi Racial Traits a?"2 Intelligence
Additionally, none of the NPC stat blocks have the spell like abilities correctly loaded in the spells tab - they should all be loaded in the Spells tab, not listed under SA where they cannot actually be used.
A number of feat descriptions have been truncated, eg: Diabolic Style, Flickering Step, Wanderer's Fortune, Improved Plane Shift.
None of the NPC images are linked in their Other tab on their blocks as is the convention.
That was just a quick flick through, I will post any more I find.
Thanks,
Mike
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October 25th, 2020, 15:00 #550
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- Mar 2016
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