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October 14th, 2024, 03:30 #361
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October 18th, 2024, 23:09 #362
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Additional question. If I put the effect DMGCOMBINE on an NPC and roll damage it stores the damage as it should. If the second attack misses how to I apply the stored NPC damage (there is no blood drop to click as there is with a PC).
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October 18th, 2024, 23:22 #363
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When using the apply all effects button in a case that there needs to be some manual intervention for some of the success/failure conditions is it possible for an effect to post a chat message to the GM to remind them to perform the manual action?
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October 20th, 2024, 01:29 #364Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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October 20th, 2024, 01:31 #365Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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October 23rd, 2024, 01:56 #366
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Another thought about DMGCOMBINE. In dealing with kineticists it is helpful to be able to factor the damage in a few different dimensions rather than making one damage entry for every possible combination. If the DMGCOMBINE or stored damage could be used for more than a single damage roll that would make kineticist attacks easier to factor into their components rather than enumerating the combinatorial explosion of damage types into many individual lines.
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October 23rd, 2024, 02:10 #367Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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October 29th, 2024, 18:44 #368
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I have an alchemist in my game. When a bomb is added to his inventory it creates the activity in the activity tab, however the attack is not adding proficiency to the roll. The name of the proficiency is in the config of the attack and his proficiency is correct on the combat tab. Any fixes for this?
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October 29th, 2024, 19:04 #369
The release of the attack proficiency is currently experimental and is currently only for spells - it was released last week: https://www.fantasygrounds.com/forum...ober-22nd-2024
However, if an activity has both the "alchemical" and "bomb" traits and doesn't have a "Prof. Name" set for the attack, FG will check for a Category proficiency of "martial" or a group proficiency of "alchemical bombs". This will work both with spells and activities. As this is currently experimental code (I had to deploy the work-in-progress code early to support other updates) we haven't completed, nor documented this yet.Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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October 29th, 2024, 19:13 #370
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Please note that the bombs are not part of Release 19, but are from a community module. Probably Drag 'n' Drop Consumables or the Alchemical Bombs Forge module. It also won't calculate the penalty for range increments like most weapons do. I've been playing around with this issue a fair bit myself.
Unfortunately, the activities tab doesn't support weapon proficiencies, as far as I know.
So you can get the alchemist to manually modify for proficiency and range.
Alternatively, you can change the bomb's type to weapon and subtype martial, and add the range of 20, also checking weapon at the bottom of the item. This will give a proper bomb attack on the Actions tab. Using Alt-click on the tabs, the alchemist can keep both Actions and Activities open and attack from Actions and use damage from Activities.
Edit: Sorry, I was unaware of the new experimental code.
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