GI JOE RPG Launch
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  1. #321
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    Quote Originally Posted by MaxAstro View Post
    Running on Test channel with no extensions.

    Applying a CHOICE automation to a character causes the following error: "[ERROR] Script execution error: [string "PFRPG2:utility/scripts/dialog_select.lua"]:71: attempt to index global 'button_ok' (a nil value)". Selecting any of the options in the choice popup generates the same error again.

    As far as I can tell the choice automation does work correctly, despite the error.
    Thanks for reporting. Please provide an example of the complete automation text used.
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  2. #322
    Quote Originally Posted by Trenloe View Post
    Thanks for reporting. Please provide an example of the complete automation text used.
    An example automation text is

    [CHOICE choice|Nymph|Nymph Strikes]
    I have a number of Lookup Data "choice" entries with the category "Nymph" and the subcategory "Nymph Strikes". As far as I can tell this is happening with any CHOICE automation; at least, I have not been able to create one that doesn't cause the error.

  3. #323
    Hi, I recall the following phrase from the Release 19 announcement: "Automation of the dying process and wounded condition."
    I have searched all over for "wounded condition" and cannot find any evidence of "dying process" or "wounded condition" automation. Was it deferred to another release?

  4. #324
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    Quote Originally Posted by webdove View Post
    Hi, I recall the following phrase from the Release 19 announcement: "Automation of the dying process and wounded condition."
    I have searched all over for "wounded condition" and cannot find any evidence of "dying process" or "wounded condition" automation. Was it deferred to another release?
    What was delivered is listed in post #3 of this thread. There's no mention of that.

    You're probably confusing a release announcement with ruleset plans. That thread has this proviso in the first post: "The information in this thread is all subject to change based off development priorities and developer/converter availability."
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  5. #325
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    A longer than intended video overview of the desktop modifiers and new off-guard/flat-footed processing functionality can be found here: https://youtu.be/gsKuuiTURz4
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  6. #326
    It seems like if a character has multiple DMGBASETYPE effects, even if they are all the same damage type, all are ignored.

    Is this intended?

  7. #327
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    Quote Originally Posted by MaxAstro View Post
    It seems like if a character has multiple DMGBASETYPE effects, even if they are all the same damage type, all are ignored.

    Is this intended?
    The code will ignore more than one DMGBASETYPE effect, as you can only have one base damage type; it doesn't check what each effect is.

    The Wiki page for that effect states: "Note: the(r)e should only be one active DMGBASETYPE effect active for any given damage action." And... spot the typo.. :/
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  8. #328
    Wanted to say thanks for the new modifier buttons!

  9. #329
    Hello, just found a bug with the following effect: (Weapon Specialization): DMG: 2 expert; DMG: 3 master; DMG: 4 legendary

    The expert part is no longer working. Not sure when this broke but it happens on this week's version and was last week. The master and legendary bonuses get added correctly. I tested this without any extensions active and in two different campaigns.

  10. #330
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    Quote Originally Posted by Kazuto217 View Post
    Hello, just found a bug with the following effect: (Weapon Specialization): DMG: 2 expert; DMG: 3 master; DMG: 4 legendary

    The expert part is no longer working. Not sure when this broke but it happens on this week's version and was last week. The master and legendary bonuses get added correctly. I tested this without any extensions active and in two different campaigns.
    You need a semi-colon after "(Weapon Specialization)" not a colon. FG is seeing "(Weapon Specialization): DMG: 2 expert;" as one effect, which isn't valid, so it is ignoring it.

    Use: (Weapon Specialization); DMG: 2 expert; DMG: 3 master; DMG: 4 legendary

    If this was from an official product, please let me know which product and which class. Thanks.
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