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October 24th, 2020, 02:24 #41
I've had one of my player's who's a technomancer mention that using the Mod column for his personal upgrades doesn't add the correct spell DC in the spell tab. He's got 18 INT with a mk2 personal upgrade for +4 in his stat. If we enter his INT as 22 in the main field, we get the +6 modifier and his spell DC is correct. If we put his INT as 18 and a 4 in the Mod column, his bonus is showing as +6, but is not reflected correctly for his spell DC.
Simple workaround is just to add the total INT in the main field, but some will probably not notice the spell DC.
edit: finally got this in the right spot!
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October 24th, 2020, 18:40 #42
credit/UPB not assigned to character sheet properly.
see attched....
1. create new character.
2. add to party sheet
3. add some upb..
4. assign it to character..
5. see it assigned to credit.
The issue is that when assign to a new character the coins is not updated correct,
<coins>
<slot1>
<amount type="number">50</amount>
<name type="string">UPB</name>
</slot1>
<slot2>
<amount type="number">0</amount>
</slot2>
<slot3>
<amount type="number">0</amount>
</slot3>
</coins>
By the looks the character sheet expects UPB to be in 'coins.slot3', while the party sheet is looking for the 'name string UPB', when it does not find it it just uses 'coins.slot1'
To fix it I adjusted the character sheet to,
<coins>
<slot1>
<amount type="number">0</amount>
<name type="string">CREDIT</name>
</slot1>
<slot2>
<amount type="number">0</amount>
<name type="string">INCOME</name>
</slot2>
<slot3>
<amount type="number">50</amount>
<name type="string">UPB</name>
</slot3>
</coins>
Also note that, 'updateEncumbrance' in manager_chat.lua assumes UPB is always in 'coin.slot3'
'local nUPB = DB.getValue(nodeChar, "coins.slot3.amount", 0);'
Also note, 'charsheetmini_inventory' sheet assumes 'credit' is 'coins.slot1' and 'UPB' is 'coins.slot3'
<windowclass name="charsheetmini_inventory">
<sheetdata>
<frame_char name="mini_coinframe">
<bounds>0,10,-5,65</bounds>
</frame_char>
<number_dropadd name="coinamount1" source="coins.slot1.amount">
<anchored to="mini_coinframe" width="50" height="20">
<top offset="30" />
<right anchor="center" offset="-65" />
</anchored>
</number_dropadd>
<label_fieldtop>
<anchored to="coinamount1" />
<static>Credits</static>
</label_fieldtop>
<number_dropadd name="coinamount3" source="coins.slot3.amount">
<anchored to="mini_coinframe" width="50" height="20">
<top offset="30" />
<left anchor="center" offset="5" />
</anchored>
</number_dropadd>
<label_fieldtop>
<anchored to="coinamount3" />
<static>UPB</static>
</label_fieldtop>
Also note, 'charsheet_inventory', uses 'coins.slot1' as 'income amount', 'coins.slot2' as 'credit amount', 'coins.slot3' as 'UPB amount'
<number_dropadd name="incomeamount" source="coins.slot1.amount">
<anchored to="coinframe" position="insidetopleft" offset="70,40" width="60" height="20" />
</number_dropadd>
<label name="incomelabel" source="coins.slot1.name">
<anchored to="incomeamount" position="lefthigh" offset="10,2" />
<lineoffset default="off" mergerule="replace">0</lineoffset>
<static>Credits</static>
<right />
</label>
<number_dropadd name="creditamount" source="coins.slot2.amount">
<anchored to="incomeamount" position="below" offset="0,6" height="20" />
</number_dropadd>
<label name="creditlabel" source="coins.slot2.name">
<anchored to="creditamount" position="lefthigh" offset="10, 2" />
<lineoffset default="off" mergerule="replace">0</lineoffset>
<static>Income</static>
<right />
</label>
<number_dropadd name="upbamount" source="coins.slot3.amount">
While I actually think the on the slots for character sheet is 1=>credit, 1=>income, 3=>UPB, so I think a number of mismatch in the system is causing this issue...
thanks, Pete
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October 25th, 2020, 05:13 #43aka Laendra
(Discord: Laendra#9660)
Ultimate license (FGC/FGU)
Current Timezone : Central (CDT) (GMT -5)
OP: 3317036507 / 2369539
My opinions are my own and represent no entity other than myself
Extension Support Discord: https://discord.gg/gKgC7nGpZK
Extensions = risk to your gaming experience. If you haven't tested out the extensions in your campaign before your gaming session, turn them off. If you don't backup your campaigns regularly, you're doing it wrong.
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October 25th, 2020, 07:18 #44
- Join Date
- Oct 2020
- Posts
- 4
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October 27th, 2020, 22:43 #45
In both SF games I run, my players are having some issues with skill ranks
Image 1 left is 6th level operative with -1 INT mod, they should have 42 skill ranks (plus 12 for their Specialization), FG thinks they should only have 36.
Image 1 right is a 6th level technomancer with +6 INT mod, they should have 60 skill ranks (they spent 66 here but I think this is from the confusion this has caused) but FG thinks they should have 96!
The 6th level vanguard (no pictured) with +0 INT mod has 36 skill ranks as they should.
I think what is happening is it is doubling their INT bonus per level. I run another SF game and see the same results:
Image 2:
Left: Mechanic 4 with +5 INT mod, should have 36 skill ranks, FG says 56 (20 over)
Middle: Operative 4 with +3, should have 44 skill ranks (plus 8 for their Specialization), FG says 56 (12 over) [again player overspent due to confusion I think]
Right: Soldier 4 with +1 INT mod, should have 20 skill ranks, FG says 24 (4 over)
Is this a bug or something I've done?
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October 27th, 2020, 22:53 #46aka Laendra
(Discord: Laendra#9660)
Ultimate license (FGC/FGU)
Current Timezone : Central (CDT) (GMT -5)
OP: 3317036507 / 2369539
My opinions are my own and represent no entity other than myself
Extension Support Discord: https://discord.gg/gKgC7nGpZK
Extensions = risk to your gaming experience. If you haven't tested out the extensions in your campaign before your gaming session, turn them off. If you don't backup your campaigns regularly, you're doing it wrong.
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October 27th, 2020, 23:07 #47
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October 27th, 2020, 23:32 #48
Last edited by Samarex; October 27th, 2020 at 23:36.
Discord User : Samarex#0318
Ultimate License
Starfinder Society ID#:274538
Lets Play a RPG
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October 27th, 2020, 23:49 #49
Forgot to say I tried that, it adjusts with the correct calculation (+/-1 rank per level per +/-1 mod) plus the existing excess so still 20 higher.
When I tested by adding new levels, it adds the correct number (i.e. the above mechanic gets 9 per level as expected), but again it keeps the existing (20 for the mechanic) excess.
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October 28th, 2020, 01:59 #50
- Join Date
- May 2020
- Location
- Uk
- Posts
- 68
We had this in out SF game after one of the updates. Looking at the class xp box, it had skill points for class + the int modifer in it, then added the int modifier again on the skills page. We solved by deleting the characters and recreating them. The skill points were then done correctly for each level, and the int bonus added afterwards.
On a related note, it appears the Sarcesian (from Alien Archive) racial trait "Skilled: Sarcesians gain an additional skill rank at 1st level and each level thereafter." is only applied at level 1. GM has had to add an extra skill point at 2nd and 3rd.
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