Thread: Change View on NPC Spell Tab
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August 11th, 2022, 18:02 #11
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August 11th, 2022, 22:36 #12
Supreme Deity
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I've reported the issue to the developer who created the PF1 codex.
Regards,
JPG
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August 12th, 2022, 02:18 #13
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August 12th, 2022, 02:20 #14
A little digging and I determined that the unedited Ogre Glutton npc does not have the spelldisplaymode tag defined in the base xml. I checked a couple other entries and found that the Ogre Stalker is also missing that xml tag and it also exhibits the same quirk. The plain Ogre npc does have the spelldisplaymode tag in the base xml, and it works as expected.
Last edited by KevenSimmons; August 12th, 2022 at 02:32.
If you're not having fun, then you're not doing it right.
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August 12th, 2022, 02:36 #15
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I just loaded up the module; and tried it out myself.
It's not something straightforward that I can address in the ruleset code currently, as it's a disconnect between an older tool used to create the creatures and creatures created natively in the interface. And the data in core ruleset modules is locked by design. This will only occur for creatures copied from modules, and customized by adding spells when they didn't have any before.
For now, locking the record will return the action buttons.
Regards,
JPG
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August 12th, 2022, 03:03 #16
The correct behavior will also appear after a session restart in copies of the base npc - probably related to the spelldisplaymode hidden string field in the npc windowclass.
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August 12th, 2022, 03:36 #17
I noticed that as well - when I went back to try to recreate the issue, the previous npc records had mysteriously self-corrected, but new ones created exhibited the behavior. Given the unusual set of circumstances required to manifest the quirk, it's not worth spending time to fix IMO.
If you're not having fun, then you're not doing it right.
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