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  1. #461
    Quote Originally Posted by superteddy57 View Post
    I pushed a hotfix for the first two reports. As for the trait. Many Perks and traits are not setup to be handled automatically. All attacks and damage rolls will roll on the random location chart for the NPC/PC when the aim widget isn't used. I'm not seeing an issue on my end with this between attack and damage. You might need to provide more information on the issue, such as exact steps in reproducing steps and images to help me replicate what you are seeing. The trait isn't handled automatically and would require the player not use the aim widget on the desktop per what I am reading of the text for the trait.
    Good morning. Thanks for the quick hotfix.
    I'll have to dig in a little later after work for more detailed reporting on the Fast Shot, but I got a chance to test the hotfix.

    AIM
    --NPC's now take the DC+1 penalty. Fixed!
    --New (minor issue) issue introduced. The chat readout now appears to be bugged for a character with VATS. The results are still correct, but the readout is showing an Aim penalty for VATS Aim where none existed before. Screenshot attached. 1 success VATS Aim vs 1 Defense (Aim +1) = Hit. Again, the OUTCOME is correctly a hit, but the (Aim +1) text shouldn't be there for a character with VATS.

    COVER:
    --Still having issues getting cover rolls to fire for NPCs. Same screenshot.


    Screenshot 2025-01-20 091637.jpg

  2. #462
    Sorry to double-post, but the first update I submitted this morning is in moderation (because I don't think I attached a screenshot properly) and this new information informs that update so they should be viewed together.

    Good morning. Thanks for the quick hotfix.
    I'll have to dig in a little later after work for more detailed reporting on the Fast Shot, but I got a chance to test the hotfix.

    AIM
    --NPC's now take the DC+1 penalty. Fixed!
    --New (minor issue) issue introduced. The chat readout now appears to be bugged for a character with VATS. The results are still correct, but the readout is showing an Aim penalty for VATS Aim where none existed before. Screenshot attached (Screenshot 2025-01-20 091637.jpg). 1 success VATS Aim vs 1 Defense (Aim +1) = Hit. Again, the OUTCOME is correctly a hit, but the (Aim +1) text shouldn't be there for a character with VATS.

    COVER:
    --Still having issues getting cover rolls to fire for NPCs. Same screenshot.
    Maybe the Aim isn't fixed. Seems a few new issues have arisen haha. In addition to the above, it appears that the Aim + 1 is being applied cumulatively to Defense. After the first aim on a target, if another character attacks the same target, the target's Defense is 1 higher than it should be. Screenshot attached (Screenshot 2025-01-20 094536 copy.jpg with annotations for the VATS issue I mentioned in the first reply this morning as well).
    Attached Images Attached Images
    Last edited by mmdestiny; January 20th, 2025 at 15:10.

  3. #463
    Vats isn't factored in the roll and would have to be handled manually. As for cover, it's rolling on my end and the chat output doesn't help much we might need to see more of the combat to see what the issue is.

    Screenshot from 2025-01-20 11-58-50.png
    Dominic Morta
    Ruleset Developer
    Smiteworks

    How to zip up your campaign if the Developers ask for it-How to zip up your campaign if the Developers ask for it

    How to provide an Unity Connection issue?-Connection Issues and What to Provide

    Unity Updater issue?-Updater Issues

    Classic and Unity Port Forwarding?-Fantasy Grounds Connections Explained

    Comcast or Cox ISP User?-Comcast XFinity and Cox Users

    Have a suggestion?-Feature Request

  4. #464
    Sorry, here the combat example with an aimed attack, it adds to the defense correctly by making it 2 from the assaultron's initial defense 1 when the paladin aims.
    Screenshot from 2025-01-20 12-01-56.png
    Dominic Morta
    Ruleset Developer
    Smiteworks

    How to zip up your campaign if the Developers ask for it-How to zip up your campaign if the Developers ask for it

    How to provide an Unity Connection issue?-Connection Issues and What to Provide

    Unity Updater issue?-Updater Issues

    Classic and Unity Port Forwarding?-Fantasy Grounds Connections Explained

    Comcast or Cox ISP User?-Comcast XFinity and Cox Users

    Have a suggestion?-Feature Request

  5. #465
    Quote Originally Posted by superteddy57 View Post
    Sorry, here the combat example with an aimed attack, it adds to the defense correctly by making it 2 from the assaultron's initial defense 1 when the paladin aims.
    Screenshot from 2025-01-20 12-01-56.png
    I appreciate you working with me on this. Hopefully this will illustrate the issue succinctly.
    Best I can tell, since the hotfix there is some weird persistence going on in the DEFENSE field from the Aim + 1.

    I jury-rigged some test PC's to (almost) always get me the number of hit successes to illustrate.

    (aim persistence 1.jpg here)
    -Note that Rad Rocky has a default DEFENSE of 1 (also the COVER: 1 Head effect, just so I could multitask the test).

    -Old Tallman aims at the head. Attack roll 3 vs [DEFENSE: 2 (Aim + 1)]. Hit.

    -Damage rolls, but no cover roll.

    -PC1 attacks, does not aim. Attack roll 1 vs [DEFENSE 2????] Miss????

    (aim persistence 2.jpg here)
    -All records cleared from CT. Brand new encounter.

    -Old Tallman attacks, does not aim. Attack roll 1 vs [DEFENSE 2????] Miss????

    The Aim + 1 to defense appears to be persistent, even across encounters.
    Attached Images Attached Images

  6. #466
    To add further, any new enemy I add to the CT has their DEFENSE one point higher than it should be.

  7. #467
    I pushed a hotfix for the issue. It appears a typo slipped through. I also updated the chat output further to display the difficulty in a green circle box near the roll and complications will display on their own line.
    Dominic Morta
    Ruleset Developer
    Smiteworks

    How to zip up your campaign if the Developers ask for it-How to zip up your campaign if the Developers ask for it

    How to provide an Unity Connection issue?-Connection Issues and What to Provide

    Unity Updater issue?-Updater Issues

    Classic and Unity Port Forwarding?-Fantasy Grounds Connections Explained

    Comcast or Cox ISP User?-Comcast XFinity and Cox Users

    Have a suggestion?-Feature Request

  8. #468
    Quote Originally Posted by superteddy57 View Post
    I pushed a hotfix for the issue. It appears a typo slipped through. I also updated the chat output further to display the difficulty in a green circle box near the roll and complications will display on their own line.
    Thanks again for working with me. I've started a brand new campaign for testing.
    I've got great news, and not so great news (hope I don't end up being an annoyance...QA is my career so...sorry about that lol)

    The Good!
    After extensive testing, I've found why COVER wasn't working! There is a difference in the casing being checked for between NPC COVER and PC Cover.
    PC COVER ONLY worked when the first letter of each <loc> is capitalized (Head, Left Arm, Torso, etc) and does NOT worth for lower case.
    CONVERSELY, NPC COVER ONLY worked when <loc> is entirely lower case.
    I've tested all 12 possibilities (6 loc * 2 casing options) on both PCs and NPCs and this was the case (no pun intended) across the board.

    The Not so Good
    Aim is now back to not actually increasing the DC for the attack roll. The (Aim +1) text is still there, but the successes are still being compared to the default DEFENSE. Both PC attacks and NPC attacks. It's hard to tell if the persistence issue we saw earlier is happening, because the DEFENSE never increments (Screenshot attached). PC1 makes a 1 success aimed roll and lands a hit against Rad Rocky, base Defense 1 (which should increase to 2 with Aim+1)

    The Weird
    The skill DC test green circle and red complication additions are a nice touch, but just a heads up - the DC green circle for me was always showing one higher than the D1, D2, D3 etc that was selected. A D0 roll showed D1, D5 roll showed D6 etc.

    I feel like we're almost there though!
    Attached Images Attached Images
    Last edited by mmdestiny; January 25th, 2025 at 04:52.

  9. #469
    I adjusted the code to not regard casing. I pushed another hotfix and this should adjust the defense value now.
    Dominic Morta
    Ruleset Developer
    Smiteworks

    How to zip up your campaign if the Developers ask for it-How to zip up your campaign if the Developers ask for it

    How to provide an Unity Connection issue?-Connection Issues and What to Provide

    Unity Updater issue?-Updater Issues

    Classic and Unity Port Forwarding?-Fantasy Grounds Connections Explained

    Comcast or Cox ISP User?-Comcast XFinity and Cox Users

    Have a suggestion?-Feature Request

  10. #470
    Quote Originally Posted by superteddy57 View Post
    I adjusted the code to not regard casing. I pushed another hotfix and this should adjust the defense value now.
    I was SO CLOSE to giddily writing "You did it! It's all fixed!" because indeed the Aim is working perfectly (both NPC and PC) and Cover rolls were firing for both PC and NPC (though only if I made the COVER: # <loc> lower case, but I digress, it works that's all that matters) when I came across one last snag.

    Somewhere, amongst all of this, the "all locations" COVER: # broke. For all I know it could have been the 1st hotfix last night that broke it -- since that was the one area of COVER that always worked from the start, I had stopped testing it.

    To be honest though, I'm not sure if it's worth fixing. Should there really be an effect for total cover? Wouldn't that mean the target can't be seen, and therefore isn't eligible for targeting anyway?
    Regardless, even without the total cover effect working, it can still be achieved by putting all six effects on (however tedious that may be). So this one minor snag aside, both issues can be fully utilized.

    You do great work, Dominic, thank you.

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