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Release 4 #2017
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Release 4 #2017
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@chrismaille This is the result when I clicked on "Arrow (Fine)" in the Composite Bow attack. The Effect Modifier popup shows (correctly) -1 range to target Enok. But both the bucket and the dialog reflect a -2 modifier for range. Further, the skill is shown as "UNDEFINED-19". Without changing anything, if I then click on "Bodkin" usage of the Composite Bow, the bucket now shows "+0" but the dialog shows -1 modifier. |
fvtt-Actor-bjorn-bjornsson-Qbyxek8wckIgivNT.json Here's an export of the "Björn Björnsson" character. |
@chrismaille Maybe even per trait type? I could see the utility or aesthetics of showing the image on equipment, but Advantages and Skills may not have the same utility. |
You can toogle by sheet section, but not on a item individually |
The JSON file did not import the ranged attacks for me - can you send to me the GCS/GCA exported file? |
Also fix regex for modes in parentheses
# Conflicts: # module/actor/actor.js # module/actor/maneuver.js # module/gurps.js # module/token.js # styles/apps.css # system.json # templates/maneuver-button-tooltip.hbs # templates/maneuver-menu.hbs # templates/resolve-diceroll.hbs
Ready for tests |
# Conflicts: # lang/de.json # lang/en.json # lang/fr.json # lang/pt_br.json # lang/ru.json # lib/miscellaneous-settings.js # module/actor/actor-components.js # module/actor/actor-importer.js # module/actor/actor-sheet.js # module/actor/actor.js # module/gurps.js # template.json # templates/item/item-sheet.hbs # templates/melee-editor-popup.html # templates/quick-roll-settings.hbs # templates/ranged-editor-popup.html # templates/skill-editor-popup.html # templates/spell-editor-popup.html
@chrismaille async _handleTestSaveEffectButtonClick(ev) {
let dataEffect = ev.currentTarget.attributes['data-effect'].value
let effect = JSON.parse(dataEffect)
let otf = ''
switch (effect.type) {
case 'headvitalshit':
case 'majorwound':
const htCheck =
effect.modifier === 0 ? 'HT' : effect.modifier < 0 ? `HT+${-effect.modifier}` : `HT-${effect.modifier}`
otf = `/r [!${htCheck}]`
break
case 'knockback':
const dx = i18n('GURPS.attributesDX')
const dxCheck = effect.modifier === 0 ? dx : `${dx}-${object.modifier}`
const acro = i18n('GURPS.skillAcrobatics')
const acroCheck = effect.modifier === 0 ? acro : `${acro}-${object.modifier}`
const judo = i18n('GURPS.skillJudo')
const judoCheck = effect.modifier === 0 ? judo : `${judo}-${object.modifier}`
otf = `/r [!${dxCheck}|!SK:Acrobatics|!Sk:${acroCheck}|!SK:Judo|!Sk:${judoCheck}]`
break
}
if (!!otf) await this.actor.runOTF(otf)
} |
Another issue -- when applying an effect that changes the posture, it appears the code is "toggling" instead of setting the new effect. For example, if a character is prone and they take a major wound, applying the major wound effect (prone + stun) makes him stand up. |
One more before I stop for the night: when applying Shock, the system waits until it is that player's turn to apply the effect. My understanding is that it applies immediately, and last until the end of the player's turn. |
* Add new Setting: SETTING_ADD_SHOCK_AT_TURN * Fix knock back effect error * Fix effect toggling Also fixed: * "undefined" on target name in Confirmation Dialog roll when using regex on target name. Ex. `/r [r:spear*]` * Missing OTF modifier on Bucket when Auto Add to Bucket is active. Ex. `/r [r:spear* -2]` * Issues when handling tokens in and out combat flagged.
The rules if read literally support your interpretation, but it leads to silly effects, such as a character is hit and before his next turn has to make a IQ roll to see a spell being cast by another combatant; as written this roll would not suffer the penalty. As soon as it is his turn he suddenly has these penalties. One can argue that the roll to see the spell being cast happens on his turn, bit that's not how most people sequence the rolls. |
Can individual conditional modifiers be deleted out of the list? |
This is a very old question, from 3rd edition I think. I remember Kromm said this is because every character's turn occurs at the same time.
It's a possibility. My concern is the players start to flag false bugs, because they are not seeing all the modifiers available. I was thinking to add a filter on this window, but my suggestion is wait to see how players will adapt to tags first. |
Features
Bugfixes
Can close #2013, can close #2011