You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
So this started as me trying to figure out why the bonus accuracy in an 'Other Action' NPC item wasn't showing up in the roll breakdown.
This skill has a +4 that shows in the sheet but does not show up under 'Mod'. You can see it's being used in the result formula, by the total number displayed above the individual sections.
I look in the function being used, and it creates the values for the roll, and then after re-creates the values only to be used in the final output message. However the second values are determined completely differently and don't represent the correct numbers at all.
I use a weapon to get the accuracy and suddenly the result in chat is giving me damage, despite that option not being checked in the ability, and the numbers are all over the place.
Where is the extra 4 accuracy coming from?
Why is it showing damage if the option is not checked?
Why is it warning about no offhand weapon? The weapon used is two-handed, for extra confusion!
I think this function is completely messed up, hasn't been noticed because I guess no one uses it?? And needs to be heavily re-evaluated and rewritten.
The text was updated successfully, but these errors were encountered:
Yeah, I'm using V2. I was really hoping I could find a way to get it to work, since I really want to use an ability found in the Game Masters Toolkit that does no damage but requires an accuracy roll, and isn't a spell.
One of this adversary’s basic attacks does not deal damage but removes all spells with a duration of “Scene” from any target hit by the attack, applying them immediately to this foe, without spending Mind Points.
Is there any reason you want to just get rid of it? Is there a suitable replacement?
The getSingleRollForItem function and the createChatMessage function it is used in are very old and with data models we now have a way to properly split that logic.
I'd argue createChatMessage violates the single-responsibility principle by having to know exactly how each and every type of item should be presented in the chat.
Simply put it's a maintenance burden that should be removed.
So this started as me trying to figure out why the bonus accuracy in an 'Other Action' NPC item wasn't showing up in the roll breakdown.
This skill has a +4 that shows in the sheet but does not show up under 'Mod'. You can see it's being used in the result formula, by the total number displayed above the individual sections.
I look in the function being used, and it creates the values for the roll, and then after re-creates the values only to be used in the final output message. However the second values are determined completely differently and don't represent the correct numbers at all.
I use a weapon to get the accuracy and suddenly the result in chat is giving me damage, despite that option not being checked in the ability, and the numbers are all over the place.


Where is the extra 4 accuracy coming from?
Why is it showing damage if the option is not checked?
Why is it warning about no offhand weapon? The weapon used is two-handed, for extra confusion!
I think this function is completely messed up, hasn't been noticed because I guess no one uses it?? And needs to be heavily re-evaluated and rewritten.
The text was updated successfully, but these errors were encountered: