This release fixes the bugs that have been noted before. I also reordered dex and con in the code so that it is in the same order that most people put it in their character sheets.
thegrym wrote:I found some buggs.
I was able to reproduce and fix most of these. Two were not reproducible.
thegrym wrote:Every time i open the Equipment sheet it changes the Ability weapons are based on. Is there any easy fix to this?
Yes, the fix was easy once I found it... finding it however... was not so easy. There was an off-by-one error between the numerical indexing of the json array that lists the ability modifiers and a method that was used to convert the names of ability modifiers into json array indexes. For example, (pseudo code) getIndex("StrengthBonus") should return 0, but it was returning 1.
thegrym wrote:When selecting str bonus for a weapons damage ability it adds the bonus to the attack roll but not the damage roll.
The ability bonus, weapon specialization proficiency etc, should be working now. There is probably more to do. This is how the to-hit and damage modifiers are being calculated now.
Code: Select all
[h: AttackBonus=eval(WepAbilBonus)+WeaponProficiency+WeaponFocus+WeaponEnhBonus+WeaponMiscAtkBonus]
[h: DamageBonus=eval(WepAbilBonus)+WeaponSpecialization+WeaponEnhBonus+WeaponMiscDmgBonus]
thegrym wrote:When selecting strx1.5 it adds 1.5xstr to the attack rolls, which i don't think is correct.
Above the Initiative field it says "Do NOT add your dex bonus" but the initiative button doesn't include your dex bonus.
For these, it looked like it was getting the right results to me, but I didn't test this until after I had already changed the code, so maybe there was something weird going on. Let me know if you find that it still isn't working for you. Please post a screen shot of the relevant data (e.g. strength/dex, init modifier, weapon screen, chat output.)
As an aside, based on some of your findings, I'm guessing that you are looking at the macros themselves. If you ever want the system to "show its work" just delete the h: at the beginning of the code block. e.g.
Code: Select all
[h: AttackBonus=eval(WepAbilBonus)+WeaponProficiency+WeaponFocus+WeaponEnhBonus+WeaponMiscAtkBonus]
becomes:
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[AttackBonus=eval(WepAbilBonus)+WeaponProficiency+WeaponFocus+WeaponEnhBonus+WeaponMiscAtkBonus]
And you will see this in the chat where nothing had appeared before:
Code: Select all
« AttackBonus=eval(WepAbilBonus)+WeaponProficiency+WeaponFocus+WeaponEnhBonus+WeaponMiscAtkBonus = AttackBonus = (eval(DexBonus) + 0 + 1 + 10 + 20) = 34 »
thegrym wrote:The Framework looks cool but threes some small things, keep up the good work.
That's a good point. Thundertoe did a great job. It was pretty easy to understand what he was doing and he wrote it in a way that was pretty easy to find and fix the issues that you found. He even wrote useful comments. Kudos to him.