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RPM: Beta features update
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<blockquote data-quote="Luke" data-source="post: 103326" data-attributes="member: 602"><p>As per another thread, the beta has a further "small" delay to incorporate in-game automation of processing actions.</p><p></p><p>This is about automatically processing attacks, skill checks, spell casting etc. It will include include targeting (both single, and multiple targets, as for fireball area affects, or attempting to "Hide" from several "Spot" checks).</p><p></p><p>Additionally, the "Damage" window is being enhanced, to correctly support damaging of creatures. As an example a block of damage could include standard weapon damage, type of damage, critical threat damage, and poison. This is important, so that RPM can automatically handle the following types of situations:</p><p>- Creatures that don't include critical threat damage.</p><p>- Skeletons getting half damage from certain weapon types.</p><p>- Creatures with damage resistance ignoring a certain amount of damage.</p><p>- Creatures that may be resistant to cold, electricity, or other damage.</p><p>- Subdual options, and things such as poison affecting things other than straight hit points.</p><p>Whilst the damage window may look more complicated than a simplistic "Enter Hp Damage" window, RPM can actually build it up for you, and automatically process it. The only reason for even showing the dialog is so that you can override things, such as damage rolls, before pressing "Ok".</p><p></p><p>In all, a pretty exciting time for RPM. I've put a few lines of script behind some spells (such as "Cats Grace" or "Mage Armor"), and tested casting it on party members. It's pretty cool when the AC from "Mage Armor" increases less than you expected, but closer examination reveals that RPM correctly applied the stacking rules!!! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Luke, post: 103326, member: 602"] As per another thread, the beta has a further "small" delay to incorporate in-game automation of processing actions. This is about automatically processing attacks, skill checks, spell casting etc. It will include include targeting (both single, and multiple targets, as for fireball area affects, or attempting to "Hide" from several "Spot" checks). Additionally, the "Damage" window is being enhanced, to correctly support damaging of creatures. As an example a block of damage could include standard weapon damage, type of damage, critical threat damage, and poison. This is important, so that RPM can automatically handle the following types of situations: - Creatures that don't include critical threat damage. - Skeletons getting half damage from certain weapon types. - Creatures with damage resistance ignoring a certain amount of damage. - Creatures that may be resistant to cold, electricity, or other damage. - Subdual options, and things such as poison affecting things other than straight hit points. Whilst the damage window may look more complicated than a simplistic "Enter Hp Damage" window, RPM can actually build it up for you, and automatically process it. The only reason for even showing the dialog is so that you can override things, such as damage rolls, before pressing "Ok". In all, a pretty exciting time for RPM. I've put a few lines of script behind some spells (such as "Cats Grace" or "Mage Armor"), and tested casting it on party members. It's pretty cool when the AC from "Mage Armor" increases less than you expected, but closer examination reveals that RPM correctly applied the stacking rules!!! ;) [/QUOTE]
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