Nickademus
February 25th, 2014, 05:45
This extension is no longer supported in FG 3.0.4.
Expanded Effect Tags Extension
Version: 1.8
Compatibility: FG II v. 3.0.3
Rulesets: 3.5E & PFRPG
With help from: Trenloe
Description: A series of additional tags for effect labels. Several ruleset files are altered so check the Modification Specifics if you plan to combine this with other extensions. The Caster Level Tag uses the CL of the spell group to scale the bonus or penalty of the effect before applying it. The Remove Effect Tag adds a GM option to allow players to remove effects without changing the combat tracker's interface. The Save Subtype Tag allows effects to apply to various subtypes of saving throws. The Crit Tag acts like a DMG tag but only applies on critical hits. The Creature Type Tag expands on Trenloe's alignment extension (with permission) allowing a PC's or NPC's type, subtype, and alignment to be used as filters on many tags and even spell and weapon damage. The Terrain Conditions can now be added to a creature to benefit from abilities that work only in a certain terrain using the IF: tag. The Stack Tag is useful for counting non-modifier effects by adding and removing from the stack. The Concentration Tag allows effects to modifier concentration checks. The Spell Penetration Tag allows effects to modifier caster level checks.
V1.8 Update Notes
This extension now fixes a bug with the DMG tag that could result in effect damage dice being used by DMG effects with no dice.
Spell subtypes not working in the AC: tag. Fixed.
CL tag not working when not in first effect part. Fixed.
Reworked spell subtypes to process separate from save type allowing a single type (i.e. reflex) and multiple subtypes.
Added 'all' as a knowledge type that modifies all knowledge checks.
Added '-spell' to some spell subtypes to differentiate damage types from spell types.
Error: malformed pattern (missing ']'). Fixed.
Added a 'CONCEN' tag to allow effect modifiers to concentration checks.
Added a 'SPEN' tag to allow effect modifiers to caster level checks.
Added conditions to the IMMUNE: tag.
Healing applied as zero hit points. Fixed.
Combined extension throwing errors for 'ExpandedEffectTags'. Fixed.
******************
Modification Specifics
******************
Added:
expanded_effect_tags.lua
Modified:
manager_action_damage.lua
manager_action_ability.lua
manager_action_attack.lua
manager_action_effect.lua
manager_action_spell.lua
manager_action_skill.lua
manager_effect.lua
manager_spell.lua
manager_actor2.lua
spell_action_mini.lua
-- Caster Level Tag --
How to Use
When creating an effect that is meant to scale with caster level, use the following CL tag in place of the usual modifier: #xCL, where # is the base multiplier to caster level (usually a 1). Several optional parts can be applied to the tag to better control as defined below. All parts must be applied directly to the tag with no spaces between them.
CL Step: '#CL' ...The number of levels for each multiple of the modifier.
For instance, '1x2CL' means +1 for every 2 levels or the FG 'Even CL' option.
Shift: either 'CL#' or 'CL-#' ...Shifts the value of the caster level before calculation begin.
A tag of '1xCL-1' at CL 5 would use 4 as the caster level.
Adjust: either 'a#' or 'a-#' ...A positive adjust makes the final modifier bigger;
a negative adjust makes the final modifier smaller.
A tag of '1x2CLa1' at CL 6 would result in a +4 bonus.
Min Modifier: 'm#' ...Caps the final modifier to a minimum of #.
Max Modifier: 'M#' ...Caps the final modifier to a maximum of #.
Dice: 'd#' ...If a die code is placed at the end of the tag,
the modifier will turn into a number of dice. (Remember,
FG doesn't support negative dice and will treat them as positive.)
For a penalty, place a '-' before the tag (note that the while the modifier is a penalty all the parts treat the number as a positive; for example a positive Adjust still makes the penalty bigger). See the example below of a CL tags for an effect at caster level 12. The first represents a full set of parts while the second shows the Max Modifier kicking in.
6156
Some example tags:
'1x2CL1' is the FG 'Odd CL' option.
'AC: 1x6CLa2M5 deflection' is the shield of faith spell.
'RESIST: 10x4CL1m10M30 fire' is the resist energy (fire) spell.
'ATK: -1x4CLa1 melee; DMG: 3x4CLa3' is the Power Attack feat for a 2-H weapon if you use your BAB as the CL of a spell class for feats.
'DMG: 1x2CL1d6' is the rogue sneak attack ability when using CL as class level.
'AC: 1x6CLa1 dodge melee' is the barbarian guarded stance rage power when using CL as class level.
How Does It Work
When the effect is applied to a creature, FG converts the CL tag into a modifier based on the current CL value in the spell class the effect is stored in. Effects that do not have a caster level (such as from the Effects Window) are treated as having a caster level of 1.
The order in which parts are applied is: shift, step, multiplier, adjust, min, max, attach die. Decimal numbers are not supported at this time but if there is a need for a fractional shift or multiplier, I can add it.
Some elements that interact with effects or the new effect tags:
effect objects now have a caster level value named "nClc" which propagates through the creation of the effect, the OOB message, and the reconstruction.
-- Remove Effect Tag --
How to Use
To remove an effect from yourself or another creature in the combat tracker, simply make an effect with the tag 'REMOVE: ' followed by the full name of the effect to be removed. For instance, to remove the 'Sneak Attack; DMG: 1d6' effect, you would make an effect called 'REMOVE: Sneak Attack; DMG: 1d6'. Then you just apply the removal effect to the target. A special button represents the removal effect, but a current bug requires FG to be restarted for it to show.
How Does It Work
The removal tag searches the target for an effect with the name indicated after the 'REMOVE:' and removes it.
-- Save Subtype Tag --
How to Use
When making a save bonus or penalty effect, you can now use a spell school, subschool, or descriptor as the save type in addition to the usual fortitude, reflex, and will. For a spell to register as having a school, subschool and/or descriptor, make sure these are filled out in the School field in the spell description. A spell from one of the 3.5E or PFRPG spell modules should already have this information filled in when you drag it to your character sheet or an npc sheet. See the example below for a PC being given effects with subtype tags and targeted by spells.
6183
You can also use the IMMUNE: tag to make a creature immune to spells that have a certain school, subschool, or descriptor. See the example below for an NPC being targeted by a Hold Person spell with and without immunity to one of the descriptors of the spell.
6227
How Does It Work
The subtypes for a spell are included with the save data so that when FG checks each effect for a possible bonus or penalty to a saving throw these subtypes are recognized. (In all honesty, any word placed in the School field will act as a tag that effects can use; have fun with that.) Tags that match a damage type are changed to designate their use as a save subtype. These special tags are what you need to put in the effect for modifiers to recognize spells of those types.
These special save subtypes are: air-spell, chaotic-spell, cold-spell, earth-spell, evil-spell, fire-spell, good-spell, lawful-spell, sonic-spell, water-spell.
Some example tags:
Bless; ATK: 1 morale; SAVE: 1 fear
Elf; SAVE: 2 enchantment
Ironguts; SAVE: 2 poison
Trap Sense; AC: 1x3CLm1 dodge trap; SAVE: 1x3CLm1 trap (this responds to trap effects that place the word 'trap' in the School field of the associated spell description)
IMMUNE: fire-spell
-- Crit Tag --
How to Use
Add a damage effect using 'CRIT:' as the tag instead of 'DMG:'. Upon an automated critical hit, a damage roll while holding Shift, a damage roll with the Critical button in the modifier menu selected, or a damage roll from the npc sheet, the additional CRIT: damage and/or dice of damage will be applied. See the example below for a flaming weapon effect.
6194
How Does It Work
It works identically to the current 'DMG:' tag.
continued in next post...
*Note*: Using both the Ability Damage Action extension and this one causes conflicts and unpredictable behavior. To utilize both, use the hybrid extension in the second post instead.
Expanded Effect Tags Extension
Version: 1.8
Compatibility: FG II v. 3.0.3
Rulesets: 3.5E & PFRPG
With help from: Trenloe
Description: A series of additional tags for effect labels. Several ruleset files are altered so check the Modification Specifics if you plan to combine this with other extensions. The Caster Level Tag uses the CL of the spell group to scale the bonus or penalty of the effect before applying it. The Remove Effect Tag adds a GM option to allow players to remove effects without changing the combat tracker's interface. The Save Subtype Tag allows effects to apply to various subtypes of saving throws. The Crit Tag acts like a DMG tag but only applies on critical hits. The Creature Type Tag expands on Trenloe's alignment extension (with permission) allowing a PC's or NPC's type, subtype, and alignment to be used as filters on many tags and even spell and weapon damage. The Terrain Conditions can now be added to a creature to benefit from abilities that work only in a certain terrain using the IF: tag. The Stack Tag is useful for counting non-modifier effects by adding and removing from the stack. The Concentration Tag allows effects to modifier concentration checks. The Spell Penetration Tag allows effects to modifier caster level checks.
V1.8 Update Notes
This extension now fixes a bug with the DMG tag that could result in effect damage dice being used by DMG effects with no dice.
Spell subtypes not working in the AC: tag. Fixed.
CL tag not working when not in first effect part. Fixed.
Reworked spell subtypes to process separate from save type allowing a single type (i.e. reflex) and multiple subtypes.
Added 'all' as a knowledge type that modifies all knowledge checks.
Added '-spell' to some spell subtypes to differentiate damage types from spell types.
Error: malformed pattern (missing ']'). Fixed.
Added a 'CONCEN' tag to allow effect modifiers to concentration checks.
Added a 'SPEN' tag to allow effect modifiers to caster level checks.
Added conditions to the IMMUNE: tag.
Healing applied as zero hit points. Fixed.
Combined extension throwing errors for 'ExpandedEffectTags'. Fixed.
******************
Modification Specifics
******************
Added:
expanded_effect_tags.lua
Modified:
manager_action_damage.lua
manager_action_ability.lua
manager_action_attack.lua
manager_action_effect.lua
manager_action_spell.lua
manager_action_skill.lua
manager_effect.lua
manager_spell.lua
manager_actor2.lua
spell_action_mini.lua
-- Caster Level Tag --
How to Use
When creating an effect that is meant to scale with caster level, use the following CL tag in place of the usual modifier: #xCL, where # is the base multiplier to caster level (usually a 1). Several optional parts can be applied to the tag to better control as defined below. All parts must be applied directly to the tag with no spaces between them.
CL Step: '#CL' ...The number of levels for each multiple of the modifier.
For instance, '1x2CL' means +1 for every 2 levels or the FG 'Even CL' option.
Shift: either 'CL#' or 'CL-#' ...Shifts the value of the caster level before calculation begin.
A tag of '1xCL-1' at CL 5 would use 4 as the caster level.
Adjust: either 'a#' or 'a-#' ...A positive adjust makes the final modifier bigger;
a negative adjust makes the final modifier smaller.
A tag of '1x2CLa1' at CL 6 would result in a +4 bonus.
Min Modifier: 'm#' ...Caps the final modifier to a minimum of #.
Max Modifier: 'M#' ...Caps the final modifier to a maximum of #.
Dice: 'd#' ...If a die code is placed at the end of the tag,
the modifier will turn into a number of dice. (Remember,
FG doesn't support negative dice and will treat them as positive.)
For a penalty, place a '-' before the tag (note that the while the modifier is a penalty all the parts treat the number as a positive; for example a positive Adjust still makes the penalty bigger). See the example below of a CL tags for an effect at caster level 12. The first represents a full set of parts while the second shows the Max Modifier kicking in.
6156
Some example tags:
'1x2CL1' is the FG 'Odd CL' option.
'AC: 1x6CLa2M5 deflection' is the shield of faith spell.
'RESIST: 10x4CL1m10M30 fire' is the resist energy (fire) spell.
'ATK: -1x4CLa1 melee; DMG: 3x4CLa3' is the Power Attack feat for a 2-H weapon if you use your BAB as the CL of a spell class for feats.
'DMG: 1x2CL1d6' is the rogue sneak attack ability when using CL as class level.
'AC: 1x6CLa1 dodge melee' is the barbarian guarded stance rage power when using CL as class level.
How Does It Work
When the effect is applied to a creature, FG converts the CL tag into a modifier based on the current CL value in the spell class the effect is stored in. Effects that do not have a caster level (such as from the Effects Window) are treated as having a caster level of 1.
The order in which parts are applied is: shift, step, multiplier, adjust, min, max, attach die. Decimal numbers are not supported at this time but if there is a need for a fractional shift or multiplier, I can add it.
Some elements that interact with effects or the new effect tags:
effect objects now have a caster level value named "nClc" which propagates through the creation of the effect, the OOB message, and the reconstruction.
-- Remove Effect Tag --
How to Use
To remove an effect from yourself or another creature in the combat tracker, simply make an effect with the tag 'REMOVE: ' followed by the full name of the effect to be removed. For instance, to remove the 'Sneak Attack; DMG: 1d6' effect, you would make an effect called 'REMOVE: Sneak Attack; DMG: 1d6'. Then you just apply the removal effect to the target. A special button represents the removal effect, but a current bug requires FG to be restarted for it to show.
How Does It Work
The removal tag searches the target for an effect with the name indicated after the 'REMOVE:' and removes it.
-- Save Subtype Tag --
How to Use
When making a save bonus or penalty effect, you can now use a spell school, subschool, or descriptor as the save type in addition to the usual fortitude, reflex, and will. For a spell to register as having a school, subschool and/or descriptor, make sure these are filled out in the School field in the spell description. A spell from one of the 3.5E or PFRPG spell modules should already have this information filled in when you drag it to your character sheet or an npc sheet. See the example below for a PC being given effects with subtype tags and targeted by spells.
6183
You can also use the IMMUNE: tag to make a creature immune to spells that have a certain school, subschool, or descriptor. See the example below for an NPC being targeted by a Hold Person spell with and without immunity to one of the descriptors of the spell.
6227
How Does It Work
The subtypes for a spell are included with the save data so that when FG checks each effect for a possible bonus or penalty to a saving throw these subtypes are recognized. (In all honesty, any word placed in the School field will act as a tag that effects can use; have fun with that.) Tags that match a damage type are changed to designate their use as a save subtype. These special tags are what you need to put in the effect for modifiers to recognize spells of those types.
These special save subtypes are: air-spell, chaotic-spell, cold-spell, earth-spell, evil-spell, fire-spell, good-spell, lawful-spell, sonic-spell, water-spell.
Some example tags:
Bless; ATK: 1 morale; SAVE: 1 fear
Elf; SAVE: 2 enchantment
Ironguts; SAVE: 2 poison
Trap Sense; AC: 1x3CLm1 dodge trap; SAVE: 1x3CLm1 trap (this responds to trap effects that place the word 'trap' in the School field of the associated spell description)
IMMUNE: fire-spell
-- Crit Tag --
How to Use
Add a damage effect using 'CRIT:' as the tag instead of 'DMG:'. Upon an automated critical hit, a damage roll while holding Shift, a damage roll with the Critical button in the modifier menu selected, or a damage roll from the npc sheet, the additional CRIT: damage and/or dice of damage will be applied. See the example below for a flaming weapon effect.
6194
How Does It Work
It works identically to the current 'DMG:' tag.
continued in next post...
*Note*: Using both the Ability Damage Action extension and this one causes conflicts and unpredictable behavior. To utilize both, use the hybrid extension in the second post instead.