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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.

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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.

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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.

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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.

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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.

Nickademus
February 25th, 2014, 05:46
This extension is no longer supported in FG 3.0.4.

-- Creature Type Tag --
How to Use
Use a normal effect type from the lists below with a filter tag. Tags that appear in multiple lists (including the damage type list) have a special hyphenated form to differentiate which type of tag it is. Alignment tags use "vs-" while creature subtype tags use "-type". Omitting these will cause FG to treat the tag as the damage type. Additional PC non-humanoid creature types by race can be added to the extension's main script in the other_PC_types table. Furthermore, spell and weapon damage can have a type, subtype, or alignment tag to only affect creatures of the indicated type. See the example below for a sample of combat using various type, subtype, and alignment tags.

This tag works for the following effect types: ATK, DMG, DMGS (only single target), SAVE, AC, SKILL (only single target), CC.

The creature types are: aberration, animal, construct, dragon, fey, humanoid, beast, monstrous, ooze, outsider, plant, undead, vermin.
The creature subtypes are: air-type, angel, aquatic, archon, augmented, azata, chaotic-type, cold-type, demon, devil, dwarf, earth-type, elemental, elf, evil-type, extraplanar, fire-type, giant, gnome, goblinoid, good-type, halfling, human, incorporeal, lawful-type, native, orc, reptilian, shapechanger, swarm, water-type, catfolk, dhampir, ratfolk, tengu, changeling, grippli, kitsune, samsaran, strix, vanara, vishkanya, wayang.
The creature alignments are: vs-lawful, vs-chaotic, vs-neutral, vs-good, vs-evil.
Current PC non-humanoid race types are: aasimar (outsider), fletchling (outsider), ifrit (outsider), oread (outsider), slyph (outsider), sulis (outsider), tiefling (outsider), undine (outsider)

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How Does It Work
When an action is taken that a creature tag pertains to, FG grabs the type, subtype, and alignment from the PCs/NPCs involved and adds them to the filter list for grabbing effect modifiers. Parsing the Pathfinder NPCs' types requires a standard format in the Type field of the NPC sheet using two-capital alignment (one capital 'N' for neutral) followed by size and type (subtype). The type and subtype are not case-sensitive but the alignment is. D&D 3.5e NPCs parse the Type field for type and subtype but parse the Alignment field for alignment (this field is not case sensitive). Parsing a PC's type and subtype requires the Race field on the Main tab of the character sheet to be filled out. It is not case-sensitive. The alignment field on the Notes tab of the character sheet must be filled for FG to parse an alignment. This requires either two capital letters for alignment (one capital 'N' for neutral) or each word capitalized as FG looks for capitals.

Spell and weapon damage check the targets for the appropriate type, subtype, or alignment before applying damage.

-- Terrain Conditions --
How to Use
Some abilities grant bonuses when in a certain terrain. This extension now has a list of conditions that can be used to note when a creature is in a given terrain. Just place the condition as seen below into an effect on the target. Then use the IF: tag to filter modifiers. See the example below for a sample of an initiative roll with and without a terrain bonus.

The terrain conditions are: cold-terrain, desert-terrain, forest-terrain, jungle-terrain, mountain-terrain, plains-terrain, swamp-terrain, underground-terrain, urban-terrain, water-terrain, ethereal-plane, astral-plane, shadow-plane, positive-plane, negative-plane, air-plane, earth-plane, fire-plane, water-plane, boneyard-plane, abaddon-plane, axis-plane, elysium-plane, nirvana-plane, maelstrom-plane, heaven-plane, hell-plane.

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How Does It Work
It works just like the IF: tag for normal conditions.

-- Stack Tag --
How to Use
For effects that you need to keep a count of, use the 'STACK:' tag. Applying the effect will add one to the stack rather than adding a new effect. This tag works with the REMOVE tag so you can remove one from the stack by using the 'REMOVE: STACK:' tag. See the example below for a stacking count of mirror images (the player rolls 1d4+1/3 caster levels and adds that many effects to the stack).

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How Does It Work
When a stacking effect is sent to FG it looks for a preexisting stack to add it to. If there is none, it creates a stack of 1 effect. When a remove stack effect is sent to FG it looks for a stack of the indicated effect. If it finds one, the stack is decreased by 1 or the effect is removed if only one remained.

-- Concentration Tag--
How to Use
Make an effect with the tag 'CONCEN:' followed by a modifier.

How Does It Work
The modifier is applied to your concentration checks.

-- Spell Penetration Tag --
How to Use
Make an effect with the tag 'SPEN:' followed by a modifier.

How Does It Work
The modifier is applied to your caster level checks. This effect is intended for adding to the spell penetration of a spell against a target with spell resistance, but it can be used to add to generic caster level checks such as when casting dispel magic.

Combination Extension
Due to conflicts between my Ability Damage extension and this one, I'm offering a hybrid of the two. Look here (https://www.fantasygrounds.com/forums/showthread.php?20517-Ext-Ability-Damage-Action) for details on the ability damage section of this (as well modification conflicts).

This extension contains:
v1.5 of the Ability Damage Action extension
v1.8 of the Expanded Effect Tags extension

Callum
February 25th, 2014, 13:28
This is a very cool idea, Nickademus. So, if I understand correctly, this parses the tag when the effect is applied from within a character sheet to an entity in the Combat Tracker, either by clicking on the effect icon or by dragging the effect? What would happen if you typed the effect directly into the Combat Tracker?



'RESIST: 3xCLs-1m10M30 fire' is the resist energy (fire) spell.


Wouldn't this give fire resistance 11 at CL 4, 14 at CL 5, etc? I don't think you can model resist energy exactly using the current structure of this tag - you'd need something like 10x[CL+1]4m10M30.



'DMG: 1xCL2s1d6' is the rogue sneak attack ability when using CL as class level.


Again, I don't think this is quite right, if I've understood your instructions correctly - it would give +2d6 at CL 2. As with resist energy, you need to be able to apply the shift before calculating the quotient: 1x[CL+1]2d6.

Nickademus
February 25th, 2014, 16:53
This is a very cool idea, Nickademus. So, if I understand correctly, this parses the tag when the effect is applied from within a character sheet to an entity in the Combat Tracker, either by clicking on the effect icon or by dragging the effect? What would happen if you typed the effect directly into the Combat Tracker?

The tag would remain if you typed it into the CT because you typed it in directly. An effect has to be completely made in the program code prior to entering the CT for the parsing to occur.

This is designed for character sheets (PC and NPC) that have a caster level. If you are directly adding an effect to the CT it doesn't have a caster and thus a CL. And who would want to type that kind of tag in directly. Best to use this for PCs that level or a spell entry that can be dragged from NPC to NPC.


RESIST: 3xCLs-1m10M30 fire' is the resist energy (fire) spell.

Wouldn't this give fire resistance 11 at CL 4, 14 at CL 5, etc? I don't think you can model resist energy exactly using the current structure of this tag - you'd need something like 10x[CL+1]4m10M30.

It was very late after a day of coding when I made these examples. I'm not surprised some are wrong. I'll fix/replace them as necessary. Going to implement a way to alter the CL before calculations. That's what 'Shift' was originally supposed to be.


'DMG: 1xCL2s1d6' is the rogue sneak attack ability when using CL as class level.

Again, I don't think this is quite right, if I've understood your instructions correctly - it would give +2d6 at CL 2. As with resist energy, you need to be able to apply the shift before calculating the quotient: 1x[CL+1]2d6.
This is almost right. I worked this formula a couple times and had it right on paper but it didn't translate to the program correctly. I think I have the .floor in the wrong spot for it to work anyway. I'll fix it. The proper tag is '1xCL2s.5d6'; Need to parse the decimal place and round down after the shift.

Nickademus
February 25th, 2014, 19:06
Alright, updated the extension to fix logical bugs and increase its capabilities. Changed some of the syntax to be more logical and accommodate issues like what Callum pointed out. (Not sure what happened as the Shift part was originally written up to the the [CL+1] you suggested; it changed somewhere in the development process.)

Couldn't do decimals easily since the built-in FG parsing chops the tag at the period. If necessary I can add a 'f#' part for fractions. I don't really see the need though with the shift acting properly now.

Nickademus
February 27th, 2014, 19:10
Updated to add the second effect tag: Remove Effect Tag

Might not be useful to everyone but to effect junkies like me it's nice to have a way to remove an effect when we make a mistake without bothering the GM. Of course, a GM option allows this to be turned on and off in case the GM doesn't wish the players to have the ability to remove effects willy nilly.

Trenloe
February 27th, 2014, 19:41
Updated to add the second effect tag: Remove Effect Tag
Now that's very clever! :)

Trashkicker
February 27th, 2014, 19:42
Now that's very clever! :)
Agreed! nicely done!

Nickademus
February 27th, 2014, 20:31
Thanks. That has been bothering me since day 1.

Trenloe
February 27th, 2014, 20:50
In fact, this just isn't clever - it is AWESOME!

Here's my test PC with a simple "rapid shot" effect - and the relevant REMOVE in edit mode:

https://dl.dropboxusercontent.com/u/39085830/Screenshots/Fantasy%20Grounds/Remove%20Effect%201.JPG

And then ready to go in action - first effect button applies the effect, second one removes it. Fantastic! :)

https://dl.dropboxusercontent.com/u/39085830/Screenshots/Fantasy%20Grounds/Remove%20Effect%202.JPG

Trenloe
February 27th, 2014, 21:03
OK - I know you've done amazing job with this Nickademus... One suggestion that would just make this super-mega-massively-awesomer... :D

You've probably thought of it... How about adding an option to the action/effects section that is a button (with a different icon - a red X through the effect icon perhaps?) that removes that specific effect. Effectively (pun intended!) getting the effect text, prefixing "REMOVE:" and sending this effect so that the remove code kicks in.

Perhaps the first step could be an exact copy of the current spell effect class (so it uses all the same code) but with just the icon changed so that people know at a glance which icon adds and which removes - the REMOVE:... stuff can then stay as is, manually added by the player.

Sorry for suggesting more work - I know how I sometimes feel when I work hard and release something and the first thing I hear back is "this is great, but..."... ;)

Nickademus
February 28th, 2014, 03:12
Just got back from my game and I'm very tired so I'll more thoroughly read your suggestion tomorrow when I have more active brain cells. But...

I'm all for suggestions for more work. I like to make things shiny and useful. Any suggestions for improvement also notify me that people are considering using the extension which validates the time spent making it. Though completely contradicting that, the point of this extension is to try to not change any GUI. I had thought about a different icon for removal effect but my knowledge of working with the xml is lacking and on the list for developing more. I would still consider doing it though. Actually, I might have an idea...

But first I have an extension I want to grind out this weekend that is more useful than this one.

Nickademus
March 2nd, 2014, 04:21
Updated to include a save subtype tag that allows the use of a spell's/effect's school, subschool, or descriptor (as well as other words) in an effect. This functionality will be expanded with the next tag.

Nickademus
March 4th, 2014, 00:29
Another update. Adding a CRIT: tag for critical damage effects.

The next tag will take a while so that should give people time to find any bugs. Shouldn't be many but nothing's perfect. Let me know and I'll fix them for the next update.

Jwguy
March 5th, 2014, 05:14
Seems to produce an error on launch, every time.


Script Error: [string "scripts/manager_action_damage.lua"]:1496: 'end' expected (to close 'function' at line 1424) near 'elseif'


...Is what appears in the exception window whenever I start. I noticed that you mentioned it that the previous one had incompatibilities with the ability damage extension, so I tried removing that, and all the other extensions, it happened, still. Confirmed when I launched with everything except it and received no errors.

Nickademus
March 5th, 2014, 09:21
Should be fixed.

Jwguy
March 5th, 2014, 23:07
Got another one for you; This time, when trying to roll saves by dragging them from a characters sheet or from the combat tracker:

Script Error: [string "scripts/manager_action_spell.lua"]:177: bad argument #1 to 'find' (string expected, got nil)

Nickademus
March 6th, 2014, 04:54
I think I have this fixed, but I'll have to test it a bit after work.

Nickademus
March 6th, 2014, 18:32
Problem fixed.

Nickademus
March 10th, 2014, 23:39
Added another tag and some conditions to help with class and race abilities. The Creature Type Tag adds a lot of functionality to several of the effect types. It also allows damage to be directed at only a certain type of creature.

This should fill out most of the spell and ability effects for automation.

Bidmaron
March 11th, 2014, 00:41
Cool, Nickademus! The new effects king!

Nickademus
March 11th, 2014, 00:55
Hail to tha king baby. :cool:

Callum
March 11th, 2014, 10:24
Wow, this is fantastic, Nickademus! It's great that you keep extending this extension - it seems that effects can now do pretty much everything I've ever wanted them to!

I have a question, and a suggestion...


Parsing the NPCs' types requires a standard format in the Type field of the NPC sheet using two-capital alignment (one capital 'N' for neutral) followed by size and type (subtype).

Does this mean that the parsing won't work if the alignment isn't included at the start of the the Type field? In 3.5E, alignment doesn't appear in the Type field - it appears in the Alignment field instead (the Alignment tag still exists in PFRPG, and is populated in the bestiary mod). It would be great if this extension could work for 3.5E, too. Ideally, it would be able parse the Alignment field for 3.5E-style language (eg "Always neutral evil"), as well as the two-letter code, but just removing the requirement for the alignment to appear in the Type field would mean that the type parsing would work for 3.5E.

I think you're missing "magical beast" from your list of creature types.

I didn't know that Bob was a halfling! ;)

Nickademus
March 11th, 2014, 14:33
I pulled out my 3.5e monster manual and indeed the alignment isn't in the type line. I'll add a switch for PF/3.5e for where it grabs alignment from based on the format from the WotC products (which should be what your modules use).

Magical beast is shorted to 'beast' and monstrous humanoid is shortened to 'monstrous' to keep the types at one word and avoid conflict.

As much as I beat on poor Bob, he must be a halfling. XD

Working to update both extensions to 3.0.3 right now.

Edit: I just checked the PF ruleset and I can't find a field where alignment is inputted for a new creature outside of the Type field. The modules have an alignment tag but I'm not seeing where it is used in the ruleset. I thought it might be parsed from the Type field on export but that is not the case either. It was probably manually created when the module xml was made by parsing the SRD content so it would show in 3.5e. Regardless, I'll have to use the Type field for PF so it will be able to grab the alignment of new NPCs created in the campaign. I will definitely add the 3.5e Alignment field as the source for 3.5e.

Nickademus
March 11th, 2014, 18:16
Updated for FG 3.0.3.

Nickademus
March 13th, 2014, 20:43
Added a stack tag so that players and GMs can keep a count of things in the combat tracker.

Nickademus
March 18th, 2014, 15:54
Version 1.8 isn't released since it doesn't have a new tag yet, but I wanted to keep you guys up to date on the changes and bug fixes in the new version.

Update Notes:

Spell subtypes not working in the AC: tag. Fixed.
Reworked spell subtypes to process separate from save type allowing a single type (i.e. reflex) and multiple subtypes.
Added '-spell' to some spell subtypes to differentiate damage types from spell types.
CL tag not working when not in first effect part. Fixed
Added 'all' as a knowledge type that modifies all knowledge checks.
Combined extension throwing errors for 'ExpandedEffectTags'. Fixed.
Added conditions to the IMMUNE: tag.

Nickademus
March 24th, 2014, 18:14
Updated for version 1.8; a lot of bug fixes and a couple minor tags.

Carthar
March 31st, 2014, 02:18
Feature Request: Character Level of the target of the effect as a separate tag. I'm really missing this (was in other VTTs I've used). It is the easy way to deal with con damage/buffs, barb rage and poisons for examples.

Any chance?

Carth

Nickademus
March 31st, 2014, 03:03
Could you explain in more detail? I have an extension for ability damage (and thus poison).

ThePirateKing
March 31st, 2014, 13:09
I think he may want auto adjust HP for con buffs/dmg. Such as barbarian rage, +4con at 5th lv to adjust hp max up 10hp, then when the buff is gone revert max hp back down.

Nickademus
March 31st, 2014, 17:27
That has nothing to do with the level of a target though, so I'm confused.

Hit point increases and decreases are something I'm looking at but they are a separate extension that doesn't have to do with effects. There is a bit of a problem currently that makes me hesitate though.

Moon Wizard
March 31st, 2014, 17:53
ThePirateKing,

You can add those rage effects by adding an effect to the Barbarian's combat tracker entry with the label "Raging; STR: 4; CON: 4; SAVE: 2 will; AC: -2".

This can be set up to allow the player to apply from the character sheet by:
* Create a new "spell class" on the actions tab (named Barbarian)
* Change caster type to spontaneous (click on book icon to change to star icon)
* Enter the number of rage rounds as the number of L1 spells
* Click on Level 1 label to add a new "spell" entry
* Name the spell "Rage"
* Right click on spell entry, and select "Add Spell Action->Add Effect"
* In the effect entry, enter the Rage effect I provided above.
* Set the duration details of the effect (usually 1 round or max rounds allowed)
* Set the effect target to "Self" (click on light brown button at beginning of effect entry labeled "TRGT" to change to "SELF")
* Now the player can press the effect button to apply the effect themselves.

Currently, the GM has to remove the effect manually if the rage ends early. Nickademus's extension adds an ability to allow players to remove effects with specially coded additional effects.

Regards,
JPG

Nickademus
March 31st, 2014, 19:14
What PirateKing is talking about is the hit point increase that 'CON: 4' gives. FG doesn't do this.

Carthar
April 1st, 2014, 02:07
Ok so in my old VTT, I used to program an effect called Con Damage: Con:-2 Damage:$CharLevel I used this to deal with poison damage and level drains, etc. Not perfect as it doesn't deal with max hitpoints, but better than nothing.

I also set this up for rage, giving the character temporary hitpoints to simulate the con increase and then doing damage when it expired equal to the same temp hitpoints. (again not perfect, but it worked)

I see you have essentially set this up for caster level and even have an example where you use caster level to setup "melee" type buffs such as sneak attack. However these effects always act on the caster of the spell.

If you want to do poisons and you simplify it so that poison always does no damage or multiple of 2 Con Dmg, then casting poison could have the effect of removing the targeted character level's worth of hitpoints (DMG: (1d2-1)*CharLevel). Not perfect but much more manageable for 6 round con poisons or a ranger with a quiver full of poisoned arrows.

Just a thought. Figured you had 95% of it with CasterLevel, but then again I don't know what's under the hood.

Carth

Nickademus
April 1st, 2014, 03:29
At the bottom of the second post is information about combining this extension with my Ability Damage and Healing extension. Click the link there to go to the post on that extension for information (though you'll want to use the hybrid extension from this thread since they are not compatible).

I believe everything you want (except the hp increase) is there.

Eternall
May 13th, 2014, 21:58
Hello,

I m trying to use the CL to add an effect.
The character gets +1 to his skill at lvl 2. this bonus will be +2 at level 8, and then +1 each 6 next levels from the 8th.

I m not sure how to write this effect. I tried : SKILL: 1x6CL2m1, but it 's not working. what is wrong ? :)

Trenloe
May 13th, 2014, 22:16
Hello,

I m trying to use the CL to add an effect.
The character gets +1 to his skill at lvl 2. this bonus will be +2 at level 8, and then +1 each 6 next levels from the 8th.

I m not sure how to write this effect. I tried : SKILL: 1x6CL2m1, but it 's not working. what is wrong ? :)
You need to offset the CL by 4 - so that CL 2 becomes CL 6 in order to hit the first +1.

Try: SKILL: 1x6CL4

This will give 0 at CL 1, +1 at CL 2-7, +2 at CL 8-13, +3 at CL 14-19, etc..

Eternall
May 13th, 2014, 22:34
You need to offset the CL by 4 - so that CL 2 becomes CL 6 in order to hit the first +1.

Try: SKILL: 1x6CL4

This will give 0 at CL 1, +1 at CL 2-7, +2 at CL 8-13, +3 at CL 14-19, etc..

Nice thank you again :)

Willot
May 15th, 2014, 00:47
Possible to get get a version of Creature Type Tag but make it Class Type flag? Some spells say things like "from all bard attacks"

darrenan
May 17th, 2014, 23:37
Do we have a way to put an effect somewhere on the character sheet/npc sheet and have it auto-applied when that character/npc is added to the combat tracker?

Moon Wizard
May 18th, 2014, 02:19
There no feature to do that currently. Effects only exist within the combat tracker.

Regards,
JPG

Trenloe
May 18th, 2014, 07:14
Do we have a way to put an effect somewhere on the character sheet/npc sheet and have it auto-applied when that character/npc is added to the combat tracker?
For NPCs some SQ entries are parsed when the creature is added to the combat tracker. Things like DR, energy resistance, fast healing and others are parsed out (if they are in the correct format).

But, as M_W say, auto applying effects is not available. The best you can do is create an effect in a spell class that is something like "Beginning Effects", "Apply me now" or whatever, and this has all of the effects relevant for the NPC/PC. The GM would have to manually go to each NPC/PC and click on the effect to add the beginning\always active effects.

Moon Wizard
June 2nd, 2014, 23:44
Note: This extension does not work with v3.0.4 beta version, which will be released shortly. It causes many script errors, since the scripts it overwrites to add new functionality have changed.

Regards,
JPG

Willot
June 13th, 2014, 22:58
How goes the update for this?

Bidmaron
June 14th, 2014, 02:42
Nick, are you abandoning this then? These were great add-ons!

Nickademus
June 15th, 2014, 21:20
The underlying code that this extension worked with has been changed. Some of the functions and variable no longer exist. I'm not going to relearn the architecture of FG just to update this. Smite Works was working on the code where my additions were. If they wanted any of them they would have put them in the ruleset code while they were there.

I personally believe some of the things I've done, such as ability damage and healing, passing caster level with saves and effects, and spell resistance effects, should have been in the base rulesets all along. If you want this stuff put in there by Smite Works, add it to the wish list. They already had the code available.

Trenloe
July 5th, 2014, 21:45
With Nickademus's permission (thanks Nickademus) I've extracted the code just for the player effect removal functionality and made a separate extension that is compatible with 3.0.5 just for effect removal: https://www.fantasygrounds.com/forums/showthread.php?21546-Player-Effect-Removal-Extension