InnocentSoul
January 10th, 2018, 20:19
So I have notice that many of the mods and extensions that deal with effects and automation has been held back due to a lack of tags, modifier options, and descriptors for the coders to use in their coding. Also since the layout on the 5e Effects (https://www.fantasygrounds.com/wiki/index.php/5E_Effects) page has been difficult to understand when setting up how to setup the code and knowing what tags are allowed when I apply them to various mods and extensions or even in the basic effects section in the program, I am wondering if that can be cleaned up a bit.
While I don't know if unity will have a massive change in the syntax of these, I would like to see something in the effect of some added options.
Regarding some of the effects tags I would like to see:
More options for granting advantage and disadvantage on things other than attacks, such as saves, death saves, initiative, checks, and specified skills. IE. GRANTADVSAV
More options for IF and IFT, such as checking for DMGTYPE or a value like AC, INSP, INIT, DMG, LVL, or PRF. A way to apply this would be IF: AC(>=13); so it would check for if the Armor Class is above a value or even support for ! (NOT) to tests like !>=. Also an ability to check strings for things like gender, race, class, background, proficiencies or languages would be nice.
Support for logic gates such as AND, OR, XOR, XNOR, NAND, NOR would be useful for IF conditional statements.
A healthy condition when no premade condition applies. This would allow an option for IFT: healthy option for effects to check if a creature has a condition.
An open custom variable option so you can make your own values for things that are not available or to apply any variable based tag as descriptors to apply as a value. I have had issues adding something as simple as SAVE: [PRF] or even HEAL: [PRF]
An option to set if a roll is a value or not. This would be used for improved criticals, or checking for 1's in a roll like making a [ROLL] for IF and IFT conditions. Also an option for REROLL: (N) or (D) would be nice for options that allow rerolling a value or number of dice.
An option to check for spell slots, spell level, and spell school.
It would be nice to be able to apply these to abilities like feats/traits/features or on usable things like items/spells
Just my two cents since coding the effects has been difficult since most options that I would like are not available.
While I don't know if unity will have a massive change in the syntax of these, I would like to see something in the effect of some added options.
Regarding some of the effects tags I would like to see:
More options for granting advantage and disadvantage on things other than attacks, such as saves, death saves, initiative, checks, and specified skills. IE. GRANTADVSAV
More options for IF and IFT, such as checking for DMGTYPE or a value like AC, INSP, INIT, DMG, LVL, or PRF. A way to apply this would be IF: AC(>=13); so it would check for if the Armor Class is above a value or even support for ! (NOT) to tests like !>=. Also an ability to check strings for things like gender, race, class, background, proficiencies or languages would be nice.
Support for logic gates such as AND, OR, XOR, XNOR, NAND, NOR would be useful for IF conditional statements.
A healthy condition when no premade condition applies. This would allow an option for IFT: healthy option for effects to check if a creature has a condition.
An open custom variable option so you can make your own values for things that are not available or to apply any variable based tag as descriptors to apply as a value. I have had issues adding something as simple as SAVE: [PRF] or even HEAL: [PRF]
An option to set if a roll is a value or not. This would be used for improved criticals, or checking for 1's in a roll like making a [ROLL] for IF and IFT conditions. Also an option for REROLL: (N) or (D) would be nice for options that allow rerolling a value or number of dice.
An option to check for spell slots, spell level, and spell school.
It would be nice to be able to apply these to abilities like feats/traits/features or on usable things like items/spells
Just my two cents since coding the effects has been difficult since most options that I would like are not available.