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kevininrussia
March 18th, 2022, 22:25
Is there a text parsing nomenclature for this effect: SKILL: -2 acrobatics?

For example: "Foe is Dazed until the end of your next turn." This will highlight the Dazed to be dragged to PC or NPC.

I am hoping there is something similar for Skills and Abilities.

Also how about "-2 to Attack (save ends)."

Zacchaeus
March 19th, 2022, 00:47
No, there is no text parsing for that. You have to create effects to give a bonus or penalty to skills, abilities, attacks or saves.

kevininrussia
March 19th, 2022, 01:02
I noticed the effect Helpless is not parsed.

For example: "Foe is Helpless." does not work.

valeros
March 19th, 2022, 01:06
Try these:
-2 penalty to attack
-2 penalty to perception

They work for me. That is, they highlight and drag and drop onto a character and the character seems to suffer the appropriate penalty

Use "bonus" for bonuses.

+2 bonus to attack
+2 bonus to perception

manager_power.lua for even more details

Zacchaeus
March 19th, 2022, 01:24
Heh, replying in the 4e forum again, a subject I know nothing about. Ignore my muttering.

kevininrussia
March 19th, 2022, 01:28
Try these:
-2 penalty to attack
-2 penalty to perception

They work for me. That is, they highlight and drag and drop onto a character and the character seems to suffer the appropriate penalty

Use "bonus" for bonuses.

+2 bonus to attack
+2 bonus to perception

manager_power.lua for even more details

Thank you!

And a working example for a penalty for an ability would be:

"-2 penalty to charisma ability."

Where you able to get Helpless to work?

valeros
March 19th, 2022, 01:33
For Helpless, noticed that in data_common.lua there is a distinction between the conditions it parses and the conditions it knows. Helpless is one of those like running and climbing. (Highlighted some below.) I would assume (but have not tried) that if you add the word "helpless" to the "conditionsparse" list that it will work. But some of those may have been left out on purpose.

I did see in manager_power.lua that you do get combat advantage if your target has the helpless condition, so at least that part should work if you manually add a "Helpless" condition.



conditionsparse = {
"blinded",
"dazed",
"deafened",
"dominated",
"grabbed",
"immobilized",
"insubstantial",
"invisible",
"marked",
"petrified",
"phasing",
"prone",
"restrained",
"slowed",
"stunned",
"swallowed",
"unconscious",
"weakened"
};

conditions = {
"balancing",
"blinded",
"climbing",
"dazed",
"deafened",
"dominated",
"grabbed",
"helpless",
"immobilized",
"insubstantial",
"invisible",
"marked",
"petrified",
"phasing",
"prone",
"restrained",
"running",
"slowed",
"squeezing",
"stunned",
"surprised",
"swallowed",
"unconscious",
"weakened" };