Thanks for the words both :)
Hehe, you're welcome :P
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How does it actually work? Is it general or can be specific? For example, a vampiric weapon says "the weapon deals an extra 1d6 damage, and that d6 damage is also how much you get healed for", so can the lifesteal be linked to specific dice (or damage) or once you set it it's all or nothing?
Does the conditional not require in IFT in it? As what I had written does.Quote:
Thanks to rmilmine and SoxMax: We have now a new conditional operator DISTANCE, this checks the distance between the attacker and defender (including height); for example Fire Shield; DISTANCE(<=5); TDMG: 1d6 [CL] fire, melee works (you have to use <, >, >=, <=; the forge website's description of my extension does not properly show that part yet, because < and > get erased by the forge for some reason)
I have given the devs the go ahead to use what I wrote. My hope is that it ends up as a default in 3.5/pfrpg so that everyone gets it, even better would be core rpg.
So major update to FG today. I see lots of messages about ActorManager.getTypeAndNode having been deprecated.
*Edit* This extension is impacted by the above. Not really sure why they deprecated the above function as the comment in the console says to use the functions this function calls.
Oh, yes, I forgot to add the IFT :) Thanks :)
Oh, really? Ah, well, I was hoping for that this big patch would finally not affect me and I can rest a bit because it touches totally different areas :) But I think it was already for a longer time to deprecate this function; I thought I already adjusted my code, but apparently I forgot it
Sorry, @all, and thanks rmilmine to make me aware of that :) It might take a while until I get to it, though, maybe on the weekend (but I have to prepare my next campaign) :)
@rmilmine: Are these just warnings about the future deprecation of this function? Does the extension otherwise still work? Or is this function already deprecated and some features ceased working? (I do not dare updating yet :D)
Hey Kel,
I love these additional effects but also hate you because now I may have to sift through a list of 1000+ spells and recode some, BUT, some questions.
1) For the IFTAG, where does the weapons identifier have to be located for it to be picked up?
2) For distance, can this technically be used to automate weapon ranges? For instance: RANGE:<60; ATK: -4
3) Is there a way for the lifestealing property to heal other amounts than the full damage? For instance, can this be extended to include half dmg dealt, or EVEN healing based on set parameters like CLs. ALSO, could this also heal THP? :O
@Rhydion I can shed some light on the IFTAG with weapons, basically any string or comma/semicolon separated set of strings in the Properties field of an attack can cause any IFTAG effects to be true while using that attack.
For example I have the following effect on myself:And then the properties field of my attack has `longsword` like this:Code:Weapon Focus (Longsword); IFTAG: longsword; ATK: 1
Attachment 64139
Then any attack with that Longsword will enable the weapon focus effect.
By default any Properties on an item will be transferred to the attack's properties when the weapon is added to a character.
For the distatance you could do the following.
for a longbow the range modifiers are > 100 -2, > 200 -4, > 300 -6, > 400 -8, > 500 -10, > 600 means no attack possible.
IFT: DISTANCE(<=600); ATK: -2; IFT: DISTANCE(<=500); ATK: -2; IFT: DISTANCE(<=400); ATK: -2; IFT: DISTANCE(<=300); ATK: -2; IFT: DISTANCE(<=200); ATK: -2
This would be applied to the weapon itself. The -2 would need to be changed to -1 if the character has the far shot feat.
They are warnings only. The function still exists and the code is still there. The function itself could be copied to another location and that could be called instead. All the functions called within this function exist in the locations in the console comment says they are in. It shouldn't be too difficult to modify the extension to call the function from a new location.
I'm not sure how you could apply an ATK modifier for a range that is greater than 600 and apply a modifier that would cause the attack to be basically impossible.
I was thinking that (N)IF(T) having an ELSEIF(T) would be grand, just not thought through fully how that would be implemented.
Doing an elseif would be difficult with the above as it would also need some way to show which ift it belonged to.