updates <3
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updates <3
Glad to hear it! Congrats on the new job. I hope you get to your new office soon.
I'm good. I'm still under quarantine from having Covid, but I had the vaccine and I'm healthy, so thankfully it was like one-day having a cold. The worst part... I work remote anyway so no days off for me. Thank you for remembering and considering the fortification modification. If it can be done, that would be awesome!
The big patch just released, so, now my extensions are out-of-date; I hope I can soon update my extensions :)
And so I'll wait patiently :rv:
Fingers crossed!
Hi :)
I got sometimes asked for providing examples of effects for my extended automation extension; especially as a section for my forge page :) Does someone have a spreadsheet or so having such examples? (maybe for each new effect, but also using new logic like NIFT; for IFTAG I already have some examples on the forge page, but always better to have too many examples :D) Otherwise I try to scan dllwell's module with examples :)
(but don't stress yourselves because of that, just if someone happens to spontaneously have some example effects)
Have a nice weekend :)
Kelrugem
An update from me. I have updated and it does not look like the update has broken anything. No error messages, and it seems to be working but I have not tested more than a couple of things.
I run this extension in addition to several of bmoss extension, and some more (18 in total)
I can give some examples piecemeal taken from my campaign.
A sling of seeking has added: seeking;.
Then for certain foes in upcoming encounters (e.g. these Fallen Blink Dogs) have: NIFT: CUSTOM (seeking); Invisible;
And I add NIFT: CUSTOM (seeking); CONC; and NIFT: CUSTOM (seeking); TCONC; to the Effects list and hot bar them for cases that arise on the fly.
Attachment 50431
Attachment 50432
Witch's fortune Hex: fortune; must decide before the first roll is made; keladvantage;
Set to expire on one roll.
Then also added as a once a day spell for each of the PCs.
Attachment 50433
The classic Smite Evil:
Foe gets: Evil to Smite
Paladin gets: Smite Evil; IFT: CUSTOM (Evil to Smite); ATK: [CHA]; DMG: [LVL]; AC: [CHA] deflection; DMGTYPE: drbypass;
and: Smite Evil; IFT: CUSTOM(Evil to Smite); IFT: TYPE(outsider, dragon, undead); DMG: [LVL];
Attachment 50439
A character has a necklace of adaptation given: IFTAG: breathing; SIMMUNE;
Breath attacking creature "spells" get: breathing as their tag
Attachment 50435
Attachment 50436
Sneak Attacking gets better with some extensions :P (three effects to set it)
- Sneak Attack; NIFT: nodex; IF: CUSTOM (flanking); DMG: 5d6 precision;
- Sneak Attack; IFT: nodex; NIFT: flat-footed; DMG: 5d6 precision;
- Sneak Attack; IFT: flat-footed; NIFT: CUSTOM (uncanny dodge); DMG: 5d6 precision;
Uncanny Dodge:
Uncanny Dodge; IF: flat-footed; AC: [DEX]
I got tired of updating the dice every other level (yeah, not really a huge chore, but still), so I made it all roll into setting "sneak" as a custom. Also, it means they can't get more than one application. The first three are always on. The last two are actions/effects.
But a better example for Kel's purposes might be the teamwork feat Outflank. My party glommed onto it, but kept messing up whether they had to have both Outflank and Flanking checked. So I made Outflank be this:Code:IF:Custom(Sneak);DMG: 6d6 precision
IF:CUSTOM(Flanking);Sneak
IF:CUSTOM(CA); Sneak
Scout's Charge; Sneak; AC:-2; ATK:2
Skirmisher; Sneak
Now they just hit Outflank when it's relevant and they don't have to sweat it if flanking had already been there for someone without the teamwork feat.Code:Outflank;ATK:2;NIF:CUSTOM(flanking);ATK:2;Sneak
Kelrugem's extension's Uncanny Dodge only prevents the automatic flat-footed at the start of combat. Flat-footed still negates your dexterity bonus when applied (and if you're a monk or swordsage or duelist or whatever else, it also removes all those wisdom/intelligence bonuses to AC), thus I made it so it still adds those bonuses (also if the character has dodge bonuses from somewhere else it's adviceable to add'em too, such as "uncanny dodge; IF: flat-footed; AC: [DEX] [WIS]; AC: X (where x stands for your dodge bonus)"-
Especially in 3.5 there are lots of instances in which you can apply flat-footed on people in moments different than combat start (feints, swordsage maneuvers for example). True, if you know a given character has uncanny dodge you can just avoid applying the effect, but when your combat tracker has 6 characters, 2 NPCs and 8 enemies (with players bombarding you with questions) you can easily forget, that's why I set it up to work that way in the case I forget.
Thanks for all the effects, I appreciate it and will look over them :) Once I added those to the forge page, I will also mention your names as contributors :)
About uncanny dodge: Indeed, right now it just prevents the automatic flat-footed at the start of the combat; however, the github version already has a fully automated uncanny dodge version :) Hence, the next release will already and hopefully cater for all situations :)
(but only uncanny dodge; the special thing coming from improved uncanny dodge not yet. Especially the level comparison of "barbarian" and "rogue" may not come that soon)
Improved uncanny dodge could easily be done with a chain NIFT, such as setting "Improved Uncanny Dodge; L9 (to say "rogue or barbarian or warblade or whatever class or sum of classes with uncanny dodge up to 9"), then set your say, level 12 rogue with:
Sneak Attack; IF: CUSTOM (flanking); NIFT: CUSTOM (L20); NIFT: CUSTOM (L19); all the way 'till L8, which is the maximum level of improved uncanny dodge a 12th level rogue could sneak attack for, and you can just ignore lower levels); DMG: 6d6 precision"
it's pretty long but you actually just add it on flanking scripts (since improved uncanny dodge only triggers when being sneak-attacked from a flanking position) and forget it there. Then, by using the three effects I mentioned a few posts ago (and modifying the Flanking section with this Lx thing) it pretty much works. What I don't know is how much it could clog FGU's processing though
Not to beat dead horse, but for the purpose of playing around with effects: Another Sneak Attack Damage method, including feint's CA, stealth's CA, flanking and target having conditions that give "nodex" (stunned, etc...).
"Spell" effects:
Flanking; ATK: 2; TURNRE;
REMOVE: Flanking; ATK: 2; TURNRE;
Stealth; NIFT: CUSTOM (Uncanny Dodge); CA; TURNRE;
REMOVE: Stealth; NIFT: CUSTOM (Uncanny Dodge); CA; TURNRE;
Feint; CA; TURNRE;
REMOVE: Feint; CA; TURNRE;
Static:
IF: CUSTOM (Sneak); NIFT: nodex; DMG: 3d6 precision;
IF: CUSTOM (Flanking); Sneak;
IF: CUSTOM (CA); Sneak;
IFT: nodex; DMG: 3d6 precision;
The REMOVE and TURNRE (which ends the effect line at the end of the actors turn) from rhagelstrom's Better Combat Effects) I thought were "needed" as feint and successful stealth attacks are often one-shot deals. Feint gets around Uncanny Dodge, but CA from hiding/being invisible doesn't. Also (N)IFT: nodex; needs to be followed by a modifier, not a label word (i.e.: IFT: nodex; Sneak wasn't giving the label Sneak to trigger the IF: CUSTOM (Sneak).
Attachment 50548
Hi,
I'm using Pathfinder 1E.
There appears to be a bug when a critical threat occurs during an attack with an ATK effect in place in the combat tracker. When the critconfirm is rolled, the effect is added in (as it should be) however when the final crit result is reported, it adds the effect in again, effectively doubling whatever the effect was. Here is a screenshot showing the issue:
Attachment 50670
As can be seen there, I added an ATK:1, which is reflected in the initial attack rolls ("EFFECTS+1") which for the die roll of 20, adds a total of +4 (+1 for the effect and +3 for the char's str bonus). Then, the crit confirm roll is made, and a 1 was rolled, and +4 was added (which includes the ATK:1 effect) for a result of 5. Then, the final chat line showing the crit result adds in "EFFECTS +1", changing the result to 6, which is incorrect.
I suspect the issue is related to the code in manager_action_attack.lua", around line 482 where it takes into account any effects for the crit confirm result. Should it really be doing this since the crit confirm roll already did?
If I unload the extension, things behave correctly, as can be seen in this screenshot. The critconfirm roll and the final critconfirm result are the same, as they should be:
Attachment 50672
EDIT: looking at the two screenshots, there is also a discrepancy in the reporting of the crit confirm roll when the extension is loaded - it adds the effect in (as can be seen by the +4 added to the roll), but doesn't include the text "EFFECTS +1", which might be clue as to why the extension then adds the effect in again in the final crit result reporting line. When the extension is not loaded (as seen in the second screenshot) the "EFFECTS +1" message is added to the critconfirm roll and is not present in the final crit result line.
Cheers,
Brian
Thanks for the report, I can take a look :) However, the problem may be that I was still not able yet to update my extension to the new ruleset version, so, it may come from that because my extensions are still for the older ruleset versions :) It may sadly still take a while until I can look at that
Comparing the changes introduced by the extension vs. what is in the current 3.5E Lua rule scripts, it appears that lines 480-492 in the extension's version of manager_action_attack.lua are not present in the 3.5E manager_action_attack.lua file nor are they designated by "--KEL" comment tags, so perhaps these are from the old ruleset version and should no longer be present?
As a quick test, I commented out those lines in my local copy of the extension and now crit confirms behave as expected, including adding the "EFFECTS +1" message to crit confirm roll rather than the crit confirm results message.
I used a project diff viewer to try to spot check any other potential significant divergence from the extension's copy of lua scripts vs. the 3.5E files and that was the only one that jumped out at me related to attack roll behavior.
Cheers,
Brian
Nice work MostTornBrain; I had noticed that during my game Saturday but hadn’t tracked it down yet.
Short update on what I am doing: I am slowly updating my extensions to the more recent versions of the code :) I may hopefully be done soon (TM). Thanks to SoxMax and Cristmo with helping updating my damage script to the newer script style
Some highlights of the next patch: Uncanny dodge and blind-fight automation (the latter builds on top of Bmos's code, thanks :) ), also introducing ethereal as condition since it counters some effects of blind-fight (but otherwise working similar to invisible) :)
REVERT: <damage type or all> as a new effect, this switches damage to heal and heal to damage (for that: REVERT: positiv, or all); thanks to SoxMax for helping me with some strange issue related to data bases :)
Better parsing of NPC effects, by RabidPaladin, thanks :) I may also add REVERT parsing for undead (w.r.t. negative and positive damage types)
And (dis)advantage effects just for certain things like attack :) Maybe also adding modifier buttons for (dis)advantage
and some other small thingies :)
(for clearance: Not yet uploaded, also not completely uploaded on GitHub yet)
And also thanks to Superteddy and Moon Wizard in helping with the new modifier button style :) It helped to get along with these modifier buttons, so, I may add some now :D
Trying to code the ELF sleep immunity. this did not seem to work. can anyone help?
IFTAG: sleep; SIMMUNE
Also, although this isn't specific to this mod, but figured this may be easy. I want an INIT bonus based on an ability bonus (say WIS) and I want to write it like this -
INIT: WIS
so a wisdom of 16 gives a +3 Initiative bonus. I have tried a bunch of things with no luck.
Thanks all
:) I would also love to see a button change when a power is "on" like this pic I edited Attachment 50883
In my prototype extension I have finally updated everything such that it is again compatible with the current FG version; so, I will probably upload it soon in the next days :)
The following things were added by SmiteWorks in the last patches which I needed to inherit (especially their lack in the current extension's version is a form of incompatibility):
1. CC rolls doubling ATK effects was fixed
2. Save DCs were not calculated correctly if scaled by caster level (especially the misc bonus was not applied)
3. And the size entries are now respecting multiple lines
So, these new features coming from SmiteWorks will be finally also incorporated into my extension :) I wanted to mention it because someone may still report these bugs fixed by SmiteWorks while it may be due to that my extension is currently not fully compatible and up-to-date :) (hence, always unload extensions first if you want to report a bug)