Effects don't trigger actions, they effect a future action. HEAL effects get applied when a heal action is triggered - these are currently only attached to spells.
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Thanks for the clarification. Do you plan to add spell like actions that can be applied to a item that is equip or even as interacted action? For example, I wanted to automate the action of a magic item that when worn gives False Life as in the spell.
Honestly, DonE66, at this point, you are better off just using a spell action to add some of the effects you want to implement until the time comes when the ruleset can handle the more complex automation on items you are seeking. I personally create an Items spell group for commonly use items with effects the group needs (such as healing potions and elixirs, items with special activation effects that are temporary, etc).
I have a request:
While the Token Lock option is disabled on a map, I would still like to be able to hold ALT while moving a token to see how far the distance is and at the same time being able to make a multi-move. And I would like to be able to do it as a player as well and then be able to confirm my own move when Token Lock is disabled, for ease of measuring distances and show everyone how I'm moving.
This is not specific to PF2, it's general to FGU.
Please create your request in the FGU wishlist here: https://fgapp.idea.informer.com/
Thanks, done :)
https://fgapp.idea.informer.com/proj/fgapp?ia=136807
I think I may have found another bug.
After solving the little issue of how to name a class kit for it to be processed automatically on character creation, I found that the automations seem to be processed twice or even three times in a row.
Attachment 48214
Also after adding a backpack from the adventurer's kit with the automation for bulk, the automation seems to be applied twice with no apparent reason as you may probably see in the screenshot I provided.
I would like to make a suggestion as well after reviewing all spells. Since in Pathfinder 2 there is no max dice on the formula for spell damage it would be great if I could substrat dice from the formula i.e. 2d6*spell level -1. I found that I need to substract dice from some spells for them to apply the right damage when configured in the right way.
Thanks for reporting. This has already been identified and is fixed in R18i.
For release 19 I'm going to look at redesigning some areas of the spell actions. The data in there currently sometimes doesn't apply easily to heightening spells.