AH OK ... I was just curious, due to fact my others based on TYPE, SIZE, etc... were working... I just didn't know why ALIGN was the only one effected. Thanks for heads up
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AH OK ... I was just curious, due to fact my others based on TYPE, SIZE, etc... were working... I just didn't know why ALIGN was the only one effected. Thanks for heads up
Actually, I am just about updating the extension, and there should be actually no incompatibility like that :) As Bmos suggested, you should write ALIGN(evil) :) you have to add the brackets
I am looking at that right now :)
I observed that I do not get that for all dragons, just the ones which also list paralysis and sleep immunity in their SQ. This is now some problem: I parse the SIMMUNE stuff by the information in the SQ and the NPC type. Thence, it is doubled :) I need to add some code which checks for doubled tags, I think :)
Finally! I updated the extended automations to the newest version of FG :) In fact, there was no incompatibility all the time, I just needed to add some cleanups and stuff like that, but there should have been no problem in updating FG :)
The new thingies (not a lot, just small stuff):
Update for height and custom shortcuts:
Settings are now also adjustable for players individually. For example, they can choose their own preferred size of the height label :)
Update for extended automation ones:
Better compatibility with Bmos's ammunition manager, thanks to Bmos :)
Revisited NPC immunity parsings. Notes: Dragon immunities are actually just against magical sleep and paralysis effects which is not catered; wave SIMMUNE manually in non-magical situations (simply ignore SIMMUNE then) or adjust the effect to a version which checks the "magic" via a tag. Ooze with intelligence are not immune to mind-affecting, so, in case of intelligent oozes erase that part of the effect. The immunity against physical ability damage of undead is currently not parsed (unsure about suitable tag in that case). I think and hope that this is the most convenient version :)
Tags cannot arise anymore more than once in the immunity effects
Crit confirm rolls of an attack which was affected by (dis)advantage carried the (dis)advantage description of the original attack roll. Fixed :)
@Dllwell: In fact, constructs and undead are not immune against bleed in general (there are of course exceptional bleed attacks! :D), their type information does not mention it, hence, I skipped that immunity :) Thanks for letting me know again that the parsings were not perfect :) Oozes are immune against bleed (but only in PF1, not 3.5E)
@Svandal: I will add better swarm parsing later on :) Thanks for letting me know about the double-tags :)
It is very late here now, I really need to go to bed; so, I hope everything will work for you while I sleep :D
Thank you very much for your work maintaining all the awesome plugins!
Is there aa way to give a bonus to all ranged touch / Melee touch spell attacks (like CL:2 or ATK:2 but like RT:2?) other than modifying each spell?
There is no way to touch the descriptor "touch" :D
However, if it is only about spells, and spells usually have only touch attacks, then you could for example write IFTAG: spell; ATK: 2 :) Weapon spells should be then not designated as spells (and I think they aren't technically? Sorry, the last game I ran is still years ago, my knowledge about rules is extremely rusty), so, there should be no conflict; in the worst case you could add a tag to those spells you want to affect, but that sounds a bit tedious in that regard :) Hence, just using IFTAG: spell may be the easiest :)
(what is RT by the way?)
Ahhh.. yes IFTAG: spell; ATK: 2 should work! excellent. The RT was me saying a fake variable for Ranged Touch. Thank you!
ok, trying to do poisons that reduce ability scores by 1d2 points per round.
from the wiki:
DEX (N) [bonus] Dexterity modifier
CON (N) [bonus] Constitution modifier
I want to do:
DEX:-1d2
each round until a save but It looks like I can only do numbers?
and even doing DEX:-1, I can't seem to get the multi round effect to stack (-1 dex/round until save)
and I am not sure where the best place to ask these questions is, If it should be in another post please let me know :)
Additionally to Bmos's answer: There are also square brackets missing, it should be DEX: [-1d2] :) Then apply that from a sheet each time a save fails :)
About the stacking problem: Either edit the effect to accumulate it (the manual solution), or look at this extension: https://forge.fantasygrounds.com/shop/items/407/view (the MULTI effect is needed)
Using Kelrugem's extension and the 'PF Effect Removal Extension' he referenced above, this is the effect I use
MULTI: Poison;DEX:[-1d2]
Thanks everyone. that helped. slowly learning.
I need a cheat sheet with examples that includes all the original and most used mods grouped together. LOL And understanding some of the more advanced terminology for how FG works via advanced effects vs CT
Not a Manual but I put together 4 extensions and the wiki into the start of a google sheet... if it is helpful to anyone feel free to copy and make it useful (its a mess atm)
PF1E Coding Effects google sheet
If anyone wants editing rights to the file (instead of just copying it for yourself) just pm me an email to add to the share list
I just found out there is a weird issue with the "vorpal" command. It works as intended ONCE, then from that moment onward, the target becomes completely vulnerable to critical damage, even if I afterwards remove the vorpal thing. In the image below you can see the tests I did: 1st attack (just a random crit against an undead with "IMMUNE" on crits). We see 25 damage, of which only 7 land on target.
Second line we see the actual Vorpal effect kicking in for 10 extra damage (and we see how only the 3 main damage from 2d6 plus 10 land)
Then things get weird: on 3rd and 4th lines, the FULL damage passes in, not just the 2d6+vorpal.
Also (it doesn't show on screen though, but I can get one if you want) as I said, criticals still land on target even if I *removed* the "DMG: 10 vorpal, critical" from the tracker. Tried both "vorpal, critical" and "critical, vorpal" to be sure
Attachment 53285
Any ideas? At first I thought it could be a compatibility issue with some other extension, but I haven't gotten anything new lately and the problem persists (I'm stil testing around though)
Thanks a lot :) I was able to reproduce, though for me it does not even work in the first roll (the critical weapon damage is already proceeded in the first roll, too) :) Very strange issue, I am not sure if I can fix it; it can take several weeks until I can look at it, so I'd suggest not using this damage type for now :)
I think a previous update may have messed with it because I may not have been careful, or I simply missed a ruleset update and my extension is currently not compatible :D
Alright I'll just wait (though being an undead heavy campaign, all of my players kind of have something that needs it, I can do without for a while)
Hi all :)
Sorry that I am a bit quiet right now, I started a Chinese language course here and it occupies my whole free time right now (imagine writing Chinese characters for over three hours a day :D).
Next week is a new big FG update. I am not sure if my code will be affected, but be aware of this. I may not be able to update in time because of my Chinese homework :) However, my first Chinese course finishes next week, and then there is a break of some months :) So, I hope I will be able to update my extensions next week then :)
I try to fix that next week, too :)
Chinese... Ain't that a pretty hard language to learn? (I did have to learn a few terms in the past).... Don't feel too pressured about fixing though, if you're already busy :P
My Tuina teacher always spoke chinese, so we had an interpreter to translate for us. During the 5 years I *might* have figured out a few words, and even today I'm not really sure hahah
I feel like I'm missing something basic but can't quite get this to work. Help!!!
I'm attempting to create and effect that does ongoing damage at the rate of 1 per every odd caster level (I.E. 1 at 1st, 2 at 3rd, 3 at 5th, etc). But I can't seem to figure out how to do that.
DMGO:[HCL] and DMGO:[d2CL] both increase damage at every even level. But I can't figure out the syntax for every odd level.
Just a thought, maybe
DMGO:[HCL] [-1]
I have a
STR:[-1d6] [-HCL5] (For a failed save on a CL8 player to get 1d6+4)
STR:[-1d3] [-HCL5] [2] (For a successful save on a CL8 player to get 1d3+2)
on a different effect but that works after level 1 just change the -2 to 1/4CL
Thank you for the suggestion but unfortunately that won't work. Any combination of [HCL] still adjusts on even numbered levels. Adding or subtracting 1 just changes where the problem first occurs.
Take DMGO:[HCL] [-1] as an example. This would return the following results CL 1 = 1/2 + 1 = 1 -- Good; CL 2 = 2/2 + 1 = 2 -- Bad; CL 3 = 3/2 + 1 = 2 -- Good; CL 4 = 4/2 + 1 = 3 -- Bad
What I really need to do is increase the CL by one, then half it. But I cannot figure out the syntax to do that.
The new big patch was released. From now on my extension is again incompatible with the current rulesets' versions until I find time to look at everything :)
I'll wait, I'll wait :3
first, I have NOT updated since the right before the July12th update, so I am hoping someone will test this on a fully updated load and see if it is still an issue (we are waiting on Kelrugem's extensions to be updated).
Zarestia's Spell Record Action's ext and Kelrugem's Extended Overlays Ext loaded together cause CL modifier to stop working. It works as intended with Kelrugem's extension alone.
CL:2 is not adding to the caster level as intended
Attachment 53779
I am replying to both Extension threads (Links on the forge pages)
Did you script magic missile to add 1d4 per odd caster level?