3.5E & Pathfinder Size Changes by SoxMax
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I'm not sure size changes will help with this case because there's no way to set an absolute size change, everything is a change relative to your current size. There's a few spells like this that cause CMB rolls, really the best solution would be to extend the casting options in Fantasy Grounds to allow Combat Maneuver attacks and not just regular attacks in spells.
Edit:
Oh wait, you can make Combat Maneuver rolls from spells, but it uses your player's CMB by default.
I don't think it will accomplish what you want, as its basically the same as rolling a CMB from elsewhere on the player sheet. I've started to look into how feasible it would be to add a "magic combat maneuver" attack type to spells which uses your CL and casting stat instead of your normal CMB. This doesn't solve the Black Tentacles use case but it does solve for things like Thunderstomp. From there I can probably leverage what I learn to add a more modular spell Combat Maneuver that allows mix and matching CL & other modifiers.
Hey all,
Loving the expanded effect ruleset of this extension! But question; can something like IFT: Type(humanoid); DC: +1 be possible? or something like IFT: nodex; DC: +1? I don't think it currently is and this does cover some circumstances like Vow of Nonviolence spontaneously or like Cloaked Casting feature of the Beguiler class. If it is possible let me know if I'm doing it wrong otherwise I'm suggesting it. :)
HI FGMax
IFT: Type(humanoid); DC: +1
On the surface this looks like it should work but watch your syntax
IFT: TYPE(humanoid); DC: +1 enhancement would be correct.
as to the condition (nodex) I don't think that one will work as the condition "nodex" doesn't exist and the correct condition is "Flat-footed" if I'm not mistaken....unless you have a "buff/debuff" set up that applies a custom condition.
This is part of the curse(?) of being a GM or player....set it up and try it and see if it works.
When doing this I use "EFFECT BUILDER" Extension by SoMax---It's free, great tool.
So I tried this and it didn't fire for me but it does look right. Let me know if you try it and it does work for you. Nodex is a condition that is provided by Kelrugem's extension, it isn't in the base ruleset. I was using that to setup another condition for DC increase.
ok.....started with
DC: 1 enhancement......just to confirm that works. and confirmed the DC was one higher.
so, IFT: TYPE(humanoid); DC: +1 enhancement and you are right---it looks OK but doesn't work....
so, IFT: TYPE(humainoid); ATK: 1.....and tried melee attack and it worked (I had a humanoid and a non-humanoid targeted, and only got the+1 on the humanoid.
So, this is a bug where DC is not working with the IFT
It may have to do with Saving throws are done vs attack rolls.....not sure, need someone brighter than me to work it out.
Should do it, you don't need the + when doing positive numbers (and apparently it causes it to break when included)Code:IFT: TYPE(humanoid); DC: 1 enhancement
Hi :)
Thanks, I appreciate it that you like the extension :)
Sorry for the late answer, totally forgot to answer it :)
You can check such things here: https://forge.fantasygrounds.com/shop/items/1/view
When effects have a (T) in their description, then they're targetable and can be combined with IFT as you want. However, DC is sadly not a targetable effect, so that won't work. That applies to all IFT thingies, also the nodex one :)
That is due to the structure in the code, but I can check again :)
As a manual workaround: You could give the targets a SAVE: -1 effect combined with an IFTAG using a tag which only that caster has who has the higher DC :) (if it comes from a usable item, then that could be an effect action of that item) But I certainly see why a DC effect would be more comfortable; but I cannot promise whether I can easily add that :)
Hello! Is it possible to have DRBYPASS overcome just a portion of damage reduction of armor?
Something like: DMGTYPE: drbypass 5;
Not sure if it isn't possible or I'm using incorrect syntax. If it can be done or if there is another way to achieve it, that would be awesome!
Either way, Thanks! ~Rob
That's kinda what I figured, and I do use that IFTAG to allow a PC to use Dodge that way basically if IFTAG: CUSTOM(Dodge target) place effect Dodge target on NPC (in 3.5 Dodge is +1 AC against 1 target for 1 round vs PF's static +1 Dodge AC). In this case I was trying to use IFT so that my players spontaneously discover that they get the +1 DC for targeting the right target just like you'd discover playing at a table if you don't already figure its type. That's kinda why the Effect; SAVE: -1 might give that away but your extension's done a lot of work already. :)
Hi Somax
I tried the above just like FGMAX
IFT: TYPE(humanoid); ATK: 1-----------works
IFT: TYPE(humanoid); DMG: 1----------works
IFT: TYPE(humanoid); DC: 1------------broken
tried also changing the type to outsider, etc to try against various enemies and same results.
Anything else I can try to help narrow the issue?
Ok, I'm having troubles with the extension... it mostly works, but suddendly the "IFTAG" command just ceased working. No errors are displayed whatsoever, it just doesn't work. I checked various other functions added in the extension and they seem to work still, but IFTAG does not. Fun fact: the NIFTAG effect DOES work XD
Any ideas?
Yep, even as standalone. I tried with "IFTAG: evocation; SAVE: 10" then blasted that character with various spells from various schools. But when I started raining evocation on it, no bonus to saves :(
Same goes when Fire Shield stops helping people resist cold (or fire) attacks :(
Yay thanks!
You're welcome :)
Soo, I tested it right now, but everything works on my side :) I also checked all the codes releases the past weeks, back to the point when I uploaded a new version the last time (thanks to bmos for keeping track of the changes on github!), but I couldn't find anything which I need to update :)
Can you delete the extension, and download it again? :)
haven't tried deleting it actually, so I'm doing it now. Last time it got updated was in march, let's see now how it goes after redownloading it. And nope, it still won't work.
I copied my whole campaign folder and renamed it, started it with your extension as the only one and now that I re-downloaded it it DOES work (it didn't earlier), but doesn't in my actual campaign (which means there's an incompatibility, I'll start trying it out adding'em a bit at a time, and report back if I find out which one of those FORTY-FIVE extensions causes the incompatibility)
p.s. on a side note, NIFTAG always trigger no matter what, I see...
P.p.s. Found it! The extension "Extra stat to saves" for some reasons conflicts with IFTAG.
@Asgurgolas: I just tested it together with Bmos's extension but (N)IFTAG still works for me :) Can you you send me a screenshot of your setup in FG showing everything?
Quick question regarding the new ADV/DIS on Skill Rolls - Which is fantastic, by the way....
ADVSKILL (-) [skill], [ability] Advantage on skill rolls
DISSKILL (-) [skill], [ability] Disadvantage on skill rolls
ADVSKILL: sleight of hand, dexterity
What does the ability entry do for the effect syntax?
Thanks, let me know, what you find out :D
@RobboNJ69: I think you can write something like ADVSKILL: dexterity and then you have advantage on all skills with dexterity as ability :) So, that entry is separate to the skill entry in the effect, not intended to be used in the same effect :) (so, either use a skill or ability name, not both)
Is anyone else having trouble with adding Ability modifiers to attacks and ac?
I'm starting to use more and more automation and tried the following:
Smite Evil; IFT: CUSTOM (Evil to Smite); ATK: [CHA]; DMG: [LVL]; AC: [CHA] deflection; DMGTYPE: drbypass;
The 'Evil to Smite' tag is on the target, but neither the CHA nor LVL mods are getting added in. The drbypass works great.
I also split it out to just: "ATK: [CHA];" by itself, and it still doesn't work.
I turned off all extensions other than Kel's 'Strain & Injury' with no change.
Any advice would be greatly appreciated! Rob
Disregard... I found the answer looking at a completely different post (Ongoing Temp Hit Points)
"For tags like [CHA] it is important that you apply the effect from an actions tab of a PC (using those effects button as for spells etc.); then [CHA] will be replaced by a number in the CT."
Somehow I missed the part about it only working from the actions tab.
R
Soon I have a bit more time for coding again :) Thus, I wondered: Were there any open problems? I know that Asgurgolas wanted to test something once he has more time; but other than that? I slightly recall that there was a kind of incompatibility regarding the second ability to save extension by Bmos, I have to check that again :) (I will skim through the last pages of this thread for that) The several feature requests from the last pages I try to take into account, too :) (but no guarantee on that front so far because I am very busy with some stuff recently like new job and move and so on, and managing a marriage :D)
This first one was more of a request I put in for Better Combat Effects, but it could go here too. Stacked Durations
and this second one I put in at Spell Record Actions, but it involves that ext and yours.
Glad things are loosening up a little.
First of all... CONGRATULATIONS! Three times over for the new job, new house and a the marriage!
Secondly...
I hope the lucky woman understands your esteemed and valued position as a critical contributing coder to my Pathfinder campaign and gives you the free time you need to keep me in first class extensions!
:D
Hehe, thanks all for your kind messages :D
(the move is sadly just because for, again, another temporary job; there are sadly not really many permanent research positions. I hope I can settle down at some point :D)