yup
https://github.com/FG-Unofficial-Dev...ases/tag/v1.10
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yup
https://github.com/FG-Unofficial-Dev...ases/tag/v1.10
If you want to get notified when I post new releases, see these instructions.
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?
Although the attack parser for NPCs has touch as a modifier, I do not see one included in the base 3.5/pathfinder documentation page, and there probably should be.
My suggestion would be to add meleetouch and rangedtouch to ATK: as modifiers to go along with melee and ranged.
On a side note, I am here today to request an addition.
There is something I had thought about doing, but obviously never did, and that was, feats, Class Abilities (Special Abilities), and Racial Abilities (Special Abilities) on the Abilities tab on the character sheet.
There are two things that would be great for these. One is the ability to attach effects to feats and special abilities, and the other is the ability to turn the abilities on and off on the tab, much like equipping and un-equipping an item has the effect put on and taken off of the combat tracker.
The lists on the abilities tab are probably templates and those templates could be replaced with one that has a active/inactive image, and the other two would have the same template for the list put on them. I'm sure it's not that straight forward, but one can hope.
So something strange happening.
I have the following on the combat tracker:
Weapon Training 1; IF: CUSTOM(Flail); ATK: 2; DMG: 2
Weapon Training 2: IF: CUSTOM(Bow); ATK: 1; DMG: 1
Weapon Specialization; IF: CUSTOM(Dwarven dorn-dergar); DMG: 2
Greater Weapon Focus; IF: CUSTOM(Dwarven dorn-dergar); ATK: 2
Now on the Dwarven dorn-dergar I have:
Flail (Action Only)
Dwarvem dorn-dergar (Action Only)
The Bow has
Bow (Action Only)
All weapons I attack with get a +5 bonus to ATK and DMG.
This should work. I know I it works correctly with just the bow. I then added the Dorn-dergar and it breaks.
I've tested it by turning things off and on while attacking and it looks like the IF: CUSTOM() is not working with the Action Only.
Hey I tried redownloading this extension back on to my laptop after loosing everything last year when my other SSD crashed and fried. Every time I use this in my FGC Ultimate program it does nothing but give me script errors, runtime errors and non melee weapon will show its damage output v.3.3.15 Ultimate. Is there another spot that I should download from?
Try the forge,
https://forge.fantasygrounds.com/shop/items/33/view
The forge won't work for FGC (the updater of FGC does not download from the forge); and that may be actually the culprit. If you use the most current version, then you will get errors of course because FGC is not developed anymore since many months :) The actual version of this extension is only for FGU; but maybe the extension attached in the first post may still work for FGC? Did you try that, Tarman?
As Kel says, the newer updates are not compatible with Classic as they rely on newer 3.5E ruleset updates that have been released since Classic reached end of life.
Some of my older releases should work, however!
I forget when Classic support ended, but I'd try v1.8 and work back from there until you find one that works.
https://github.com/FG-Unofficial-Dev...fects/releases
By any chance did you see the suggestion about feats, and special abilities? adding those to having effects that can be added to the combat tracker, along with enabling/disabling them?
Indeed! Here is the github issue tracking this:
https://github.com/FG-Unofficial-Dev...ects/issues/13
It was just added to 5E Advanced Effects and I hope to have time to implement it here soon.
Released v1.11 with ability to add effects to special abilities.
These can be added to abilities and then the abilities can be exported to modules. In this way, modules can be created with pre-built automation of class features.
Ignore this post. It was a duplicate of the post below.
It does not appear that this parses out the [CL] or [HCL] effect. Is that correct or am I missing something?
In the screenshot below you can see that I have included the same effect in two places. Once in the Advanced Effects section and once in the Actions Tab.
The Action Tab effect parses out the [CL] tag but the Advanced Effects effect does not.
I assume that this is because the Advanced Effects effects is not tied to a specific Spell Class so doesn't know what the [CL] is?
https://www.fantasygrounds.com/forum...5&d=1656209097
It does not appear that this new feature works for NPCs.
I have added an effect to a Special Ability.
I then drag that Special Ability to the Abilities Tab --> Racial Traits section of the Character sheet.
I also the same Special Ability to the Other Tab on the NPC sheet. Is that the right place to drag it? I don't see anywhere else it could go. There is 'Effect Features' section on the Main Tab of the NPC sheet but it doesn't appear that I can drop the Special Ability here.
Once both of those creatures are dropped onto the Combat Tracker the Character automatically gets the effect but the NPC does not.
https://www.fantasygrounds.com/forum...6&d=1656210365
Didn't think about that use-case, how interesting.
The update yesterday was just looking at PCs. It might be possible to get a list of all the linked special abilities in NPC notes and do the same... My only worry is when those abilities are already incorporated into an NPC's statblock.
Could there be a master/default CL we could edit. And that on the action tab, the CL set there would override the default value
Would it be possible to check for spell classes and if they all have the same Caster Level use it? Then if they don't have a Spell Class, or if they have multiple spell classes with different caster levels use the [LVL] instead?
I do share your concerns about mistakes not being noticed but I wonder if this is offset by the fact that if someone is specifically using an effect that has [CL] in it they very likely have at least one Spell Class set up.
Certainly not a perfect option, but maybe a viable one?
I can see your concern. That is actually an issue I ran into with Kel's Extended Automation. When I was creating the effects for the PFRPG - Bestiary I was finding that a lot of the effects I had manually created were already being handled by Kel's extension, so I was getting duplicates. Ultimately I was quite happy to remove the manually created duplicate effects and moving forward it made my life much easier as I didn't have to take the time to add those effects to new monsters.
In my opinion, it would be the same with this. I would much rather take the time to edit the Feats and Special Abilities once and then be able to drag them to an NPC, as opposed to having to create the effect manually for each NPC that had that special ability.
The "advanced effect" part doesn't parse any sheet-related values(CL, LVL, STR, DEX, CON, INT, WIS, CHA, for example). You can set an item to give you a +2 to wisdom "WIS: 2", but you can't set it as "add your str bonus to concentration "(SKIL: [STR] concentration)"
Then I will try it out O_O
Ok it does, but if I for any reason cycle the "type" until it hits "susceptibility", it defaults it as "immune: acid" and overrides anything else I do. Also the types "save" and "ability" do nothing. Dunno about "miscellaneous" and "tag only" since once I get to "susceptibility" it gets stuck there
I always forget the effect builder stuff is in there.
For now I recommend you write them manually.
I'll try to figure out why that stuff isn't working right.
EDIT:
Advanced Effects for Pathfinder v1.12
* Effect builder now works again.
* Misc attack bonuses can now apply only to melee or attack.
* Effects can now be dragged into advanced effect windows.
* Advanced effects can now be dragged out (drag the details button).
* Removed a ton of unused code.
Click here to see raw code changes
The advanced effects are no longer getting applied when I add a PC to the CT, neither from the combat tab nor the Abilities, Feats, etc. I'm using the 3.5E ruleset.
can you attach your campaign without the images folder?
The whole "effect feature" in the "combat" section of a PC sheet doesn't exist anymore (so, no auto-loadable effects for characters as soon as they get on the combat tracker). It still works for items and NPCs
I tested it as a standalone extension too, to check for compatibility issues, but the problem persists
It's there for me...
Have you tried expanding the page? By default it is below the bounds of the charsheet window.
https://i.imgur.com/NSl4GjY.png
EDIT: I had local stuff that I hadn't pushed out. Just released it in a new update.
Ok: by resizing the window it shows up (so far I just had to mouse-wheel scroll down to get there), sorry for being an idiot ^^;
I found a conflict with your extension and The advanced Character Sheet by Zarestia. Here is a Link to the post with a description of the error.