Originally Posted by
Kelrugem
Thanks for your reply :) Good to know, so, you say my approach to CA and GRANTCA fits then? I was unsure how to read the description of Uncanny Dodge (and I think it is the same text for 3.5e/PF1); one way to read it gave me the impression that flat-footed and invisible negation are just examples, but I decided that it should just negate flatfooted and invisibility stuff :) Hence, gladly the code works then correctly, I think :)
But good point about the modifier button. I thought a lot about it, too, it depends on whether or not one wants that the mod buttons are superior, a way to force some behaviour regardless of any rules coming from the code. Then yes, it may be better that the flatfooted button is not negated. The counterexample for me though was a player hitting an NPC without knowing that the NPC has uncanny dodge. Then they'd press that button for a flat-footed situation and accidentally apply that condition on the NPC.
Hence, why I thought the button should respect uncanny dodge, too, and one can then use CA effects for feint etc., and since the button mentions flatfooted and not general CA I thought people may not use that button for feint etc, but I am wrong in that probably :D
Maybe the best solution would be a separate CA modifier button? Adding modifier buttons is extremely easy now, I could do that very quickly, but I can also quickly adjust the behaviour of the FF button with uncanny dodge :) I may only wait for the new API which allows adding mod buttons to existing categories, such that it does not look so cluttered