this is so very much appreciated. thank you dllewell!
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this is so very much appreciated. thank you dllewell!
Awesome! For future consideration: lighting effects (you're probably already planning these).
Pretty sure REMOVE: works correctly as long as the relevant stat has not changed.
Thank you for the update! I had an NPC with the spell and could not find it.
I have a quick, hopefully not stupid, question. I was looking at the effect of barkskin:
Barkskin;AC:1 [TCL] natural
What does [TCL] do? I can't find anything about that descriptor on the various wikis or other information I can find about effects.
Also, some spells have [Y] at the end of the name. What does that mean?
Maybe my search fu is off and if these were easy to search answers, then sorry about wasting time.
Thanks.
https://fantasygroundsunity.atlassia...Specific-Notes
[TCL] = 1/3 of your caster level. 1 [TCL] = 1 + 1/3 of your caster level.
I would imagine Q and T have not been added to the wiki yet as they're new. They follow the same rules as H which is there, but are quarter or third rather than half.
I'm seeing a few spells with the "Battering Blast" effect where it doesn't seem to make sense.
Nice catch bmos. Looks like I got a little overzealous with cutting and pasting back in version 4.7.
Version 6.1 has been released with fixes for this.
Their were 3 Spells affected. Barbed Chains, Forceful Hand, and Grasping Hand.
Note that this did not affect the effects, it was a typo on the label only.
The Effect/Target field of Sepia Snake Sigil seems to have some random text pasted in the middle of it: "one touched book or wrinstantaneousen work"
Hmm, that's strange. It looks fine for me. Can you confirm that you have the latest version of the spellbook and then drag a new copy of the spell to the character sheet and let me know if you still see the random text?
This is what it looks like on my version. I've highlighted the field that I believe you are referring to.
https://www.fantasygrounds.com/forum...2&d=1616590551
Attachment 45152
I made an extension to help with re-adding spells to get the latest data:
If you use Upgrade NPC Actions v1.12+ you can now right-click the spell and click re-parse to re-import it with any new changes from the this Spellbook module :)
It should also be helpful for new users, since it means they can just right click and reparse to upgrade to your actions instead of having to delete the old spells and drag them in from your module.
With the incoming Token Light Vision update (supposed to be released TOMORROW!!!!), will we see all the darkness and light spells (as well as true seeing, blindsense, blindsight(echolocation), darkvision, etc) of the Spellbook modified to let the effects work with the new lighting mechanics? Because that would be awesome!
Where did people get this information about the lighting release? I saw it several times today :D It was only mentioned that at earliest the week of 5 April, but nothing fixed; following the laboratory/beta test, there seems to be some decisions still to be made (FoW stuff and how the token vision/light of the sidebar interacts with the effects :)
Looks like we were both correct: https://www.fantasygrounds.com/forum...274#post591274 :D
I call this: Schrödinger's April's Fool! :D
We can now reprogram a lot of Spells to add their effect limit!
https://www.fantasygrounds.com/forum...189#post596189
Hurray!
Thank you so much Kelrugem ^^
Size changes are a litte weird. Ok, here is my explanation:
ATK: x size: This adds or subtracts both attack rolls and CMB rolls.
AC: x size: This only adds or subtracts on AC NOT CMD
AC: x. This adds or subtracts on AC AND CMD.
In this spellbook enlarge person has the following effect: (This gives +0 on CMB and +0 CMD which is wrong)
Enlarge Person;STR:2 size;DEX:-2 size;AC:-1 size;ATK:-1 size
Enlarge person should have this effect: (This gives +2 CMB and +1 CMD which is right)
Enlarge Person;STR:2 size;DEX:-2 size;AC:-1 size;ATK:-1 size;CMB:+2 size;CMD:+1 size
Righteous Might have this effect: (which gives +2 CMB and +3 CMD, which is wrong, and to high touch AC)
Righteous Might;STR:4 size;CON:4 size;DEX:-2 size;AC:2;DR:5 evil
If should have this effect: (which gives +3 CMB and +2 CMD which is right)
Righteous Might;STR:4 size;CON:4 size;DEX:-2 size;AC:2 natural;DR:5 evil;ATK:-1 size;AC:+1 size;CMB:+2 size;CMD:+1 size
Legendary proportions are a mess AC wise. Ok, so this gives us a +6 size bonus to natural armor. Pathfinder rules +6 size bonus to natural armor stacks with natural armor like barkskin. Fantasy grounds does like that. +6 size does not work, that applies to touch and CMD. natural is the closest, but please avoid that because there are so many natural armor bonus spells there that it stacks with, but not if you call it natural in FG. My best suggestion is to say that it is an armor bonus. Then it does not apply to touch and CMD, and we have almost no problem with stacking issues with other spells. Mage armor is one of the few I can think of now that gives armor bonus. Oh, and magic vestement might be a problem. No good solutions there.
Legendary proprotions have this effect: (which gives +3 CMB and +3 CMD which is wrong, and AC touch is +6, it should be -1, difference of 7)
Legendary Proportions;STR:6 size;CON:4 size;AC:6 size;DR:10 adamantine
It should have this effect (which gives +4 CMB and +4 CMD)
Legendary Proportions;STR:6 size;CON:4 size;AC:6 armor;DR:10 adamantine;ATK:-1 size;AC:-1 size;CMB:+2 size;CMD:+1 size
And since I talked about magic vestement, that is wrong because fantasy grounds treats this a little weird:
The spell is coded like this (which gives +1 AC to touch and +1 to CMD, which is wrong.
Magic Vestment;AC:1 enhancement
It could could change it to two effects, like this to only add to non touch attacks (and Q is valid now and quarter in "vanilla" fantasy grounds). You should have two lines since it can be applied to both shield and armor. Stacking issues should not be an issue for most of the cases I think.
Magic Vestment;AC:[QCL] armor
Magic Vestment;AC:[QCL] shield
Armor and shield AC effects won't stack with the armor and shield on the characer sheet, so there is a huge problem there.
If we could target only the Touch AC or the Flat-Footed AC with an effect it would be easier with something like this:
Legendary Proportions;STR:6 size;CON:4 size;AC:5;DR:10 adamantine;ATK:-1 size;TOUCHAC:-5 size;CMB:+2 size;CMD:+1 size
I just read the stuff about the touch AC and the size bonus to natural armor: In that case you may simply want to use the Misc field in the character sheet :) just insert the +6 into the misc fields of Armor Class and FF AC, and remove it again once the buff expires :) Still a workaround, but better than adjusting the modifiers in case of touch attacks each time :)
I actually did not know that. Did they change that at any time, because I am 90% sure that effects did not take into consideration the values but in the armor, shield, deflection, etc boxes before.
I am happy it is included.
Then it might be best to still have it as a size bonus to armor. Personally I would rather have the higher touch and CMD bug than stacking issues with natural armor.
Svandal, i have reviewed the spells you identified. As was already discussed by you, Thamyor, and Kelrugem we run into additional complexities regarding how AC bonuses stack.
I did some more testing and confirmed the following
- 'armor' and 'natural' bonuses affect Regular AC but not Touch AC or CMD
- 'size' bonuses affect Regular and Touch AC but not CMD
- 'enhancement', 'deflection', 'dodge' and untyped bonuses affect Regular AC, Touch AC and CMD
Additionally, 'natural' has it own set of issues in the fact that FG only recognizes 1 bonus type called 'natural' but Pathfinder has multiple ways to affect natural AC
- base natural armor
- enhancement to natural armor -- Amulet of Natural Armor, Barkskin
- size modifier to natural armor -- Legendary Proportions
- There may also be others that I am not aware of.
Based on that information I made the following changes
Enlarge Person and Righteous Might were changed as you identified. I also made the same type of changes to Reduce Person and Steal Size
Legendary Proportions
I added the size effects (ATK:-1 size;AC:-1 size;CMB:+2 size;CMD:+1 size) but left the AC as a 'size' modifier.
I went back and forth on changing the AC to a 'natural' modifier but ultimately decided to stay with the 'size' modifier. That does mean that the Touch AC is still wrong but it makes it easier for stacking with other 'natural' modifiers.
On a side note - Barkskin has this same issue. The spell identifies it as an 'enhancement bonus to the creature's existing natural armor bonus'. In the spell book I have the effect set to be a 'natural' modifier not an 'enhancement' modifier. This means that it correctly affects Regular AC but not Touch AC or CMD, but does not stack correctly if the creature already has a natural armor bonus.
Any other spells/effects that modify natural armor suffer from this same problem.
Magic Vestment runs into the same stacking issue as we have been discussing. If you set the bonus to AC:[QCL] armor then it will not stack correctly with existing armor (or other spells that have different types of armor bonuses). Same with Shield. By setting it to 'enhancement' it assures that the bonus stacks correctly but, on the bad side, incorrectly applies that bonus to the Touch AC and CMD. The opposite problem of what we have with the Barkskin spell. Based on the fact that their are many more types of 'armor' bonus I'm going to leave as an 'enhancement' bonus to avoid the 'armor' stacking issue.
Side Note - The latest version (6.1) already has the QCL effect applied to Magic Vestment.
Ultimately, unless subtypes are added for the 'armor', 'shield' and 'natural' bonus types then we are going to have these issues. And, in my opinion, the effort needed to add these changes is probably not worth it to fix the very few instances of problems it would fix.
By subtypes I mean -- 'armor enhancement', 'armor size', 'natural enhancement', 'natural size' - where the first part is the bonus type which determines the rules for what is affected and the second part is the subtype that is used for uniqueness when determining whether the bonus stacks.
These changes have been made in my local working copy and will be available with the next version release.
I love this extension, but you are making it very hard for me to stick with my 'no extensions needed' policy for the Spellbook :)
I'm starting to work on the version that requires Kel's extensions. I will absolutely add this extension to that version also.
Thanks bmos.
I have completed the first pass of adding Lighting and Vision effects to the Spellbook (See below for exactly which spells have modified). I haven't tested these as I am not on the test server. Plus I assume that their might be more changes before Lighting and Vision is finalized and released.
Applying Lighting Effects
So we have always had the issue of how do you apply an effect to a point on the map that doesn't have a token. Or to a movable object that doesn't have a token.
Up until know I have pretty much ignored this in regards to the Spellbook. But with the lighting effects we have many more spells that are either a movable item, such as Dancing Lights, or are a static item that can be cast at a point on the map, such as Daylight.
I'm looking for input on how you have handled this types of effects. Or how you think we should handle these effects moving forward.
Examples
Fog Cloud takes up a 20 ft radius area and 'The fog obscures all sight, including darkvision, beyond 5 feet.' So effectively a 40ft area of darkness.
Previously I handled this by drawing a 40ft circle on the map and manually applying Concealment effects on any token (PC or NPC) that moved into that area.
But with the new lighting effects that's not good enough. We need to somehow apply the Darkness effect to that area.
Dancing Lights are a movable light source. Currently in the Spellbook their is no effect for that.
When I was DM'ing I would have the player indicate, with a 10ft circle pointer where the light was going and would either reveal the mask (if a mask was being used) or just tell the players what the dancing lights revealed.
With the new lighting effects that's not good enough. We need to somehow apply the Light effect to a movable object.
So how do we handle this?
My first thought it to create a dummy NPC that gets added to the map as a token and then cast the spell on that NPC. It works but it feels cumbersome. Plus you may need multiple dummy NPCs for multiple different effects.
What are you thoughts? Do you have a better way to handle this?
Spell Details
Below is the list of all spells that I have added Lighting and Vision effects to. Please let me know if their are any that I have missed.
Light Spells
- Alluring Light
- Blade of Light
- Brightest Light
- Burst with Light
- Corpse Lanterns
- Dancing Lights
- Daylight
- Light
- Light Lance
- Light of Iomedae
- Revealing Light
- Silverlight
- Spotlight
- Wall of Light
Darkness Spells
Note that the Darkness lighting effect blocks all vision, including darkvision. Some of the pathfinder darkness spells do not block darkvision. So for those spells the Darkness effect cannot be applied.
Based on this it seems like the best way to use those darkness spells is not for them to have an effect but rather to turn off other effects that come into the area of the spell.
But I'm open to suggestions if anyway has a better way to handle that.
Darkness Spells Without a Darkness Lighting Effect
- Dancing Darkness
- Darkness
- Darkvault
- Shield of Darkness
Darkness Spells With a Darkness Lighting Effect
- Acid Fog
- Ash Storm
- Blacklight
- Deeper Darkness
- Fog Cloud
- Haunting Mists
- Hungry Darkness
- Obscuring Mist
- Pyrotechnics
- Shroud of Darkness
- Sleet Storm
- Solid Fog
- Storm of Vengeance
- Twilight Haze
- Virulent Miasma
Spells With Vision Effects
Darkvision
- Angelic Aspect
- Angelic Aspect, Greater
- Blessing of the Mole
- Darkvision
- Darkvision, Communal
- Darkvision, Greater
- Divine Vessel
- Elemental Body I, II, III, and IV
- Eyes of the Void
- Form of the Alien Dragon I, II, and III
- Form of the Dragon I, II, and III
- Form of the Exotic Dragon I, II, and III
- Mantle of the Magic Warriors
- Phantom Hunt
- Shadow Projection
- Undead Anatomy I, II, III, and IV
Blindsight
- Decollate
- Divine Vessel
- Echolocation
- Form of the Alien Dragon III
- Form of the Dragon III
- Form of the Exotic Dragon III
- Gift of the Deep
- Ooze Form I, II, and III
- Thoughtsense
True Sight
- Glimpse of Truth
- Prying Eyes, Greater
- True Seeing
With Pathfinder, I'm also wondering on how the lighting and vision effects will work with how Pathfinder runs these spells. They did an entire blog on how these interact. Light and Darkness don't cancel each other out per se, but the effects of each are canceled within the radii of the spells (the blog does a much better job of explaining this).
The vision and light update is here. It will be awsome!!
And to answer your question @dllewell , I do not see a better way to implement it either. I think we need to apply an effect to a "dummy token".
this may be a stupid question - but why is the version number in the definition.xml say 3.3 ? Is this supposed to correspond to the versions listed in Post #1 or is this version number serving a different purpose?
The version number in the definition file is the 'version number of the FG client version that uses this data format'. When I first started this project we were at Fantasy Grounds Client Version of 3.3 and I have never bothered to change it. I'm honestly not sure what effect, if any, changing it to 4.1 would have. I would think probably nothing ... but as far as I can tell there is no benefit to changing it so it stays at 3.3 :)
It does not correspond to the version number of the module itself. There is no where in the definition file that shows the version number of the module itself.
Version 7 has been uploaded.
To see the spell changes on the character sheet you must re-attach the spell to the character sheet. OR
If you use Upgrade NPC Actions v1.12 or higher you can now right-click the spell and click re-parse to re-import it with any new changes from the this Spellbook module
This version consists of 2 sets of changes.
Added Size Adjustment Effects
Made adjustments to apply correct CMB and CMD modifiers. Thank you Svandal
The spells affected by this are
- Enlarge Person
- Enlarge Person, Mass
- Steal Size
- Reduce Animal
- Reduce Person
- Reduce Person, Mass
- Righteous Might
- Legendary Proportions
Added Lighting and Vision Effects
NOTE: These will only work in Unity Version 4.1 (or higher)
Below is the list of all spells that I have added Lighting and Vision effects to. Please let me know if their are any that I have missed.
Light Spells
- Alluring Light
- Blade of Light
- Brightest Light
- Burst with Light
- Continual Flame
- Corpse Lanterns
- Dancing Lights
- Daylight
- Light
- Light Lance
- Light of Iomedae
- Revealing Light
- Silverlight
- Spotlight
- Wall of Light
Darkness Spells
Note that the Darkness lighting effect blocks all vision, including darkvision. Some of the pathfinder darkness spells do not block darkvision. So for those spells the Darkness effect cannot be applied.
Based on this it seems like the best way to use those darkness spells is not for them to have an effect but rather to turn off other effects that come into the area of the spell.
But I'm open to suggestions if anyway has a better way to handle that.
Darkness Spells Without a Darkness Lighting Effect
- Dancing Darkness
- Darkness
- Darkvault
- Shield of Darkness
Darkness Spells With a Darkness Lighting Effect
- Acid Fog
- Ash Storm
- Blacklight
- Deeper Darkness
- Fog Cloud
- Haunting Mists
- Hungry Darkness
- Obscuring Mist
- Pyrotechnics
- Shroud of Darkness
- Sleet Storm
- Solid Fog
- Storm of Vengeance
- Twilight Haze
- Virulent Miasma
Spells With Vision Effects
- Darkvision
- Angelic Aspect
- Angelic Aspect, Greater
- Blessing of the Mole
- Darkvision
- Darkvision, Communal
- Darkvision, Greater
- Divine Vessel
- Elemental Body I, II, III, and IV
- Eyes of the Void
- Form of the Alien Dragon I, II, and III
- Form of the Dragon I, II, and III
- Form of the Exotic Dragon I, II, and III
- Mantle of the Magic Warriors
- Phantom Hunt
- Shadow Projection
- Undead Anatomy I, II, III, and IV
Blindsight
- Decollate
- Divine Vessel
- Echolocation
- Form of the Alien Dragon III
- Form of the Dragon III
- Form of the Exotic Dragon III
- Gift of the Deep
- Ooze Form I, II, and III
- Thoughtsense
True Sight
- Glimpse of Truth
- Prying Eyes, Greater
- True Seeing
For the Light spells, I can see that you coded it like so: Light; LIGHT: 20 torch
But, from the Presets effects, the Spell - Light has this code instead: LIGHT: 20 light
Same thing for the Daylight spell: LIGHT: 60 daylight instead of Daylight; LIGHT: 60 lantern
Would it be possible to change them in the spellbook?
I ask because in Options, there is a new "Token Lights" menu that lets us change the settings of the presets!
That way, we can modify the look and feel of the light and daylight spell without changing the presets for the torch and the lantern!
Thank you very much ^^
this is probably the way to do it, and then it shouldn't be a hassle when they implement the rest of the lighting effects (low-light vision etc)