that's right, so, "melee" and "ranged" works but the problem is that a 10ft. melee weapon will be melee in the code :) I see how to adjust that a bit, needs some range adjustments
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Such a dated thread here, but new to FGU and effects, looking for material for Pathfinder1 3.5 info. Can you point me in that direction? I see this [url]https://www.fantasygrounds.com/wiki/index.php/3.5E_Effects but it reads like a dictionary and only a few real in-game examples. I also found this with the FGU in-game help icon while looking at the out of the box effects table https://fantasygroundsunity.atlassia...d+3.5E+Effects but nowhere on these documents is the information to write them out in a descriptive way, for example, this is wrong
Bardic Inspiration: ATK: 1; DMG: 1
This is right
Bardic Inspiration; ATK: 1; DMG: 1
While this is also right
RESIST: 5 cold; RESIST: 5 fire; RESIST: 5 electricity
While this is wrong
ATK:1, DMG:1, SKILL:1, ABIL:1, SAVE:1
But there is no explanation on how to assemble the syntax.
In my first example, there needs to be a semicolon between the description and the bonus but that is not in the links provided, and the example I have is not one from those links.
In my third example there is no descriptor (not that it is needed) but why not? Again no explanation.
So what I am looking for is a source I can turn to besides discord so I can research the meaning of effect syntax
It should be ATK:1; DMG:1; SKILL:1; ABIL:1; SAVE:1 :) always separate different "codings"/effects by semicolons :) I think the examples in the wiki are sometimes wrong, they're extremely old and outdated I think :)
Sadly, there is not any better source, except the community modules of effects where you can look at the examples for the syntax :) You can also look at the 5e wiki, especially here (but also the other sections) https://fantasygroundsunity.atlassia...Word-on-Syntax
The syntax is exactly the same (but the effects and their descriptions of course vary) :)
You can also watch Zacchaeus's effects video: https://www.fantasygrounds.com/forum...-Videos-for-5E :)
In the past I suggested some changes for the 3.5e effects wiki to Doug Davison and he implemented them, I can try to forward him other changes for more readability :) But I'd wait a bit, due to FGU Smiteworks has a lot to do at the moment :) So, I do not want to stress them :D
As always Kelrugem thank you.
Starting recently (yesterday) I get the below errors when I open Combat Tracker and have the Advanced Pathfinder Effects extension loaded. The only other extension I have loaded is Naval Combat one for Skull & Shackles. This is in FGC. The errors go away when I don't load the extension.
Runtime Notice: Host session started
Script Error: [string "ct/scripts/ct_entry.lua"]:188: attempt to index global 'type' (a function value)
Script Error: [string "ct/scripts/ct_entry.lua"]:188: attempt to index global 'type' (a function value)
Script Error: [string "ct/scripts/ct_entry.lua"]:188: attempt to index global 'type' (a function value)
Script Error: [string "ct/scripts/ct_entry.lua"]:188: attempt to index global 'type' (a function value)
Script Error: [string "ct/scripts/ct_entry.lua"]:188: attempt to index global 'type' (a function value)
Script Error: [string "ct/scripts/ct_entry.lua"]:188: attempt to index global 'type' (a function value)
Script Error: [string "ct/scripts/ct_entry.lua"]:188: attempt to index global 'type' (a function value)
Yes, as I wrote in my central thread: Most of my extensions won't work with the naval combat extension :) You need to unload either my extension or the Naval combat one :) Also the Naval combat extension is a bit old (I have seen some 3.3.8 or 3.3.9 pieces of code still in it), so, it could be that you also run in some other problems unrelated to my extension, or it may overwrite some of the additions of the last patches :) (and that needs to be reported in the PF1 bug thread then :) But this bug is surely related to that you combined it with my extension and my extensions do not play well with Naval combat extension)
Impressive! Not sure I'm complimented you on the ACCC effect concept yet (I know you mentioned it the other day), but it's awesome and I can't wait to use it.
Thanks! It turns out this is slightly incompatible with Live Hitpoints from Constitution, as well, but only in the sense that subdual is moved to the right a bit and looks less pretty. I can fix by adjusting my UI, I hadn't realize you replaced that field.
"Now compatible with Bmos's spell failure roll"
I still can't figure out how that works... I set a spell failure amount, I set in the option both "always roll" and "prompt roll" but nowhere it rolls for it. Am I missing something?