Advanced 3.5e and Pathfinder effects
This is for FG classic! See the link in my signature for FG Unity :)
Now only part of the full overlay packages :)
StrainInjury: A combined version of that with StrainInjury can be found in https://www.fantasygrounds.com/forum...695#post445695
Normal version: https://www.fantasygrounds.com/forum...ea-from-Ken-L).
IMPORTANT, too: The keen extension of darrenan is incorporated in that extension, thus, do not use both extensions together to avoid conflicts.
Hello :)
So now I was able to make an extension for fortification, ghost touch and variable concealment :) And inside that extension are also my other extensions: immediate action refresh and half resistance (and some combinations with other extensions, see the text below). Summary:
1. To apply fortification use: 'FORTIF: (N) [damage type]' or 'FORTIF: (N) all' :) (N) is some arbitrary number describing the percentage and damage type is as usual. E.g. when you want light fortification, then your effect is 'FORTIF: 25 critical; FORTIF: 25 precision'. But you can use any other number and any other damage type if you have any house rules for different fortification rules :) When fortification is executed you will see a message in the chat showing you the roll result(s) and if it was a success or failure :) The applied damage is modified accordingly. Any combination of damage types should works as expected when one "naturally extends" the rules.
2. The immediate action toggle box in the combat tracker (under attacks) now refreshes at the end of your turn, not at the beginning (as far as I know this holds for both, 3.5e and Pathfinder). (Actually, this is now natively implemented in FG since v3.3.8)
3. There is also a second effect. 'HRESIST: [damage type]' or 'HRESIST: all'. This effect simply halves the the damage of some damage type :) Also this effect should work for different damage type combinations as expected when one "naturally extends" the standard rules.
If you have several effects like VULN, RESIST etc. of the same damage type, then the order of application is (for 3.5e)
0. IMMUNE
1. FORTIF
2. HRESIST
3. Incorporeal, for Pathfinder
4. DR
5. RESIST
6. VULN
(although it is not important where IMMUNE and FORTIF are in the order, but the order of the other ones make a difference of course). For Pathfinder VULN is applied before HRESIST. This is also some change of my extension, FG has this order
0. IMMUNE
1. VULN
2. RESIST
3. DR
4. Incorporeal, for Pathfinder
But, as far as I know, resistance etc. has to be applied before vulnerability (for 3.5e) :) If you want a different order then tell me and I can change it :) (I mean the order of change in the damage; the order in the CT is not important) I mean the order has to be in such a way that the damage is minimized according to official answers of WotC
I made it compatible with the Strain and Injury extension of Darrenan; when you also use that extension then only use StrainInjury.ext since my stuff is incorporated into Darrenan's extension, thus no need to load both, see https://www.fantasygrounds.com/forum...695#post445695. Thanks, Darrenan :) The strain and injury rules do not really say what happens with fortification when it blocks critical damage, i.e. no information about whether it stays as injury damage or becomes strain damage. The extension is written in such a way that it stays as injury damage.
If you use my other two extensions (the one of HRESIST separately and immediate action refresh; they are incorporated). then you should not use them anymore to avoid conflicts with that extension :)
Best,
Kelrugem
PS: I am normally not a coder, this is basically my first time for FG; so there might be mistakes. Please tell me then :)
PPS: Thanks, Damned, for the help with the chat output :)
EDIT: Thanks to Darrenan, too (he allowed to upload a combinated extension of my extension with his one) :)
UPDATE:
I have added ghost touch as an effect and damage type :) Simply apply 'ghost touch' as effect (3.5e) or damage type (Pathfinder). When I understand the distinctions between 3.5e and pathfinder correctly, then the effect 'ghost touch' is only needed in 3.5e (then the percentage die will not be rolled) and the damage type seems to be only important for Pathfinder users (to avoid the halving of damage), in 3.5e every ghost touch weapon is also magical and, thus, the damage die would already be applied to wraiths, there is not such a halving. But when one has homebrew rules where non-magical ghost touch weapons are allowed then you can use it :) I.e.:
3.5e: Apply effect (and maybe dmgtype) 'ghost touch' (exactly written like this, not 'Ghost touch' etc.)
PF: Apply dmgtype 'ghost touch' at the weapon damage die (exactly written like this, not 'Ghost touch' etc.). EDIT: See update 4; "IFT: incorporeal; DMGTYPE: force" works now, too. The damage type still gives you the possibility to attach it to a single weapon though. I am thinking about to change it to a weapon property in both rulesets such that it looks more aesthetic.
UPDATE 2:
There are extensions with the "full package" in their name, these are combinations of Strain and Injury, the advanced effect extensions and the Save versus tags extension (see https://www.fantasygrounds.com/forum...e-versus-tags). If you just want to use the advanced effects and save vs tags then you can install both separately, they should be compatible already. To find these, see https://www.fantasygrounds.com/forum...695#post445695. There is also a combined package with the AoO tracker (https://www.fantasygrounds.com/forum...tunity-tracker) and with AoO tracker, save versus tags and some overlays (https://www.fantasygrounds.com/forum...ea-from-Ken-L)).
UPDATE 3:
The extension now contains the effect 'VCONC: (N), [range]' for variable concealment. (N) is the percentage number, i.e. VCONC: 20 is like CONC and VCONC: 50 as TCONC. But you can also use any other percentage number :) [range] is the typical range stuff, i.e. melee or ranged or opportunity. I also made sure that only the biggest available value for concealment is used (so VCONC, CONC and TCONC (and Incorporeal in 3.5e, too) do not stack with or overwrite each other, the code takes the highest existing value).
UPDATE 4: (if not already mentioned above)
There are fixes of problems mentioned in https://www.fantasygrounds.com/forum...-reduction-bug. The Summary is in my second post, #3, along with other updates :)