Disable this extension: https://www.fantasygrounds.com/forum...l-Level-Damage
Printable View
Disable this extension: https://www.fantasygrounds.com/forum...l-Level-Damage
I don't know if all the Errata was not incorporated or just this one error, but Goodberry appears to still use the 1d8+5 description rather than the errata's 1d6+4.
I have to come back to repeat how incredibly useful this module is. I wish the DLC adventure encounters would make use of it for NPCs.
Thank you!
Been working pretty hard on Automation for the Bestiaries as Trenloe's giving us some powerful tools to make that possible. Once that is done, hopefully we can start to shift the automation focus towards making those things you see in my Drag n Drop part of the core ruleset. It will, undoubtedly, be a while down the road because there's a lot that goes into these things (and our grand PF2 guru has a nightmarishly long list of things to do).
Until then, glad I could make your game easier in the meantime.
PS: Is there anything blaringly missing that I could toss into this .mod? It's not hard to add features/powers that benefit gameplay.
Blatantly missing, no. We changed a thing or two maybe. We are only at character level 4 with our current game, though, so more things might come up once my party reaches higher levels.
Currently the main change I did was how to handle "Hunt Prey". A single custom effect is enough to automate the whole Flurry action thing with Trenloe's new "MAP" modifier now.
Edit: I would love to have a whole list of magical weapons and armor. So if someone finds a Hammer +1 and then transfers the rune to a Scimitar I could just drag & drop a Scimitar +1 from the list. But I acknowledge that this would be lots of work for the sake of my laziness. ;)
We just noticed that the "Inspire Courage" drag n drop effect only increase DMG, but not DMGS. So we fixed it for ourselves. Interestingly the other PF2 spell effects addon does not use "DMG: 1; DMGS: 1", but "DMG: 1 status, physical, spell" instead. I need to check if this makes any difference.
That'd be great to know for more than just my little module's sake :)
"DMG: 1 status, physical, spell" does not work as intended. It's just the same as "DMG: 1", so it does not apply to spell damage, just like your module does not. "DMGS: 1" is needed then to make Inspire Courage work on spells, too.
Unfortunately this still leaves me with no way to exclude fixed (splash) damage from Inspire Courage, which is a nuisance for the Alchemist player.
Honestly I'd just say let the alchemist have it. You are in no danger at all of making alchemist, of all classes, overpowered. :P
No automatic way currently, yes. But not "no way" at all. There are plenty of ways to do this: the GM can toggle the Inspire Courage effect off for the alchemist PC in question if they are using splash damage. The PC could put an offsetting modifier in the modifier stack before applying fixed damage, the PC could apply an offsetting one-action effect before applying fixed damage, etc., etc..
I'll look into a way to differentiate damage rolls from fixed damage in the DMG effect when I work on updates to the damage subsystem, probably in a couple of months. In the meantime, like with the many things that aren't covered by automation, or are outside of the current scope of the ruleset, use manual ways to work around it.
I set up a "Burn it!" effect for the PC to use when he throws fire bombs, this deals with any combination of Inspire Courage being active or not. Curiously this also applies to fixed damage, but the "One Action/Roll" effect does *not* wear off when fixed damage is applied. So FG does differentiate rolls from non rolls already, just the effect itself does not. I assume that FG not removing the effect on fixed damage could be called a bug for the "One Action" kind of effect, though. Even more so, since FG keeps applying the effect forever until the first roll is made, despite it being "One Action/Roll".
Additionally we set up an F-key shortcut to a -1 modifier for when he applies splash-damage while being under the "Inspire Courage" effect. Of course he tends to forget having to use that button every now and then.
The player now also adds the splash damage to the main target as modifier to the damage roll, because only then are resistances/weaknesses applied correctly (one resistance to the sum of roll and splash). Thinking of it, we should just add the main target splash damage as permanent bonus damage to the roll. So I will change the drag n drop actions for bomb main target damage rolls accordingly now. An Alchemist's Fire will deal "1D8+splash" then instead of just "1D8".
Version 14.1 released (see first page, first post)
- Update to Spells to reflect those that can take advantage of the Spell Level feature.
- Added Animal Companions Bestiary Entries. This includes any Automation that is appropriate.
- Adjustment to Alchemical Bombs with Splash to include the splash with the initial target (thanks Weissrolf for pointing out the usefulness of this).
- Fixed Entries that had been adjusted by the Errata.
About Spells: The ones that can take advantage of the new Spell Level feature are damage and healing spells, but not all of them. So while you might see a single entry for Fireball that can now be dragged to the Level 3 slot and do 6d6 fire or the Level 4 slot where it will do 8d6 instead, not every damage spell with heightening can take advantage of this. That said, Trenloe is always making improvements and a day will come when this will change! Still, it's GREAT having things like Chain Lightning, Heal, and Shadow Blast needing only single entries now, with more to come. :)
Animal Companions: So I want to go a little into the Animal Companions Bestiary Entries. This is a little tricky since it requires adjusting by hand when they level with the character (unlike the included Character Sheet versions). That said, sometimes all those open character sheets is a hassle so I really like having this option available. For those who haven't tried using a Combat Tracker version of an NPC released to player use, it's quite handy! Simply take that characters red-square symbol from the CT and drop it on a character image in the upper left hand of FG (where you see players logged in) and that CT Creature is now usable by players. So to use these companions, simply drag one to the CT, set it to friendly (presumably) and share it with the player who's employing one.
Here's what you'll see within the Bestiary Tab of this module:
https://www.fantasygrounds.com/forum...chmentid=38070
There's a lot of moving parts for these animal companions, but I tried to cover it all and give details on what needs to be changed when they level up, go to mature, and perhaps even later become Nimble or Savage. I did not, however, include the Specialized Animal Companions abilities as there are quite a few that are selected individually but up to 3 total and come later in the character's levels. Hopefully, everything is there to understand how to make the adjustments to the Companions if/when the time comes to add a specialization.
If I errored, though, in any of the details, please let me know.
Beyond that, enjoy!
PS: I did not update the Unity Version yet. Want to confirm that there's no need to differentiate between the two. Have people been using the regular version in Unity or has it been necessary to have a separate unity version? If it's not necessary, I will just delete the unity version and let everyone use (SR) Drag_N_Drop for both. Thanks!
Great work, thanks a lot! :)
- wrong thread -
mmm downloaded new "Drag n Drop" still seems to be the old one?
What the update only for FGU? (Im still using FGC)?
Is there a place where the module says what version it is?
Nope, downloaded the new module over the old one. Tested with "Heal" spell. Minor inconvenience when dragging spells from a lower to a higher level on action tab (number of cast/day get mixed up), but that's more a PFRPG2 thing.
Our healer is using "Healing hands" (d10 instead of d8), so I changed the action accordingly and it works as expected when the spell is moved between spell levels.
I noticed that "Magic Missile" does the same 1D4+1 damage effect for all levels. Instead I would expect more dice+1 to be used. Unfortunately there is no multiplier field for the CL/SL part of damage, so we cannot automate the +2 Heighten = one more missile.
Yes and no. There is no need to have 5 entries of MM (1/3/5/7/9) if all of them do exactly the same thing. Additionally you might want to cast several missiles at the same target: "If you shoot more than one missile at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth."
I set up this instead:
https://i.imgur.com/06ZNdus.png
The higher the spell level the longer the list gets: 1 = 1-3 D4, 3 = 1-6 D4, 5 = 1-9 D4, 7 = 1-12 D4, 9 = 1-15 D4. Players can delete entries they consider never to be used.
Version 14.1.1 released (see first page, first post)
- Update to Animal Companion import character sheets to include information on advancement as well as some minor fixes/improvements.
So in doing the Bestiary tab version of Animal Companions, it became apparent that the information about advancing in levels or improving to Mature (as well as Nimble and Savage) was desired by my players who are using the Animal Companion character sheets that get imported. It also gave me the chance to fix a couple of minor issues as well as update the sheets to some of the new features.
So with the new version of the importable animal companions (which are importable by the GM only, as I found out, though they can then be "owned" by players interested in using them thereafter), you'll see new information on how to handle advancing in levels and features for these character sheet versions.
Here's a quick look at the Animal Companion: Cat character sheet:
https://www.fantasygrounds.com/forum...chmentid=38148
Notes on how to update the companion sheet as it levels with the character can be found therein.
You might notice there is a small oddity in this which I discovered this morning. Hit points will automatically adjust with the increase in the "Animal Companion" level (found in the Class & Level hourglass pop-up box) only if you also have the Hit Point pop-up box open at the same time. This is obviously due to the fact that "Animal Companion" isn't a real class, but boosting this from level 1 to 2 (and so forth) will still increase all relevant fields that improve with increased level so it's a nice, easy way to get all the boosts to attack hit bonus, trained skills, armor proficiencies, saves, etc.
As always, let me know if you find anything out of sorts and I'll adjust the module accordingly.
Enjoy!
I love all of this! Thanks for your tireless work.
I'm not familiar with how FGU updates, but am I correct in the assumption that modules aren't updated automatically? I would imagine it doesn't update existing characters, so if there were new effect or updated ones I would have to apply them to the character sheet manually?
Thanks for all the work! Makes running games so much more enjoyable!
Yes, you have the right of it. This is because when it (a spell, etc) goes on the character it becomes the character's version, to be used, tweaked, updated, and so forth, for that character specifically. Unfortunately, that means when there's an update, especially for these community modules, there is a need to update the character's version as well (hopefully, any personal changes made aren't hard to recreate).
I am glad you are enjoying it! :) Someday, I hope most of what I have done becomes redundant, but for now, I am happy that people are finding these projects an enhancement to their games.
As always, if you find something this lacks and would further improve gameplay, feel free to suggest!
It's noteworthy that anything drag & dropped to an F-key shortcut also becomes its own version. So you may have to update both the character sheet and shortcut.
It depends on what is added to the hotkey.
For example, if a spell from the core rules module is added to a hotkey, it's a link to the spell in the module. So if the spell in the module changes so does the data displayed when the hotkey is clicked. For example, this is the XML for a hotkey linked to a spell. Note that the shortbut datasource is a link to the Core Rules module:
Code:<key number="4">
<description>Aberrant Whispers</description>
<icon>button_link</icon>
<dbref>reference.spells.aberrantwhispers@Pathfinder Second Edition Core Rules</dbref>
<data>
<type>shortcut</type>
<slot number="0">
<shortcut>
<class>spelldesc</class>
<datasource>reference.spells.aberrantwhispers@Pathfinder Second Edition Core Rules</datasource>
</shortcut>
</slot>
</data>
</key>
Dragging a spell from the core rules to the shortcut only opens its description, though. So it's only of limited use.
I suspect that most of the time spells actions are dragged from the character sheet to a shortcut key, which then does not automatically update when the character sheet is changed (either manually or just dragging a spell to a different level). The character sheet in turn does not update when a spell action is changed in the SR Spells module. So this is something to look out for.
Especially with CL/spell level based actions I wished that the shortcuts would update to reflect the character sheet.
Yeah. The Function Hot-keys are terrific for things directly tied to the character sheet like skill checks, initiative, saves, etc., along with some oft-used conditions and/or modifier values. However, for spells (and actions), it doesn't offer the same active connection but is more a pseudo-snapshot of what they are at the time of the drag.
Just a small thing.
My champion pc has Lay on Hands as a focus spell and you have the amount healed (or damage for undead) as amount x spell level. As focus spells don't have spell levels perhaps it should be CL instead?
Questions about your rogue surprise and sneak attacks.
Attachment 38655
a) I take it both statements to apply flat-footed are meant to be applied with SHIFT?
b) Why is flat-footed not capitalised in the IFT statement but in the other 2?
c) Why is the sneak attack 2nd action only for one roll? Why do we need it anyway?
I imagine the one-action flat-footed is for the convenience of rogues who like to feint, hide and snipe, or other methods of setting up single sneak attacks.
Hey Farnaby, I'll see if I can explain each - which really means, I'll see if I can remember what I was doing when I created that :D
re: a) SHIFT is not needed for Sneak Attack because it's a one-action application, although for anyone comfortable with using Shift to apply flat-footed for things like flanking, you could change the tag to apply flat-footed for a round and have it work on all actions. I included a sub-window within each that explains how to use SHIFT to apply flat-footed that only applies vs specific creatures. For Surprise Attack, yeah... SHIFT makes that work so that others don't get to take advantage of the condition. I suppose adding a little reminder note to the Effect would help make that clearer.
re: b) For absolutely no reason. Both work equally well. :)
re: c) So this goes back to a). I am pretty sure when I first jumped into making this drag-n-drop module, either the SHIFT feature for targeting hadn't been implemented yet or I was unware of it. So there was a lot of things I initially started out applying effects for only 1 action, because I didn't want to leave it active afterwards.
The truth of the matter is that my focused shifted to some high-priority projects and there are areas of the Drag-n-Drop that could use some refinement. I catch some of it when possible (such as the new Spell Level feature), but Trenloe seems to be bent on improving this Ruleset all the time, which is darn inconvenient when it comes to keeping up with some of my earlier projects. :p
If I ever get the free time, I'd love to clean up some loose ends in this module :) Until then, tweak out things like this so it works more cleanly for you. Hopefully, the basis everyone gets to start with takes care of most of the work.
Enjoy!
PS: Full disclosure - secretly, I am looking forward to the time when the ruleset itself takes care of all this and I don't have to worry about these modules at all! Until then, though, I am happy to keep tweaking and adjusting where needed.
Thanks for the reply and all your hard work!
Smokes!!! This is the best mod ever <3
Where does one find the download link for these All-in-One Character sheets? I have tried searching on the forums and google but I am not finding a link to download them.