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  1. #1
    Trenloe's Avatar
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    Pathfinder Playtest - Ongoing Development - Effects

    I've started work on the underlying effects subsystem in the Pathfinder Playtest (PFRGP2) ruleset.

    I've copied the current 3.5E/Pathfinder effects Wiki page and I'm updating as I go along. Things updated/changed are marked with ++ in the Wiki page.

    Updated for release 3d - October 16th, 2018.

    https://www.fantasygrounds.com/wiki/...PFRPG2_Effects

    At this point, the main things are:
    1) Bonus/penalty types: circumstance, conditional, item and no entry for untyped. If FG doesn't find any of these three types (or there's no type) in the effect modifier entry, then the effect won't be applied.
    2) Modifiers don't stack - except untyped modifiers. In theory the ruleset shouldn't allow untyped bonuses - but I've left it there for now, as I think this might have a big effect on people already playing. There's no limit on the level of each bonus type - even though the rules specify a limit (e.g. conditional modifiers range from -4 to +4).
    3) PERS (Persistent damage) has been added. PERS behaves like DMGO (which remains for backwards compatibility) - with both of these effects applying the damage at the end of the actors turn as per the RAW. Currently there is no automated roll to remove persistent damage - there will be at some point, please handle it manually for now.
    4) WEAK (Weaknesses) has been added. Note - any exceptions should now be parsed correctly.
    5) Poison, mental, area and splash added to damage types.
    6) Other effects work as per the wiki.
    7) Conditions have been started - they work for attacks (both defensive AC conditions and attacker combat roll conditions) and base ability checks (this was a fairly quick and easy one). The others will be worked on going forward...

    And... a new, experimental change. I've testing this, but I'm sure there will be some edge case issues that I'll need to iron out...

    Saving throws now have additional parameters - allowing "+1 conditional save vs fear" and similar effects.

    How do these work? There are 2 areas - the effect itself and the cast action that triggers the save.

    Pathfinder 2 makes use of traits to indicate certain aspects of an action, a spell, etc.. So, it is these traits that are used to look for saving throw effects that apply only to certain types of save. Fg adds these traits in 3 ways:
    1. The magic tradition (arcane, divine, occult or primal) that is selected for the spell/power class where the spell resides. There is a new "tradition" button in the spell class header used to set this.
    2. The traits from the spell that the save action is attached to - click the link icon to edit the spell details in the spell class.
    3. A custom "Extra traits" field (similar to damage type for damage actions) is added to the Save section of the cast action.

    All of these three areas are combined to create the traits list for the saving throw action. And are listed in the saving throw details in the chat window.



    During a saving throw, SAVE effects are parsed now for 4 parameters (#2 - 4 are comma separated, no comma after the bonus/penalty number):
    1. SAVE effect bonus/penalty number
    2. Saving throw type (Fortitude, Reflex or Will - or all if not present).
    3. Bonus type (circumstance, conditional and item)
    4. A trait that this effect applies to.

    The usual rules (bonus stacking, etc.) should apply as mentioned above.
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    Last edited by Trenloe; October 17th, 2018 at 12:47.
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  2. #2
    Awesome! Thanks for these!
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  3. #3
    Yes, thank you for posting this.

  4. #4
    Hey Trenloe, are the monsters been automatic parsed for Weakness and Resistance?

  5. #5
    Trenloe's Avatar
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    Quote Originally Posted by dantedoom View Post
    Hey Trenloe, are the monsters been automatic parsed for Weakness and Resistance?
    See info here: https://www.fantasygrounds.com/forum...l=1#post407214 and the exceptions in post #1 above.
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  6. #6
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    Updated for release 3b which went live today.
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  7. #7
    How do I do Protection from Evil? I figured out how to do protection but I cant figure out how to only make it work against evil targets. I tried using "IFT:ALIGN(evil);" but that gave me an error.

  8. #8
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    Quote Originally Posted by Datalore View Post
    How do I do Protection from Evil? I figured out how to do protection but I cant figure out how to only make it work against evil targets.
    You can't , not yet.

    Quote Originally Posted by Datalore View Post
    I tried using "IFT:ALIGN(evil);" but that gave me an error.
    ALIGN, SIZE and TYPE won't work currently because there are no specific fields for those in PFRPG2 - they need to be parsed out of the creature traits. It'll come, but not for a while...

    I've only done trait entries for saves currently - but these do not include the traits for the creature/PC - just those I detailed above in post #1. I'll have to look at the design carefully to see if it makes sense to expand a save to also include the traits from the creature/PC in the save action. Maybe, but I'll have to check for exceptions... and the playtest rules don't specifically say that spells gain traits from the base caster - see page 194. So I'll probably have to keep the current effect conditional parameters of ALIGN, SIZE and TYPE (but code them to work in the PRPG2 framework), even though all of these will come from the base creature traits (or from fields in the PC sheet for PCs and ALIGN and SIZE).
    Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!

  9. #9
    I do not envy you coding this ruleset. So many fidgety bits.

  10. #10
    Trenloe's Avatar
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    Quote Originally Posted by Datalore View Post
    I do not envy you coding this ruleset. So many fidgety bits.
    There sure is. Last night I was pretty happy with the save traits code, then during in depth testing I came across lots of little edge cases... I had to re-write the code... it actually made it better, but still... Fun and Games! Or, at least something else beginning with F! ;-)
    Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!

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