-
July 22nd, 2020, 15:49 #111
Is your test character an arcane caster wearing armor that actually applies? Some classes can wear some categories of armor without penalties, so entering a number in the spell failure box doesn't actually do anything unless armor that effects them is equipped. Also, you need to have the name of the spell class entered as just the class name. "Bard" will work but not "Bard Spells," for example.
If that doesn't get it sorted for you, we should probably continue this on my thread for that extension (so we don't fill up Kel's).
The full list of classes for each type of armor (or shields) is:
Code:-- Set which arcane classes face spell failure while wearing different types of armor tArcaneClass_HeavyArmor = {'Bard', 'Sorcerer', 'Wizard', 'Magus', 'Summoner', 'Witch', 'Arcanist', 'Bloodrager', 'Skald', 'Unchained Summoner'} tArcaneClass_MedArmor = {'Bard', 'Sorcerer', 'Wizard', 'Magus', 'Summoner', 'Witch', 'Arcanist', 'Unchained Summoner'} tArcaneClass_LtArmor = {'Sorcerer', 'Wizard', 'Witch', 'Arcanist'} tArcaneClass_Shield = {'Sorcerer', 'Wizard', 'Magus', 'Summoner', 'Witch', 'Arcanist', 'Bloodrager', 'Unchained Summoner'}
Last edited by bmos; July 22nd, 2020 at 20:18.
bmos' extensions
he/them
-
July 22nd, 2020, 19:14 #112
Just a thought here...would it be possible to just add a switch to the end of the damage types to signify that the damage source bypasses immunity/resistance/reduction etc. Like rather than have "fire, immunebypass, resistbypass" or "silver, magic, drbypass" instead "fire^" or "silver, magic>" Something like that where it doesn't matter the damage type or source...just tagging the switch on the end changes it to bypass but retains the original damage type? I don't know if that is feasible or even sensible.
-
July 22nd, 2020, 19:22 #113
Additional thought...it might also be a way to signal that the damage is divided between different types. For instance flame strike, half the damage is divine and half the damage is fire. So if the damage roll was 9d6 and damage was entered as "divine/,fire/" it could split the damage rolled between the two sources. I don't know if this would be possible.
-
July 22nd, 2020, 20:23 #114
Thank you
Oh, that is strange, besides the base health box from one of my players I never changed anything there (did I?) I may have forgotten what I did there the only other extension changing something there would only be the StrainInjury extension but that is not what you are using, I think Though I overwrote parts of the character sheet and needed to overwrite the xml for that. It could be that I was a bit too sloppy with that and that this now interferes with your health extension
Ah, nice, ideas, thank you, I will keep them in mind
Yeah, already when I introduced ghost touch I was thinking about revamping weapon stuff. But that quickly leads to revamping the effect stuff and so on; the project can become pretty quick at some point I will see what I come up withMy extensions for 3.5e and Pathfinder
Bug reports please here
-
July 22nd, 2020, 20:39 #115
Good memory, I use AE + AoO. I want to try out straininjury someday, but it seems weird to switch mid-campaign. I was wondering what you were doing with the health boxes, actually. Whatever it is appears to be the whole reason you have a campaign subfolder:
Code:function onInit() if super.super.onInit then super.super.onInit(); end OptionsManager.registerCallback("WNDC", onValueChanged); onValueChanged(); end function onClose() OptionsManager.unregisterCallback("WNDC", onValueChanged); end function onDrop(x, y, draginfo) if draginfo.getType() == "number" then local rActor = ActorManager.getActor("pc", window.getDatabaseNode()); local rRoll = {}; rRoll.bSecret = false; rRoll.sType = "number"; rRoll.sDesc = draginfo.getDescription() .. " [TYPE: nonlethal]"; rRoll.nMod = draginfo.getNumberData(); rRoll.aDice = {nil, {result = 0}}; ActionDamage.onDamage(nil, rActor, rRoll); end return true; end
Last edited by bmos; July 22nd, 2020 at 20:42.
bmos' extensions
he/them
-
July 22nd, 2020, 20:45 #116
Aaaaah, that thing, right. Yeah, due to my physical die for the fortification roll I needed to revamp the whole damage structure. That code is about what happens when you drag&drop numbers onto the wound field in the sheet (from the modifier box or from damage chat messages etc.). Implementing physical dice into existing structure can be really messy, I do not recommend it
That code is needed to avoid that errors pop-up when doing that drag&drop onto the wounds field while having my extension. That is an edge case because rarily someone does that, but I still wanted to be complete in my code
Thanks for the updateLast edited by Kelrugem; July 22nd, 2020 at 20:48.
My extensions for 3.5e and Pathfinder
Bug reports please here
-
July 25th, 2020, 18:57 #117
So, revisiting this change, I think it made the UI noticably worse overall.
Any chance you'd consider changing the location of wounds and subdual slightly in your extension? It leaves yours looking like this if you use the code below: proposed changes.png
Code:<number_dropadd name="hptemp" source="hp.temporary" merge="join"> <anchored to="hp" position="right" offset="12,0" width="40" /> <color>0000AA</color> <hideonvalue>0</hideonvalue> <description textres="char_tooltip_hptemp" /> <script> function onValueChanged() window.onHealthChanged(); end </script> </number_dropadd> <number_dropadd name="nonlethal" source="hp.nonlethal" merge="replace"> <anchored to="wounds" position="right" offset="12,0" width="40" /> <hideonvalue>0</hideonvalue> <description textres="char_tooltip_nonlethal" /> <script> function onValueChanged() window.onHealthChanged(); end function onInit() if super.super.onInit then super.super.onInit(); end OptionsManager.registerCallback("WNDC", onValueChanged); onValueChanged(); end function onClose() OptionsManager.unregisterCallback("WNDC", onValueChanged); end function onDrop(x, y, draginfo) if draginfo.getType() == "number" then local rActor = ActorManager.getActor("pc", window.getDatabaseNode()); local rRoll = {}; rRoll.bSecret = false; rRoll.sType = "number"; rRoll.sDesc = draginfo.getDescription() .. " [TYPE: nonlethal]"; rRoll.nMod = draginfo.getNumberData(); rRoll.aDice = {nil, {result = 0}}; ActionDamage.onDamage(nil, rActor, rRoll); end return true; end </script> </number_dropadd>
Last edited by bmos; July 26th, 2020 at 19:27.
bmos' extensions
he/them
-
July 25th, 2020, 19:08 #118
Yes, sure, I can do I will revisit it, maybe I can already make it compatible by using merge="join", I remember that there was some problem with the latter but I will test that again, then I do not need to declare the position anymore and it is in general more compatible then
My extensions for 3.5e and Pathfinder
Bug reports please here
-
August 16th, 2020, 06:35 #119
I am having an issue using these bypass damage types. If I add drbypass to the weapon itself it seems to work. If I add an effect DMGTYPE: drbypass it doesn't seem factor in. Testing it in FGU with no other extensions beyond Full Overlay Package. Is there a special usage for these damage types I am not aware of?
The use case in this instance is a mythic character in Pathfinder using Sudden Attack.
Sudden Attack (Ex)
As a swift action, you can expend one use of mythic power to make a melee attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making a sudden attack, you roll twice and take the better result, adding your tier to the attack roll. Damage from this attack bypasses all damage reduction.
Code:Sudden Attack; keladvantage; ATK: 3; DMGTYPE: drbypass
Last edited by mozmonar; August 16th, 2020 at 06:40.
-
August 16th, 2020, 06:54 #120
I am also having trouble using immunebypass and resistbypass.
For example using mythic scorching ray on say a red dragon...
Mythic Scorching Ray
Each ray’s damage increases to 6d6 points of fire damage. The first ray bypasses fire resistance and immunity.
Mythic Scorching Ray vs Dragon.jpg
Thread Information
Users Browsing this Thread
There are currently 1 users browsing this thread. (0 members and 1 guests)
Bookmarks