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September 29th, 2020, 19:47 #131-----
roll dice. it builds character.
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September 29th, 2020, 19:48 #132
I think via effects this is not possible Weapon actions have no tags (at the moment), so, one could also not use (N)IFTAG or something like this. Do what you do for the first two things (like giving DMGTYPE: ghost touch as effect with the correct duration, with some custom-if to assure that it only works against that one target (or use the effect-target)). Then, whenever you attack that creature with with a non-magical attack, press the "Half" button in the modifiers window before rolling the damage That's the easiest solution I see at the moment
My extensions for 3.5e and Pathfinder
Bug reports please here
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September 29th, 2020, 19:56 #133bmos' extensions
he/them
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September 29th, 2020, 20:11 #134
ah, sorry, I didn't see all your other comments
About IFTAG: Yeah, weapon actions have no tags, so, they would be excluded in that approach and HRESIST can not be combined with (N)IFTAG at the moment, so, that would not work sadly (HRESIST will be then always applied, I think, even for spells as you noticed); the attack and damage scripts are not combined with the tags at the moment. I want to do that at some point, but I will not be able to do any coding this year anymore sadly :/
(By the way: To assure that spells have also the damage type ghost touch, you also need DMGSTYPE: ghost touch then you can also apply my approach with the "HALF button" from above. Spells should then correctly do full damage.)
By the way, too: Adding [HALF] into an action's or weapon's name would also lead to half damage, but that would be very tedious approach to code extra buttons for thatLast edited by Kelrugem; September 29th, 2020 at 20:14.
My extensions for 3.5e and Pathfinder
Bug reports please here
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September 29th, 2020, 20:15 #135My extensions for 3.5e and Pathfinder
Bug reports please here
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November 6th, 2020, 02:14 #136
Updated to FGU and 3.3.12. This extension is now only part of the full overlay packages, together with all the other things Please download one of the overlay packages and think about turning on that extension (there are now options to turn off overlays if you do not need it)
(I am just about uploading all these new things, so, when you read this right after I posted it, then please wait a bit )
https://www.fantasygrounds.com/forum...ea-from-Ken-L)
https://www.fantasygrounds.com/forum...njury-packages (for strainInjury)Last edited by Kelrugem; November 6th, 2020 at 02:20.
My extensions for 3.5e and Pathfinder
Bug reports please here
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February 21st, 2021, 20:00 #137
- Join Date
- May 2016
- Posts
- 166
(This is with the pre-February update)
Can someone (anybody BUT Kelrugem, since he's supposed to be working on his thesis )confirm if this is possible: IF: DMGTYPE: bludgeoning; FORTIF: 70 critical;
I'm trying to have an effect in CT that will apply a 70% Fortification against bludgeoning critical.
I'm not sure if the syntax is wrong or if it isn't possible. Right now, it is applying the Fortification against all crits. In the attached image, you'll see teh weapon only has the slashing damage type, which is showing in the Fortification chance chat message.
FORTIF.png
For the ultimate, super-bonus, double win... I'm trying to do something like this:
IF: DMGTYPE: bludgeoning; FORTIF: 70 critical;
NIF: DMGTYPE: bludgeoning; FORTIF: 15 critical;
For the end goal of 70% Fortification against bludgeoning, and only 15% against all else. Do you think that would be possible? We're trying to use Armor as Damage Reduction alternate rules and this would make it a piece of cake. Thank you in advance for any guidance!
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February 21st, 2021, 20:09 #138
That is quick to answer, so, I have time to answer :P FORTIF supports different damage types, so, FORTIF: 70 bludgeoning would also work However, it does sadly not support multiple damage types as in FORTIF: 70 bludgeoning, critical, (in the sense of that both types need to be in the weapon such that fortification is applied) I can add that in a future patch (and by my testing I also see that there is a bug with FORTIF in the new patch; the d100 is only rolling the tenth die)
My extensions for 3.5e and Pathfinder
Bug reports please here
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February 21st, 2021, 20:21 #139
I am trying to automate the bravery fighter ability in PF1E with:
Code:Bravery; IFTAG: fear; SAVE: 1 will
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February 21st, 2021, 20:35 #140
- Join Date
- May 2016
- Posts
- 166
Thanks for the quick reply! We'll wait for your future update/patch.
Regarding the d10, it looks like it is only doing it if there is any other damage type besides critical:
FORTIF: XX critical; This rolls just d100, one time. Perfect.
FORTIF: XX bludgeoning; This rolls twice: the first roll shows [vs. slashing,critical] with a d100, the second roll shows [vs. slashing] with a d10.
I guess the logic is set to automatically check the Fortification against a critical with the weapon type and the then is thinking it must check again against the custom damage type alone. I hope that helps your future troubleshooting.
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