Back our Kickstarter Campaign going on Now
Page 1 of 4 123 ... Last
  1. #1
    Kelrugem's Avatar
    Join Date
    Sep 2018
    Location
    Geneva, Switzerland
    Posts
    254

    Advanced 3.5e and Pathfinder effects

    Important: The file names of the extension changed at some point. Do not use the old ones since they are incorporated in the new ones, otherwise there might be 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 and if it was a success or failure :) But everyone can see that message, I do not know yet how to hide it (or moreover to make that dependent on your choice in the options). You will also see no physical die for the involved d100; my coding skills for FG are not good enough for that yet :D (it is only a random number so far) When I will ever be able to do that then I try that :) (or someone else can try that :) )

    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).

    3. There is also a second effect (only needed in 3.5e, Pathfinder user can ignore it if not needed :) ). 'HRESIST: [damage type]' or 'HRESIST: all'. This effect simply halves the the damage of some damage type :)

    If you have several effects like VULN, RESIST etc. of the same damage type, then the order of application is

    0. IMMUNE
    1. FORTIF
    2. HRESIST
    3. RESIST
    4. 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) This is also some change of my extension, FG has this order

    0. IMMUNE
    1. VULN
    2. RESIST

    But, as far as I know, resistance has to be applied before vulnerability (for both, 3.5e and Pathfinder) :) 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 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. 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 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 (Advanced 3.5e.ext and StrainInjury with advanced 3.5e.ext, similarly with Pathfinder; i.e., only use the extension corresponding to your ruleset since ghost touch works differently in both rulesets) :) 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.)

    UPDATE 2:
    The extensions with the "full package" in their name are combinations of Strain and Injury, the advanced effect extensions and the Save versus tags extension (see https://www.fantasygrounds.com/forum...rbitrary-tags). Due to space limit the Pathfinder full package is in post #3 :) If you just want to use the advanced effects and save vs tags then you can install both separately, they should be compatible already.

    UPDATE 3:
    The extension now contains the effect 'VCONC: (N)' 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 :) 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).
    Attached Files Attached Files
    Last edited by Kelrugem; May 18th, 2019 at 04:12.

  2. #2
    damned's Avatar
    Join Date
    Mar 2011
    Location
    Australia
    Posts
    18,361
    Blog Entries
    1
    Well done Kelrugem

    MoreCore - Generic Ruleset
    --- Projects ---
    Extensions | Tutorials | MoreCore | MoreCore Themes | Call of Cthulhu | Maelstrom | FG Con

  3. #3
    Kelrugem's Avatar
    Join Date
    Sep 2018
    Location
    Geneva, Switzerland
    Posts
    254
    Thanks
    Attached Files Attached Files
    Last edited by Kelrugem; May 18th, 2019 at 00:52.

  4. #4

    Join Date
    Apr 2008
    Location
    Virginia Beach
    Posts
    2,804
    Thanks, Kelrugem.

  5. #5
    Thanks for the extension. I have a kineticist in one of my games and they have a variable fortification percentage. This will help a lot. HRESIST will also be useful for swarms and incorporeal creatures that take half damage from some things.

    What does FORTIF x all do? It rolls twice on a normal hit and negates the damage on successes.

  6. #6
    Kelrugem's Avatar
    Join Date
    Sep 2018
    Location
    Geneva, Switzerland
    Posts
    254
    Quote Originally Posted by rickyhunt View Post
    Thanks for the extension. I have a kineticist in one of my games and they have a variable fortification percentage. This will help a lot. HRESIST will also be useful for swarms and incorporeal creatures that take half damage from some things.

    What does FORTIF x all do? It rolls twice on a normal hit and negates the damage on successes.
    Ah, thanks for the description of these situations; then HRESIST should be also useful for Pathfinder then, I didn't think about swarms etc.

    What do you mean with your last question? 'FORTIF: x all' means that fortification will be rolled against any damage type. I tried to reconstruct your situation and was not able to get two rolls accidentally, except when one has two damage types in one roll. E.g. "1d4 slashing plus 1d6 fire" works as expected (i.e. two rolls) but for "1d4 slashing, fire" it also rolls twice although it is just one die Did you mean this?

    Yes, this sounds like a bug, I wrote the programme in such a way that it checks any arising damage type and then rolls fortification if there is a FORTIF for that damage type. I would have to rewrite it in such a way that it checks just any die for specific damage types. But I am not so sure yet how to do that; gladly this bug just arises at situations which do normally not arise since fortification against anything or already against other types than critical or piercing do normally not arise in D&D (and I do not know of dice like "1d6 critical, precision")

    But when you have in your games other fortification types against two damage types (let's call them A and B) and you have damage dice like "1d6 damage type A, damage type B" then this bug will arise

    I hope I find time to fix that

    EDIT: I just checked this situation a bit more: This bug arises also with multiple RESIST and VULN entries. So having two RESIST entrie of two damage types results to a double reduced damage die when this dmg die has both damage types

    EDIT2: The only damage dice with at least two damage types I can think of are something like "d4 slashing, piercing" or "d6 slashing, lawful good", "claw (d6 fire)" (with three damage types then) and so on. So all additional arising damage types are slashing, piercing or bludgeoning and one does not have RESIST or FORTIF etc. against them in standard rules, also resistance and fortification against everything also normally do not arise. Thus, I hope there is no situation in actual games where this bug can arise
    Last edited by Kelrugem; April 21st, 2019 at 18:57.

  7. #7
    Thank you this is terrific!!!

  8. #8
    Kelrugem's Avatar
    Join Date
    Sep 2018
    Location
    Geneva, Switzerland
    Posts
    254
    Quote Originally Posted by dellanx View Post
    Thank you this is terrific!!!
    You're welcome

  9. #9
    Kelrugem's Avatar
    Join Date
    Sep 2018
    Location
    Geneva, Switzerland
    Posts
    254
    Quote Originally Posted by Kelrugem View Post
    Ah, thanks for the description of these situations; then HRESIST should be also useful for Pathfinder then, I didn't think about swarms etc.

    What do you mean with your last question? 'FORTIF: x all' means that fortification will be rolled against any damage type. I tried to reconstruct your situation and was not able to get two rolls accidentally, except when one has two damage types in one roll. E.g. "1d4 slashing plus 1d6 fire" works as expected (i.e. two rolls) but for "1d4 slashing, fire" it also rolls twice although it is just one die Did you mean this?

    Yes, this sounds like a bug, I wrote the programme in such a way that it checks any arising damage type and then rolls fortification if there is a FORTIF for that damage type. I would have to rewrite it in such a way that it checks just any die for specific damage types. But I am not so sure yet how to do that; gladly this bug just arises at situations which do normally not arise since fortification against anything or already against other types than critical or piercing do normally not arise in D&D (and I do not know of dice like "1d6 critical, precision")

    But when you have in your games other fortification types against two damage types (let's call them A and B) and you have damage dice like "1d6 damage type A, damage type B" then this bug will arise

    I hope I find time to fix that

    EDIT: I just checked this situation a bit more: This bug arises also with multiple RESIST and VULN entries. So having two RESIST entrie of two damage types results to a double reduced damage die when this dmg die has both damage types

    EDIT2: The only damage dice with at least two damage types I can think of are something like "d4 slashing, piercing" or "d6 slashing, lawful good", "claw (d6 fire)" (with three damage types then) and so on. So all additional arising damage types are slashing, piercing or bludgeoning and one does not have RESIST or FORTIF etc. against them in standard rules, also resistance and fortification against everything also normally do not arise. Thus, I hope there is no situation in actual games where this bug can arise
    To complete my answer, there is one situation where this problem could arise (and I guess the only one so far in Pathfinder; in 3.5e the following example still works). When you attack a tiny swarm (which has HRESIST: slashing; HRESIST: piercing) with a dagger then HRESIST would be applied twice to the damage die of the dagger since it counts as a slashing and piercing damage. Gladly, this is probably a rare situation (I rather run away from a spider swarm then attacking them with my kitchen knife ). I think about a different code but the whole code about the handling of FG of effects like RESIST has to be rewritten then.

    As a workaround I would erase one of the damage types of the dagger for that fight (or manual manipulation)
    Last edited by Kelrugem; April 22nd, 2019 at 00:59.

  10. #10
    Kelrugem's Avatar
    Join Date
    Sep 2018
    Location
    Geneva, Switzerland
    Posts
    254
    I've now edited the first post to include a modified version of the Strain and Injury extension of Darrenan He allowed me to upload his modified extension if one also wants to use his extension

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

Log in

Log in