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  1. #1

    Effects coding question

    Do effects that accept (N) or (D) allow for a character level adjustment? For example, can I do
    Code:
    RESIST: 2 + CL
    for the Paladins Retributive strike resistance to damage effect?

  2. #2
    I think you can do that as follows: RESIST: 2[LVL]

    However, I believe it would use your total level for the bonus though. See the wiki almost at the very bottom:

    https://www.fantasygrounds.com/wiki/...PFRPG2_Effects
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  3. #3
    More like this?

    Retributive Strike; RESIST: 2+[LVL]

    *if* that works it would only work from the action tab - set the duration to 1 - expire on single usage. If it doesn't work - use the same line but hard code the level variable - some things are just easier to hard code, then change it on level up.

  4. #4
    Kelrugem's Avatar
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    Quote Originally Posted by Gwydion View Post
    I think you can do that as follows: RESIST: 2[LVL]

    However, I believe it would use your total level for the bonus though. See the wiki almost at the very bottom:

    https://www.fantasygrounds.com/wiki/...PFRPG2_Effects
    Just tested it: [CL] exists in Pathfinder 2, too This reads the CL of the spell class from which that effect comes from (it is not in the wiki as for 3.5e/PF1, too, but in both rulesets [CL] seemingly exists besides [LVL]; secret effects one finds by writing extensions ) (if needed in your situation )

    EDIT: Oh, it does not exist, Trenloe? Just tested it, seems to work (but I am not playing PF2, so maybe I misunderstand something and I do it wrong? I can provide a picture, [LVL] takes the total level and [CL] only the CL of the corresponding spellclass)

    EDIT2: But adding something to it seems not to work (or I do not know the syntax), so it was probably about that and not [CL] directly (but maybe still useful for someone to know the existence of [CL])

    EDIT3: okay, there is seemingly a syntax for adding something already, see Trenloe's post below (I thought there has to be some but I didn't remember the syntax anymore)
    Last edited by Kelrugem; August 23rd, 2019 at 15:41.

  5. #5
    Trenloe's Avatar
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    Thanks for pointing out the need for this. It is in the current ruleset - use [+-]X [other tag] - for example: 2 [LVL] (note the space between 2 and [) would give 2 + level.

    Logged as RS2.042 for clarification and addition in future release.
    Last edited by Trenloe; August 23rd, 2019 at 16:23.
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  6. #6
    Is there a way to name an effect so when it is applied to a creature it just reads as its name instead of the adjustment coding. An example is could I name and effect rage and when applied it just reads as Rage instead of AC:-1; DMG:2

  7. #7
    Quote Originally Posted by Roboconn View Post
    Is there a way to name an effect so when it is applied to a creature it just reads as its name instead of the adjustment coding. An example is could I name and effect rage and when applied it just reads as Rage instead of AC:-1; DMG:2
    You can name the effect like this:
    Rage; AC:-1; DMG: 2

    That way you can always tell what ability put the effect on.

  8. #8
    Trenloe's Avatar
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    Quote Originally Posted by Roboconn View Post
    Is there a way to name an effect so when it is applied to a creature it just reads as its name instead of the adjustment coding. An example is could I name and effect rage and when applied it just reads as Rage instead of AC:-1; DMG:2
    Nope. You can either use the pre-defined (in the ruleset code itself) conditions or the effects, there's not a way to hide custom effects. You can do as Ckorik mentions - put a description in front of the effects.
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  9. #9
    Trenloe's Avatar
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    Release 5 will have some changes to the PC specific effects. See the details here:

    https://www.fantasygrounds.com/wiki/...Specific_Notes
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  10. #10
    Trenloe's Avatar
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    Quote Originally Posted by kaernunnos View Post
    Do effects that accept (N) or (D) allow for a character level adjustment? For example, can I do
    Code:
    RESIST: 2 + CL
    for the Paladins Retributive strike resistance to damage effect?
    Actually, there is already code in the ruleset to do this - but it's not obvious. You could do this:

    2 [CL]
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