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  1. #1241
    So I have the following effect:

    Air Supremacy; SKILL: 2 [d5CL] fly

    The Spell Class this is in has a caster level of 1. I also tried with a CL of 5 with the same result.
    So this should have a value of 2 instead the [d5CL] is left as is,
    I removed all extensions except this one and the advanced character sheet and it still does this.

  2. #1242
    On Feature: Extended automation and overlays I found the following: DISTANCE ([= OR = OR OR OR =][range])
    Should this not be, DISTANCE ([< OR > OR = OR <= OR >=][range])?
    It looks to me like the < and > are being filtered out.

  3. #1243
    Kelrugem's Avatar
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    Quote Originally Posted by rmilmine View Post
    So I have the following effect:

    Air Supremacy; SKILL: 2 [d5CL] fly

    The Spell Class this is in has a caster level of 1. I also tried with a CL of 5 with the same result.
    So this should have a value of 2 instead the [d5CL] is left as is,
    I removed all extensions except this one and the advanced character sheet and it still does this.
    Did you apply the effect from the character sheet? It is important that it comes from the sheet to make it work

    Thanks also about the forge page: Indeed, the < > stuff gets filtered out, but soxmax told me how to force it (with slightly different characters). But I was also told that they may update the forge pages to account for such characters

  4. #1244
    Quote Originally Posted by rmilmine View Post
    On Feature: Extended automation and overlays I found the following: DISTANCE ([= OR = OR OR OR =][range])
    Should this not be, DISTANCE ([< OR > OR = OR <= OR >=][range])?
    It looks to me like the < and > are being filtered out.
    For < you use &lt;
    For > you use &gt;

    And yes I had it loaded in a spell class on the action tab. Before that i had it on the class feature that gave it, which cl made no sense since there is no cl. We need a class level tag that include the class name that is on the character. Could work like a if custom or if tag with free form text being looked up in the classes list of the character sheet.
    I think that is my next project.

  5. #1245
    Kelrugem's Avatar
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    Quote Originally Posted by rmilmine View Post
    For < you use &lt;
    For > you use &gt;

    And yes I had it loaded in a spell class on the action tab. Before that i had it on the class feature that gave it, which cl made no sense since there is no cl. We need a class level tag that include the class name that is on the character. Could work like a if custom or if tag with free form text being looked up in the classes list of the character sheet.
    I think that is my next project.
    Thanks! I will try that out

    And also thanks for the report, then I will check those effects, there may be indeed a bug

    (and nice idea with a sheet wide tag!)

  6. #1246
    Not sure where the bug is for what I've found.

    I have the following effects:

    IFT: nodex; Sneak Attack; DMG: 1d6 precision
    NIF: CUSTOM(Sneak Attack); IF: CUSTOM(flanking); DMG: 1d6 precision

    Now these work for some status effects that a character looses dex bonus but not all of them.

    I'm using two things for testing these
    https://fantasygroundsunity.atlassia...d+3.5E+Effects
    https://aonprd.com/Rules.aspx?ID=413

    I don't see any mention of dex loss on the fantasy grounds status effect list, but it's there on the aon status effects.
    So aon has the following status effects loosing dex.
    Blinded, Cowering, dying, Flat-footed, Helpless, Invisible(target losses dex bonus if attacker is invisible), Pinned, Stable, Stunned, Unconscious

    The above status effects that work with IFT: nodex;
    Blinded, Flat-footed, Helpless, pinned, stunned, Unconscious

    The above status effects that don't work with IFT: nodes;
    Cowering, Dying, Invisible, Stable

    Comments:
    Cowering says "A cowering character takes a –2 penalty to Armor Class and loses his Dexterity bonus (if any)." So it should be loosing it's dex for nodex to detect, but the Cowering in the documentation for fantasy grounds, only mentions the -2 to AC. So not sure on this one where the bug is.
    Dying and Stable. There are feats that can keep someone awake when dying, so I guess these work correctly as it's the Unconscious status that is working. This means that a dying or stable individual would also have to have Unconscious put on them to be accurate.
    Invisible is a tough one it's the attacker that is invisible, but the defender looses it's dex. Again I don't know if Invisible is taking away dex from the target or not, and don't know if the bug if there is one is in the status effect or in IFTL nodex?

    Thoughts?

  7. #1247
    Can someone explain what the use case for the ACCURACY damage tag is? I'm really not clear on it. One use case we're trying to figure out is the ability to have a sneak attack effect that the PC would apply in addition to their normal weapon damage, but have it ignore things like crits and empower (we have a Kineticist in our party). Can this tag be used to do that?

  8. #1248
    Quote Originally Posted by EndingPop View Post
    Can someone explain what the use case for the ACCURACY damage tag is? I'm really not clear on it. One use case we're trying to figure out is the ability to have a sneak attack effect that the PC would apply in addition to their normal weapon damage, but have it ignore things like crits and empower (we have a Kineticist in our party). Can this tag be used to do that?
    For pathfinder you use precision for the damage type and and get a crit any damage the character does that is damage type precision will be ignored when applied to the target.
    I'm not sure what the ACCURACY tag.

    I found this on the extensions documentation:
    The third new modifier button is Accuracy in the "Damage" category. This is similar to the opportunity button but with respect to damage rolls. The DMG(S) effects now allow a third descriptor, accuracy, and pressing that modifier button or the Ctrl key will activate such damage effects. For example, use DMG: d6 precision, accuracy, and let your rogue press Ctrl or the accuracy modifier button in order to activate such effects.
    and
    opportunity and accuracy: These restrict the effect just to atttacks of opportunity and accuracy damage rolls (see above), respectively.
    This must be something for 3.5E and not pathfinder as I've no idea what an accuracy damage roll is.

  9. #1249
    Accuracy damage roll.. basically it's a shortcut for sneak attacks and such. Instead of stacking conditionals on top of each other (such as "IFT: nodex; DMG: 1d6 precision" or even "IF: invisible; NIFT: truesight; and "NIFT: nodex; IF: CUSTOM (flanking); DMG. 1d6 accuracy" and so on until you manage to automate it, you just let on the tracker "DMG: 1d6 precision, accuracy" and when you know you can land a sneak attack you just roll your damage normally, but while holding the CTRL key


    "DMG: 1d6 precision, accuracy" and pressing CTRL while rolling for damage is ways ways shorter (and lighter on FGU's processing) than 3-4-5 effects that need to concatenate, keep working and yet not to conflict each other

  10. #1250
    Kelrugem's Avatar
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    Quote Originally Posted by rmilmine View Post
    Not sure where the bug is for what I've found.

    I have the following effects:

    IFT: nodex; Sneak Attack; DMG: 1d6 precision
    NIF: CUSTOM(Sneak Attack); IF: CUSTOM(flanking); DMG: 1d6 precision

    Now these work for some status effects that a character looses dex bonus but not all of them.

    I'm using two things for testing these
    https://fantasygroundsunity.atlassia...d+3.5E+Effects
    https://aonprd.com/Rules.aspx?ID=413

    I don't see any mention of dex loss on the fantasy grounds status effect list, but it's there on the aon status effects.
    So aon has the following status effects loosing dex.
    Blinded, Cowering, dying, Flat-footed, Helpless, Invisible(target losses dex bonus if attacker is invisible), Pinned, Stable, Stunned, Unconscious

    The above status effects that work with IFT: nodex;
    Blinded, Flat-footed, Helpless, pinned, stunned, Unconscious

    The above status effects that don't work with IFT: nodes;
    Cowering, Dying, Invisible, Stable

    Comments:
    Cowering says "A cowering character takes a –2 penalty to Armor Class and loses his Dexterity bonus (if any)." So it should be loosing it's dex for nodex to detect, but the Cowering in the documentation for fantasy grounds, only mentions the -2 to AC. So not sure on this one where the bug is.
    Dying and Stable. There are feats that can keep someone awake when dying, so I guess these work correctly as it's the Unconscious status that is working. This means that a dying or stable individual would also have to have Unconscious put on them to be accurate.
    Invisible is a tough one it's the attacker that is invisible, but the defender looses it's dex. Again I don't know if Invisible is taking away dex from the target or not, and don't know if the bug if there is one is in the status effect or in IFTL nodex?

    Thoughts?
    Thanks! I will check out what effects the nodex is checking again Sorry for the delay in handling these problems, my laptop crashed on Friday and now I am moving all my data to my computer and so on

    Indeed, the accuracy tag is for designating damage types which are only applied when the accuracy modified button or CTRL is pressed. That is not a 3.5e thingy just my own "labelling invention" to have a quick way to tell FG when to allow stuff like sneak attack as Asgurgolas explained (thanks!)
    Basically like "opportunity" but only for precision damage, but to avoid problems with existing code for precision damage I gave it a new name and it allows to let you define what you want to handle with accuracy

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