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  1. #11
    Quote Originally Posted by damned View Post
    You didnt specify a ruleset in your post....
    Nope, sorry I didn't. I must admit I did assume at the time changing the text wasnt too ruleset dependant
    "When questing once in noble wood of gray medieval pine, I came upon a tomb, rain-slicked, rubbed cool, ethereal, its inscription long vanished, yet still within its melancholy fissures."

  2. #12
    Ok here it is for PFRPG2
    Better save descriptions for PFRPG2

    (It seems to work but Im not as experienced with FG code as Damned is)
    Last edited by Willot; March 29th, 2020 at 08:17.
    "When questing once in noble wood of gray medieval pine, I came upon a tomb, rain-slicked, rubbed cool, ethereal, its inscription long vanished, yet still within its melancholy fissures."

  3. #13
    Quote Originally Posted by Willot View Post
    It seems no matter how long one has been using FG, people still get confused when they roll saves for the NPC saves from their spells. When it comes up [SUCCESS] you brain tell you it applies you your spell when it is infact the NPC's save result.
    A simple change would fix this. See IMAGE
    Attachment 32679

    ONLY YOU CAN STOP SAVE CONFUSION!!
    I've tweaked the AD&D 2E ruleset to display [TARGET-SAVED] or [TARGET-FAILED] if an origin of the save exists (something is forcing them to save). Adding in the name of the creature would get cumbersome with the names some npcs might have.
    ---
    Fantasy Grounds AD&D Reference Bundle, AD&D Adventure Bundle 1, AD&D Adventure Bundle 2
    Documentation for AD&D 2E ruleset.
    Custom Maps (I2, S4, T1-4, Barrowmaze,Lost City of Barakus)
    Note: Please do not message me directly on this site, post in the forums or ping me in FG's discord.

  4. #14
    Quote Originally Posted by celestian View Post
    I've tweaked the AD&D 2E ruleset to display [TARGET-SAVED] or [TARGET-FAILED] if an origin of the save exists (something is forcing them to save). Adding in the name of the creature would get cumbersome with the names some npcs might have.
    True and it would be an easier change, but I like the name (until something happens that causes concern)
    "When questing once in noble wood of gray medieval pine, I came upon a tomb, rain-slicked, rubbed cool, ethereal, its inscription long vanished, yet still within its melancholy fissures."

  5. #15
    damned's Avatar
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    Quote Originally Posted by Dax Doomslayer View Post
    Hey damned,
    I hope all is well. I tried to load with this extension using the 5E rules set and I'm getting the following script error:

    Script Error [string "scripts/manager_action_save.lua"]: 463: unexpected symbol near FailsSavingThrow
    Ruleset Warning: Could not load icon resource (AFAL_modestandard)

    There were initially a couple of others but it looks like when I turned off the Local Dice Tower extension and the Death Indicator extension, the errors disappeared. I'm wondering if this is another extension conflict or something else...

    Thanks!
    Dax anything that also wants to modify manager_action_save.lua is going to conflict with this extension and vice versa. Youre gonna have to choose which ones do more for you (unlikely this one).

    You can try replacing the function applySave(rSource, rOrigin, rAction, sUser) in the other extensions with this one....

    Code:
    function applySave(rSource, rOrigin, rAction, sUser)
    	local msgShort = {font = "msgfont"};
    	local msgLong = {font = "msgfont"};
    	
    	msgShort.text = "Save";
    	msgLong.text = "Save [" .. rAction.nTotal ..  "]";
    	if rAction.nTarget > 0 then
    		msgLong.text = msgLong.text .. "[vs. DC " .. rAction.nTarget .. "]";
    	end
    	msgShort.text = msgShort.text .. " ->";
    	msgLong.text = msgLong.text .. " ->";
    	if rSource then
    		msgShort.text = msgShort.text .. " [for " .. ActorManager.getDisplayName(rSource) .. "]";
    		msgLong.text = msgLong.text .. " [for " .. ActorManager.getDisplayName(rSource) .. "]";
    	end
    	if rOrigin then
    		msgShort.text = msgShort.text .. " [vs " .. ActorManager.getDisplayName(rOrigin) .. "]";
    		msgLong.text = msgLong.text .. " [vs " .. ActorManager.getDisplayName(rOrigin) .. "]";
    	end
    	
    	msgShort.icon = "roll_cast";
    		
    	local sAttack = "";
    	local bHalfMatch = false;
    	if rAction.sSaveDesc then
    		sAttack = rAction.sSaveDesc:match("%[SAVE VS[^]]*%] ([^[]+)") or "";
    		bHalfMatch = (rAction.sSaveDesc:match("%[HALF ON SAVE%]") ~= nil);
    	end
    	rAction.sResult = "";
    	
    	if rAction.nTarget > 0 then
    		if rAction.nTotal >= rAction.nTarget then
    		
    		nSaveDesc = math.random(1, 10);
    			if nSaveDesc == 1 then
    				sSaveDesc = " avoids the magic! Successful Save!]"
    			elseif nSaveDesc == 2 then
    				sSaveDesc = " dodges the magic! Successful Save!]"
    			elseif nSaveDesc == 3 then
    				sSaveDesc = " resists the magic! Successful Save!]"
    			elseif nSaveDesc == 4 then
    				sSaveDesc = " seems immune to the magic! Successful Save!]"
    			elseif nSaveDesc == 5 then
    				sSaveDesc = " forges through! Successful Save!]"
    			elseif nSaveDesc == 6 then
    				sSaveDesc = " defies the magic! Successful Save!]"
    			elseif nSaveDesc == 7 then
    				sSaveDesc = " repels the magic! Successful Save!]"
    			elseif nSaveDesc == 8 then
    				sSaveDesc = " thwarts the magic! Successful Save!]"
    			elseif nSaveDesc == 9 then
    				sSaveDesc = " contends with the magic! Successful Save!]"
    			elseif nSaveDesc == 10 then
    				sSaveDesc = " holds out against the magic! Successful Save!]"
    			end
    			
    			msgLong.text = msgLong.text .. " [" .. ActorManager.getDisplayName(rSource) .. sSaveDesc;
    			
    			if rSource then
    				local bHalfDamage = bHalfMatch;
    				local bAvoidDamage = false;
    				if bHalfDamage then
    					if EffectManager5E.hasEffectCondition(rSource, "Avoidance") then
    						bAvoidDamage = true;
    						msgLong.text = msgLong.text .. " [AVOIDANCE]";
    					elseif EffectManager5E.hasEffectCondition(rSource, "Evasion") then
    						local sSave = rAction.sDesc:match("%[SAVE%] (%w+)");
    						if sSave then
    							sSave = sSave:lower();
    						end
    						if sSave == "dexterity" then
    							bAvoidDamage = true;
    							msgLong.text = msgLong.text .. " [EVASION]";
    						end
    					end
    				end
    				
    				if bAvoidDamage then
    					rAction.sResult = "none";
    					rAction.bRemoveOnMiss = false;
    				elseif bHalfDamage then
    					rAction.sResult = "half_success";
    					rAction.bRemoveOnMiss = false;
    				end
    				
    				if rOrigin and rAction.bRemoveOnMiss then
    					TargetingManager.removeTarget(ActorManager.getCTNodeName(rOrigin), ActorManager.getCTNodeName(rSource));
    				end
    			end
    		else
    			nFailDesc = math.random(1, 5);
    				if nFailDesc == 1 then
    					sFailDesc = " succumbs! Fails Saving Throw!]"
    				elseif nFailDesc == 2 then
    					sFailDesc = " is affected! Fails Saving Throw!]"
    				elseif nFailDesc == 3 then
    					sFailDesc = " is struck! Fails Saving Throw!]"
    				elseif nFailDesc == 4 then
    					sFailDesc = " fails to resist! Fails Saving Throw!]"
    				elseif nFailDesc == 5 then
    					sFailDesc = " wilts! Fails Saving Throw!]"
    				end
    
    			msgLong.text = msgLong.text .. " [" .. ActorManager.getDisplayName(rSource) .. sFailDesc; " Fails Saving Throw!]";
    
    			if rSource then
    				local bHalfDamage = false;
    				if bHalfMatch then
    					if EffectManager5E.hasEffectCondition(rSource, "Avoidance") then
    						bHalfDamage = true;
    						msgLong.text = msgLong.text .. " [AVOIDANCE]";
    					elseif EffectManager5E.hasEffectCondition(rSource, "Evasion") then
    						local sSave = rAction.sDesc:match("%[SAVE%] (%w+)");
    						if sSave then
    							sSave = sSave:lower();
    						end
    						if sSave == "dexterity" then
    							bHalfDamage = true;
    							msgLong.text = msgLong.text .. " [EVASION]";
    						end
    					end
    				end
    				
    				if bHalfDamage then
    					rAction.sResult = "half_failure";
    				end
    			end
    		end
    	end
    	
    	ActionsManager.outputResult(rAction.bSecret, rSource, rOrigin, msgLong, msgShort);
    	
    	if rSource and rOrigin then
    		ActionDamage.setDamageState(rOrigin, rSource, StringManager.trim(sAttack), rAction.sResult);
    	end
    end

  6. #16

  7. #17
    Quote Originally Posted by Willot View Post
    True and it would be an easier change, but I like the name (until something happens that causes concern)
    In the AD&D ruleset's case I made sure to use a variable that can be easily overridden by an extension if someone wants to tweak it.

    I was mostly getting concerned at the already-long string of text... particularly since the name of the target is already noted. Tho that could just be in the 2E ruleset. I'm not familiar with the 5E/PF rulesets extensively.

    Fail:


    Success:
    ---
    Fantasy Grounds AD&D Reference Bundle, AD&D Adventure Bundle 1, AD&D Adventure Bundle 2
    Documentation for AD&D 2E ruleset.
    Custom Maps (I2, S4, T1-4, Barrowmaze,Lost City of Barakus)
    Note: Please do not message me directly on this site, post in the forums or ping me in FG's discord.

  8. #18
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    The only thing with that Mike is that its still ambiguous whether the tick means good or tick means bad.
    But I love the tick and exclamation!

  9. #19
    .
    this is a great topic, and a overdue needed solution X-D

    i think the best solution so far is in the image @celstian post -- minus the exclamation and tick marks (see mockup up below).

    i need this for pf1 plz! X-D

    target-results.jpg

    (btw @celestian, how does one post an image and have it display in post like that, as opposed to a link?)

    the extra symbols are just more noise and i think would still not resolve the issue.
    usability-wise, the symbols draw too much attention to themselves,
    and user would still not quickly determine whether target failed/saved or vice versa without reading text next to it.
    personally, i've been trained to look at the last line; and that simple addition of the word "target" is simply genius.
    -----
    roll dice. it builds character.

  10. #20
    Quote Originally Posted by tahl_liadon View Post
    .
    this is a great topic, and a overdue needed solution X-D

    i think the best solution so far is in the image @celstian post -- minus the exclamation and tick marks (see mockup up below).

    i need this for pf1 plz! X-D

    https://i.imgur.com/43B890U.png(btw @celestian, how does one post an image and have it display in post like that, as opposed to a link?)

    the extra symbols are just more noise and i think would still not resolve the issue.
    usability-wise, the symbols draw too much attention to themselves,
    and user would still not quickly determine whether target failed/saved or vice versa without reading text next to it.
    personally, i've been trained to look at the last line; and that simple addition of the word "target" is simply genius.
    The images are more visual versions than the color of the result text (you'll note failure is purple and success is green text as well). If that is a problem then you'd want to remove that color indicator as well... which for me I'm not willing to do at this time. It and the images I find are quick methods to visually know what happened without having to read the text (which in some cases will be a wall of text if you're forcing a room full of orcs to save).

    If someone wants to make an extension to tweak it then it would be in manager_action_save.lua in function applySave(rSource, rOrigin, rAction, sUser).

    I can help someone with that if they have issues sorting it out but it's pretty simple.

    To do inline images....

    Last edited by celestian; March 29th, 2020 at 20:32.
    ---
    Fantasy Grounds AD&D Reference Bundle, AD&D Adventure Bundle 1, AD&D Adventure Bundle 2
    Documentation for AD&D 2E ruleset.
    Custom Maps (I2, S4, T1-4, Barrowmaze,Lost City of Barakus)
    Note: Please do not message me directly on this site, post in the forums or ping me in FG's discord.

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