Thread: improved uncanny dodge effect?
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April 25th, 2021, 16:23 #1
improved uncanny dodge effect?
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so a rogue has improved uncanny dodge and the player "hard-coded" the ac bonus into the 'misc' box for flat-footed ac.
while this is practically ok, for the most part, for this ability, it is not a blanket permanent effect;
there are conditions that would denied rogue's dex,
like immobilized (e.g. hold spell, stunned, paralyzed, etc) or successful feint or a higher level attacker.
has anyone come up with a good way to manage this, or is there a good way to create effects for this?
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roll dice. it builds character.
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April 25th, 2021, 19:21 #2
Just as a note: In my extension (improved) uncanny dodge prevents the automatic apply of the flat-footed effect at the combat start (already by the original author mr900rr) Besides that I did not yet automate anything else regarding this (besides the code you already know, so, maybe someone did some effects for this; I did not really yet think about it)
My extensions for 3.5e and Pathfinder
Bug reports please here
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April 25th, 2021, 23:23 #3
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clarification questions:
1) do i need the "(improved)" spelled out as effect script?... as in: (improved) uncanny dodge;
2a) i do notice the "flat-footed" effect is populated to npc when added to combat tracker;
how does your extension know not to populate "flat-footed" effect -- from reading the feats to see if "(improved) uncanny dodge" exists?
2b) or are you saying the "flat-footed" effect is populated by default, and if npc has (improved) uncanny dodge, it ignores "flat-footed"?
3) if pc already exists on combat tracker, how does the whole thing work,
since "flat-footed" effect does not get populated when adding pc from 'characters' dialog window?
thx-----
roll dice. it builds character.
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April 25th, 2021, 23:36 #4
That NPCs always got flatfooted on drop was actually a bug which I fixed now
It works like this: Activate flatfooted on start in the options (which you seemingly did), then everyone gets the effect Flatfooted, if the round counter is 0. However, if a PC has either Uncanny Dodge or Improved Uncanny Dodge as class ability, then it won't get that effect (it is not case-sensitive and it can also be under feats, I think, but not sure right now )
For an NPC: It looks for those "dodges" under SQMy extensions for 3.5e and Pathfinder
Bug reports please here
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April 25th, 2021, 23:53 #5
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kk will try all that. thx for clarifications!
still need to figure out how to manage other aspects of imprd uncanny dodge tho... looks like i'll be a manual process for now.-----
roll dice. it builds character.
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April 27th, 2021, 16:21 #6bmos' extensions
he/them
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April 27th, 2021, 19:11 #7My extensions for 3.5e and Pathfinder
Bug reports please here
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April 27th, 2021, 20:45 #8bmos' extensions
he/them
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April 27th, 2021, 20:54 #9My extensions for 3.5e and Pathfinder
Bug reports please here
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April 27th, 2021, 21:39 #10bmos' extensions
he/them
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