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  1. #1

    EffectManager for condition in 3.5E

    Hi

    Just a short question, and it may be that I found a bug or unintended behaviour

    In the 3.5E ruleset open the AttackManager code and go to line 339. There it reads

    Code:
    if EffectManager.hasCondition(rSource, "Prone") then
    but I think it should be

    Code:
    if EffectManager35E.hasEffectCondition(rSource, "Prone") then
    right? If this is correct, what is the intention behind that, because all the other conditions still refer to the 3.5E effect manager?

    Best wishes

    Kelrugem

  2. #2
    Because Prone is more of a physical state of a character than a condition afflicting a character (i.e. not conditional, not targeted, etc.); so it uses the simpler CoreRPG parser (no IF/IFT needed).

    Regards,
    JPG

  3. #3
    Quote Originally Posted by Moon Wizard View Post
    Because Prone is more of a physical state of a character than a condition afflicting a character (i.e. not conditional, not targeted, etc.); so it uses the simpler CoreRPG parser (no IF/IFT needed).

    Regards,
    JPG
    Aah, I understand, thanks a lot for the explanation Makes sense

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