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Thread: Effects library

  1. #91
    Blackfoot's Avatar
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    Simplest way to do this is to adjust the spell class value on the actions tab when the Spell Sage casts that one spell per day. An effect won't really cover it. You can do a dummy spell to track the usage... but just changing that number in the top bar is the easiest way to handle it.
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  3. #93
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    I was looking on the wiki and noticed it did not show the ability ot use bleed damage as a [damage type]

    as posted: [damage type] = acid, cold, electricity, fire, sonic, force, negative, positive, adamantine, bludgeoning, cold iron, epic, magic, piercing, silver, slashing, chaotic, evil, good, lawful, nonlethal, spell

    Has bleed type not been added to the 3.5/pathfinder effects table? If it is would it be coded ...

    Bleeding; DMGO: 1 bleed


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  4. #94
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    While it does allow bleed as a type .. it doesn't seem to actually understand what bleed is (ie. ignore DR, apply appropriate immunity traits, and so forth)... so I'm not thinking it works as a valid type.
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  5. #95
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    As BF says, the ruleset will allow you to enter anything as a type, but it only recognises the valid types as specified in the data_common.lua file in the ruleset. But, again as BF says, that wouldn't be the end of it - there would need to be code to recognise bleed ignores DR and that some creatures are immune to bleed. Perhaps if bleed was added as an energy type (energytypes) - this would allow bleed damage to ignore DR and for creatures to be immune to it, so it would also need to be added as an immunetypes too. Then you'd have to remember to add bleed immunity to creature types that are immune to bleed.

    A few things to do to make it work properly - I suggest you add a request for bleed to be supported to the wishlist: https://fg2app.idea.informer.com/
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  6. #96
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    Couldn't it be figured into things like the calculations for 'undead traits' as well? I think there are several of them that don't allow bleed.
    That would make it a little simpler on entry.
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  7. #97
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    I ask because I put in a spell/ability damage entry as a spell dmg with the type coded as bleed and when I apply it to a owlbear (test dummy) it shows as [damage] *bleed [TYPE: untyped (1)] rather than as bleed.

    hope this makes sense the way I am explaining it.

    The ongoing effect I created:

    DMGO: 1 bleed

    is functioning each time i cycle past the owlbear. Just trying to get that initial bleed damage to show.


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  8. #98
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    My test came up like this:
    Code:
    Critter: [DAMAGE] Ongoing Damage [TYPE: bleed (1d6=6)]
    Which 'looks' ok... but doesn't really work.
    I had put an effect on Critter:
    DMGO:1d6 bleed
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  9. #99
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    Quote Originally Posted by Blackfoot View Post
    Couldn't it be figured into things like the calculations for 'undead traits' as well? I think there are several of them that don't allow bleed.
    That would make it a little simpler on entry.
    I was eluding to that when I said "A few things to do to make it work properly". Immunetype auto population based off creature type needs to be coded into the addNPC function in scripts\manager_combat2.lua in the 3.5e ruleset.
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  10. #100
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    Right.. I was just saying that it wasn't all that bad an idea.. it could hook into stuff that was already functional.
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