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September 3rd, 2019, 20:07 #191
The category set in the definition.xml file is being overridden within the library entry of the client.xml file:
Code:<root> <library static="true"> <PFRPG2ActionLibrary static="true"> <name type="string">PFRPG2 Action Library</name> <categoryname type="string">Pathfinder Second Edition</categoryname> <entries>Last edited by Trenloe; September 3rd, 2019 at 20:13.
FG Wiki: How to Compile the FG Logs
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September 3rd, 2019, 20:07 #192FG Wiki: How to Compile the FG Logs
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September 3rd, 2019, 20:12 #193
The wounded condition is something else entirely. I'm not aware of anything mechanically called "wounds", but they are referred to in terms of treating wounds, recover from wounds, etc. so I think it's a good idea to leave it as 1) it matches broad terms used in the PF2 core rules and 2) it is similar to what is presented in other FG rulesets.
FG Wiki: How to Compile the FG Logs
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September 3rd, 2019, 20:22 #194FG Wiki: How to Compile the FG Logs
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September 3rd, 2019, 20:25 #195
I don't have any real plans around this yet. It's pretty low on the list to be honest, and I want to see what Paizo brings out for this in future products before I start looking at ways to do this. As others have mentioned do this manually as a PC or a NPC. Personally, I do it as a PC and just manually set the stats, abilities, etc. - I don't use the tracker at all for non-standard character records such as this.
FG Wiki: How to Compile the FG Logs
Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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September 3rd, 2019, 20:28 #196FG Wiki: How to Compile the FG Logs
Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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September 3rd, 2019, 20:30 #197FG Wiki: How to Compile the FG Logs
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September 3rd, 2019, 21:52 #198
This was a separate thread but maybe this is the more appropriate place to post it:
I noticed if I create an effect that sets my damage type to magic, positive, or force and attack an incorporeal creature it still resists damage.
Ideally I'd like to create an effect that says IFT: TYPE (incorporeal); DMGTYPE: magic. Testing this it never recognizes the creature is incorporeal so the damage type doesn't get applied. But, even if I just make the effect say DMGTYPE: magic it still doesn't overcome resistance. I'm guessing since creatures have traits instead of types in PF2 the TYPE (incorporeal) isn't going to work.
As a workaround I created an effect that just applies the "incorporeal" tag to the creature and then changed my other effect to say IFT: CUSTOM (incorporeal); DMGTYPE: magic and it still doesn't recognize the creature has the incorporeal tag and doesn't apply DMGTYPE: magic.
One other thing, incorporeal creatures don't get resistance to weapons with the Ghost Touch rune. So in the future it would be cool to give a weapon the ghost touch property and it automatically bypass resistance.
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September 3rd, 2019, 22:41 #199
Yep, any issues with the ruleset should be posted here.
The long term plan is to replace the conditional TYPE with TRAIT.
Note that there is nothing intrinsic in the ruleset for incorporeal creatures - it is all based off the parsing out of immunities and resistances from the statblock.
The ruleset supports a damage type of ghost touch so that !ghost touch can be used to negate a resistance.
The wording of incorporal resistance has changed from the playtest. Looking at the Ghost Commoner in the playtest: Resistances all damage 5 (except force, ghost touch, or positive) and this would parse out into the combat tracker correctly as: RESIST: 5 all, !force, !ghost touch, !positive
However, in the full release, the wording has changed to include details of non-magic weapons: Resistances all damage 5 (except force, ghost touch, or positive; double resistance vs. non-magical) and the FG ruleset currently doesn't parse this out correctly as I still need to do all of the coding for these many subtle changes from playtest to release.
So, short story, this will be possible in a future ruleset version, but there isn't really a way to currently do the above example for the PF2 ghost - the issue being the "double resistance vs. non-magical" as RESIST: 10 all, !magical wouldn't currently work correctly in tandem with the RESIST: 5 all, !force, !ghost touch, !positive effect as there is an issue in the ruleset not handling multiple resistances correctly (RS2.048).
For "ghost touch" weapons just add the "ghost touch" damage type to their damage rolls and this will be OK if the target's resistances are parsing out correctly...FG Wiki: How to Compile the FG Logs
Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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September 4th, 2019, 12:09 #200Templar
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