DICE PACKS BUNDLE
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  1. #271
    The grippli code for their poison includes adding the custom poisoned condition.
    "Fortitude DC 21"|Save: Fortitude[DC:21]
    "Maximum Duration 6 rounds"|Effect: Baneback Poison; Poisoned[D:6]
    "Stage 1"|Effect: Stage 1 - 1d4 poison damage and stupefied 1 (1 round)
    "1d4 poison damage"|Damage: 1d4 poison
    "stupefied 1"|Effect: Stupefied: 1[D:1]
    "Stage 2"|Effect: Stage 2 - 2d4 poison damage and stupefied 2 (1 round)
    "2d4 poison damage"|Damage: 2d4 poison
    "stupefied 2"|Effect: Stupefied: 2[D:1]
    "Stage 3"|Effect: Stage 3 - 2d4 poison damage, stupefied 3, and flat-footed (1 round)
    "stupefied 3, and flat-footed"|Effect: Stupefied: 3; Flat-footed[D:1]

    I changed the Wily Attack code to:
    "afflicted by a poison"|Effect: Poisoned
    PermEffect:IFT: flat-footed; DMG: 1d6 precision
    PermEffect:IFT: CUSTOM(poisoned); DMG: d6 precision

    Which worked properly for the weapon attacked.

    However, when I applied the "Damage: 2d4 poison" from the affliction, that also got 2d6 precision damage added which seems wrong since it is not an attack.

    Is there a way to conditionally code the precision damage from flat-footed or CUSTOM(poisoned) so it is not applied to the affliction damage rolls?

  2. #272
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    Quote Originally Posted by webdove View Post
    Is there a proper coding for "is afflicted by a poison" or is that just not automatable at the moment?
    There's not a reliable way to track this. As "poisoned", or something similar, isn't standard PF2 terminology it can't be reliably checked.

    Quote Originally Posted by webdove View Post
    Also, why does "IFT: poisoned;" ever trigger if that is not a valid condition. I would think that it would just be ignored during execution.
    As IFT: poisoned isn't valid, it is indeed ignored - but that then means that anything after will always apply. This is how the base FG code is written for IF/IFT conditional checks.
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  3. #273
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    Quote Originally Posted by webdove View Post
    However, when I applied the "Damage: 2d4 poison" from the affliction, that also got 2d6 precision damage added which seems wrong since it is not an attack.

    Is there a way to conditionally code the precision damage from flat-footed or CUSTOM(poisoned) so it is not applied to the affliction damage rolls?
    DMG effects apply to all damage actions. As the poison damage action is coming from the grippli, it's going to apply any effect that applies to the grippli. So, the only way to do this currently is to temporarily disable the IFT effects.

    In the future, afflictions will be handled separately, and so this shouldn't be an issue when that is implemented - no ETA at this point.
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  4. #274
    For a damage clause to "look back" to understand the source of the damage and conditionally apply itself is probably way too hard.

  5. #275
    Fair enough. The only other way for it to work is if a rogue attack vs a flat-footed creature triggered something that added a single-roll precision damage effect to the attacker and I don't see any way to do that either.

    Does the "Sneak Attack" class feature for rogues get around this problem somehow, or will they get precision damage from spell damage vs a flat-footed target?
    Last edited by webdove; February 1st, 2024 at 03:04.

  6. #276
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    Quote Originally Posted by webdove View Post
    Does the "Sneak Attack" class feature for rogues get around this problem somehow, or will they get precision damage from spell damage vs a flat-footed target?
    Sneak attack uses standard IFT and DMG clauses, so it any applies to non-spell damage, as DMGS is the effect that applies to spell damage.
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  7. #277
    Hi Trenloe,

    Here is a possible automation parsing bug in PFRPG2.
    The Grippli Skirmisher NPC sheet/Wily Attack/Automation code says:
    (I have added the CUSTOM clause myself)
    "afflicted by a poison"|Effect: Poisoned
    PermEffect:IFT: flat-footed; DMG: 1d6 precision
    PermEffect:IFT: CUSTOM(poisoned); DMG: 1d6 precision

    This translates in the CT to:
    IFT: flat-footed; DMG: 1d6 precision; IFT: CUSTOM(poisoned); DMG: 1d6 precision

    Since PFRPG2 will ignore the rest of the line if the first condition fails then it requires both flat-footed AND poisoned for the poisoned/precision to trigger.
    Assuming there is no way to put two independent conditionals on a single line then the correctly parsed CT entry should be two lines instead of one:
    IFT: flat-footed; DMG: 1d6 precision;
    IFT: CUSTOM(poisoned); DMG: 1d6 precision

    Is there a workaround by modifying the text of the NPC sheet/Wily Attack/Automation code that would fix this for my game tomorrow or will I have to wait for a bug fix?

  8. #278
    When I test with: IFT: flat-footed; DMG: 1d6 precision
    and click on the CT clause: Damage: 2d4 poison
    I get added precision damage.

    If I change the tested effect to: IFT: flat-footed; DMG: 1d6 melee, precision
    and click on the CT clause: Damage: 2d4 poison
    I do not get added precision damage.

    This was Max Astro's suggestion
    Last edited by webdove; February 1st, 2024 at 20:22.

  9. #279
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    Quote Originally Posted by webdove View Post
    Hi Trenloe,

    Here is a possible automation parsing bug in PFRPG2.
    The Grippli Skirmisher NPC sheet/Wily Attack/Automation code says:
    (I have added the CUSTOM clause myself)
    "afflicted by a poison"|Effect: Poisoned
    PermEffect:IFT: flat-footed; DMG: 1d6 precision
    PermEffect:IFT: CUSTOM(poisoned); DMG: 1d6 precision

    This translates in the CT to:
    IFT: flat-footed; DMG: 1d6 precision; IFT: CUSTOM(poisoned); DMG: 1d6 precision

    Since PFRPG2 will ignore the rest of the line if the first condition fails then it requires both flat-footed AND poisoned for the poisoned/precision to trigger.
    Assuming there is no way to put two independent conditionals on a single line then the correctly parsed CT entry should be two lines instead of one:
    IFT: flat-footed; DMG: 1d6 precision;
    IFT: CUSTOM(poisoned); DMG: 1d6 precision

    Is there a workaround by modifying the text of the NPC sheet/Wily Attack/Automation code that would fix this for my game tomorrow or will I have to wait for a bug fix?
    The only workaround is to manually change the effects once the NPC is in the CT.

    I'll get a ruleset update to split the PERMEFFECT effects into different lines in a future release.
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  10. #280
    Hi Trenloe,

    A question about Activities preset the MA buttons.
    Last night a monk was using trip and on the following attack he was clicking the middle button on his "powerful fist" as he usually does which resulted in a double application of the MA penalty.

    Should players avoid using the middle or right attack button on their PC sheet because now attack activities are presetting the MA buttons?

    Also, it is a little confusing for the player since if they trip first, the MA#2 is preset. If they trip again the MA#3 button is preset.
    Whereas if they attack first and then trip only the MA#2 button is preset when it should be the MA#3 button.

    What is the intended user "use case" for MA buttons and strike actions?

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