DICE PACKS BUNDLE
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  1. #1201
    Kelrugem's Avatar
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    Thanks for the words both

    Quote Originally Posted by Morenu View Post
    Damnit Kel, I need to finish my Bestiary before I go back and tackle my Feats Mod... This almost made me SQUIRREL! ffs, I need to focus.
    Hehe, you're welcome :P

  2. #1202
    Quote Originally Posted by Kelrugem View Post
    Furthermore: I also added something little. The new tag system works so well that one could give extra properties to certain tags without effort. There is now the first special tag, lifestealing. Whenever a spell or weapon has that tag the dealt damage also heals the attacker (that type of heal is not affected by a possible REVERT effect on the attacker which may otherwise revert a heal)

    If you have any idea of other special tags, then let me know
    How does it actually work? Is it general or can be specific? For example, a vampiric weapon says "the weapon deals an extra 1d6 damage, and that d6 damage is also how much you get healed for", so can the lifesteal be linked to specific dice (or damage) or once you set it it's all or nothing?

  3. #1203
    Thanks to rmilmine and SoxMax: We have now a new conditional operator DISTANCE, this checks the distance between the attacker and defender (including height); for example Fire Shield; DISTANCE(<=5); TDMG: 1d6 [CL] fire, melee works (you have to use <, >, >=, <=; the forge website's description of my extension does not properly show that part yet, because < and > get erased by the forge for some reason)
    Does the conditional not require in IFT in it? As what I had written does.

    I have given the devs the go ahead to use what I wrote. My hope is that it ends up as a default in 3.5/pfrpg so that everyone gets it, even better would be core rpg.

  4. #1204
    So major update to FG today. I see lots of messages about ActorManager.getTypeAndNode having been deprecated.
    *Edit* This extension is impacted by the above. Not really sure why they deprecated the above function as the comment in the console says to use the functions this function calls.
    Last edited by rmilmine; April 23rd, 2025 at 04:26.

  5. #1205
    Kelrugem's Avatar
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    Quote Originally Posted by rmilmine View Post
    Does the conditional not require in IFT in it? As what I had written does.

    I have given the devs the go ahead to use what I wrote. My hope is that it ends up as a default in 3.5/pfrpg so that everyone gets it, even better would be core rpg.
    Oh, yes, I forgot to add the IFT Thanks

    Quote Originally Posted by rmilmine View Post
    So major update to FG today. I see lots of messages about ActorManager.getTypeAndNode having been deprecated.
    *Edit* This extension is impacted by the above. Not really sure why they deprecated the above function as the comment in the console says to use the functions this function calls.
    Oh, really? Ah, well, I was hoping for that this big patch would finally not affect me and I can rest a bit because it touches totally different areas But I think it was already for a longer time to deprecate this function; I thought I already adjusted my code, but apparently I forgot it

    Sorry, @all, and thanks rmilmine to make me aware of that It might take a while until I get to it, though, maybe on the weekend (but I have to prepare my next campaign)

    @rmilmine: Are these just warnings about the future deprecation of this function? Does the extension otherwise still work? Or is this function already deprecated and some features ceased working? (I do not dare updating yet )
    Last edited by Kelrugem; April 23rd, 2025 at 11:11.

  6. #1206
    Quote Originally Posted by Kelrugem View Post
    There is now a newer version of the extended automation extensions! If you intend to run a game soon, then do not update, because it is likely that I introduced a new bug since the following additions are bigger changes

    First of all: I was finally able to add SoxMax's code; thanks to SoxMax! Now weapons' properties are intertwined with the IFTAG code That is, imagine a weapon with the property "axe", then IFTAG: axe; DMG: 2 would increase the damage of this weapon by 2; useful for temporary effects so that one does not need to edit the weapon's damage (and likely forget to revert the edit after the effect expires).

    Also rmilmine added new code, also thanks to rmilmine! We have now a new conditional operator RANGE (actually now DISTANCE, see next post), this checks the distance between the attacker and defender (including height); for example Fire Shield; RANGE(<=5); TDMG: 1d6 [CL] fire, melee works (you have to use <, >, >=, <=; the forge website's description of my extension does not properly show that part yet, because < and > get erased by the forge for some reason)

    Furthermore: I also added something little. The new tag system works so well that one could give extra properties to certain tags without effort. There is now the first special tag, lifestealing. Whenever a spell or weapon has that tag the dealt damage also heals the attacker (that type of heal is not affected by a possible REVERT effect on the attacker which may otherwise revert a heal)

    If you have any idea of other special tags, then let me know
    Hey Kel,

    I love these additional effects but also hate you because now I may have to sift through a list of 1000+ spells and recode some, BUT, some questions.
    1) For the IFTAG, where does the weapons identifier have to be located for it to be picked up?
    2) For distance, can this technically be used to automate weapon ranges? For instance: RANGE:<60; ATK: -4
    3) Is there a way for the lifestealing property to heal other amounts than the full damage? For instance, can this be extended to include half dmg dealt, or EVEN healing based on set parameters like CLs. ALSO, could this also heal THP? :O

  7. #1207
    SoxMax's Avatar
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    @Rhydion I can shed some light on the IFTAG with weapons, basically any string or comma/semicolon separated set of strings in the Properties field of an attack can cause any IFTAG effects to be true while using that attack.

    For example I have the following effect on myself:
    Code:
    Weapon Focus (Longsword); IFTAG: longsword; ATK: 1
    And then the properties field of my attack has `longsword` like this:
    weaponproperties.png

    Then any attack with that Longsword will enable the weapon focus effect.

    By default any Properties on an item will be transferred to the attack's properties when the weapon is added to a character.

  8. #1208
    Quote Originally Posted by Rhydion View Post
    Hey Kel,

    I love these additional effects but also hate you because now I may have to sift through a list of 1000+ spells and recode some, BUT, some questions.
    1) For the IFTAG, where does the weapons identifier have to be located for it to be picked up?
    2) For distance, can this technically be used to automate weapon ranges? For instance: RANGE:<60; ATK: -4
    3) Is there a way for the lifestealing property to heal other amounts than the full damage? For instance, can this be extended to include half dmg dealt, or EVEN healing based on set parameters like CLs. ALSO, could this also heal THP? :O
    For the distatance you could do the following.

    for a longbow the range modifiers are > 100 -2, > 200 -4, > 300 -6, > 400 -8, > 500 -10, > 600 means no attack possible.

    IFT: DISTANCE(<=600); ATK: -2; IFT: DISTANCE(<=500); ATK: -2; IFT: DISTANCE(<=400); ATK: -2; IFT: DISTANCE(<=300); ATK: -2; IFT: DISTANCE(<=200); ATK: -2

    This would be applied to the weapon itself. The -2 would need to be changed to -1 if the character has the far shot feat.
    Last edited by rmilmine; April 23rd, 2025 at 18:13.

  9. #1209
    Quote Originally Posted by Kelrugem View Post
    Oh, yes, I forgot to add the IFT Thanks



    Oh, really? Ah, well, I was hoping for that this big patch would finally not affect me and I can rest a bit because it touches totally different areas But I think it was already for a longer time to deprecate this function; I thought I already adjusted my code, but apparently I forgot it

    Sorry, @all, and thanks rmilmine to make me aware of that It might take a while until I get to it, though, maybe on the weekend (but I have to prepare my next campaign)

    @rmilmine: Are these just warnings about the future deprecation of this function? Does the extension otherwise still work? Or is this function already deprecated and some features ceased working? (I do not dare updating yet )
    They are warnings only. The function still exists and the code is still there. The function itself could be copied to another location and that could be called instead. All the functions called within this function exist in the locations in the console comment says they are in. It shouldn't be too difficult to modify the extension to call the function from a new location.

  10. #1210
    Quote Originally Posted by rmilmine View Post
    For the distatance you could do the following.

    for a longbow the range modifiers are > 100 -2, > 200 -4, > 300 -6, > 400 -8, > 500 -10, > 600 means no attack possible.

    IFT: DISTANCE(<=600); ATK: -2; IFT: DISTANCE(<=500); ATK: -2; IFT: DISTANCE(<=400); ATK: -2; IFT: DISTANCE(<=300); ATK: -2; IFT: DISTANCE(<=200); ATK: -2

    This would be applied to the weapon itself. The -2 would need to be changed to -1 if the character has the far shot feat.
    I'm not sure how you could apply an ATK modifier for a range that is greater than 600 and apply a modifier that would cause the attack to be basically impossible.

    I was thinking that (N)IF(T) having an ELSEIF(T) would be grand, just not thought through fully how that would be implemented.
    Doing an elseif would be difficult with the above as it would also need some way to show which ift it belonged to.

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