Thread: Effects library
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March 11th, 2016, 14:00 #161
One other suggestion. I've seen the situation where effects exist on a character but not do not show on the tracker.. I'm not sure you can get this to happen without specific 'broken' coding to do so.. but it might somehow be an issue with the character you are testing. Have you tried testing it with a 'brand new' basic character? See if that yields the same result.
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March 11th, 2016, 14:06 #162
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I did remove all the effects, rolled dice and no modifiers came up. When I applied barbarian rage effect I got the +4 modifier instead of +4 strenght.
But when I come back on sunday I have to do some testing. Hopefully it is ony something weird with that particular character sheet.
Thanks for the tip.
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March 11th, 2016, 14:12 #163
I just tested it in 3.5.. (I had tested it in PF before.. not expecting a different result) and found that I got the same results as you did. Apparently there is a PF check that decides to do it one way vs the other.
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March 11th, 2016, 16:33 #164
Callum and Archangel - in the 3.5-Pathfinder Effects Library:
Inspire Courage is a Competence bonus rather than a Morale bonus.FG Wish List - https://fgapp.idea.informer.com/
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March 12th, 2016, 07:29 #165
It's slightly more complex than that. In 3.5E, they're all morale bonuses. In Pathfinder, they changed the attack and damage bonuses to competence bonuses, but kept the save bonuses as morale. But the effects library should reflect this, so thanks for pointing it out!
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March 12th, 2016, 20:36 #166
Glad to help. Thanks for creating the resource! Maybe the library needs to split into dedicated ones, since there are other PF effects that might not make sense for 3.5 (retired).
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March 13th, 2016, 23:11 #167
Here's an updated version of the Effects module, adding the Pathfinder version of Inspire Courage (as suggested by HoloGnome) along with scaled versions for higher levels. I haven't split it into two modules (one for each ruleset) for reasons of backward compatibility, but could do so if people thought this was a good idea.
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March 14th, 2016, 00:54 #168
Awesome - thx! Time to update!
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March 14th, 2016, 16:24 #169
Great work on this mod. Quick question though before I update. I have created some custom effects. Will replacing this mod overwrite those?
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March 14th, 2016, 17:30 #170
I would be inclined to say yes, since your custom effects are saved to the old version, one thing you could do is just give the updated one a different name, then maybe drag over your custom effects to the new one. not sure if you can drag them like that though. Or you could just have two effect mods.
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