Thread: Effects library
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January 13th, 2013, 21:23 #21Originally Posted by Callum
The bonus types across all "powers" (including AC) is defined in \scripts\data_common.lua in the "bonustypes" section:
Code:bonustypes = { "alchemical", "armor", "circumstance", "competence", "deflection", "dodge", "enhancement", "insight", "luck", "morale", "natural", "profane", "racial", "resistance", "sacred", "shield", "size" };
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January 13th, 2013, 21:29 #22
Sorry, forgot to add that the next section of data_common.lua lists the bonus types that are "stackable":
Code:stackablebonustypes = { "circumstance", "dodge" };
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January 13th, 2013, 21:46 #23
Excellent, Trenloe, thanks! So do you know what happens if two valid bonus types are given as descriptors in an AC effect (as I've done, in barkskin for example, with "natural armor")?
Last edited by Callum; January 13th, 2013 at 21:54.
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January 13th, 2013, 21:54 #24
Hhhhmmmm, looking at the underlying code and doing some test...
"AC:2 natural" works fine - it adds +2 to AC on top of any current natural armor entered on the combat tab. Great!
Problem:
"AC:2 shield" adds +2 to AC on top of any current shield bonus. Not great.
It looks like there may be a bug with AC effects stacking with existing AC entries in the combat tab... Unless I'm going mad...
Callum or someone else, could you please do a quick test in FG to confirm the above and I'm not just seeing things with my testing? Thanks very much...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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January 13th, 2013, 21:55 #25Originally Posted by Callum
[bonus type], [range], opportunityPrivate 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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January 13th, 2013, 21:58 #26Originally Posted by Trenloe
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January 13th, 2013, 22:36 #27Originally Posted by CallumPrivate 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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January 14th, 2013, 12:54 #28Originally Posted by Trenloe[bonus type], [range], opportunity
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January 14th, 2013, 13:06 #29
The underlying problem stems from the fact that the "enhancement" bonus in the 3.5E rules is actually five different bonus types: enhancement-to-armor, enhancement-to-natural-armor, enhancement-to-shield, enhancement-to-weapon, and enhancement-to-ability-score! While that works fine for paper-and-pencil play, when you're trying to get a computer to automate bonus stacking (as in FG), you really need to have them all separated out in some way.
Currently, the fact that the FG stacking ignores the Combat Tab details can be used as a work-around for natural armor - effectively making the "natural" bonus type stand in for "enhancement-to-natural-armor". However, this leaves the problem of shield and armor values stacking incorrectly!
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January 14th, 2013, 15:46 #30
So, here are all the effects listed in the first post, plus a few other things that I quickly found using the PRD. If any more effects are posted in the first post, I will update the XML to include them.
If any issues come into play, let me know as I have not tested the effects in FG. Just rename the .zip to .mod and drop in your modules folder. Enjoy.
--Edit: Corrected the issue with the module loading. Any more issues, let me know.
EDIT BY MOD: A slightly updated module is available here: https://www.fantasygrounds.com/forum...87&postcount=3 The effects.zip module in this post here has a / in the same, so the module won't be downloaded to remote players, so they won't have access to the cool effects. Use the updated module in the Modules thread and you should be OK.Last edited by Trenloe; June 14th, 2013 at 04:24.
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