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December 4th, 2020, 02:37 #81
Yeah, I know, but that takes a bit more time to integrate, I think (With the tag approach I can avoid overwriting the EffectManager as rmilmine did for "effects bound to weapons", such that I would just need to add some extra field to NPCs, items etc. which is automatically parsed as an effect to the CT Still a lot to do, but more straightforward then such that it is a bit sooner than later )
My extensions for 3.5e and Pathfinder
Bug reports please here
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December 4th, 2020, 19:00 #82
Just work on your thesis, that's more important After that you can brainstorm as much as you want :P
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December 4th, 2020, 20:02 #83My extensions for 3.5e and Pathfinder
Bug reports please here
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December 5th, 2020, 19:44 #84
- Join Date
- Mar 2016
- Location
- Bergen
- Posts
- 314
Kelrugem, maybe add this to your list if it is not to hard.
It was awsome that you added dice support to effects, but a step further is to add full support for ray of enfeeblement (and other spells)
Ray of enfeeblement: Strenght reduced by 1d6 + half caster level (max 1d6+5)
The effect should look like
Ray of enfeeblement; STR: [-1d6]; STR: [-HCL], CAP 5
What we are lacking is this CAP 5 or any other tricks to make the HCL cap at 5
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December 5th, 2020, 20:19 #85My extensions for 3.5e and Pathfinder
Bug reports please here
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December 5th, 2020, 22:35 #86
And also ways to check for opposed rolls (and possibly, an elf maid to help bathe)
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January 2nd, 2021, 04:16 #87
- Join Date
- May 2020
- Posts
- 73
Hi I have a question does this addon support Tags on weapons.
so in my setting I have an enchantment that makes armor more effective vs firearms. Basically giving a portion of the armors score to touch for that purpose.
So looking at this addon I thought I could make it work but the version of it does not have tags for weapons. the idea of my solution to my problem was to have an iftag statement that checked for the firearm tag and give a dodge bonus to compensate.
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January 2nd, 2021, 04:18 #88My extensions for 3.5e and Pathfinder
Bug reports please here
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January 2nd, 2021, 04:34 #89
- Join Date
- May 2020
- Posts
- 73
Well thanks for the reply sad that its not their yet but its good to know it is being worked on.
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January 22nd, 2021, 14:06 #90
- Join Date
- Mar 2016
- Location
- Bergen
- Posts
- 314
It seems like something is not as intended when combining different damage rolls and keldisadvantage.
So one of my players have a kineticist, and he has set up one damage roll as.
1d6 even caster level +half con +12 bludgeoning
1d6 odd caster level +half con +12 electricity
They where on a plane where they had keldisadvantage on them all the time (insert evil laugh here)
When we looked into how much damage came from electricity and bludgeoning we noticed something strange.
Damage was xd6 - number bludgeoning and xd6 + number for electricity.
The bludgeoning did way less damage, and the static damage value from bludgeoning varied.
The total was ok, but I suspect that with keldisadvantage it counted how much less it rolled because of disadvantage and substracted that from the first damage type (which was bludgeoning).
I hope this makes sense, I have not access to my computer to screenshot this now.
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