DICE PACKS BUNDLE
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  1. #371
    As a workaround: [DDEX] works

  2. #372
    Also, if you could Kel:

    I know that it is now possible to do:
    SKILL: [Q3CL], climb to get 3xcasterlevel/4.


    What I have is something that gives +10 speed and +5 speed per 5 levels, but only when I have martial focus (It is from spheres of might, the Swift movement talent). Standard rules, for each +10 speed you get +4 to jump. So I want this to work: (And it also needs to be targetable.

    IF: Custom (MartialFocus); SPEED: 10 [D5 5CL]; SKILL: 4 [D10 4CL], athleticsJump
    So if I have something called martial focus I would like to get the following (I usually just put a skill in the skill tab called athleticsJump for my jumping characters)
    I would like to increase my athleticsJump skill by 4 for each time I go 10 feet faster. So:
    SKILL: +4 (since I go 10 feet faster with the skill swift movement) + 4 for each 10 levels I got.
    SKILL 4 + 4(Level /10)

  3. #373
    @all: Please redownload the overlay packages The new D tag got in conflict with DEX I changed D to d to resolve this (since it represents "divide" it fits, so, small letters for verbs) (see bottom of https://www.fantasygrounds.com/forum...l=1#post447288 if you do not know this new tag)

    The cheat sheet also got updated to reflect this

    Thanks to Svandal for making me aware of that bug

    EDIT: sorry to everyone who may need to change their divider effects now; but since it is a rather new effect, I hope it does not cause too many problems
    Last edited by Kelrugem; May 7th, 2021 at 20:33.

  4. #374
    Quote Originally Posted by Svandal View Post
    Also, if you could Kel:

    I know that it is now possible to do:
    SKILL: [Q3CL], climb to get 3xcasterlevel/4.


    What I have is something that gives +10 speed and +5 speed per 5 levels, but only when I have martial focus (It is from spheres of might, the Swift movement talent). Standard rules, for each +10 speed you get +4 to jump. So I want this to work: (And it also needs to be targetable.

    IF: Custom (MartialFocus); SPEED: 10 [D5 5CL]; SKILL: 4 [D10 4CL], athleticsJump
    So if I have something called martial focus I would like to get the following (I usually just put a skill in the skill tab called athleticsJump for my jumping characters)
    I would like to increase my athleticsJump skill by 4 for each time I go 10 feet faster. So:
    SKILL: +4 (since I go 10 feet faster with the skill swift movement) + 4 for each 10 levels I got.
    SKILL 4 + 4(Level /10)
    Ah, I get what you want Hm, I will hopefully think about it the next time I can mess again with the parser (currently I am preparing the defence of my thesis in three weeks; so, maybe soon, but not so soon )

  5. #375
    Height has a new update, please redownload

  6. #376
    Please redownload the overlay packages, compatibility update for the ruleset update on Tuesday (it is already compatible with the lighting update from today if not, please let me know; due to my imminent defence of the PhD I checked the code in a hurry )

  7. #377
    You're still welcome to incorporate Advanced Effects into your extension, but I believe I now have it fully working in parallel.
    The easiest way to get them separately compatible long term would probably be a fix like what we did with Ammunition Manager (a couple of code snippets that go into your code and trigger the other stuff).
    At the moment I had to add three complete functions from your extension which means I will have to post updates which each of your changes to these functions.
    If you add these snippets into yours (no rush, my approach is working fine for now since you aren't posting many updates) then I can remove the 'duplicate' functions from my extension.

    https://github.com/bmos/FG-PFRPG-Adv...ct_AE.lua#L416
    https://github.com/bmos/FG-PFRPG-Adv...ct_AE.lua#L922
    https://github.com/bmos/FG-PFRPG-Adv...t_AE.lua#L1029
    Last edited by bmos; May 19th, 2021 at 21:06.

  8. #378
    Quote Originally Posted by bmos View Post
    You're still welcome to incorporate Advanced Effects into your extension, but I believe I now have it fully working in parallel.
    The easiest way to get them separately compatible long term would probably be a fix like what we did with Ammunition Manager (a couple of code snippets that go into your code and trigger the other stuff).
    At the moment I had to add three complete functions from your extension which means I will have to post updates which each of your changes to these functions.
    If you add these snippets into yours (no rush, my approach is working fine for now since you aren't posting many updates) then I can remove the 'duplicate' functions from my extension.

    https://github.com/bmos/FG-PFRPG-Adv...ct_AE.lua#L416
    https://github.com/bmos/FG-PFRPG-Adv...ct_AE.lua#L922
    https://github.com/bmos/FG-PFRPG-Adv...t_AE.lua#L1029
    https://github.com/bmos/FG-PFRPG-Adv...t_AE.lua#L1043
    Ah, nice, thanks a lot Yeah, right now I am fully into preparing the defence of my thesis; afterwards I will take a look

  9. #379
    Evasion and Improved Evasion can now also be combined with IFTAG.
    Can someone give me a quick simple example of how/when this would be used?

  10. #380
    Quote Originally Posted by chaiwalla View Post
    Evasion and Improved Evasion can now also be combined with IFTAG.
    Can someone give me a quick simple example of how/when this would be used?
    In 3.5e you gain evasion against fire and cold attacks if using a chill and warm shield, respectively For example:

    IFTAG: fire; evasion

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