TALES of the VALIANT
  1. #1211
    Question:
    Is there a way to isolate armor check penalties for armor/shields in an effect.

    As an example. Weapon Finesse says that if a character is using a shield while using weapon finesse the armor check penalty applies to the attack roll.
    Mythic Weapon Finesse though says that if a character is using a shield the armor check penalty from the shield does not apply to either the attack roll or the damage roll.

    Now if you put an effect within each of these it's not that hard to do.

    Weapon Finesse; IFTAG: finesse; ATK: [-STR] [DEX]
    Mythic Weapon Finesse; IFTAG; finesse; DMG: [-STR] [DEX]

    For Weapon Finesse though there should be something that applies the shield armor check if there is one.

    Another thought. Is there anyway to create an effect that grabs what a value from the character such as an attribute bonus at the time of roll instead of at the time of the effect being placed on the character on the combat tracker?

    I don't see anything on the confluence page for 3.5/pathfinder effects that shows a way to have it grab any character specific information at the time of a roll. This kind of thing would be incredibly useful.
    something like {STR} or something similar could be used, I don't recall {} being used for anything within effects. Could also use TSTR for the targets attribute bonus instead of the individual it's applied to.

    Could instead change the code for when equipping an inventory item so that the code that creates the weapon in the action tab checks for feats that would modify a weapon's stats and take those feats into account. I think it's better to have the feat do it instead of have it done this way though.

    May be changing Feats, Special Abilities to have a tag field that could have a list of potential expected values that could be looked for and then have the equipping code look for those within each feat/class ability and modify what is placed within the action tab based on what it finds. I think I like this best. Having {STR} though I think would also be very very useful.

  2. #1212
    Morenu's Avatar
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    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.
    Add a second effect?
    IFT: DISTANCE(>600); ATK:-100
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  3. #1213
    Quote Originally Posted by Morenu View Post
    Add a second effect?
    IFT: DISTANCE(>600); ATK:-100
    That is the only way to do it. Have two effects on the weapon both having the Action Only checked. So they don't effect other actions such as spells with ranged touch attacks or other ranged weapons. Could also add "ranged" to the effects, but with the Action Only checkbox it shouldn't matter.

  4. #1214
    Just thought of something, 20s always hit so even putting -100 won't work. as it will auto hit. So you need to be cognoscente of that. At which point you might as well just look at the number in the targeting arrow.

  5. #1215
    Quote Originally Posted by rmilmine View Post
    Question:
    Is there a way to isolate armor check penalties for armor/shields in an effect.

    As an example. Weapon Finesse says that if a character is using a shield while using weapon finesse the armor check penalty applies to the attack roll.
    Mythic Weapon Finesse though says that if a character is using a shield the armor check penalty from the shield does not apply to either the attack roll or the damage roll.

    Now if you put an effect within each of these it's not that hard to do.

    Weapon Finesse; IFTAG: finesse; ATK: [-STR] [DEX]
    Mythic Weapon Finesse; IFTAG; finesse; DMG: [-STR] [DEX]

    For Weapon Finesse though there should be something that applies the shield armor check if there is one.

    Another thought. Is there anyway to create an effect that grabs what a value from the character such as an attribute bonus at the time of roll instead of at the time of the effect being placed on the character on the combat tracker?

    I don't see anything on the confluence page for 3.5/pathfinder effects that shows a way to have it grab any character specific information at the time of a roll. This kind of thing would be incredibly useful.
    something like {STR} or something similar could be used, I don't recall {} being used for anything within effects. Could also use TSTR for the targets attribute bonus instead of the individual it's applied to.

    Could instead change the code for when equipping an inventory item so that the code that creates the weapon in the action tab checks for feats that would modify a weapon's stats and take those feats into account. I think it's better to have the feat do it instead of have it done this way though.

    May be changing Feats, Special Abilities to have a tag field that could have a list of potential expected values that could be looked for and then have the equipping code look for those within each feat/class ability and modify what is placed within the action tab based on what it finds. I think I like this best. Having {STR} though I think would also be very very useful.
    I think this might be a theoretical question that you should not overcomplicate.
    If you are building a character that is supposed to be attacking you would never have a shield or armor that have armor check penalty to attack.

    And do not use effects for weapon finesse. Use its own attack line in the action tab, and for that attack toggle dex to hit instead of base or str.
    If you use the effect then other effects like bulls strenght etc would not be correct anymore.

    Making effects get information about the relevant stat when doing attack roll is not possible, I do not even think it are possible workarounds. Might be some huge workarounds by applying new effects automatically each round, but it would be messy.


    Like I stated, I think you are overcomplicating this with effects. But if you can give a concrete example of exactly what you are trying to do with that specific character, that would actually happen in real play then it is easier to help.

  6. #1216
    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
    Have you looked at this extension for applying range penalties automatically.
    https://www.fantasygrounds.com/forum...tion-Extension

  7. #1217
    Quote Originally Posted by Svandal View Post
    I think this might be a theoretical question that you should not overcomplicate.
    If you are building a character that is supposed to be attacking you would never have a shield or armor that have armor check penalty to attack.

    And do not use effects for weapon finesse. Use its own attack line in the action tab, and for that attack toggle dex to hit instead of base or str.
    If you use the effect then other effects like bulls strenght etc would not be correct anymore.

    Making effects get information about the relevant stat when doing attack roll is not possible, I do not even think it are possible workarounds. Might be some huge workarounds by applying new effects automatically each round, but it would be messy.


    Like I stated, I think you are overcomplicating this with effects. But if you can give a concrete example of exactly what you are trying to do with that specific character, that would actually happen in real play then it is easier to help.
    Not theoretical, It was a simple question of if there was a way to get access to something, that rambled a bit as my thought process went along. Yes, I can manually modify each and every item, spell or ability that is added to a character, based upon the other items, spells or abilities the character has, but it would be better if this was automated. My rambling was about how to do this.
    I'm going to explore this as I think it would make using fantasy grounds better.

  8. #1218
    Kelrugem's Avatar
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    I just skimmed the posts now a bit, but I think the last open question was about lifestealing (sorry, Asgurgolas; I overlooked your question the last time I wrote here!): Right now I just wanted to check how well it works So, now it just heals the full amount of damage; for most of the times it might work well just to have a separate damage roll for the lifestealing if it just heals part of it (but it might disturb stuff like DR, RESIST and so on for which it is important that all damage is done at once)

    I will try to update the extension later today so that the warning messages are gone (thanks, rmilmine; and also thanks to all helping with the questions! )

    @rmilmine: Should the nested IFT effect not like the following? IFT: DISTANCE(>=200); ATK: -2; IFT: DISTANCE(>=300); ATK: -2; IFT: DISTANCE(>=400); ATK: -2; IFT: DISTANCE(>=500); ATK: -2; IFT: DISTANCE(>=600); ATK: -2
    I am a bit tired, but I think your proposed effect would give high penalties for low ranges

    But as Svandal said there is an extension handling the range increments of weapons which might be better regarding performances while the general DISTANCE operator is for the kind of stuff which is not covered by the range increment

  9. #1219
    Kelrugem's Avatar
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    So, I just pushed a new update for the extended automation extensions Now they're compatible with the newest FG version

  10. #1220
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    Also a patch for the antimagic extension: Better positioning of the global antimagic button, and I updated the icons for the antimagic buttons

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