STAR TREK 2d20
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  1. #101
    Quote Originally Posted by cancer View Post
    I totally understand the grain of salt with pfsrd, though in this case I don't believe it to be the case.

    Paizo has a blog article post by the lead designer specifically on poisons and how they work since they were explained somewhat poorly in the core books.

    He covered some of the key functions including when the target makes their saves (see bullet point 3)

    https://paizo.com/community/blog/v57...-FAQ-on-Poison

    I imagine since this wasn't scraped directly from the PDFs is the reason it didn't make it into AoN

    (Sorry I'm not hyperlinking, posting on my phone atm)
    That is a much better link. Thanks!
    I have added this to the issues list as an enhancement: [13]
    Last edited by bmos; January 17th, 2021 at 00:27.

  2. #102
    Awesome, well I look forward to seeing where this goes.

    Keep up the good work, just like with skyrim, FG mods make it so much better haha

  3. #103
    if you want to have the roll at any point during your turn (this is turn, as in, initiative step, not round, so it's only going to be edge case for immediate actions)

    enable manual rolls

    then it'll be hovering as a roll to be made, in the manual roller window, you as GM can then tell the player to roll a d20, and enter it's value accordingly

    if you dont like manual rolls, turn it off, the next initiative step
    Last edited by Zygmunt Molotch; January 17th, 2021 at 05:34.

  4. #104
    Quote Originally Posted by bmos View Post
    Ah, sorry! I had not included that since it is auto-generated (but isn't when information is added to xml directly).
    EDIT: If it helps, you can see how I am generating this string here (the generateSaveString() function). This string is only used for display/readability purposes, so it doesn't have to conform exactly to this format (it just has to be readable to the user).

    Regarding "Poison", perhaps (if the name would otherwise be just "Poison" and there is information in the NPC Field) you can combine NPC Name with "Poison" so it says "Aranea Poison"?
    Sure, I can concatenate those two. Looking at primary and secondary effect of poisons, (for the two example poisons) I'd think they should be the same. Is that not what you are expecting?

    <?xml version="1.0" ?>
    <root version="3.3" release="1|3.5E:17|CoreRPG:4">
    <reference static="true">
    <diseases>
    <id-00220>
    <description type="formattedtext">
    <p>
    <b>Source </b>
    <i>Pathfinder Campaign Setting: Lost Kingdoms pg. 19</i>
    </p>
    </description>
    <disease_effect type="formattedtext">
    <p>1d2 Str damage and 1d2 Wis damage</p>
    <p>A creature afflicted by ubashki fever develops unsightly splotches and sores all over its body that persist until the disease is cured.</p>
    </disease_effect>
    <freq_interval type="number">1</freq_interval>
    <freq_unit type="string">1440</freq_unit>
    <isconsecutive type="number">1</isconsecutive>
    <locked type="number">0</locked>
    <name type="string">Ubashki Fever</name>
    <onset_dice type="dice">d3</onset_dice>
    <onset_unit type="string">1440</onset_unit>
    <save_string type="string">DC 13 Fort 1/day after 1d3 days</save_string>
    <savecount_consec type="number">0</savecount_consec>
    <savedc type="number">13</savedc>
    <savesreq type="number">2</savesreq>
    <savetype type="string">fortitude</savetype>
    <subtype type="string">injury</subtype>
    <type type="string">disease</type>
    </id-00220>
    <id-00221>
    <type type="string">disease</type>
    <npc type="string">Akata</npc>
    <name type="string">Void Death</name>
    <subtype type="string">injury</subtype>
    <savetype type="string">fortitude</savetype>
    <savedc type="number">12</savedc>
    <onset_interval type="number">1</onset_interval>
    <onset_unit type="string">60</onset_unit>
    <freq_interval type="number">1</freq_interval>
    <freq_unit type="string">1</freq_unit>
    <save_string type="string"> save Fort DC 12; onset 1 hour; frequency 1/day;</save_string>
    <disease_effect type="formattedtext">1d2 Dex and 1d2 Con damage; an infected creature who dies rises as a void zombie 2d4 hours later (see below);</disease_effect>
    <isconsecutive type="number">1</isconsecutive>
    <savesreq type="number">2</savesreq>
    </id-00221>
    <id-00222>
    <type type="string">poison</type>
    <npc type="string">Amphisbaena</npc>
    <name type="string">Amphisbaena Poison</name>
    <subtype type="string">injury</subtype>
    <savetype type="string">fortitude</savetype>
    <savedc type="number">14</savedc>
    <freq_interval type="number">1</freq_interval>
    <freq_unit type="string">1</freq_unit>
    <duration_interval type="number">6</duration_interval>
    <duration_unit type="string">.1</duration_unit>
    <save_string type="string">save Fort DC 14</save_string>
    <poison_effect_primary type="string">1d3 Con</poison_effect_primary>
    <poison_effect_secondary type="string">1d3 Con</poison_effect_secondary>
    <isconsecutive type="number">0</isconsecutive>
    <savesreq type="number">1</savesreq>
    </id-00222>
    <id-00223>
    <type type="string">poison</type>
    <npc type="string">Aranea</npc>
    <name type="string">Aranea Poison</name>
    <subtype type="string">injury</subtype>
    <savetype type="string">fortitude</savetype>
    <savedc type="number">14</savedc>
    <freq_interval type="number">1</freq_interval>
    <freq_unit type="string">1</freq_unit>
    <duration_interval type="number">6</duration_interval>
    <duration_unit type="string">.1</duration_unit>
    <save_string type="string">save Fort DC 14</save_string>
    <poison_effect_primary type="string">1d3 Strength</poison_effect_primary>
    <poison_effect_secondary type="string">1d3 Strength</poison_effect_secondary>
    <isconsecutive type="number">0</isconsecutive>
    <savesreq type="number">1</savesreq>
    </id-00223>
    </diseases>
    </reference>

  5. #105
    Quote Originally Posted by Sudain View Post
    Looking at primary and secondary effect of poisons, (for the two example poisons) I'd think they should be the same. Is that not what you are expecting?
    It's a rarely used statblock attribute. Look at poison oak for an example of what a primary/secondary effect poison looks like.
    Typically, secondary effect should be empty.
    You might want to add another example to your test set. One that has a variable onset (dice rather than fixed onset). Filth Fever is a good one.
    Last edited by bmos; February 22nd, 2021 at 23:13.

  6. #106

    v2.5

    https://github.com/bmos/FG-PFRPG-Mal...eases/tag/v2.5

    • moved maladies button higher in health section on PC sheet.
    • modified code for use with feb 16th 2021 ruleset updates
    • improved code in a few places
    • fix for potential script error when maladies expired

  7. #107
    still using same the same maladies.mod library?

  8. #108
    Quote Originally Posted by Zygmunt Molotch View Post
    still using same the same maladies.mod library?
    Yes, no changes needed to modules.
    It's looking like Sudain's getting close to having creature poisons added though. Then my auto-linking code in Upgrade NPC Actions comes into play for real

  9. #109
    Hello bmos, Great extension! Just downloaded and started playing with it. This saves a lot of time.

    Question/Idea: would it be possible to calculate (roll) and output the actual damage to the chat window message and format it so instead of:
    FAILURE EFFECT:
    PRIMARY: 1d2 Con

    It could show:
    FAILURE; Bloodbrain Venom PRIMARY; CON: -2; (or whatever the roll was)

    That would allow that line to be dragged right onto the combat tracker from the chat window. If it could incorporate the "STACK" command, even better.

    Not sure if that would be a lot of work, but I'd be happy to put some time in to help. Either way, thanks for another amazing extension!

    EDITED: Fixed the "CON: -2" to the proper effect format.
    Also, even without the STACK, after the initial application, you could just add the resulting damage to the number already there.
    Last edited by RobboNJ69; February 28th, 2021 at 04:33.

  10. #110
    Quote Originally Posted by bmos View Post
    Yes, no changes needed to modules.
    It's looking like Sudain's getting close to having creature poisons added though. Then my auto-linking code in Upgrade NPC Actions comes into play for real
    Well it's more like I'm failing my managerial accounting course badly so my coping mechanism is rather than buckle down and study more; I procrastinate and do something else. >.<

    It should add a bunch of poisons/disease/infestation definitions (400+ IIRC). It's not perfect, and so it'll probably require some spot-checking (I'm doing my best to ensure I type caps for things that will require attention like a DUPLICATE entry (which I still have no clue as to why it happened) and manual addition of maladies that the script missed. But 80-90% of them out there is a good start. I don't have an ETA yet. Depends on how badly I do on the next homework assignment....

    Also, never hire me to do your accounting books.

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