Thread: Text parsing for skills.
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March 18th, 2022, 22:25 #1
Text parsing for skills.
Is there a text parsing nomenclature for this effect: SKILL: -2 acrobatics?
For example: "Foe is Dazed until the end of your next turn." This will highlight the Dazed to be dragged to PC or NPC.
I am hoping there is something similar for Skills and Abilities.
Also how about "-2 to Attack (save ends)."Last edited by kevininrussia; March 18th, 2022 at 22:34.
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March 19th, 2022, 00:47 #2
No, there is no text parsing for that. You have to create effects to give a bonus or penalty to skills, abilities, attacks or saves.
If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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March 19th, 2022, 01:02 #3
I noticed the effect Helpless is not parsed.
For example: "Foe is Helpless." does not work.
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March 19th, 2022, 01:06 #4
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Try these:
-2 penalty to attack
-2 penalty to perception
They work for me. That is, they highlight and drag and drop onto a character and the character seems to suffer the appropriate penalty
Use "bonus" for bonuses.
+2 bonus to attack
+2 bonus to perception
manager_power.lua for even more detailsLast edited by valeros; March 19th, 2022 at 01:13.
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March 19th, 2022, 01:24 #5
Heh, replying in the 4e forum again, a subject I know nothing about. Ignore my muttering.
If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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March 19th, 2022, 01:28 #6
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March 19th, 2022, 01:33 #7
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For Helpless, noticed that in data_common.lua there is a distinction between the conditions it parses and the conditions it knows. Helpless is one of those like running and climbing. (Highlighted some below.) I would assume (but have not tried) that if you add the word "helpless" to the "conditionsparse" list that it will work. But some of those may have been left out on purpose.
I did see in manager_power.lua that you do get combat advantage if your target has the helpless condition, so at least that part should work if you manually add a "Helpless" condition.
Code:conditionsparse = { "blinded", "dazed", "deafened", "dominated", "grabbed", "immobilized", "insubstantial", "invisible", "marked", "petrified", "phasing", "prone", "restrained", "slowed", "stunned", "swallowed", "unconscious", "weakened" }; conditions = { "balancing", "blinded", "climbing", "dazed", "deafened", "dominated", "grabbed", "helpless", "immobilized", "insubstantial", "invisible", "marked", "petrified", "phasing", "prone", "restrained", "running", "slowed", "squeezing", "stunned", "surprised", "swallowed", "unconscious", "weakened" };
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