Thread: Kelrugem's extensions
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April 19th, 2025, 16:01 #1191
- Join Date
- May 2016
- Posts
- 219
Hello Kel! You understand fortification perfectly. The issue isn't how it is being calculated. The problem is the damage is being applied to the attacker, not the target. So when someone crits, the crit damage - only when the target has "FORTIF" - is going back to the orginal attacker, not the target that was hit.
Here is a clearer screen shot:
{9F265D28-A9CA-433A-A3AD-C3B1E6E5E444}.png
I know you're very busy right now, so I just wanted to let you know. Good luck on the teaching! Rob
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April 20th, 2025, 13:49 #1192
Aaah, I see! I just uploaded new versions, now Fortif should work again
Thanks for the report!
(In my tests the attacker and defender were the same, so that I couldn't see that)
I also fixed the incompatibility with combat highlighter following your private messagePlease let me know whether that is resolved, too
My extensions for 3.5e and Pathfinder
Bug reports please here
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April 20th, 2025, 17:14 #1193
- Join Date
- May 2016
- Posts
- 219
Kel - You are awesome! Everything worked perfectly. I wasn't expecting you to have the time with your teaching duties - I (and my players) really appreciate you jumping in there!
- Rob
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April 20th, 2025, 18:00 #1194My extensions for 3.5e and Pathfinder
Bug reports please here
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Yesterday, 13:09 #1195
- Join Date
- May 2023
- Posts
- 138
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Yesterday, 14:06 #1196My extensions for 3.5e and Pathfinder
Bug reports please here
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Yesterday, 14:18 #1197
There is now a newer version of the extended automation extensions! If you intend to run a game soon, then do not update, because it is likely that I introduced a new bug since the following additions are bigger changes
First of all: I was finally able to add SoxMax's code; thanks to SoxMax!Now weapons' properties are intertwined with the IFTAG code
That is, imagine a weapon with the property "axe", then IFTAG: axe; DMG: 2 would increase the damage of this weapon by 2; useful for temporary effects so that one does not need to edit the weapon's damage (and likely forget to revert the edit after the effect expires).
Also rmilmine added new code, also thanks to rmilmine!We have now a new conditional operator RANGE (actually now DISTANCE, see next post), this checks the distance between the attacker and defender (including height); for example Fire Shield; RANGE(<=5); TDMG: 1d6 [CL] fire, melee works
(you have to use <, >, >=, <=; the forge website's description of my extension does not properly show that part yet, because < and > get erased by the forge for some reason)
Furthermore: I also added something little. The new tag system works so well that one could give extra properties to certain tags without effort. There is now the first special tag, lifestealing. Whenever a spell or weapon has that tag the dealt damage also heals the attacker(that type of heal is not affected by a possible REVERT effect on the attacker which may otherwise revert a heal)
If you have any idea of other special tags, then let me knowLast edited by Kelrugem; Yesterday at 15:27.
My extensions for 3.5e and Pathfinder
Bug reports please here
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Yesterday, 15:26 #1198
Oh, it turned out that SoxMax had an extension for range operators already! Thanks to SoxMax, too: This is basically now part of the extended automation extension
I relabelled the RANGE to DISTANCE so that you do not have to rewrite your effects
My extensions for 3.5e and Pathfinder
Bug reports please here
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Yesterday, 15:45 #1199
- Join Date
- May 2016
- Posts
- 219
Awesome stuff! Thank you!
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Yesterday, 19:36 #1200
Damnit Kel, I need to finish my Bestiary before I go back and tackle my Feats Mod... This almost made me SQUIRREL! ffs, I need to focus.
Nice work to all the contributors and to you Kel. ThanksMy First Mod PFRPG - Feats Extended, focusing on PF1e Feats and Racial Traits automation. It is open to community assistance Here is the forum Link.
40+ PF1e Extensions & Modules I use, with links.
PF1E Coding Effects - Spreadsheet
Discord: Morenu
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