-
Yesterday, 22:33 #11
-
Yesterday, 22:57 #12
Supreme Deity
- Join Date
- Mar 2007
- Posts
- 21,179
ADVSKILL does not have any other qualifiers other than [ability name] or [skill name].
Regards,
JPG
-
Yesterday, 23:33 #13
...and that means it doesn't work for custom skill names nor built-in skills like: "Tools/Items: Artisans Tools".
I'm sure this used to work as I have a number of PCs and NPCs in the CT that have been in there for months (some for years) with these effects and they certainly worked when I added them:
Watchful Helm; AC: 1; ADVSKILL: perception (Sight)
Keen Senses; ADVSKILL: perception (Smell)
Dragon Sage; ADVSKILL: history (Dragons)
etc.
Can't it just name-check for any string listed in SKILLS with proper syntax? Is it hardcoded to a predefined list of skills?
If not, do you have any idea which extension may have done this? BCEG? Pets (Friend Zone)?
-
Today, 00:48 #14
FG would ignore anything after ADVSKILL: perception. So it would have correctly given advantage on any perception check. There’s no mechanism for distinguishing whether that is sight or smell. I know of no extension that does this.
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
-
Today, 00:58 #15
- Join Date
- Dec 2016
- Location
- Nashville, TN
- Posts
- 281
I could have sworn it did work a couple of years ago when I was making homebrew upgrades for A5E skill specializations. I would add the skill to the to sidebar menu and as an example use ADVSKILL: perception (smell).
No wait. That was just SKILL: 1d4, perception (smell). I can't remember if I tried using ADVSKILL or not. Sorry, lol.
Thread Information
Users Browsing this Thread
There are currently 8 users browsing this thread. (1 members and 7 guests)
Bookmarks