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November 5th, 2024, 22:33 #11
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November 5th, 2024, 22:57 #12
Supreme Deity
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ADVSKILL does not have any other qualifiers other than [ability name] or [skill name].
Regards,
JPG
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November 5th, 2024, 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)?
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November 6th, 2024, 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
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November 6th, 2024, 00:58 #15
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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.
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November 6th, 2024, 02:20 #16
I know there was at one time an issue where if you gave it an invalid descriptor it appeared to work but it was actually affecting all the check/skill/saves. I don't recall if that was for saves or checks or skills. What you guys are talking about never worked.
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