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[FEATURE] Gunslinger feat Sword and Pistol - Automation

You're comfortable wielding a firearm or crossbow in one hand and a melee weapon in the other, combining melee attacks with shots from the firearm. When you make a successful ranged Strike against an enemy within your reach with your one-handed firearm or one-handed crossbow, that enemy is Off-Guard against your next melee attack with a one-handed melee weapon.

When you make a successful melee Strike against an enemy with your one-handed melee weapon, the next ranged Strike you make against that enemy with a one-handed firearm or one-handed crossbow doesn't trigger reactions that would trigger on a ranged attack but not a melee attack, such as Reactive Strike. Either of these benefits is lost if not used by the end of your next turn.

[BUG] Incorrect incapacitation behavior when rolling saving throws from modules buttons

Describe the bug
Using the buttons that get displayed to players to roll saving throw for spells incorrectly grants incap benefits in case of upcasted prepared incap spells.
To Reproduce
Steps to reproduce the behavior:
Create an npc with high enough level to access rank 8 spell slots
Add an occult prepared spellcasting entry for him
Add Paralyze to his spellbook and prepare it in 8th rank slot
Cast rank 8 paralyze on a level 15 PC
Roll a saving throw as that PC from the "they just cast a spell" button

Expected behavior
Saving throw does not benefit from the incapacitation trait since the spell rank is more than twice the level of the PC

Actual behavior
Saving throw gains the benefit of the incapacitation trait

Screenshots
image

Additional context
This does not happen for spontaneous spells or prepared spells that aren't upcasted.

[FEATURE] Refocus automation

When the Refocus activity is active, would be awesome to have it reset the focus pool for the PC.

Your mods are amazing and huge QoL improvements. Thank you so much for them!

[FEATURE] Larger buttons for multiple target saving throws

Is your feature request related to a problem? Please describe.
Whenever a spell, or action with saving throws is posted in public, the saving throw buttons are these tiny little dice icons under the action/spell card. It feels uncomfortable having to click such small icons and players often miss that need to roll something.

Describe the solution you'd like
I would love if we could use choose to use the saving throw buttons that we get spell/action is cast privately to be available everywhere instead of the small dice icons. They are much easier to see and feel better to click. Although right now these buttons seem to have the coloring bugged and only critical success has a colored tint. If we get a nice coloring for each degree of success and and big buttons replacing the small dice icons, it would make the experience so much better for us. Maybe have it as a toggle or another option in the dropdown for the button configuration?

Additional context
Screenshot 2024-01-13 023336

[FEATURE] Automation for thaumaturge with Pf2e Exploit Vunlerability module compatibility

Is your feature request related to a problem? Please describe.
Hi, the Pf2e Exploit Vulnerability module already atuomate a lot of the thaumaturge feature like the weakness part, but the implements features are not yet implemented nor planned in short or mid time.

Describe the solution you'd like
Add automation for implements passive/active abilities

For example the Regalia implement : https://2e.aonprd.com/Implements.aspx?ID=6
The Exploit vulnerability module has an handling of implement to create implement and know if they are worn/held and for the "Whenever you successfully Strike the target of your Exploit Vulnerability" there is a predicate for that
["target:effect:primary-ev-target-YOUR-NAME"]

I don't know if YOUR-NAME can be automated to be the user of the action but if it could that would be perfect since Exploit vulnerability module already handle all the Exploit vulnerability target/effect things (and share weakness etc)

An example of RE given on the exploit vulenrability discord channel for the Intensify Vulnerability of the weapon implement :

{
"key": "FlatModifier",
"selector": "strike-attack-roll",
"predicate": [
{
"target:effect:primary-ev-target-YOUR-NAME"
}
],
"type": "status",
"value": 2
}

which should be linked to this action https://2e.aonprd.com/Actions.aspx?ID=1228

Elite/weak template not taken into account when setting DC for abilities

Describe the bug
The DC set for the saving throw on NPC abilities does not take elite or weak adjustment into account
To Reproduce
Steps to reproduce the behavior:
Create an elite variant of a Jungle Drake NPC
Create a PC character
Target the PC character and post Jungle Drakes spit venom action
Roll the saving throw with the PC character
Expected behavior
The saving throw should be made against DC 26, not 24.
Screenshots
If applicable, add screenshots to help explain your problem.
image

Double slice macro issues

Describe the bug
Hi, if the damage pop-ups are not unchecked then when using the macro they will pop and lead to rolling 2x damages and then the combined damage if both attacks hit.

Also the macro doesn't ask which weapon to use as primary/secondary which may be useful to switch based of the enemy.

Lastly the "Double slice second attack" toggle stay ON after the macro has run, so if not toggling it off by hand we get the malus for our normal attacks.

Expected behavior
If user has damage pop-ups not unchecked the macro should count as if it has "shift+click" the damage to not show the pop-up and only roll the combined damage.

Macro in addition to asking for map should ask for primary weapon.

Macro should toggle off "Double slice second attack" at its end.

[FEATURE]Pass affliction traits to the saving throw button

Is your feature request related to a problem? Please describe.
When a PC presses the affliction saving throw button, it looks like the traits such as poison or disease are not passed on, and predicates do not pick up the bonuses. For example, if a player has an anitode effect, and presses the saving throw button from Jungle drake venom, the bonus does not get recognized.
Describe the solution you'd like
The button should mimic how other saving throw prompts recognize the traits such as poison

image

Automatic affliction damage roll does not respect "show roll breakdowns" global setting

Describe the bug
When the affliction automatically rolls the damage upon a stage progression, it does not respect the "show roll breakdowns" global setting being set to false, which reveal the amount of dice rolled in the chat. if the same roll is made manually form the effect or ability, the roll is properly hidden, revealing only the total to the player.
To Reproduce
Steps to reproduce the behavior:
Apply jungle drake venom to an actor in a world with "show roll breakdowns" setting set to false

Expected behavior
The exact roll formula is hidden from the player, instead of being fully open.
Screenshots
How it looks:
image

How it should look like:
image

[FEATURE] Include ability traits in the message for privately posted abilities with saving throws

Is your feature request related to a problem? Please describe.
Whenever a monster uses an ability I want the players to know all the traits it has, so that I don't get asked every single time "Is this a manipulate action?" kind of questions, but I don't want players to know what the ability does exactly.
Describe the solution you'd like
It would be great if the "They just used an action" message that gets posted when posting abilities privately, would describe the traits that this ability has. Similarly to what workbench does with private spells.

Additional context
Screenshot 2024-01-13 150254

[FEATURE] Support for Witch Familiar Hex Abilities

Is your feature request related to a problem? Please describe.
The Witch Familiar Abilities that trigger when you use a Hex currently are only mentioned in the description of the feature items. Of those, Familiar of Balanced Luck is already automated in action support engine

Describe the solution you'd like
Having the rest of them Automated in Action Support Engine

[FEATURE] Forceful trait auto-apply setting

Is your feature request related to a problem? Please describe.
Hi, when using a forceful weapon the GM could apply damage before the player had the time to apply forceful by clicking on the button. In the vast majority of time Forceful bonus damage are linked to the actual MAP (not 100% RAW true, but I believe it's the vast majority of cases).

Describe the solution you'd like
Could the module add a setting to auto-apply forceful to damage based on MAP of the attack ? (-5/4 forceful x1 and -10 forceful x2).
That way it would save time and avoid GM applying damage too soon, at the cost of the automation being wrong in few cases (like using power attack and then making an attack at -10, which being the second attack with the weapon should be forceful x1 and not forceful x2).

Describe alternatives you've considered
The best way would be to have a way to count how many times a weapon has been used in the actor turn and link forcefull automation to that counter instead of MAP, so if using pwoer attack with a weapon it would log one use of this weapon and if attacking again with it it would be the second use so forceful x1.

This logging could be used for other automation like sweep.

[FEATURE] Reroll with Hero Point - Homebrew

an expansion of the "Reroll with Hero Point" that allows different configurations, for example at my table we have a houserule that you can use Hero Points to increase or decrease a roll by +/-5 per point, instead of rerolling

[FEATURE] qqq 1

Is your feature request related to a problem? Please describe.
A clear and concise description of what the problem is. Ex. I'm always frustrated when [...]

Describe the solution you'd like
A clear and concise description of what you want to happen.

Describe alternatives you've considered
A clear and concise description of any alternative solutions or features you've considered.

Additional context
Add any other context or screenshots about the feature request here.

[FEATURE] Support for Assurance with Treat Wounds

Request to allow Treat Wounds to provide an Assurance option if the character performing the check has taken Medicine for the Assurance feat. It doesn't have to be conditional, as long as an Assurance option is there in the dialog. This is a pretty common use case for TW.

"Display color + short results outcome" hard to read / doesn't look great with Dorako UI CRB chat theme

Screenshot attached. I would recommend abandoning the colour bar background across the whole line and just making the results portion of the line coloured.

I would also recommend standardizing the colours (crit success, success, fail, crit fail) to match Dorako, a mod that is used by many Pf2e Foundry users. It is confusing and unnecessarily counter-intuitive to have to think about what a new set of colours means just in the context of ASE. Particularly when those same Dorako colours show up in the saving throw results. I know you can use Custom CSS to change colours, but that shouldn't be necessary. ASE isn't a UI mod. Why not match the UI mod?

Screenshot 2023-12-01 at 9 28 18 PM

Bug : Sustain reminder issues

Describe the bug
Hi, when using Courageous Anthem brom bard I noticed 3 things :
The "Spells ha sbeen sustained" is sent multiple time.
The spell effect is removed before I had tghe chance to sustain the spell and after sustaining it the spell effect did not came back.
When the spell card is still in the chat it will focus on it when sustaining, scrolling up in the chat instead of staying at the end of the chat log.

To Reproduce
Steps to reproduce the behavior:
Go in encoutner with 2 allied tokens
Cast the courageous anthem and skip turn until it's the catser turn again

Screenshots
image

[FEATURE] Toggle to enable/disable automated application of the afflictions effects

Is your feature request related to a problem? Please describe.
Right now there seem to be an automation in place that auto-applies the affliction based on the result of saving throws. This causes two challenges for me:

  1. It applies the effects/conditions before the player decides whether to hero point the saving throw.
  2. Sometimes the effects of the affliction don't match the ones that should be applied. For example variant or elite/weak versions of creatures often have different damage DCs on afflictions than the ones in the compendium. Another example are scaling afflictions from spells, like curse of death.

Describe the solution you'd like
I wouldn't mind being able to manually handle the application of afflictions, so that I can wait for players to use their hero points/other fortune abilities first and to make sure that the correct "variant" version of the affliction is applied in case of variant creatures or scaling spells. So maybe a toggle in the settings that dictates whether the application is automatic?

[FEATURE] Remove critical success from damage list

Hi,
image

Describe the solution you'd like
Remove or add a setting to remove critical success from the damaged actors list, refreshing it if the result is rerolled and the actor should now appears.

Describe alternatives you've considered
If it's impossible to remove crit success it would be nice to at least have the option to remove the glass overlay to make the line less flashy with some UI theme.

[FEATURE] Multiple points movement and non-trigger reaction keybind

Is your feature request related to a problem? Please describe.
Hi, when moving with at least one checkpoint the keybind to not provoke reaction does work only for the first movement segment and then the rest of the movement triggers reaction, even if still holding the keybind

image

Describe the solution you'd like
If the movement was started while the key was holded then all the movement should not trigger reaction.

[FEATURE] Nudge Fate

Nudge Fate retroactively applies a +1 status bonus to rolls if that would change the degree of success from crit fail to fail or from fail to success. It would be very nice if that could be automated.

Affliction DC not hidden and looking weird when posted from the effect

Describe the bug
When you press the affliction effect icon to prompt the player to roll a save
To Reproduce
Apply jungle drake venom to an actor
Press send to chat button on the drake venom affliction effect
Expected behavior
The chat card should not reveal the DC or the stage text.
Screenshots
If applicable, add screenshots to help explain your problem.
image

[FEATURE] ETL support for elevation ruler

The module elevation ruler is similar to terrain ruler, but it also takes elevation into account. It mentions that it's incompatible with terrain ruler and the old enhanced terrain layer, so having your ETL work with it would be very nice

[FEATURE] Request to add inline roll support for other victory point systems besides Influence

Is your feature request related to a problem? Please describe.
I love the inline roll support for adding/subtracting Influence points based on those checks. Would like to see it expanded to other Victory Point subsystems.

Describe the solution you'd like
Basically the exact same thing from the Influence inline checks, but able to target other victory point subsystems as well.

Describe alternatives you've considered
N/A

Additional context

example using the influence format as inspiration
@check[type:diplomacy|dc:33|traits:action:SUBSYSTEM NAME, ENTRY:ENTRY1]{Alter victory point entry}

[FEATURE] Add support for Scoundrel Feint mechanics

As part of PF2 Automations would it be possible to add support for the special conditions associated with Feint and the Scoundrel racket, specifically as described here:
"When you successfully Feint, the target is off-guard against your melee attacks until the end of your next turn. On a critical success, the target is off-guard against all melee attacks until the end of your next turn, not just yours."

For reference, this is specified here:
https://2e.aonprd.com/Rackets.aspx?ID=8&Redirected=1

[FEATURE] Known weaknesses automation

Describe the solution you'd like
Hi, could the Known Weaknesses feat be automated ?
https://2e.aonprd.com/Feats.aspx?ID=1447

Describe alternatives you've considered
Having the recall knowledge macro be used on target when using Devise a stratagem would be nice, Idk if the rest of the feat can be automated but if it could that would be perfect.

Support for One_for_All macro [Action Support Engine]

In PF2 Workbench -> Symon-provided Macros there is a macro that helps to automate the One For All feature of the Swashbuckler.

This macro rolls diplomacy against a "very hard" level based DC. If successful (or higher), the Swashbuckler should gain Panache.

The associated Aid check should apply to the target, but the result of the die roll should be compared to the Aid DC set in ASE, NOT the success/failure criteria of the Diplomacy check being made to determine whether or not the Swashbuckler gets Panache.

At mid levels, it is possible to FAIL the diplomacy check for Panache, but still SUCCEED to grant Aid.

[FEATURE] Roll Flat Check for spells when under Deafened condition

Would it be possible to add a flat check roll to a spell that is cast under the Deafened condition and does not have the subtle trait?
Its not explicitly stated under the condition and is instead spread over multiple rules, so maybe have it controlled by a toggle if some ppl don't want to rule it that way?

These are the rules from player core:

  • Deafened Condition: If you perform an action that has the auditory trait, you must succeed at a DC 5 flat check or the action is lost
  • All speech has the auditory trait
  • Casting a spell requires the caster to make gestures and utter incantations, so being unable to speak prevents spellcasting for most casters
  • Subtle trait: A spell with the subtle trait can be cast without incantations

[FEATURE] Certain strike macro damage details

Is your feature request related to a problem? Please describe.
Hi, when using certain strike the damage on a failure doesn't show their details, so if using rule element to manage forceful for example and then clicking on the forceful buttons to apply they would be applied twice since there nothing to avoid same bonus to stack. Not having damage details also doesn't give the GM a way to check if everything is alright with the damage outcome.

Describe the solution you'd like
Actually :
image

Expected :
image

Also, could "Certain strike" be added to the attack name ? To confirm we used the macro to attack with it instead of a normal attack.

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