Thread: 5e Ongoing damage oddity
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May 2nd, 2021, 14:22 #1
5e Ongoing damage oddity
Hi,
I've noticed that ongoing damage is applied 2 different times depending on if it is a static value or a die roll.
Is there a reason for this, as it's really making my life hard to get it to function as I need in a new extension I'm writing.
Pic attached to show what I mean.
Cheers, Steve
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May 2nd, 2021, 15:39 #2
I'm not sure what your issue is. You have two DMGO's on the player one that does a fixed amount and one that does a random amount. Obviously both will be applied to the player since you have two of them on. What is it you are trying to achieve?
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May 2nd, 2021, 15:56 #3
The issue I have is that one of the damages is applied before the character starts its turn, and the other after the player starts its turn. I'm just wondering why this is, as both are DMGO.
Cheers, Steve.
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May 2nd, 2021, 17:59 #4
The static one is just "faster" because there is no physical die rolled, that is normal The order of the chat messages is not the same as the order of application, just depends on when the chat message gets activated in the code; so, at actor's turn start the static DMGO chat message is just earlier So, the actor is already active even if the chat message for that is slightly later (and the information for the static DMGO effect about the actor is there, otherwise its damage couldn't be applied; maybe that helps, too?)
If you still see a problem, then we may need to know more about what you want to achieve with your codeMy extensions for 3.5e and Pathfinder
Bug reports please here
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May 2nd, 2021, 18:05 #5
I'll investigate further, I hope you're correct Kelrugem
Hopefully I don't have to change how I am approaching things.
Cheers, Steve.
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May 2nd, 2021, 18:48 #6
Just done a bit more digging, and it looks to me that the static DMGO damage is applied before the turn start.
It's definately before the CombatManager.setCustomTurnStart funtion is called.
Back to the drawing board I think :S
Cheers, Steve.
*Edit*
Ignore the above, I'll have to try and get the data I need before it's pushed to the chat, as I think the latency of the die roll chat is the problem.Last edited by Stv; May 2nd, 2021 at 20:44.
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May 2nd, 2021, 21:15 #7My extensions for 3.5e and Pathfinder
Bug reports please here
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May 2nd, 2021, 21:37 #8
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May 2nd, 2021, 21:59 #9
In PF1 the regeneration effect is disabled for one round if damage of a specific type is taken You could take a look there, that sounds like something similar to your situation (look in the 3.5e ruleset; both rulesets share the same scripts, PFRPG.pak just changes some general data in DataCommon)Last edited by Kelrugem; May 2nd, 2021 at 22:08.
My extensions for 3.5e and Pathfinder
Bug reports please here
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May 2nd, 2021, 22:00 #10
Sweet, thanks for the pointer. I'll take a look.
Cheers, Steve.
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