Thread: Better Combat Effects
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June 6th, 2021, 04:32 #11
- Join Date
- Apr 2017
- Posts
- 80
I thought this would help with an effect I need to be removed at the end of a single players turn but it doesn't seem to do that unless I am doing something wrong. For instance it says that TURNRE will cause the effect to be REMOVED at the END of the PC/NPC turn but what happens is it is removed after ALL PC turns are done not just the one player. How is this different from the duration of one round which is already in FG?
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June 7th, 2021, 03:20 #12
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June 7th, 2021, 22:53 #13
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June 8th, 2021, 16:37 #14
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June 8th, 2021, 16:48 #15
TURNRE will remove the effect from the character the effect is on at the end of that characters turn.
Default FG behavior is to adjust/remove effects on an initiative value. The initiative value is set to the same initiative value of the character who applied the effect. The adjustment is the first thing to happen at that initiative on the CT. You may notice that effects end before you want them to especially if there are multiple CT entries with the same initiative. This extension gives you a finer control over such things
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June 8th, 2021, 16:58 #16
- Join Date
- Jan 2020
- Posts
- 280
Really great extension, covers a lot of bases.
Is there a way to add a modifier to the REST tags, such as RESTL2 for Exhaustion 2? This would only remove the effect after 2 long rests, so we could automate the whole exhaustion stack:
Code:EXHAUSTION: 1; RESTL EXHAUSTION: 2; RESTL2
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June 8th, 2021, 17:00 #17
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June 8th, 2021, 17:10 #18
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June 8th, 2021, 17:44 #19
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June 8th, 2021, 18:19 #20
Just to show you.
Test.jpg
If you restart FGU, it will reappear!UTC +2
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