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June 5th, 2021, 00:52 #1
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- Apr 2017
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Effect Help for Insightful Maneuver (Midgard)
Spell description:
With a flash of insight, you know how to take advantage
of your foe’s vulnerabilities. Until the end of your turn,
the target has vulnerability to one type of damage
(your choice). Additionally, if the target has any other
vulnerabilities, you learn them.
My problem is trying to get it to last until the end of the players turn, not just one attack from the player.
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June 5th, 2021, 00:59 #2
Set it to last for one round and then remove it when the players turn ends.
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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June 5th, 2021, 01:01 #3
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- Apr 2017
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Sure, but is there a way to do this (even with an extension) that doesn't require someone to remember to remove the effect? I prefer this to be 100% automatic.
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June 5th, 2021, 02:40 #4
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- Mar 2016
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This extension might help you with what you’re trying to accomplish.
https://www.fantasygrounds.com/forum...Combat-Effects
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June 5th, 2021, 03:03 #5
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June 6th, 2021, 04:36 #6
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June 6th, 2021, 09:31 #7
Without some kind of manual intervention I don't think you are going to find a truely automatic solution. Best I can think of is what I already suggested or go into the initiative to adjust on field and set it to just after the players initiative.
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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June 7th, 2021, 03:33 #8
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June 7th, 2021, 09:41 #9
No. See the attached graphic. Bob has an initiative of 11 and places the effect on himself. If you open the initiative line on the CT you'll see the box on the right which, when you mouse over, says 'initiative to adjust on'. This means that the number of rounds that the effect will last will be decremented by one on that initiative count. So for 1 round it will be removed when initiative 11 (in this case) comes around again. That is when it's Bob's turn. If we edit that number to be just after 11 - say 10 or even 10.5 - then the adjustment will be made as soon as the CT is moved to the next actor. So the attack advantage will last only between the time Bob applies the effect and the end of his turn.
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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June 7th, 2021, 16:04 #10
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