Dune 2d20 #2
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  1. #151
    Quote Originally Posted by FGUDM View Post
    Hope its no bother but I've found that the SAVE effect does not work when using SAVEA, SAVES or SAVEE
    For example: if a creature with the effect "SAVE: 10 constitution" has "SAVEA: 13 CON" it will roll a constitution saving throw without adding the additional +10 modifier to the roll from the first effect. Thanks for any help in advance.
    Thanks for letting us know.. Confirmed and logged as an issue.

  2. #152
    EXPIREADD adds 2 copies of whatever condition I set it to add. Does this in an empty campaign without other extensions.

    Edit: It adds two copies if it expires via duration, but only 1 if it is expended via roll or action.
    Last edited by AmishCyborg; June 2nd, 2022 at 01:13.

  3. #153
    I am trying to create an effect that I apply to myself on my turn and the effect should be removed in 1 round at the end of my turn.

    I tried this: Lightning Speed;GRANTDISATK; STURNRE

    [EFF: Lightning Speed; GRANTDISATK; STURNRE (D:1) (T:SELF)]

    This is ending at the beginning of my turn 1 round later not the end.
    Am I missing something? Is this working? STURNRE
    Or is there another way to accomplish this.

    Thanks

  4. #154
    Quote Originally Posted by Jaegar View Post
    I am trying to create an effect that I apply to myself on my turn and the effect should be removed in 1 round at the end of my turn.

    I tried this: Lightning Speed;GRANTDISATK; STURNRE

    [EFF: Lightning Speed; GRANTDISATK; STURNRE (D:1) (T:SELF)]

    This is ending at the beginning of my turn 1 round later not the end.
    Am I missing something? Is this working? STURNRE
    Or is there another way to accomplish this.

    Thanks
    [EFF: Lightning Speed; GRANTDISATK; TURNRE (D:2) (T:SELF)]

    You'll need duration 2. The duration will decrement on init and then if the duration remaining is 1 at the end of your turn TURNRE will remove it.

  5. #155

  6. #156
    Version update: 3.14
    Feature - Added SDC (as a tag) SDC: (N). (N) will be added or subtracted from the Actors spell save DC
    Added - SDC support for new NPC spellcasting DC (MotM)
    Fixed - Duplicate effects added on expire
    Fixed - Save mods not working for ongoing saves
    Fixed - Rest tags not working for NPCs
    Fixed - Ongoing Saves incorrectly built with Effects Builder
    Documentation update

  7. #157
    Would it be possible to add effects that do damage equal to a percentage of max hp and a percentage of current hp of the target (or (less important) the actor)? Something akin to "DMG n%MAX" AND "DMG n%CURRENT"? I have no idea if this is difficult or trivial, but it would add some possibilities to automate some interesting items/spells.

  8. #158
    Quote Originally Posted by mattvictim View Post
    Would it be possible to add effects that do damage equal to a percentage of max hp and a percentage of current hp of the target (or (less important) the actor)? Something akin to "DMG n%MAX" AND "DMG n%CURRENT"? I have no idea if this is difficult or trivial, but it would add some possibilities to automate some interesting items/spells.
    It is possible. Do you have an official item/spell in mind with these qualities?

  9. #159
    Nothing official. The inspiration is taken from some League of Legends items.

    The only one I'm currently using in my game is a custom made "Decimator" great axe that on crits (18,19, or 20 in this case) does an additional 10% of the target's max hp.

    I currently have an effect: "DMG: n, critical" and just need to replace the n with the (simply) manually calculated number before rolling damage. Just looking to skip that step.

    A new effect could potentially also enable different percentage damage based on what number was rolled for the critical (maybe in conjunction with Theogeek's Nat20 extension).

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