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  1. #351
    I think there is a minor typo in the instructions/readme for RESTS/RESTL

    The readme PDF shows


    I think it should be reversed.
    Shouldn't RESTS fire on either a short or long rest, while RESTL only fires on a long rest? It would seem strange to have something that expired on a short, but NOT a long rest.
    For support with any of my extensions, visit my #mattekure-stuff channel on Rob2e's discord https://discord.gg/rob2e

  2. #352
    Quote Originally Posted by MrDDT View Post
    Here you go.

    Code:
    Stinky; AURA: 5 all; Stinky; IF: FACTION(notself);Stinky; Poisoned; SAVES: 13 CON (R); EXPIREADD: ImmuneStink
    Then in the effects window you want.

    Code:
    ImmuneStink; IMMUNE: CUSTOM(Stinky)
    Set to 24h
    After more thought, I don't think this is what you wanted, I'm going to work on how best to do this.

  3. #353
    I just tried a simple "SDC:2, self, roll" effect and it didn't do anything. I replaced it with "INT: 4, self, roll" and that correctly increased the caster's save DC by 2. Is there a special format for SDC to modify spell save DCs?

  4. #354
    Quote Originally Posted by ColoradoGM View Post
    I just tried a simple "SDC:2, self, roll" effect and it didn't do anything. I replaced it with "INT: 4, self, roll" and that correctly increased the caster's save DC by 2. Is there a special format for SDC to modify spell save DCs?
    Can confirm, it's fixed in a test version I was using sorry.
    Attached Images Attached Images

  5. #355
    Quote Originally Posted by mattekure View Post
    I think there is a minor typo in the instructions/readme for RESTS/RESTL

    The readme PDF shows


    I think it should be reversed.
    Shouldn't RESTS fire on either a short or long rest, while RESTL only fires on a long rest? It would seem strange to have something that expired on a short, but NOT a long rest.
    Thanks. I think functionally it works and this is a documentation error. I'll have to test.

  6. #356
    Quote Originally Posted by ColoradoGM View Post
    I just tried a simple "SDC:2, self, roll" effect and it didn't do anything. I replaced it with "INT: 4, self, roll" and that correctly increased the caster's save DC by 2. Is there a special format for SDC to modify spell save DCs?
    You'll need a filter, so if you want all then you need all
    Code:
    SDC: 2 all
    I have a version I'm still testing where it will assume all if omitted.

  7. #357
    I have a question about an existing feature and if this could be added or if someone could suggest an alternative. I have used ATKFADD to make it so that if someone has a critical miss their weapon loses its effectiveness (ATK:-1). Now I am trying to make an effect that if someone is hit by a crit, their armor class will drop by one. Thoughts?

  8. #358
    Yeah I can take a look at that.

  9. #359
    Version Update 5.0 - Refactor
    Feature: conditional operator WEAPON which will return true when a weapon property matches (requires Advanced Effects Extension)
    Feature: BCEG saves support (RA) which will remove the effect on a failed or successful save
    Feature: ATKCADD add effect/condition on critical hit
    Feature: DMGR will now stack with itself
    Changed: Damage filters SDC DMGAT, DMGRT, DMGDT no longer require all
    Under the Hood: Moved signifgant code around to more fall in line with the FG paradigm and pipelines. Should be easier to maintain and less prone to errors
    Under the Hood: Added a binary sorter for better performance when searching custom effects window with a lot of effects.
    Under the Hood: Cleaned things up for 3.5e, still not supported but closer.
    Performance: Output performance statistics for future performance enhancements to file BCEG-Performance.csv in campaign folder (it won't mean much to you)

    This has been in playtest for about a month to help eliminate issues. Thank you @MrDDT, @SilentRuin,@nephranka @Vex for the help in playtest

    If you are an extension dev and are hooking into BCEG, you are likely broken

  10. #360
    Hi Folks,
    I'm not sure if this can be automated but figured I'd ask. I have a magic item ("Blazing Longsword") which does the following:

    "This blazing longsword creates a brilliant flash of light and heat when you attack a creature with this weapon and roll a 20 for a Critical Hit on the attack roll. That target takes an extra 1d8 fire damage. Additionally, any hostile creature within 5' of the creature struck must succeed on a DC 10 Constitution saving throw or suffer 1d8 fire damage."

    Is there a way to automate something like this? Any help would be appreciated. Thanks.

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