Thread: 5E - Better Combat Effects Gold
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August 11th, 2022, 01:15 #241
- Join Date
- Sep 2017
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- 20
The very first thing that came to mind when attempting to apply an effect when attacking was using something like the SDMGADDS/T feature except for attacks instead of damage. The ATKA feature was promising except it's not limited to a specific weapon, not even when used in combination with AE.
Last edited by septantrionalis; August 11th, 2022 at 01:19.
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August 11th, 2022, 01:54 #242
This is going to be a little complicated but here it is.
On your Kensi Weapon add the advanced effect
Code:Kensi
Code:IF CUSTOM(Kensi); ATKADD: KensiAdd
Code:KensiAdd; TURNRS; IFN: Incapacitated; AC: 2 melee
Last edited by rhagelstrom; August 11th, 2022 at 02:01.
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August 11th, 2022, 02:39 #243
So standard FGU 1 duration is you apply an effect, and when it gets to the sources start of a turn who applied the effect, it will be removed.
[ROUND 13]
[TURN] Blink Dog
[TURN] 1
[TURN] T1Test
Effect ['FS; IF: custom(Kensei Weapon); AC: 2'] -> [to Blink Dog] [by T1Test]
Effect ['FS; IF: custom(Kensei Weapon); AC: 2'] -> [to 1] [by T1Test]
Effect ['FS; IF: custom(Kensei Weapon); AC: 2'] -> [to T1Test]
[ROUND 14]
[TURN] Blink Dog
[TURN] 1
Effect ['FS; IF: custom(Kensei Weapon); AC: 2'] -> [EXPIRED] [on Blink Dog]
Effect ['FS; IF: custom(Kensei Weapon); AC: 2'] -> [EXPIRED] [on 1]
Effect ['FS; IF: custom(Kensei Weapon); AC: 2'] -> [EXPIRED] [on T1Test]
[TURN] T1Test
Then 1 with INIT of 2 goes second.
Then T1Test with INIT 1 goes 3rd.
On T1Test's turn they apply an effect to all 3 at the same time.
Next turn (and round next round), it is now Blink Dog's turn (effect is still on them)
Blink Dog passes turn (effect still on them)
1's turn, effects still on everyone, then passes turn.
All effects are removed from everyone, it's now the start of T1Test's turn.
This is normal FGU 1 round duration of an effect.
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August 11th, 2022, 02:40 #244
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August 11th, 2022, 02:43 #245
Some nerdy info on effect duration that many of you might already know:
Effects duration is decremented on initiative count. You might ask, why do we need TURNRS when FG just removes it on my turn anyhow? Ties! if you have two actors with the same init, the effect will expire on the first actor to act on that initiative. TURNRS ensures that it stays on the actor until it is actually that actors turn.
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August 11th, 2022, 20:18 #246
Version Update 3.24:
Feature: ATKADD - Add custom effect when the attack action is taken
Changed: Forced ongoing saves to use new mod format. Will re-write effects with old format as new format
Fixed: Conflict with Constitutional Amendments on string contains
Added: Guard to protect against malformed effects
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August 17th, 2022, 05:25 #247
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- Jun 2019
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- 140
I found a bug with the DUR syntax.
Whenever I attempt to create an effect with a duration that gets set via the DUR syntax ... it's actually damaging the NPC or PC the effect is applied to for the same amount as the duration generated. See the image attached.
Screenshot 2022-08-16 232534.png
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August 19th, 2022, 00:30 #248
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- Sep 2017
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- 20
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August 19th, 2022, 00:51 #249
- Join Date
- Sep 2017
- Posts
- 20
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August 20th, 2022, 20:10 #250
Version Update: 3.25
Feature: Tag SDC now does damage filters. damagetype or all
Feature: ADV/DIS Saves against magicial spells and effects with ADVCOND: magic and DISCOND: magic
Changed: Toned down the save icon color to fit more in with default theme
Fixed: DUR applying ongoing damage, bad BCE merge
Fixed: FROMAURA applying multiple times
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