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  1. #1

    Trying to add delayed effect

    I have effects (poisons) that don't go into effect for x number of rounds. What is the best way to handle this? I was thinking of adding an effect as inactive and store the poison duration in the the effect name, i.e. PoisonDuration_60;Poisoned and using the number after the _60 as the duration when it expires and set active = true. Unfortunately, I don't see that in the manager_effect.lua file. Is it just something like:

    EffectManager.addEffect("", "", targetNode, { sName = "RespiratoryPoison_Delay_Penalty_20;Poisoned", sApply = "all", nDuration = nEffectTime, nActive=0, nInit = -1, nGMOnly = 0 }, true);

    Thanks.

  2. #2
    There’s nothing like that in the built in effects system (ie delayed activation); so it would require an extension to override and monitor effects for those capabilities.

    JPG

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