Thread: Better Combat Effects
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December 10th, 2021, 12:28 #281
The function EXPIREADD applies the effect twice.
I Have also noticed that
SAVEADD: [effect] Add Effect from custom effects list on a failed ongoing save.
SAVEADDP: [effect] Add Effect from custom effects list on a passed ongoing save.
as for example 'Petrification Ray; restrained; SAVEE: DEX 16 (M)(R); SAVEADDP: Become Petrified', roll the save when the effect is applied (same of SAVEA). I am not sure if this is right function...If it is, they may be helpful to code some spell but would be possible to add an effect that does trigger with ongoing save, only and not when the effect is added?Last edited by Drogo210; December 12th, 2021 at 13:20.
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Italian DM
Italian/English Player
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December 13th, 2021, 23:30 #282
- Join Date
- Dec 2016
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- Las Vegas NV
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Good Day Rhaglestrom
I love the effects you have working in this extension!
I tried your Frightful Presence effect (Drag and drop from the effects that come with the MOD) and it rolls at the end of turn, as expected, but it does not remove on a successful save (It has the SAVEE command in it). This was with no other extensions running.
Not sure if I screwed something up or not
Thanks
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December 14th, 2021, 00:06 #283
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December 14th, 2021, 00:09 #284
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December 14th, 2021, 00:13 #285
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December 14th, 2021, 01:09 #286
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Ooops, Sorry I meant to do that, wife was rushing me out the door!!
Frightful Presence.jpg
I drag and dropped from here.Last edited by Bonkon; December 14th, 2021 at 01:13.
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December 14th, 2021, 02:02 #287
Add a (R) to the end of that and it will remove it
Frightful Presence; Frightened; SAVEE: WIS 16 (R)
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December 14th, 2021, 04:03 #288
Version update 2.21
Couple of bug fixes, I'll try to get to EXPIREADD later this week
Fixed - SAVEADD* was rolling when added
Fixed - DMGA SAVEA and REGENA where not playing nice with each other
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December 14th, 2021, 04:24 #289
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Good Day Rhagelstrom
Ahhh, I will try that, Thanks!
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December 15th, 2021, 06:27 #290
- Join Date
- Nov 2019
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- 9
I absolutely love this extension and have found so many uses for it and crafting gimmick weapons when combining this mod with Advanced Effects.
One small problem I'm currently having is I want to make a weapon pair. when you attack a target with either weapon it passes a temporary flag to that target. lets call this flag "Effect1".
Both weapons will also add a hidden effect if they attack a target that has already acquired the flag this turn from the OPPOSITE weapon. the example i have here is "SDMGADDT: Effect1; IF: CUSTOM(Effect2): produce result"
The problem I've had is that attacking with ANY weapon passes the flags from BOTH weapons, instead of a specific flag for a specific weapon. applying ActionOnly doesn't seem to affect the outcome
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