TALES of the VALIANT
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  1. #691
    Vex.
    Targeting self/AdvEffects:I would put this directly on the feature in the abilities list if you have this mastery.
    Code:
    Vex; IF: MASTERY(vex); SDMGADDT: VexedX
    Code:
    VexerX
    (A distinguishing marker based on the PCs name to separate them from other PCs, IE the first letter of their name; this will appear as X later on)
    In the custom effects tab:
    Code:
    VexedX; IFT: CUSTOM(VexerX); GRANTADVATK; [SRE]; [D: 1]; [ROLL]
    (note that you should make one for each party member with Weapon Masteries)


    Graze.
    Targeting self/AdvEffects:I would put this directly on the feature in the abilities list if you have this mastery.
    Code:
    Graze; IF: MASTERY(graze); ATKMADDT: GrazedS
    Code:
    Graze; IF: MASTERY(graze); ATKMADDT: GrazedD
    Needs 2 options for STR or DEX based attacks use the correct one based on the weapon type.
    In the custom effects tab:
    Code:
    GrazedS; DMGA: [STR] slashing; [RTS]; [D:1]; [ACTION]
    Code:
    GrazedD; DMGA: [DEX] slashing; [RTS]; [D:1]; [ACTION]

    Sap.
    Targeting self/AdvEffects:I would put this directly on the feature in the abilities list if you have this mastery.
    Code:
    Sap; IF: MASTERY(sap); SDMGADDT: Sapped
    In the custom effects tab:
    Code:
    Sapped; DISATK; [SRE]; [D:1]; [ROLL]

    Slow.
    Targeting self/AdvEffects:I would put this directly on the feature in the abilities list if you have this mastery.
    Code:
    Slow; IF: MASTERY(slow); SDMGADDT: Slowed
    In the custom effects tab:
    Code:
    Slowed; SPEED: -10; [SRS]; [D:1]

    Topple.
    Targeting self/AdvEffects:I would put this directly on the feature in the abilities list if you have this mastery.
    Code:
    Topple; IF: MASTERY(topple); ATKHADDT: Toppled
    In the custom effects tab:
    Code:
    Toppled; SAVEA: 8,[STR],[PRF] CON (RA); SAVEADD: Prone; [RTS]; [D:1]
    As for the others, Cleave works best as a damage debuff (-[STR]) that's applied as an effect from your actions tab (I can't imagine automation would be easy outside of a built in prompt that pops up on every hit with Cleave weapons), Nick isn't necessary to code (unless you have an extension that tracks actions and bonus actions, maybe?), neither is Push (forced movement of enemies is a DM thing)
    Also note that the weapon/item in the details of it in your inventory needs to have the mastery information filled out with what mastery it has.

    I cleaned up some stuff.
    When using some of the cycles (like SRE), you don't need to make the duration 2, it will automatically do that for you, so always keep the durations the correct duration. The Screenshot that he posted showed a 2, because the effect was already placed in the CT, which part of the effect does when it has something like SRE is adds a +1 to the duration.
    Last edited by MrDDT; March 19th, 2025 at 06:22. Reason: Updated Info

  2. #692
    Quote Originally Posted by MrDDT View Post
    Vex.
    Topple.
    Targeting self/AdvEffects:Make sure to check ACTIONONLY in AdvEffects.
    Code:
    Topple; IF: MASTERY(topple); ATKHADDT: Toppled
    In the custom effects tab:
    Code:
    Toppled; SAVEA: (SDC) CON (RA); SAVEADD: Prone; [RTS]; [D:1]
    Testing out the topple function and the save DC defaults to 11 (8 + prof only, I assume). Is there a way to manually set the DC based on the toppler?

    EDIT: Found the solution:
    Code:
    Toppled; SAVEA: 8,[STR],[PRF] CON (RA); SAVEADD: Prone; [RTS]; [D:1]
    Last edited by metaldm007; March 18th, 2025 at 21:34.

  3. #693
    just replace (SDC) with a number

  4. #694
    Apologies if this has been answered, couldn't find anything with a keyword search. Looking at Gold it talks about the extra 5e compatability, is there a reference for what new additions also work for 3.5/pf1e, or is all the new content 5e only? Would love to have some of the new effects if they'll work for me

  5. #695
    Quote Originally Posted by CassMerry View Post
    Apologies if this has been answered, couldn't find anything with a keyword search. Looking at Gold it talks about the extra 5e compatability, is there a reference for what new additions also work for 3.5/pf1e, or is all the new content 5e only? Would love to have some of the new effects if they'll work for me
    5E only

  6. #696

    Join Date
    May 2015
    Location
    Novo Hamburgo, Brazil
    Posts
    12
    Does anyone have the code for the Compelled Duel spell effect?

  7. #697
    Getting an error with the FG option "remove on miss" set to "multi". This normally removes the targets who save vs an effect, unless the effect is damage in which case they are left targeted but flagged for half damage if appropriate, then removed after the damage is rolled. Essential for area of effect spells.

    With no extensions: works correctly. "banishment" removes targets that saved. "fireball" deals full damage to those that failed, half to those that succeed, then removes those that succeeded.

    With BCEG as the only extension: "Fireball" correctly applies half damage to those that succeed. But in both test cases, targets are not removed at all, and "banishment" effect, if clicked on, hits targets that failed as well as succeeded.

    To make this easier to test, give one target SAVE: 20 and another one SAVE: -20

  8. #698
    This has been reported, thank you for the report. Fix should be going out today.

  9. #699
    Version Update: v5.46

    * Fixed: Success saves not removing targeting with MULI option

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