Thread: 5e Reactions
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April 16th, 2023, 18:33 #11
- Join Date
- Dec 2021
- Posts
- 1
Hello Steve!
This seems like it's going to be an amazing addition to my Fantasy Ground extension collection. My only concern is I use several other extensions, including 5E Effects Coding and 5E Automatic Effects for spells. I don't mind altering these spells to get them to work with your extension, but I'm not sure I understand how to do that, or if it's even possible.
I seem to have gotten Uncanny Dodge to work and now I'm trying to code for Absorb Elements.
The 5E Automatic Effects module has Absorb Elements coded to give the player the option to add resistance to any of the elements covered in the spell by an effect like this:
Absorb Elements; $ Absorb Acid (reaction); RESIST: acid
Then it has another effect for the damage:
Absorb Elements; $ Absorb Acid (damage); DMG: 1d6 acid, melee
As I understand Fantasy Grounds there's no good way to automate halving of damage after it's been applied, which as far as I can tell is the first time the damage type is listed in chat. So I figure it'd probably be impossible to have the prompt come up whenever the player is attacked with an ability that could do elemental damage, but is there a way to get it to trigger the prompt on taking damage from one of the elements called out by the spell? If so, how would I go about coding that into the spell effects?
Thanks for all your time, effort, and ingenuity in creating this extension!
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April 18th, 2023, 23:26 #12
- Join Date
- Aug 2015
- Posts
- 36
Has anyone else noticed the extension now giving notifications for reactions? Like shield etc? For me it was working great. And then noticed it not sending notifications to players who had shield etc. I already PM the author of this extension, I'm just asking in general if anyone else has had this issue as of recent? Only other extension I have added was glancing blows ext. Linked here. https://forge.fantasygrounds.com/shop/items/1132/view
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June 10th, 2023, 23:38 #13
Hello, idiot here trying to get this to work..
If I have a PC with Uncanny Dodge before installing the extension, should it just work as intended or do I need to re-add it somehow?
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June 11th, 2023, 08:13 #14
Hi WinterSoldier7,
The ext should work for you without having to do anything else.
If you're having a problem we'll need to look into it in further detail.
Cheers, Steve.
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June 12th, 2023, 10:05 #15
Possibly, I've misunderstood how to use it. Do I need to have a map with tokens? Last week we use 'theatre of the mind' and ran off the Combat Tracker - we completely forgot Uncanny Dodge was a thing for most of it.
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June 12th, 2023, 19:36 #16
Uncanny Dodge should be working if all you have is characters on the Combat Tracker. (I did just test in a clean campaign to be sure :P ). Just ensure that the character has 'Uncanny Dodge' as a feature.
I'm not sure why it wouldn't be working for you.
Cheers, Steve.Last edited by Stv; June 12th, 2023 at 19:37. Reason: Added more info
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June 13th, 2023, 14:07 #17
No worries, I have a fair few other extensions that could be causing a conflict. Let me try again this coming weekend and see whether I can tinker!
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June 13th, 2023, 19:18 #18
Let me know if you figure out which other extension is conflicting and I'll see what can be done to resolve the issue.
Cheers, Steve.
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September 10th, 2023, 13:22 #19
Hello Steve,
Your extension is definitiv a "(Quality of) Life" saver for players repeatedly forgetting to "react" when they got their damage.
I have discovered a strange "oddity" with your extension (recreated with only this one loaded), which you might want to investigate:
- Shield: even when the spell is not memorized, the notification is triggered
Might also be true for other spells...Last edited by Arnagus; September 10th, 2023 at 13:48. Reason: Removed the "non working" part - figured it out
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September 10th, 2023, 14:33 #20
Hi Arnagus,
Thanks for reporting the issue.
I'll get a look at that soon™. I'm very busy with RL work nonsense atm but will get round to checking it out as soon as i can.
Cheers, Steve.
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