Thread: 5E - Better Combat Effects Gold
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July 3rd, 2024, 21:50 #561
I don't think I have a custom effect that combines those two effects. However, I'm puzzled as to what custom list you are referring to "in the top left of FGU". Can you please clarify where I can look for this custom list?
FWIW, I did a test in a new campaign with the same extensions loaded and the effect works as expected--only Prone is applied. So, it must be something in this campaign that is causing this issue. I have been using Fantasy Grounds since 2017, but I must be having a brain fart because I can't figure this one out.
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July 3rd, 2024, 23:29 #562-MrDDT
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Really click this link and vote for your FGU wishes, more votes is more likely to get done and get what you want done.
Please upvote "Custom Effect List Sorting"
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July 3rd, 2024, 23:57 #563
That was it! Thank you! I had a feeling that you were referring to that feature, but the "top left" threw me.
At some point, I had created one for "Prone; Incapacitated", just as you suggested. As soon as I deleted that, the other effect worked as expected.
I had no idea that you could reference other custom effects by a name in the coding (e.g., using "Prone" to call "Prone; Incapacitated"). I'll need to be more careful how I format effects from now on and find a way to use that to shorten some of the expressions. Thanks again!
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July 4th, 2024, 14:13 #564
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July 18th, 2024, 18:00 #565
Version Update: v5.35
Changed: effect init now ignored when considered a duplicate
Fixed: 5E Evasion not working with SAVEDMG
Fixed: SAVEONDMGT compatibility with Advanced Effects
Fixed: Ongoing saves spending onroll ADV/DIS incorrectly
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July 18th, 2024, 18:01 #566-MrDDT
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Really click this link and vote for your FGU wishes, more votes is more likely to get done and get what you want done.
Please upvote "Custom Effect List Sorting"
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July 20th, 2024, 10:13 #567
The HEAL effect, is there a way to make it 0.5? I tried HEAL:half and HEAL:0.5 and HEAL:.5 and RESIST: heal and RESIST: healing but none of these did anything. *evil DM grin*
[Edited]
Trying to use the Blissful Ignorance extension's HEALMULT: 0.5 didn't seem to do much. I'll post this in that thread too (in case it's a known conflict/bug).
[Edit 2]
Ok, so, HEALMULT (as I learned) affects the "healing done by" not "done to". So it solves by immediate magic item effects question. But, the "can HEAL apply decimals" still remains, I suppose...just for curiosity.Last edited by estrolof; July 20th, 2024 at 12:11. Reason: more info; learned something!
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July 20th, 2024, 14:08 #568
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July 20th, 2024, 16:54 #569-MrDDT
Discord @mrddt
Grim Press Discord
Really click this link and vote for your FGU wishes, more votes is more likely to get done and get what you want done.
Please upvote "Custom Effect List Sorting"
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July 21st, 2024, 01:05 #570
Thanks for the quick clarification.
I had made a curse(d item) that makes the individual weak, and reduces their ability to heal/recover. This applies disadvantage on saves vs poisons and diseases, vulnerability to poisons, and halves the amount of healing they receive.
In light of what I've learned, I just added hidden effects to the party healers and the victim of the curse:
To Victim: EntropyCurse; VULN: poison; DISCOND: poisoned; DISCOND: diseased
To Healers: IFT:CUSTOM(EntropyCurse); HEALMULT: 0.5
Seems to do what I'm looking for so far.
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