Dungeons & Dragons 2024 Core Rulebooks Pre-Order
Page 71 of 72 First ... 216169707172 Last
  1. #701
    I'll take a look at both these issues and probably have a fix in the next couple of days

  2. #702
    Quote Originally Posted by timberbeast View Post
    I have a strange situation going on. When I create an item using the Advanced Effects extension, check the "Action Only" radial button, and add an effect like

    SDMGADDT:Mind Poison

    it works fine if I drag-and-drop the damage onto the target - the custom effect gets applied as expected. But when I set a creature as a target in the Combat Tracker (dragging and dropping the crosshair icon), the effect doesn't get applied when I roll damage.

    This doesn't happen with other effects, like DMG: 1d6 fire, only when I try to add an effect using SDMGADDT (haven't tried the other *DMGADD* effects). It also doesn't happen if I don't check the "Action Only" button, in that case the SDMGADDT effect gets applied with every damage roll - as expected, whether I drag-and-drop damage or set the target.

    Not sure if this would fall under the BCE extension or the Advanced Effects extension...

    [edit] Should have mentioned this is for the 3.5E ruleset
    Ha. So you are using it as a targeted effect.

    BCE/G doesn't support targeted effects as per documentation. I've thought about supporting it for a while but in the 3+ years this ext has been around not a single person has asked for or about targeted effects. I've kind been waiting around for someone to say something so gold star for you.

    So this won't be a thing in the next update as it is a bit more involved but probably sometime in the future.

  3. #703
    Version Update v4.28

    Feature: 5E/4E DMGR will accept a decimal value between 0 and 1 to reduce raw damage (before resistances) by a percentage
    Fixed: PFRPG RESTL not processing

  4. #704
    Version Update v4.29
    Fixed: Change state remove source not getting duration quite right
    Fixed: Change state last to process on end of turn
    Fixed: STACK tag match to be more exact
    Changed: Deprecated tags will output to GM chat when matched. These tags will be removed in the next month or so

  5. #705
    Quote Originally Posted by rhagelstrom View Post
    Changed: Deprecated tags will output to GM chat when matched. These tags will be removed in the next month or so
    Do you know if all "Automatic Effects" have been updated to remove the old tags?

  6. #706
    Quote Originally Posted by Arnagus View Post
    Do you know if all "Automatic Effects" have been updated to remove the old tags?
    They should, if they have one that is not, please report it.

  7. #707
    Quote Originally Posted by MrDDT View Post
    They should, if they have one that is not, please report it.
    Perfekt, thanks!

  8. #708
    Morenu's Avatar
    Join Date
    Mar 2020
    Location
    Pennsylvania, USA
    Posts
    600
    I am trying to figure out a way to "STACK" duration of a spell effect. I do not believe there is a way to do this but thought it would be a useful addition. If there IS a way to do this, that would also be great.

    There are several spells that the duration is dependent on a variable FGU doesn't "know". Spell level is the one I am dealing with atm for Concussive Spell metamagic feat. so lets say the spell says the target is Stunned for 1 round per spell level (the feat is -2 on a bunch of things). I would like to be able to set up an effect that is STUN [d:1] and essentially have a way to stack it 3 times for a 3rd level spell and have 1 item be removed from the stack per round. like a count down.

    right now the only way I can think to set up this feat is to have 7 effects for durations 1-7 (metamagic of +2 levels so lv 7 max)
    My First Mod PFRPG - Feats Extended, focusing on PF1e Feats and Racial Traits automation. It is open to community assistance** accidentally deleted, If anyone grabbed a copy, PLEASE let me know**. Here is the forum Link.

    40+ PF1e Extensions & Modules I use, with links.

    PF1E Coding Effects - Spreadsheet

    Discord: Morenu

  9. #709
    There is no counter type effect. This would be useful in a few areas I do agree.

  10. #710
    Version Update: v4.30
    Changed: effect init now ignored when considered a duplicate
    Fixed: 5E Evasion not working with SAVEDMG
    Fixed: Ongoing saves spending onroll ADV/DIS incorrectly

Page 71 of 72 First ... 216169707172 Last

Thread Information

Users Browsing this Thread

There are currently 6 users browsing this thread. (1 members and 5 guests)

  1. Dax Doomslayer

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Starfinder Playlist

Log in

Log in