Thread: 5E - Blissful Ignorance
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March 4th, 2024, 02:39 #81
MAKEVULN
Is only used if they have no resist.
If they have resist you want to use ignore.-MrDDT
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May 21st, 2024, 23:47 #82
- Join Date
- Feb 2021
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Would be nice if you could choose Temporary Hit Points as one of the types for UNHEALABLE. I have come across it multiple times where a creature 'cant regain hit points', but UNHEALABLE also forbids them to gain Temporary Hit Points.
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July 2nd, 2024, 04:28 #83
Just wanted to mention in case this helps someone else... I was able to get this working by using: https://forge.fantasygrounds.com/shop/items/45/view to add "object" as a new creature type.
With https://forge.fantasygrounds.com/shop/items/68/view I'm able to add the effect to Siege Monster entries of NPCs so that the effect is auto-parsed into the CT when the NPC is added.
I also added "falling" as a damage type to stop Heavy Armor Master and monsters' resistance to bludgeoning from nonmagical attacks from reducing falling damage.Last edited by rocketvaultgames; July 2nd, 2024 at 04:31. Reason: corrected link
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July 2nd, 2024, 05:26 #84
Nice work, thats good info.
Just FYI you can use Equipped Effects also to auto parse effects and add them onto the NPC in the CT, if you don't know how to do this I can help you.
I find it's easier to do it with EE than AE in this case, but other cases where you making an exact custom item, AE is better. Also AE is better for almost all weapon effects. I wish I could get the Action Only, option into Equipped Effects ext.-MrDDT
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July 2nd, 2024, 05:33 #85
In this case I was using this for NPCs (earth elemental, etc.) with Siege Monster as a trait, so the effect should be added right away and always 'on'.
If an item granted an equivalent to Siege Monster (adamantine?), then Equipped Effects and setting it up on the item is the way to go.
If you need it on an NPC and don't want it to always be "on", you can use https://forge.fantasygrounds.com/shop/items/741/view to have it be an auto-parsed draggable effect in the CT.
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July 2nd, 2024, 05:49 #86
Well sorta.
First you can set up NPCs with "always on" effects, it's not a big deal and I kinda like doing it that way because you can change the effect as a whole without having to change each NPC that has that feature or similar feature.
Example.
Say you have creatures whom have "Uncanny Defense, you get +2 to all DEX saves and reduce all damage by 5".
So you make an effect using AE to apply this effect coding to all the creatures with this effect. Lets say its 50 of them.
You might have a substandard coding on an item that is like
Code:SAVE: 2 dexterity; RESIST: 5 all
Code:SAVE: 2 dexterity; DMGR: 5 all
Whereas with EE, you can simply change the name matched effect coding to the updated coding.
It seems like it's not all that common, but it happens quiet often, which is why I like to use 5eAE matched with EE.
It's a much better system to have updatable lists like this, than each item have the effect. This also allows for 3rd party stuff to have the same effects that you use, without having to code the exact effect/spell codings using the EXTs you use.
Also if I didn't want something always on, I would code it to apply the effect but have it started in the "OFF" setting. If it's really common to use.
Also if it's not so common, I would have it parsed the coding effect in the NPC list of actions/bonus actions/etc-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.
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July 2nd, 2024, 15:09 #87
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July 20th, 2024, 11:19 #88
Does HEALMULT support 0.5 as a value? I'm not getting it to do so. But before I go down the rabbit hole of conflicts with other extensions, I figured I should know it decimal values are even supported. :P
EDIT
Oooook. I see. So, HEALMULT is the "healing done by" not "received by" Ok. And REDUCE doesn't reduce "heal", right?Last edited by estrolof; July 20th, 2024 at 12:03. Reason: I learned something!
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August 8th, 2024, 10:12 #89
Is it possible to use HEALEDMULT: to reduce all healing done?
It does, how do i remove this post?Last edited by Rebecca; August 8th, 2024 at 10:15.
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August 16th, 2024, 00:52 #90
Is there a way with this and/or other extensions to bypass immunity to the poisoned condition? (or any condition). i.e. IGNOREIMMUNE: poisoned
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