TALES of the VALIANT
Page 61 of 65 First ... 11515960616263 ... Last
  1. #601
    Quote Originally Posted by immobilechaosbot View Post
    as long as i have K&W loaded i get "[ERROR] Script execution error: [string "..erCombatEffectsGold:..er_effect5E_bce.lua"]:983: attempt to call upvalue 'decodeEffectFromCT' (a nil value)" anytime i attempt to mouse over an ability in the combat tracker, and lose any ability to activate things from the combat tracker.
    I see it, I'll get a fix in for that one.

  2. #602
    Version Update: v5.38

    * Fixed: Script error with Kingdoms and Warfare
    * Fixed: Recharge not working

  3. #603
    Good morning, I have this extension and aura effects, how do I create the Twilight sanctuary code?

  4. #604

    Join Date
    Feb 2017
    Location
    the seaside, UK
    Posts
    455
    Hi,

    is it possible to code this for the Bonebreaker Mace:

    You gain a +1 bonus on attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use it to attack an undead creature.

    When you hit an undead creature with this magic weapon, treat that creature as if it is vulnerable to bludgeoning damage. If it is already vulnerable to bludgeoning damage, your attack deals an additional 1d6 radiant damage.

    I've been able to do the first part, but can't work out if the second part (in red) is possible, even partially?

    Any help gratefully received.

    Cheers,

    Simon

  5. #605
    Hmm...

    If you use the Equipped Effects extension, so you can add the On Action trigger when adding the effect to the mace itself...

    First: The Bonebreaker Mace itself is a +1 weapon

    Second: Add an effect to the Mace for the bump in to hit and damage
    < IFT:TYPE (undead); ATK: 2; DMG: 2 >

    Third: Add the effect to test for VULN and then add the extra damage. We can add this to the previous effect, I think, to save an entry line in the CT. I *think* the effect is read left-to-right, so it should always use the initial IF, and then read the second IF after.
    * This tests (a) is the target undead; if so modify the weapon attack; AND THEN test (b) are they vulnerable to something?, if they ARE, (c) is there a reference to bludgeoning? IF YES, add *more* damage.
    * You *may* be able to test IFT:CUSTOM (VULN: bludgeoning) which would probably be WAY better...but I wasn't sure you could add the : in a ( ) test. I have not tested this - I'm re-building my campaign's custom classes based on the 2024 release and it's eating upo a TON of time. Let me know if this worked, though. :}

    < IFT:TYPE (undead); ATK: 2; DMG: 2; IFT:CUSTOM (VULN); IFT:CUSTOM (bludgeoning); DMG: 1d6 radiant >

  6. #606
    Just to be clear this doesn’t do an add on action trigger in when using this item. It does add on action matching trigger.

    Also known as an IFT effect.

    Advanced Effects extension does have an action only trigger with works when using the weapon only.

    Example of how they differ is: Say your trigger for the mace is when you hit an undead creature you do extra damage.

    Well if you use an IFT undead check. It’s going to give a true return on all undead for all attacks giving you extra damage with the mace or shooting a fire bolt.
    If you do Advanced Effects extension for action only. It will only do the extra damage to undead when using that weapon to attack.
    Last edited by MrDDT; September 27th, 2024 at 02:14.

  7. #607
    Advanced Effects <-- That's what I meant. Great catch MrDDT!!

  8. #608

    Join Date
    Feb 2017
    Location
    the seaside, UK
    Posts
    455
    Hi,

    thanks for this, but unfortunately I'm not able to get it to work with the coding you kindly explained above. I'm struggling to get the radiant damage to only apply if the target is already vulnerable to bludgeoning damage.

    Plus there is also the effect that any target not vulnerable to bludgeoning damage is treated as though it was, except for the extra radiant damage that only applies to a target the is vulnerable to bludgeoning damage by default. But maybe this isn't something that can be coded?

    I am using Advanced Effects, 'Action Only', sorry I should've mentioned that.

    Cheers for all your time and help,

    Simon

  9. #609
    Quote Originally Posted by Tatershal View Post
    Good morning, I have this extension and aura effects, how do I create the Twilight sanctuary code?
    Try this. You'll need the aura ext.

    Twilight Sanctuary; IF: !CUSTOM(unconscious); LIGHT: 0/30 FF4B0082; AURA: 30 !enemy,804B0082; AoE Twilight Sanctuary; IF: !CUSTOM(Object); IF: !Custom(TwilightEndEffect); TREGENE: 1d6 [CLERIC]

    TwilightEndEffect; 'Manually remove the charm or frightened effect and this effect [RE]
    Last edited by rhagelstrom; September 27th, 2024 at 15:46.

  10. #610
    Quote Originally Posted by Ludd_G View Post
    Hi,

    thanks for this, but unfortunately I'm not able to get it to work with the coding you kindly explained above. I'm struggling to get the radiant damage to only apply if the target is already vulnerable to bludgeoning damage.

    Plus there is also the effect that any target not vulnerable to bludgeoning damage is treated as though it was, except for the extra radiant damage that only applies to a target the is vulnerable to bludgeoning damage by default. But maybe this isn't something that can be coded?

    I am using Advanced Effects, 'Action Only', sorry I should've mentioned that.

    Cheers for all your time and help,

    Simon
    I don't believe there is any ext that is VULN aware via effect. You could maybe look at Trigger Me Timbers but that ext is abandoned and throws deprecated warnings, which mean it works but for how long.

Page 61 of 65 First ... 11515960616263 ... Last

Thread Information

Users Browsing this Thread

There are currently 4 users browsing this thread. (1 members and 3 guests)

  1. MrDDT

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
  •  
DICE PACKS BUNDLE

Log in

Log in