GI JOE RPG Launch
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  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
    450
    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; Today at 01:14.

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

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