Cosmere RPG Beta Launch
Page 62 of 62 First ... 1252606162
  1. #611
    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 can’t help fully but maybe I can give some idea of how to get it to work.

    Using the extension Blissful Ignorance you can use the coding “MAKEVULN”
    Set it to action only. And use an !IFT: statement to check to see if they VULN already. Not sure if it would make it double VULNERABILITY or what. Might not need the IF not statement.
    That should help with that VULN part.

    About the check to see if they are VULNERABLE already to bludgeoning is going to be a bit harder. Because there isn’t always an effect on creatures that says exactly something to check for.

    I think you are going to either have to hand wave something or manually check and roll.


    Once I’m back off holiday. I might be able to help more if you don’t have it figured out. I should be back next week.
    You can also hit me up on discord.

  2. #612

    Join Date
    Feb 2017
    Location
    the seaside, UK
    Posts
    453
    Hi MrDDT,

    thanks for pointing me to Blissful Ignorance, it's exactly what i needed to give bludgeoning vulnerability to all undead targets:

    IFT: TYPE (undead); MAKEVULN: bludgeoning

    and it doesn't seem to give double vulnerability which means I don't even need to check if they're already vulnerable, which makes things easier!

    So I just need to find a way to reference existing vulnerabilities to trigger an effect result (DMG: 1d6 radiant in this case) but as you say it may not exist or even be possible, which will be a shame, but would only leave that part to be done manually if necessary. So that's definitely still a win in my opinion.

    Cheers for all your help.

    Simon

Page 62 of 62 First ... 1252606162

Thread Information

Users Browsing this Thread

There are currently 223 users browsing this thread. (1 members and 222 guests)

  1. Ludd_G

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
  •  
GI JOE RPG Launch

Log in

Log in