GI JOE RPG Launch
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  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
    455
    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

  3. #613
    Game Rules: D&D 5E
    Extensions: BCEG (alone, and with Advanced Effects, and with IF NOT - Untrue Effects among others)

    I thought I saw this in the past, but I can't find it now.

    Dreadful Strike: First weapon attack against a target in the round takes +1d4 psychic damage. Subsequent attacks vs the same target in the same round do not apply this damage. But, the first attack against a different target applies it to them (cycle continues). So the ONTURN option is a no go, as that stalls it for the initial target and all other potential targets.

    I'm trying:
    1. Create an Effect in the master list for dreadSTRIKE to test for (set to Remove at Start of Source Turn)
    - So far, so good. It removes it as expected.

    2. Add the following effect to the PC...
    Dreadful Strikes; DMG: 1d4 psychic; SDMGADDT: dreadSTRIKE
    - Yep. So far, so good. Damage added and the effect is added and removed as expected.

    3. Expand the effect to:
    Dreadful Strikes; IF:ATK(Weapon); DMG: 1d4 psychic; SDMGADDT: dreadSTRIKE
    - Successfully stops the damage and added effect when a spell is used

    4. Expand the effect to:
    Dreadful Strikes; IF:ATK(Weapon); !IFT:CUSTOM(dreadSTRIKE); DMG: 1d4 psychic; SDMGADDT: dreadSTRIKE
    - Still stops it from applying when using a spell
    - Successfully applies effect and added damage on the hit
    - Doesn't seem to test for the effect though, so it applies the effect and damage again if a second attack happens

    I also tried using the IF NOT - Untrue Effects extension, IFTN:CUSTOM(dreadStrike) vs !IFT:CUSTOM(dreadSTRIKE), but it didn't make a difference.

    Any thoughts? Or is the !IFT:CUSTOM() not working for other folks too?



    EDIT: (from the park) I think I figured it out, but have to test...It's not !IFT:CUSTOM() its IFT: !CUSTOM () isn't it.

    EDIT 2: Yep!! facepalm That did it and it works like a charm! This EXT is SOOO helpful!!
    Last edited by estrolof; September 30th, 2024 at 05:33. Reason: follow-up to secure the answered query

  4. #614
    Version Update: v5.39

    Feature: 2024 Sneak Attack, Cunning Strike automation
    Feature: 2024 Rogue Devious Strikes automation
    Feature: 2024 Conditional Operator MASTERY - True if weapon attack, weapon mastery property matches, and weapon mastery matches on the char
    Fixed: ADVCOND not working for damage from NPC
    Fixed: SAVEDC not working
    Deprecated: SDC, use SAVEDC - this is the Modifier tag e.g SDC: and NOT the macro [SDC]

  5. #615
    Game System: D&D 5E
    Extensions Loaded: Tested with Lots and Alone (BCEG)
    Symptom: DMGR does not roll and apply a die (D). Nor does it seem to recognize [PRF] or (PRF) or [WIS] or (WIS) tags...though, if it's not rolling the die, I'm not sure if that's here or there.

  6. #616
    Quote Originally Posted by estrolof View Post
    Game System: D&D 5E
    Extensions Loaded: Tested with Lots and Alone (BCEG)
    Symptom: DMGR does not roll and apply a die (D). Nor does it seem to recognize [PRF] or (PRF) or [WIS] or (WIS) tags...though, if it's not rolling the die, I'm not sure if that's here or there.
    thanks for the report. I’ll take a look at it

  7. #617
    Game System: D&D 5E
    Extensions Loaded: BCEG and Requested Rolls
    Symptom: [ERROR] Script execution error: [string "..erCombatEffectsGold:..er_effect5E_bce.lua"]:484: attempt to index field '?' (a nil value)

    Now, I'm 95% sure this is a FGU issue (as I had another ReqRoll comment I posted about skills with spaces in them and Moon said he was looking into it). But, in case anyone else runs across the error message, it's probably better to say something "just in case"...

    1. With BCEG loaded, add an effect to a character in the Combat Tracker SKILL: 1 all
    2. Toggle that effect OFF in the Combat Tracker
    3. Access that character's Skills Tab and find a skill, let's say Arcana and try to roll the skill - it rolls successfully.
    4. Now re-enable the effect in the Combat Tracker and re-attempt the roll - it refuses to roll and throws the [ERROR] that references this extension.
    5. Do the same, but trying to request the roll as DM, and the same happens in both cases with the effect ON and OFF.

    However, and here's where I was surprised: when there are no extensions active, the SAVE: N effect(s) don't impact anything whether ON or OFF. It rolls. It applies the value to the roll. Which is why I posted here, and not as a FGU bug.

    But, as MoonWizard was looking at why Skills with spaces seemed to be causing issues with rolling...I really though these would be related. *shrug*

  8. #618
    This error would be something inside the BCEG extension; as it's a script code error from within a BCEG file. It's not related to the other issue, which was skill effects not triggering for multi-word skill names.

    Regards,
    JPG

  9. #619
    Quote Originally Posted by estrolof View Post
    Game System: D&D 5E
    Extensions Loaded: BCEG and Requested Rolls
    Symptom: [ERROR] Script execution error: [string "..erCombatEffectsGold:..er_effect5E_bce.lua"]:484: attempt to index field '?' (a nil value)

    Now, I'm 95% sure this is a FGU issue (as I had another ReqRoll comment I posted about skills with spaces in them and Moon said he was looking into it). But, in case anyone else runs across the error message, it's probably better to say something "just in case"...

    1. With BCEG loaded, add an effect to a character in the Combat Tracker SKILL: 1 all
    2. Toggle that effect OFF in the Combat Tracker
    3. Access that character's Skills Tab and find a skill, let's say Arcana and try to roll the skill - it rolls successfully.
    4. Now re-enable the effect in the Combat Tracker and re-attempt the roll - it refuses to roll and throws the [ERROR] that references this extension.
    5. Do the same, but trying to request the roll as DM, and the same happens in both cases with the effect ON and OFF.

    However, and here's where I was surprised: when there are no extensions active, the SAVE: N effect(s) don't impact anything whether ON or OFF. It rolls. It applies the value to the roll. Which is why I posted here, and not as a FGU bug.

    But, as MoonWizard was looking at why Skills with spaces seemed to be causing issues with rolling...I really though these would be related. *shrug*
    Thanks for the report. I have a fix queued up for the next update. In the meantime...dont' do that

  10. #620

    Join Date
    Sep 2018
    Location
    Pueblo West, Colorado
    Posts
    50
    Can BCEG automate a leech mechanic: If a weapon does 1d6 necrotic, heal the attacker by that amount?

    It is probably something simple and I am just overlooking the correct syntax.

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