Thread: Trigger Me Timbers
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November 9th, 2023, 03:06 #131
I found a way to apply effects by combining this with Better Combat Effects Gold.
TMT can remove effects.
BCEG has EXPIREADD: which can add any effect you define when the effect is removed.
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February 9th, 2024, 00:32 #132
Got this message in the console today, in Savage Worlds ruleset.
Code:[ERROR] Script execution error: [string "TriggerMeTimbers:scripts/data_trigger.lua"]:56: bad argument #1 to 'ipairs' (table expected, got nil)
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February 11th, 2024, 07:50 #133
- Join Date
- Aug 2012
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- 95
What steps to add effect to an actor in Combat Tracker?
I have "triggers" TAB that list for example We Hate Ones .
Then I have "active triggers" TAB that I move We Hate Ones to.
Now what do i do?
How do i add We Hate Ones to an actor in combat tracker?
Do I need to make an effect and type something into the new effect ,and then add that which I have created to Combat tracker?
I just dont get what I have to do ,is there a video for Dummies or else could the next step be explained to me please?
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April 4th, 2024, 18:54 #134
Created a Mod for this because some people were asking me about how to do triggers.
Load this mod and copy them into ACTIVE triggers in the top right while using TMT extension.
Death Ward
Apply the effect to creature to prevent it from dying once when it reaches 0 HP it will instead go to 1 HP and remove effect.
Code:Death Ward
Elemental Adept - Acid
Apply the effect to creature will change 1s on damage rolls of this matching damage type to 2s
Code:Acid Elemental Adept
Elemental Adept - Cold
Apply the effect to creature will change 1s on damage rolls of this matching damage type to 2s
Code:Cold Elemental Adept
Elemental Adept - Fire
Apply the effect to creature will change 1s on damage rolls of this matching damage type to 2s
Code:Fire Elemental Adept
Elemental Adept - Lightning
Apply the effect to creature will change 1s on damage rolls of this matching damage type to 2s
Code:Lightning Elemental Adept
Elemental Adept - Thunder
Apply the effect to creature will change 1s on damage rolls of this matching damage type to 2s
Code:Thunder Elemental Adept
Lucky
If creature has this "Trait" as Halfings do, when they roll a 1 on attack rolls, ability checks, saving throws, it will reroll those once per roll. No coding needed it detects it through traits.
Relentless Endurance
Apply the effect to creature to prevent it from dying once when it reaches 0 HP it will instead go to 1 HP and remove effect.
Code:Relentless Endurance
Strength of the Grave
Apply the effect to creature to prevent it from dying once when it reaches 0 HP it will instead go to 1 HP and remove effect.
Code:Strength of the Grave
-MrDDT
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Please upvote "Custom Effect List Sorting"
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April 4th, 2024, 19:31 #135
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- Dec 2016
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Good Day MrDDT
Thank You very much for this. I am terrible at setting some of this up and really appreciate it!
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April 16th, 2024, 23:22 #136
[QUOTE=MrDDT;713512]Created a Mod for this because some people were asking me about how to do triggers.
Load this mod and copy them into ACTIVE triggers in the top right while using TMT extension.
Relentless Endurance
Apply the effect to creature to prevent it from dying once when it reaches 0 HP it will instead go to 1 HP and remove effect.
Code:Relentless Endurance
Sincere thanks for sharing this!
Is Relentless Endurance working for you? It doesn't seem to remove the effect for me...
I'm trying to make a chain of effects and triggers to automate the following using your Relentless Endurance as a template and I can't seem to get it to care about the result of the saving throw (it always keeps him at 1 hp), nor remove the effect.
"If Algoran would drop to 0 hit points while he's raging and doesn’t die outright, he can make a DC 10 Constitution saving throw. If he succeeds, he drops to 1 hit point instead and can use his reaction to make a weapon attack."
Each time he uses this feature, the DC increases by 5. When he finishes a rest, the DC resets to 10."
I will use EXPIREADD to chain effects to increase the DC.
If you could shed any light on what I might be doing wrong it would be very much appreciated.
Screenshot 2024-04-16 172121.png
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April 17th, 2024, 00:25 #137-MrDDT
Discord @mrddt
Grim Press Discord
Really click this link and vote for your FGU wishes, more votes is more likely to get done and get what you want done.
Please upvote "Custom Effect List Sorting"
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September 15th, 2024, 16:42 #138
Hi all, I was recently testing this extension in the pfrpg ruleset in a blank campaign with no other extensions. The triggers work as they should (at least the example trigger included with the extension does). However, when selecting from the drop down menus in the events and actions tab of the trigger creation window, the options you would normally select ("combatant has effect" and so on) do not appear.
Empty dropdown menu.png
Closing the trigger creation window and reopening it makes the drop down options reappear. However when I tested it, I had to close/reopen the menu for each dropdown menu I wanted to use. Eventually I was able to make a trigger but I don't think having to close and reopen many times is how things are supposed to be. Additionally the following messages appear in the console when using this extension:
console messages.png
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October 24th, 2024, 07:39 #139
- Join Date
- Mar 2020
- Posts
- 32
Hi,
I just wanted to report a couple of issue I'm having with TNT (version 0.2.1):
- The "suppress dice animation" option from Requested Rolls seems to mess with triggers that involve a dice roll (like a save), resulting in an error and no dice getting rolled "[ERROR] Handler error: [string "TriggerMeTimbers:..ipts/manager_trigger.lua"]:414: attempt to perform arithmetic on field 'nPendingInterruptions' (a nil value)"
- The "Roll saving throw" action doesn't seem to take into account the DC set for the save and the roll always succeeds, regardless of the actual result (this happens with just TNT loaded and no other extensions)
Can anyone else reproduce these issues?
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Today, 03:19 #140
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