Thread: On Hit Effects Extension
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January 24th, 2025, 14:41 #41
@Dreymior I'll take a look after work today, I forgot this may not be playing nice with the new UI updates. Do you mind describing what you're seeing, or not seeing to help narrow my focus though?
@ZWilgy I'm sorry this is over a year late, I somehow missed your message. I don't play 5E and am not familiar with that ruleset. Plus I think Better Combat Effects may have a way to do this in 5E?
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February 28th, 2025, 19:49 #42
- Join Date
- Mar 2018
- Posts
- 34
Hi Sox, thank god I found this mod. I love it.
I have legit just tested the mod. I use a bunch of character sheet and item mods and there are seemingly no conflicts or issues I can see. Test on a few effects and it worked fine.
Though I'm not sure you could use this to replace bursts. if the weapon is doing d6s normally then crits with burst for d10s I don't quite know how you would have it replace the d6s in place for the d10s. Unless you can and I simply can't see it D:
Either way, nice mod!
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March 1st, 2025, 02:49 #43
Yea, burst effects arn't handled by this extension. I originally coded this because a party member's axe would apply the Sickened effect to enemies hit by it. You can do burst effects with advanced effects as long as the crit damage is first. For example for flaming burst
Code:Flaming Burst; DMG: 1d10 critical,fire
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