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  1. #691
    Quote Originally Posted by Chivalrous1 View Post
    OK. I put this in the Aura Effects thread, but was informed it was not their extension that added the automatic rools, so I came here... It seems that the automatic rolls have stopped working for me. The aura will apply to the respective creatures, just the automatic rolls have stopped for my Spirit Guardians. I have unloaded and reloaded the extensions.

    The code I am using is:

    Aura: 15 foe : Spirit Guardians: IF: FACTION(foe): SAVEO: Wis 18 (H): SAVEDMG: 3d8 radiant: (C)

    I also have tried the below.

    Aura: 15 foe : Spirit Guardians: IF: FACTION(foe): SAVES: Wis 18 (H): SAVEDMG: 3d8 radiant: (C)

    Not sure about BCE, but with BCEG you would use this for 5E.


    Code:
    Spirit Guardians; (C); AURA: 15 !ally, circle, single, blue; ($) Spirit Guardians AoE; IF: FACTION(notself); SAVEA: [SDC] WIS (M)(H); SAVES: [SDC] WIS (M)(H); SAVEDMG: 3d8 radiant
    If you want to try yours you want to start with using ; in some places where you currently are using :.

    So if I were just going to correct yours to be working a little better I would go like this.

    Code:
    Spirit Guardians; (C); AURA: 15 foe; Spirit Guardians AoE; IF: FACTION(notself); SAVES: 18 WIS (M)(H); SAVEDMG: 3d8 radiant

  2. #692
    Version Update 4.26
    Fixed: 5E NPC SDC not calculated correctly

  3. #693
    I saw it asked a few years ago and didn't see it get addressed or answered. Is there a way to implement the melee or ranged tag to things like TDMGADDS? Mainly melee.
    I have a fun effect for a spell called Barbed Flesh, but it only triggers on melee. The way it is now I have to turn the effect off before every ranged hit. As do my players who have access to the spell. The effect for any curious:

    Barbed Flesh; TDMGADDS: BARB
    BARB; DMGA: 1d6 piercing

  4. #694
    Quote Originally Posted by FluffyLombax View Post
    I saw it asked a few years ago and didn't see it get addressed or answered. Is there a way to implement the melee or ranged tag to things like TDMGADDS? Mainly melee.
    I have a fun effect for a spell called Barbed Flesh, but it only triggers on melee. The way it is now I have to turn the effect off before every ranged hit. As do my players who have access to the spell. The effect for any curious:

    Barbed Flesh; TDMGADDS: BARB
    BARB; DMGA: 1d6 piercing
    If you can show the exact wording of the spell it would help but you can do this.

    Code:
    TATKHDMGS: 1d6 piercing, melee

  5. #695
    With Better Combat Effects Gold is there a way to code this.. "Ruidium Corruption. When you roll a 1 on a saving throw while wearing this armor, you must make a DC 15 Charisma saving throw. On a failed save, you gain 1 level of exhaustion."
    Last edited by JadedGamer; May 25th, 2024 at 22:17.

  6. #696
    Quote Originally Posted by JadedGamer View Post
    With Better Combat Effects Gold is there a way to code this.. "Ruidium Corruption. When you roll a 1 on a saving throw while wearing this armor, you must make a DC 15 Charisma saving throw. On a failed save, you gain 1 level of exhaustion."
    No, you might need another ext that I'm not even sure is listed anymore called "ROLLON" where it allows you to roll on tables with an effect.

  7. #697

    Join Date
    Oct 2020
    Location
    Mar del Plata, Buenos Aires, Argentina
    Posts
    3
    Hi, the console drops me this: [string "BetterCombatEffects:..on_damage_dnd_bce.lua"]:79: getValue: Invalid parameter 1

    I'm using 5E Polymorphism by Grimlore and this happens when a Druid turns back to his original form from taking damage

    Is there a way to solve it?

  8. #698
    Quote Originally Posted by Metal Fenix View Post
    Hi, the console drops me this: [string "BetterCombatEffects:..on_damage_dnd_bce.lua"]:79: getValue: Invalid parameter 1

    I'm using 5E Polymorphism by Grimlore and this happens when a Druid turns back to his original form from taking damage

    Is there a way to solve it?
    Had this reported late last week with BCEG and was out of town and just got around to fix this. Looks like this was introduced in v4.23

    Version Update: v4.27
    Fixed: Issue with script error with Polymorphism sometimes when creature falls out of poly from damage

  9. #699
    RESTS and RESTL do not seem to work properly at least with the PFRPG ruleset. An effect with RESTL is not removed by either a short or long (overnight) rest. Weirdly, an effect with RESTS is removed by a long rest, but not by a short one.

  10. #700
    I have a strange situation going on. When I create an item using the Advanced Effects extension, check the "Action Only" radial button, and add an effect like

    SDMGADDT:Mind Poison

    it works fine if I drag-and-drop the damage onto the target - the custom effect gets applied as expected. But when I set a creature as a target in the Combat Tracker (dragging and dropping the crosshair icon), the effect doesn't get applied when I roll damage.

    This doesn't happen with other effects, like DMG: 1d6 fire, only when I try to add an effect using SDMGADDT (haven't tried the other *DMGADD* effects). It also doesn't happen if I don't check the "Action Only" button, in that case the SDMGADDT effect gets applied with every damage roll - as expected, whether I drag-and-drop damage or set the target.

    Not sure if this would fall under the BCE extension or the Advanced Effects extension...

    [edit] Should have mentioned this is for the 3.5E ruleset
    Last edited by timberbeast; June 14th, 2024 at 18:51.

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