secors
May 26th, 2020, 21:27
Hello all,
I am trying to find a way to keep certain effects active but only be invoked when the appropriate custom tag is in effect and not have to manually drop it from the tracker. Mainly needed for a couple of reasons like when only one weapon has an improved critical or several weapons have different improved criticals/extra critical dice (dual wielding or separate arrows in a quiver for instance).
Here are some examples but there is a problem with how effects setup this way parse out, namely, the ATK and DMG effects go away as expected using 'once per modifier' but the tag remains. Shouldn't the tag go away when the effects do (tags in bold)?
ViciousArrowCritical; IF: CUSTOM(ViciousArrow); DMG: 1d8, critical; [SELF]
ViciousArrow; DMG: 1; [SINGLES]; [SELF]
AngryArrowImpCrit; IF: CUSTOM(AngryArrow); CRIT: 19
AngryArrowCritical; IF: CUSTOM(AngryArrow); DMG: 1d10, critical
AngryArrow; ATK: 1; DMG: 1; [SINGLES]; [SELF]
[Yes, I know that there are issues with this approach as well since you still have to manually deal with misses. A slight improvement is to also limit to 1 rd but that is only effective for one miss, i.e., fails when multiple attacks are possible.]
Thank you for any assistance or direction!
I am trying to find a way to keep certain effects active but only be invoked when the appropriate custom tag is in effect and not have to manually drop it from the tracker. Mainly needed for a couple of reasons like when only one weapon has an improved critical or several weapons have different improved criticals/extra critical dice (dual wielding or separate arrows in a quiver for instance).
Here are some examples but there is a problem with how effects setup this way parse out, namely, the ATK and DMG effects go away as expected using 'once per modifier' but the tag remains. Shouldn't the tag go away when the effects do (tags in bold)?
ViciousArrowCritical; IF: CUSTOM(ViciousArrow); DMG: 1d8, critical; [SELF]
ViciousArrow; DMG: 1; [SINGLES]; [SELF]
AngryArrowImpCrit; IF: CUSTOM(AngryArrow); CRIT: 19
AngryArrowCritical; IF: CUSTOM(AngryArrow); DMG: 1d10, critical
AngryArrow; ATK: 1; DMG: 1; [SINGLES]; [SELF]
[Yes, I know that there are issues with this approach as well since you still have to manually deal with misses. A slight improvement is to also limit to 1 rd but that is only effective for one miss, i.e., fails when multiple attacks are possible.]
Thank you for any assistance or direction!