View Full Version : Effect Help for Insightful Maneuver (Midgard)
Apocrypha
June 5th, 2021, 00:52
Spell description:
With a flash of insight, you know how to take advantage
of your foe’s vulnerabilities. Until the end of your turn,
the target has vulnerability to one type of damage
(your choice). Additionally, if the target has any other
vulnerabilities, you learn them.
My problem is trying to get it to last until the end of the players turn, not just one attack from the player.
Zacchaeus
June 5th, 2021, 00:59
Set it to last for one round and then remove it when the players turn ends.
Apocrypha
June 5th, 2021, 01:01
Sure, but is there a way to do this (even with an extension) that doesn't require someone to remember to remove the effect? I prefer this to be 100% automatic.
dmbrown
June 5th, 2021, 02:40
This extension might help you with what you’re trying to accomplish.
https://www.fantasygrounds.com/forums/showthread.php?68831-Better-Combat-Effects
Apocrypha
June 5th, 2021, 03:03
This extension might help you with what you’re trying to accomplish.
https://www.fantasygrounds.com/forums/showthread.php?68831-Better-Combat-Effects
Cool. I'll take a look at that.
Apocrypha
June 6th, 2021, 04:36
This extension might help you with what you’re trying to accomplish.
https://www.fantasygrounds.com/forums/showthread.php?68831-Better-Combat-Effects
So I tried this. It seemed like TURNRE might do the trick according to the wording but it doesn't. It only removes the effect after all player turns are done. I need the effect to removed after a single players turn.
Zacchaeus
June 6th, 2021, 09:31
Without some kind of manual intervention I don't think you are going to find a truely automatic solution. Best I can think of is what I already suggested or go into the initiative to adjust on field and set it to just after the players initiative.
Apocrypha
June 7th, 2021, 03:33
Without some kind of manual intervention I don't think you are going to find a truely automatic solution. Best I can think of is what I already suggested or go into the initiative to adjust on field and set it to just after the players initiative.
By "go into the initiative..." I assume you mean programmatically?
Zacchaeus
June 7th, 2021, 09:41
By "go into the initiative..." I assume you mean programmatically?
No. See the attached graphic. Bob has an initiative of 11 and places the effect on himself. If you open the initiative line on the CT you'll see the box on the right which, when you mouse over, says 'initiative to adjust on'. This means that the number of rounds that the effect will last will be decremented by one on that initiative count. So for 1 round it will be removed when initiative 11 (in this case) comes around again. That is when it's Bob's turn. If we edit that number to be just after 11 - say 10 or even 10.5 - then the adjustment will be made as soon as the CT is moved to the next actor. So the attack advantage will last only between the time Bob applies the effect and the end of his turn.
Apocrypha
June 7th, 2021, 16:04
No. See the attached graphic. Bob has an initiative of 11 and places the effect on himself. If you open the initiative line on the CT you'll see the box on the right which, when you mouse over, says 'initiative to adjust on'. This means that the number of rounds that the effect will last will be decremented by one on that initiative count. So for 1 round it will be removed when initiative 11 (in this case) comes around again. That is when it's Bob's turn. If we edit that number to be just after 11 - say 10 or even 10.5 - then the adjustment will be made as soon as the CT is moved to the next actor. So the attack advantage will last only between the time Bob applies the effect and the end of his turn.
Oh, ok. Interesting. Might that also be a clue as to how I might make an extension to have something last one players turn? :)
Zacchaeus
June 7th, 2021, 17:39
Oh, ok. Interesting. Might that also be a clue as to how I might make an extension to have something last one players turn? :)
That I don't know; but it certainly seems plausible.
Griogre
June 7th, 2021, 22:26
Yes, but the simplest version of such an extension would get rid of the effect when the initiative advances and the initiative changes. The problem with that is what are you going to do with creatures sharing the same initiative? So depending on your needs you might have to start manipulating the actual initiative numbers to make sure PCs / NPCs have unique initiatives.
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