I have to cycle through the round before it sees an effect as being applied an breaking concentration. Moving a couple of turns has no effect. It allows me to apply in that case. I will work up a outline to show you later tonight.
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So far I'm not seeing this happen at all.
You sure not a conflict with another ext? You try it with no other exts loaded?
Feel free to reach out to me on discord, you know I'm not the creator of this ext but we all use pretty much the same exts, so maybe I can help.
MrDDT#0001
Started the round with the medusa, then kobold1, then kobold2, then the pc. applied the effect twice (on both kobolds) then moved the order to the medusa. pc applied the effect to the medusa. Then move the turn order back to the pc. Applied the effect to the vampire and then the medusa and kobolds dropped and the vampire had it.
This indicates that until the round came back to the pc none of the concentration effects mattered.
You are posting in BCEG, yet the ext you have loaded is BCE.
Just noting that here, however, it doesn't seem like it changes what I'm about to say.
I see what you are saying now, that it requires a round change (really it's based on the init setting of the conc effect) to come back up or lower before it will detect more conc spell conflicts.
I think best would be if this worked on TURN instead of init setting of the casted effect. So it should be soon as the any turn change, it should start detecting conc conflicts for restrictions.
Currently, I don't think this is part of the feature. It leaves it so you can apply multiple conc effects at the start so you do all the effects of a spell at once.
I think this is needed, I think mostly its for people that later try to cast another spell on their next turn and forget they got a conc effect still going.
TDMGADDT (-) [effect] TARGET of the attack will add an effect to the TARGET (itself) when damage is done
TDMGADDS (-) [effect] TARGET of the attack will add an effect to the SOURCE of the attack when damage is done
SDMGADDT (-) [effect] SOURCE of the attack will add an effect to the TARGET when damage is done
SDMGADDS (-) [effect] SOURCE of the attack will add an effect to the SOURCE (itself) when damage is done
Are these DM only effects? They don't seem to work for a player unless we are doing something wrong.
I reported this as working only for the DM, not sure why. He was looking into it but got really busy IRL.
Just FYI you can also report stuff at the discord in the #vtt-support channel here
https://discord.gg/yHT2bfpTYa
Thank you for the quick reply.
I noticed that the on going save function does not seem to be looking at ADVCOND. In the example, I got the ADV on the save but on the reoccurring event no ADV? Also, no dbl roll but dbl output in chat still.
I have a potential stupid question, but I could not find the definite answer anywhere in the Forum. I am currently using the free BCE for my 3.5e campaign. The Forge page states that all future development will go into BCEG, which is fine and understandable (I don’t mind paying for this extension). However – BCEG is listed only under 5e. It states backwards compatibility, but it is unclear if this also applies to the additional rulesets supported by BCE.
Long story short: does BCEG support 3.5e or not?
I was hoping to have this up Friday but an issue came up which was resolved. Readme document is updated with new features at the top of this thread.
Version update 3.6
Feature - IMMUNE: CUSTOM([effect]) Immune to effect where [effect] is effect name in custom effects window
Feature - Save vs Condition feature now supports save vs damage type as well (i.e. Poison Breath)
Feature - DUSE - Disable effect when one of the tags in the effect is used (matches)
Feature - ATURN - Enable effect at the start of any turn
Fixed - Duplicate text output on saves
Fixed - Issue with damage tags such as SDMGADDT were not working when applied to a player's PC
Fixed - Save vs Condition would't work as expected on subsequent rolls
EDIT: Also posted on the discord server and MrDDT has verified it's also not working for him.
I've been unable to get TDMGADDS to work when the effect is sitting on a PC and attempting to apply an effect to an NPC hitting the PC.
I've had success with SDMGADDS and SDMGADDT when applied to an NPC hitting a PC. I've had success with TDMGADDT when applied to a PC that's getting hit. But I can't get TDMGADDS to work.
I've tried having the effect sitting on an NPC being attacked by a PC, sitting on the PC attacking the NPC, sitting on an NPC attacking a PC and sitting on a PC being attacked by an NPC. Nothing seems to work properly for TDMGADDS.
I am not sure if this sent in, but the coding of GOTU; Paralyzed; SAVEA: CON 10 (R); SAVEE: CON 10 (R) is throwing two dice and multiple chat outputs and no longer functioning the way it use to (screen below). I applied it to the target and this was the output.
Looks like this update broke something else? When I try to add STR:19-X I get the following error when adding the character to the CT:
Edit: this might be an issue when using it with Advanced effects ext. Even tho the error is coming from BCE it might not be given the right info since Advance has an outdated function. Advance effects is fixing it on their end so I will test it again after that.
Edit2: Still an issue and happens with just BCEG loaded.
Posted the root cause under Post #420 in BCE as it is an issue in both (and BCEG is build upon BCE).
As this is caused by the CoreRPG function (manager_dice.lua): convertStringToDice which received an update to better handle dice terms with a minus, I don't know how feasible it is to "replace" or "overwrite" the function (or better create a custom one which calls the original) and leave the fix to rhagelstrom.
I am using SAVEE for an effect so the creature can make a save each round. I also have SAVEONDMG so that they get a save if they take damage. However, it keeps rolling both after the creature's turn has ended even though it has not taken any damage. I am stumped.
Prone; SAVEE: WIS (SDC) (M) (R); SAVEONDMG: WIS (SDC) (M) (R)
I think it will go by which ever is first in the trigger.
I think the issue is that it's triggering on damage both the SAVEE and the SAVEONDMG saves.
So this could be an issue for things like this.
Put it as
Effectname; Prone; SAVEONDMG; SAVEE: WIS (SDC) (M)(R)
Hey, thanks for that! I had not thought of that. However, how would it work if SAVONDMG was at ADV but not the SAVEE?
Is there a way to have a conditional effect that achieves the following: "As long as this entity has more than 0 temporary hit points, it has magic resistance"?
Is there a way to trigger concentration checks with a specified (or default) DC? I'd like to drag and drop this from a CT entry onto a player to force a concentration check as sort of a "soft" potential counterspell.
Thanks much! This extension is GOLD!!
I'm trying to work out EXPIREADD - my understanding is that I should be able to name something in the custom effect list, and that effect should be added when this effect expires - but as far as I can tell it does nothing.
I have my effect (which just exists for learning purposes, I'm not trying to do anything specific yet) set up as RESIST: acid; EXPIREADD: BCEG Dodge with 1 round duration and Self targeting. It expires on round start but never adds BCEG Dodge.
Do you have an example for this?
The BBEG atropal of the 5E adventure Tomb of Annihilation has this aura:
Is there a tag for applying damage at the start of an actor's turn? In effect, DMGOE but at the start instead of the end? Ideally (when combined with Blissful Ignorance):Quote:
Creatures within 30 feet of the atropal can't regain hit points, and any creature that starts its turn within 30 feet of the atropal takes 10 (3d6) necrotic damage.
Code:AURA: 30 foe; Negative Energy Aura; UNHEALABLE; DMGOS: 3d6 necrotic
It looks like now the SAVEDMG is not rolling? I used:
SAVES: WIS 11 (M)(H); SAVEDMG: 3d8 radiant
The save roll happens but no damage? Maybe I have the syntax wrong?
Strange. Still not working for me. So I tried a new clean campaign and it does work, so I have something strange in the db file causing my issue....
On a different note: Is there still a dbl roll happening for SAVEA and SAVEE coded like ghouls touch? It is for me and I was not sure if it is going to be fixed or is something I doing wrong. Thanks!
Yeah when a SAVEA is happening with another ONGOING save in the same coding, it will double roll. This is not intended not sure when it will be fixed. I know Ryan has been IRL busy.
So either the example needs to change (and the mod file) or it needs to be fixed up.
What you can do is change the order. Oddly the order matters here whereas it didn't before.
GOTU: Paralyzed; SAVEE: CON 10 (R); SAVEA: CON 10 (R)