Version update: 2.45
Fixed - Exhausted conflict when using Advanced Effects
Fixed - Client script error using Requested Rolls with ongoing saves 3.5E/5E
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Version update: 2.45
Fixed - Exhausted conflict when using Advanced Effects
Fixed - Client script error using Requested Rolls with ongoing saves 3.5E/5E
Celric Emboldening Bond
''bond creatures within 30 ft of you and give them bonuses once per turn if within 30 ft of other bonded creature''
- # Emboldening Bond; ATK: 1d4; CHECK: 1d4; SKILL: 1d4
Any one have coded this one with BCE and Aura?
thanks
understand! thanks for your quick reply.
Trying to create a string of effects for the Heat Metal spell (3.5E) so that once the initial effect is placed on the spell target, it will progress each round without any need for player/DM intervention. I'm having trouble with the EXPIREADD effect;
Initial spell effect: Heat Metal; warm no damage; EXPIREADD: Heat Metal R2 (duration 1 round)
round 2 effect: Heat Metal R2; DMGA: 1d4 fire; EXPIREADD: Heat Metal R3 (duration 1 round)
round 3 effect: Heat Metal R3; DMGA: 2d4 fire; EXPIREADD: Heat Metal R4 (duration 1 round)....etc
When the first EXPIREADD effect triggers, it adds the second effect twice. Also, when I added the third custom effect to the chain, the first EXPIREADD triggers ALL of the subsequent effects at the same time - and all of them twice. It doesn't exhibit this behavior if I use the standard conditions in the added effect, nor does it do this with custom effects when I include standard effects, for instance if the second effect is written like this: Heat Metal R2; AC: 2; EXPIREADD: Heat Metal R3 then it gets added only once and the rest of the effects in the chain don't fire. As soon as I add one of the effects from BCE (such as DMGA, SAVEA, etc.) though, it wants to add the new effect twice.
Hoping someone can tell me if I'm doing something wrong here.
I'm running other extensions, but I tested without them and it does the same thing.
Edit: Figured I should add what shows up in the chat log when this happens (all this happens as soon as the initial spell effect expires):
Effect ['Heat Metal R2; DMGA: d4 fire; EXPIREADD: Heat Metal R3'] -> [to Greenblade] [by Wizard]
Effect ['Heat Metal R2; DMGA: d4 fire; EXPIREADD: Heat Metal R3'] -> [SINGLE MOD USED] [on Greenblade]
Effect ['Heat Metal R2; EXPIREADD: Heat Metal R3'] -> [SINGLE MOD USED] [on Greenblade]
Effect ['Heat Metal R3; DMGA: 2d4 fire; EXPIREADD: Heat Metal R4'] -> [to Greenblade] [by Wizard]
Effect ['Heat Metal R3; DMGA: 2d4 fire; EXPIREADD: Heat Metal R4'] -> [SINGLE MOD USED] [on Greenblade]
Effect ['Heat Metal; EXPIREADD: Heat Metal R2'] -> [EXPIRED] [on Greenblade]
Effect ['Heat Metal R2; DMGA: d4 fire; EXPIREADD: Heat Metal R3'] -> [to Greenblade] [by Wizard]
Effect ['Heat Metal R2; DMGA: d4 fire; EXPIREADD: Heat Metal R3'] -> [SINGLE MOD USED] [on Greenblade]
Effect ['Heat Metal R2; EXPIREADD: Heat Metal R3'] -> [SINGLE MOD USED] [on Greenblade]
Effect ['Heat Metal R3; DMGA: 2d4 fire; EXPIREADD: Heat Metal R4'] -> [to Greenblade] [by Wizard]
Effect ['Heat Metal R3; DMGA: 2d4 fire; EXPIREADD: Heat Metal R4'] -> [SINGLE MOD USED] [on Greenblade]
For example:
Cascading Blast; IFT: CUSTOM(WHATEVER); SAVE: -1; STURNRE
does not work, but
Cascading Blast; SAVE: -1; STURNRE
does.
Though, to be clear, the former does work in that it causes the save to be penalized against someone with that Custom condition, but it does not end at the proper time per STURNRE