Yeah, I thought it set the init not set an effect to an init. Thanks for letting me know.
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Yeah, I thought it set the init not set an effect to an init. Thanks for letting me know.
Hi there,
is there a possibility to add to SDC the option, to change this value by roles?
Example: SDC: +1d12;
This would be great for max-chaotic encounters.
Greetings,
-Yawgmath
I was thinking about homebrew, because I like buffing or debuffing Effect with randomness.
I would like to have, that the creature with this effect gets each roll a different DC bonus or malus. I am thinking about an analog case to 'ATK: +1d12;'
I know, that your to-do-list is very long because of the PHB2024, but perhaps you could add my wish to your to-do-list?
I'm trying to create an effect for silvery barbs. I need it to apply advantage to the next ability roll, saving throw, or attack. I have this effect set to expire on next action. ADVATK; ADVSAV. I just cant figure out how to apply advantage to an ability roll. Can't seem to find the right modifier for ability rolls
This is probably being caused by a conflict in my extensions, but before I go fiddling with that I thought I'd check in here to make sure I'm not doing something stupid.
I'm trying to give an NPC an effect that, when they make a melee weapon attack, will add 1d4 damage and force the target to make a STR save or be knocked prone. First thing I tried is:
IF: ATK(weapon, melee); DMG: 1d4; SAVEONDMGT: 16 STR; SAVEADD: Prone
I also tried specifying "DMG: 1d4 melee" and moving the IF to just apply to the SAVEONDMGT, but what actually happens is the extra damage gets added, and the save gets rolled, but Prone doesn't get applied on a failed save. Any ideas?
Besides BCEG, I'm also using kentmccullough's Aura Effects, Grimlore's Generic Actions, rhagelstrom's Pets, and Theogeek's Improved Critical, if anyone just knows off the top of their head if there's some sort of conflict that could be causing my issue here.
I suspect your issue is that FGVTT won't recognize a weapon attack on an NPC. As far as it's concerned a claw, bite, and shortsword attack are all the same. It'll work on a PC since they have a defined weapon section but NPCs simple have an action section which could be anything. Your effect will work if you miss out the weapon part in the ATK statement. I'm also unsure if this will work like you think it's going to work anyway. You are testing for an attack but even if no attack is made the damage and subsequent bit will work following any damage done, since all you are looking for is whether the actor has a melee weapon attack available. (In other words you don't have to actually make an attack for this effect to work).
Now having said that this is just from my quick testing. It's entirely possible that I'm missing something about the way this extension works that might work for you.
Interesting!
So from my testing, changing it to just IF: ATK(melee) *does* cause the Prone condition to be added on a failed save. However, like you were saying, it also causes the extra damage to be applied to the NPC's other abilities (spells etc.) that happen to target adjacent creatures.
I do think there's some sort of additional functionality in the extension, though. If I change it to just IF: ATK(weapon), it correctly identifies which NPC actions are weapons and which ones aren't. But it doesn't apply Prone on a failed save.