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April 12th, 2021, 13:47 #1
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Handling persistent damage effects
Hello.
We are using persistent damage effects like: (Crit) Acid Splash; PERS: 2d6 acid
When the target of said effect ends its turn then FGU properly rolls the damage and flat check. But neither the damage is applied to the affected creature nor does a succeeded flat check remove the effect.
What are we doing wrong?
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April 12th, 2021, 15:58 #2
I'm not sure - it seems to be working correctly. I'm on the TEST server though with release 18t7 PFF2 ruleset - if that matters.
Have you any steps to reproduce?If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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April 13th, 2021, 09:20 #3
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Thanks for checking! I created a new PF2 campaign, no extensions, no modules and it works there. So I will go through all extensions and modules now to find the culprit. Once found I will report back.
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April 13th, 2021, 09:26 #4
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Found it: If the "Instant Dice" extension is set to disable dice animation then persistent damage rolls are made but not applied to the CT.
This fits my earlier observation that there is some interaction between effects being applied and Instant Dice, because every time an effect is added or removed we get a single 3D dice roll instant of instant roll.
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April 13th, 2021, 09:28 #5
Ah, jolly good. Thanks for the follow up.
If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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April 13th, 2021, 09:32 #6
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Not so good for our groups as we now have to decide between manually handling persistent damage or using unwanted 3D rolls. This is the only time we saw Instant Dice fail to function with automation yet.
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