Thread: Better Combat Effects
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August 20th, 2022, 18:15 #551
Why would you want to code it this way?
If you do this, each time a creature goes into the area and out even on the same turn, it will take damage. You should code it without SAVEA and use SAVES. Then if they enter the area that is not the start of their turn by walking into it, you need the caster to throw the save on them.
You could also code it to add an effect tag that removes at the end of their turn that it does SAVEA check on, save or fail you would add this effect to say they've gone in that area already before.
I've told others this before be very careful with SAVEA because it's not meant to be used in some of these ways. People are putting it on all their spells like fireball and stuff, causing it to be pushed out of it's true use.
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August 20th, 2022, 20:42 #552
Version Update 2.58
Fixed: FROMAURA applying multiple times (Note: this is not the one shot tags issue; i.e. SAVEA)
Changed: Toned down the save icon color to fit more in with default theme
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August 20th, 2022, 22:59 #553
- Join Date
- May 2017
- Posts
- 45
I gotta agree that the life saver is out of place. Its silly and this mod applies it to all saving throws which is kinda dumb. love this extension but if i want to use it i have to deal with the life saver icon on saves. a life saver is a modern thing and so seeing it in a medieval fantasy game take me out of the immersion.
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August 22nd, 2022, 22:24 #554
- Join Date
- Sep 2017
- Posts
- 20
Of course people are trying to use it in ways they're not sure were considered. There's only so much documentation.
Thank you. I do have the SAVES effect working already. I also have a DISSAV effect to recognize and apply to shapechangers. This is the last piece not automated. I'm just continuing to learn all of what these extensions can do to get the most out of them. Back in April (on page 43 of this thread) this issues seemed to have been resolved for the Spirit Guardians use case. The Moonbeam triggers in the same ways: when entering the area and at the start of the affected creature's turn.Last edited by septantrionalis; August 22nd, 2022 at 22:53.
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August 27th, 2022, 05:49 #555
A bug, I think?
Hi there, I've just recently updated everything and think I have found a problem - I'm just not sure what mod it's in.
I narrowed it down to Better Combat Effects and 5E (and more) Equipped Effects FGU
What happens is, it duplicates effects for some custom items that have effects added to them. It doesn't do it for ALL items, only some items - but it always does it with the same items. Even if I delete them and make them new.
In this case, it's an item called Dawnbringer. Note the effect loads up beside the read eye and again at the bottom of the load.
I can disable BCE and the problem goes away, so I can only imagine the reverse is true too.
Attached is the picture.
thanks"You're just jealous the Voices speak to Me!"
- Ultimate License Holder and long time DM currently running D&D 5E.
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August 27th, 2022, 23:10 #556
Minor code change request
Hello. Would you perhaps consider changing lines 1219-1220 in manager_effect_bce5E from
Code:nDamageAdjust, bVulnerable, bResist = getDamageAdjust(rSource, rTarget, nDamage, rDamageOutput) nDamageAdjust = nDamageAdjust - nReduce return nDamageAdjust, bVulnerable, bResist
Code:local results = {getDamageAdjust(rSource, rTarget, nDamage, rDamageOutput)}; results[1] = results[1] - nReduce; return unpack(results);
This is how the extension TriggerMeTimbers does it.Last edited by GEONE; August 28th, 2022 at 05:17.
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August 28th, 2022, 00:18 #557
I'm perfectly fine changing code - I'm not a coder, but I can edit existing code, copy, paste. etc.
So, I use Notepadd++ and it says my final line in that file ends at 976. This is a copy/paste of the filename: manager_effect_bce5E.lua
I went ahead and search for each line in your "code" section, no hits at all under 'find'. I even searched for a individual words in case I did it wrong like getDamageAdjust, nDamageAdjust, bResist - still no hits.
I'm not sure where to go.
thank you for giving it a go"You're just jealous the Voices speak to Me!"
- Ultimate License Holder and long time DM currently running D&D 5E.
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August 28th, 2022, 00:30 #558
Sorry, that was for Better Combat Effects Gold. For the non-gold version, it's lines 594-596. It's in the function customGetDamageAdjust(rSource, rTarget, nDamage, rDamageOutput).
I'm hoping the extension author can change these lines so future versions of the forge extension will be more compatible with other extensions.Last edited by GEONE; August 28th, 2022 at 05:40.
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August 28th, 2022, 01:05 #559
Thanks! - I do not own that that one. I'm not sure I fully use this one as it is lol
I'm actually JUST getting to the point of starting to understand effects and using them to enhance items and such.
Just an FYI, I found that line at 568. It looks like this
Code:function customGetDamageAdjust(rSource, rTarget, nDamage, rDamageOutput) local nDamageAdjust local nReduce = 0 local bVulnerable, bResist local aReduce = getReductionType(rSource, rTarget, "DMGR", rDamageOutput)
"You're just jealous the Voices speak to Me!"
- Ultimate License Holder and long time DM currently running D&D 5E.
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August 28th, 2022, 05:14 #560
Last edited by GEONE; August 28th, 2022 at 11:19.
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