Thread: 5E - StealthTracker
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January 24th, 2022, 19:05 #21
I noticed that Stealth Tracker with no EXTs or mods loaded, it will display in chat the DC as if it were a roll or like when you roll a save but no one targeted.
[SAVE VS] Acid Splash [DEX DC 10] [MAGIC][TYPE acid] 10
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January 24th, 2022, 19:14 #22
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January 25th, 2022, 05:20 #23
I issued the fix along with some changes for deprecated functions and other stuff. Basically, I wasn't handling the casts correctly. I started to fix it and ran into a couple of other things that started to take more time. I went to the rules and looked at what reveals someone hiding and making an attack (or noise) will do the trick. Fortunately, spell attacks (any spell with an attack roll) are handled already as those are attacks. So I removed the flawed cast stealth processing and gonna leave it at that. Any spells that don't have attack rolls will be up to the DM if they wanna expire any stealth effect or whatever. Thanks for the report MrDDT, I appreciate it.
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January 25th, 2022, 05:25 #24
Oh no... I found another problem in some late testing on a connected client. Gonna fix.
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January 25th, 2022, 05:27 #25
- Join Date
- Jan 2021
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- 231
Thanks for the continued hard work, Justin.
Also, since you went down the path of trying to figure out (and accommodate) being brought out of Stealth after an attack, I figured I'd add that there are abilities (from Feats, sub-class features, etc.) that prevent an attacker from being revealed. I think there are even a few weapons (for some reason I'm thinking Blowgun) that don't reveal the attacker, but that's a whole different can of worms.
Thanks again!Last edited by BushViper; January 25th, 2022 at 05:34.
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January 25th, 2022, 05:47 #26
Yeah, great points. I think I'm just gonna keep it simple for now after revisiting the rules and seeing that.
I fixed the message error problem I mentioned in the other post. Ugggghhhh... I hate it when I create bugs. Anyway, just tested it and it's back to normal. v3.6.2
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January 27th, 2022, 02:54 #27
Thanks for the update, I had a chance to test it out, this works great thank you.
@Bushviper's request, I think its best not to code for edge cases, in these cases the player/DM will know they can just put the effect back on them or whatnot.
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March 3rd, 2022, 04:58 #28
- Join Date
- Mar 2020
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- 540
Hi, Nice extension! I just tried it and it seems to work with drow vs PC. However, when I added an Acolyte to the CT and map there was no "stealth +0" in the CT entry for it.
Acolyte skills.png
Acolyte CT.png
Also, would there be any chance of added "opposed rolls" for when creatures are in combat?
PHB 177: In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you."Last edited by webdove; March 3rd, 2022 at 05:07.
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March 3rd, 2022, 05:24 #29
Hi. The Stealth +0 happens when the turn marker in combat advances to that actor. So start combat, click the actor before the acolyte, and press the next turn button to advance the combat. Then it should write it.
Opposed rolls? I probably won't be adding anything major... but if you wanna do it that way, just turn off the expiration of Stealth in the options and do an opposed roll. The information in the chat window is informational only and can be ignored or silenced in the options.
Good luck!
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March 3rd, 2022, 05:26 #30
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