Cosmere RPG Beta Launch
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  1. #611
    Quote Originally Posted by Ludd_G View Post
    Hi,

    thanks for this, but unfortunately I'm not able to get it to work with the coding you kindly explained above. I'm struggling to get the radiant damage to only apply if the target is already vulnerable to bludgeoning damage.

    Plus there is also the effect that any target not vulnerable to bludgeoning damage is treated as though it was, except for the extra radiant damage that only applies to a target the is vulnerable to bludgeoning damage by default. But maybe this isn't something that can be coded?

    I am using Advanced Effects, 'Action Only', sorry I should've mentioned that.

    Cheers for all your time and help,

    Simon

    I can’t help fully but maybe I can give some idea of how to get it to work.

    Using the extension Blissful Ignorance you can use the coding “MAKEVULN”
    Set it to action only. And use an !IFT: statement to check to see if they VULN already. Not sure if it would make it double VULNERABILITY or what. Might not need the IF not statement.
    That should help with that VULN part.

    About the check to see if they are VULNERABLE already to bludgeoning is going to be a bit harder. Because there isn’t always an effect on creatures that says exactly something to check for.

    I think you are going to either have to hand wave something or manually check and roll.


    Once I’m back off holiday. I might be able to help more if you don’t have it figured out. I should be back next week.
    You can also hit me up on discord.

  2. #612

    Join Date
    Feb 2017
    Location
    the seaside, UK
    Posts
    454
    Hi MrDDT,

    thanks for pointing me to Blissful Ignorance, it's exactly what i needed to give bludgeoning vulnerability to all undead targets:

    IFT: TYPE (undead); MAKEVULN: bludgeoning

    and it doesn't seem to give double vulnerability which means I don't even need to check if they're already vulnerable, which makes things easier!

    So I just need to find a way to reference existing vulnerabilities to trigger an effect result (DMG: 1d6 radiant in this case) but as you say it may not exist or even be possible, which will be a shame, but would only leave that part to be done manually if necessary. So that's definitely still a win in my opinion.

    Cheers for all your help.

    Simon

  3. #613
    Game Rules: D&D 5E
    Extensions: BCEG (alone, and with Advanced Effects, and with IF NOT - Untrue Effects among others)

    I thought I saw this in the past, but I can't find it now.

    Dreadful Strike: First weapon attack against a target in the round takes +1d4 psychic damage. Subsequent attacks vs the same target in the same round do not apply this damage. But, the first attack against a different target applies it to them (cycle continues). So the ONTURN option is a no go, as that stalls it for the initial target and all other potential targets.

    I'm trying:
    1. Create an Effect in the master list for dreadSTRIKE to test for (set to Remove at Start of Source Turn)
    - So far, so good. It removes it as expected.

    2. Add the following effect to the PC...
    Dreadful Strikes; DMG: 1d4 psychic; SDMGADDT: dreadSTRIKE
    - Yep. So far, so good. Damage added and the effect is added and removed as expected.

    3. Expand the effect to:
    Dreadful Strikes; IF:ATK(Weapon); DMG: 1d4 psychic; SDMGADDT: dreadSTRIKE
    - Successfully stops the damage and added effect when a spell is used

    4. Expand the effect to:
    Dreadful Strikes; IF:ATK(Weapon); !IFT:CUSTOM(dreadSTRIKE); DMG: 1d4 psychic; SDMGADDT: dreadSTRIKE
    - Still stops it from applying when using a spell
    - Successfully applies effect and added damage on the hit
    - Doesn't seem to test for the effect though, so it applies the effect and damage again if a second attack happens

    I also tried using the IF NOT - Untrue Effects extension, IFTN:CUSTOM(dreadStrike) vs !IFT:CUSTOM(dreadSTRIKE), but it didn't make a difference.

    Any thoughts? Or is the !IFT:CUSTOM() not working for other folks too?



    EDIT: (from the park) I think I figured it out, but have to test...It's not !IFT:CUSTOM() its IFT: !CUSTOM () isn't it.

    EDIT 2: Yep!! facepalm That did it and it works like a charm! This EXT is SOOO helpful!!
    Last edited by estrolof; September 30th, 2024 at 04:33. Reason: follow-up to secure the answered query

  4. #614
    Version Update: v5.39

    Feature: 2024 Sneak Attack, Cunning Strike automation
    Feature: 2024 Rogue Devious Strikes automation
    Feature: 2024 Conditional Operator MASTERY - True if weapon attack, weapon mastery property matches, and weapon mastery matches on the char
    Fixed: ADVCOND not working for damage from NPC
    Fixed: SAVEDC not working
    Deprecated: SDC, use SAVEDC - this is the Modifier tag e.g SDC: and NOT the macro [SDC]

  5. #615
    Game System: D&D 5E
    Extensions Loaded: Tested with Lots and Alone (BCEG)
    Symptom: DMGR does not roll and apply a die (D). Nor does it seem to recognize [PRF] or (PRF) or [WIS] or (WIS) tags...though, if it's not rolling the die, I'm not sure if that's here or there.

  6. #616
    Quote Originally Posted by estrolof View Post
    Game System: D&D 5E
    Extensions Loaded: Tested with Lots and Alone (BCEG)
    Symptom: DMGR does not roll and apply a die (D). Nor does it seem to recognize [PRF] or (PRF) or [WIS] or (WIS) tags...though, if it's not rolling the die, I'm not sure if that's here or there.
    thanks for the report. I’ll take a look at it

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