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  1. #461
    Morenu's Avatar
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    ok, can I get a hand on syntax for the ongoing save options? I am specifically trying to automate Quasit poison, and possibly multiple failures to save vs the same poison.

    Quasit Poison: fort DC13 save, DEX: -1d2 a round until 2 successful saves (does not need to be in a row), duration 6 rounds.

    I have an initial save roll at DC13, on a failure I apply:

    MULTI: DEX[-1d2]
    SAVES: fortitude 13 (R) (6 round duration)

    so right now this sort of works. I have to reapply the DEX negative for each failed save. If they save I have to reapply the auto save and "watch" the remaining duration correctly.

    I see SAVEADD and assume this is what I should use instead of SAVES but I can not get anything to do it (and It still won't handle the need for 2 saves let alone the poisons that require 2 saves in a row).

    I want to do something like this
    SAVES: fortitude 13 (R); MULTI: DEX[-1d2]
    so if the save is made it stops but if it doesn't, it continues on like an IF statement. (and even better it continues after 1 save and stops after 2nd)

    AND... lol

    If the same poison is in a persons system the next hit means the DC increases by 2 (stacks) AND if they fail to save vs the new application, then the total duration adds 50% (so 6 becomes 9rnds) I assume there is no mechanics for this?

    Thanks for any help
    My First Mod PFRPG - Feats Extended, focusing on PF1e Feats and Racial Traits automation. It is open to community assistance Here is the forum Link.

    40+ PF1e Extensions & Modules I use, with links.

    PF1E Coding Effects - Spreadsheet

    Discord: Morenu

  2. #462
    Quote Originally Posted by rhagelstrom View Post
    That being said one could probably gain some of its benefits by adding 35E to the extension.xml file to open it up for the PF ruleset. The base is BCE with extra stuff put on top. I believe it should run although I haven't tested it and officially it would be unsupported although simple issues might be resolved with a DM.
    I would really appreciate if you do (as BCEG is encrypted, I cannot do it myself). This way, it would load - with BCE functionality only for 3.5e/PF1 - which is fine by me.

  3. #463
    Quote Originally Posted by Arnagus View Post
    I would really appreciate if you do (as BCEG is encrypted, I cannot do it myself). This way, it would load - with BCE functionality only for 3.5e/PF1 - which is fine by me.
    BCEG isn't vaulted - should be sitting right in your extensions directory. "BetterCombatEffectsGold.ext"
    Last edited by daddyogreman; May 4th, 2022 at 21:24.

  4. #464
    Quote Originally Posted by daddyogreman View Post
    BCEG isn't vaulted - should be sitting right in your extensions directory. "BetterCombatEffectsGold.ext"
    No comment. It sits right beside "BetterCombatEffects.ext" - and I somehow always thought it sits in the vault. I must have overlooked it 1000 times. :facepalm:

  5. #465
    Quote Originally Posted by Arnagus View Post
    No comment. It sits right beside "BetterCombatEffects.ext" - and I somehow always thought it sits in the vault. I must have overlooked it 1000 times. :facepalm:
    Been there.

  6. #466
    Morenu's Avatar
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    Quote Originally Posted by Arnagus View Post
    No comment. It sits right beside "BetterCombatEffects.ext" - and I somehow always thought it sits in the vault. I must have overlooked it 1000 times. :facepalm:
    EDIT- Never mind, I bought it and am trying it out (although I would still take that beer and any input you find)

    You obviously own it and I would buy it if it adds something useful to PFRPG.

    Can you test it and see if this Off Label use of BCEG works error free (mostly) and if any functionality is lost? and maybe what it adds? and maybe get me a beer while you're at it?
    Last edited by Morenu; May 5th, 2022 at 00:24.
    My First Mod PFRPG - Feats Extended, focusing on PF1e Feats and Racial Traits automation. It is open to community assistance Here is the forum Link.

    40+ PF1e Extensions & Modules I use, with links.

    PF1E Coding Effects - Spreadsheet

    Discord: Morenu

  7. #467
    Quote Originally Posted by Morenu View Post
    ok, can I get a hand on syntax for the ongoing save options? I am specifically trying to automate Quasit poison, and possibly multiple failures to save vs the same poison.

    Quasit Poison: fort DC13 save, DEX: -1d2 a round until 2 successful saves (does not need to be in a row), duration 6 rounds.

    I have an initial save roll at DC13, on a failure I apply:

    MULTI: DEX[-1d2]
    SAVES: fortitude 13 (R) (6 round duration)

    so right now this sort of works. I have to reapply the DEX negative for each failed save. If they save I have to reapply the auto save and "watch" the remaining duration correctly.

    I see SAVEADD and assume this is what I should use instead of SAVES but I can not get anything to do it (and It still won't handle the need for 2 saves let alone the poisons that require 2 saves in a row).

    I want to do something like this
    SAVES: fortitude 13 (R); MULTI: DEX[-1d2]
    so if the save is made it stops but if it doesn't, it continues on like an IF statement. (and even better it continues after 1 save and stops after 2nd)
    Thanks for any help
    If I understand this right you want something like the following but playing with there is an issue. Not sure how it seems to work with 5E maybe it doesn't but I'll push a fix.

    Quasit Poison; SAVES: fortitude 13 (R); MULTI: DEX[-1d2]; SAVEADDP: Quasit Poison2
    Quasit Poison2; SAVES: fortitude 13 (R); MULTI: DEX[-1d2]


    Quote Originally Posted by Morenu View Post
    AND... lol

    If the same poison is in a persons system the next hit means the DC increases by 2 (stacks) AND if they fail to save vs the new application, then the total duration adds 50% (so 6 becomes 9rnds) I assume there is no mechanics for this?

    Thanks for any help
    No there isn't.

  8. #468
    Version Update: 2.41
    Fixed - Update documentation for Ability 3.5E
    Fixed - Ongoing save effects with (R) and (D) where being removed/disabled before the following tags were evaluated

  9. #469
    Morenu's Avatar
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    Quote Originally Posted by rhagelstrom View Post
    If I understand this right you want something like the following but playing with there is an issue. Not sure how it seems to work with 5E maybe it doesn't but I'll push a fix.

    Quasit Poison; SAVES: fortitude 13 (R); MULTI: DEX[-1d2]; SAVEADDP: Quasit Poison2
    Quasit Poison2; SAVES: fortitude 13 (R); MULTI: DEX[-1d2]
    I am playing PF1e. When I use those, the save rolls and removal works (although It can remove both in the same round I believe). But the stacking DEX "damage" is not happening at all. hmm..

    On that note, the STACK command note says "Multiple of this effect is allow to be applied. The option "Allow Duplicate Effects" must be set to off" and my DM and I can not find that under options anywhere.

    I also tried adding a : after DEX with no change->

    Quasit Poison; SAVES: fortitude 13 (R); MULTI: DEX:[-1d2]; SAVEADDP: Quasit Poison2
    Quasit Poison2; SAVES: fortitude 13 (R); MULTI: DEX:[-1d2]

    Thanks
    My First Mod PFRPG - Feats Extended, focusing on PF1e Feats and Racial Traits automation. It is open to community assistance Here is the forum Link.

    40+ PF1e Extensions & Modules I use, with links.

    PF1E Coding Effects - Spreadsheet

    Discord: Morenu

  10. #470
    Kelrugem's Avatar
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    Quote Originally Posted by Morenu View Post
    I am playing PF1e. When I use those, the save rolls and removal works (although It can remove both in the same round I believe). But the stacking DEX "damage" is not happening at all. hmm..

    On that note, the STACK command note says "Multiple of this effect is allow to be applied. The option "Allow Duplicate Effects" must be set to off" and my DM and I can not find that under options anywhere.

    I also tried adding a : after DEX with no change->

    Quasit Poison; SAVES: fortitude 13 (R); MULTI: DEX:[-1d2]; SAVEADDP: Quasit Poison2
    Quasit Poison2; SAVES: fortitude 13 (R); MULTI: DEX:[-1d2]

    Thanks
    Is the [-1d2] added by BCE? Usually you cannot have such effects in native FG, so, no rolled but then fixed value. But I know that you also use my Extended Automation and Overlays where this gets added However, as usual when you use square brackets in effects, you need to apply such an effect from the action tab of an (N)PC, and you need to have loaded my extension (in case BCE does not also add it), otherwise [-1d2] won't be replaced with the rolled value Or did you do it correctly?

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