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Thread: IMMUNE: Blinded

  1. #1

    IMMUNE: Blinded

    I'm trying to test one of my extensions for 5E and have either found a bug or (likely) am doing something wrong.

    I have two actors.
    Actor 1 has the effect IMMUNE: Dazed
    Actor 2 has a spell with an effect set up that says Dazed
    Actor 2 applies the effect from their Powers section
    Nothing happens to indicate Actor 1's immunity and the effect is added.

    On the wiki page, it says IMMUNE will strip that condition from the effect to prevent it applying to Actor 1.

    Untitled.jpg
    Last edited by bmos; December 20th, 2022 at 19:40.

  2. #2
    Zacchaeus's Avatar
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    Dazed isn't a recognised condition, so there's that. It does work with the conditions that are built into the ruleset.
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  3. #3
    I should note that there is an issue (read your DM's) that I just found if you use AURA and BCEG... its case sensitive. BCEG has support of IMMUNE: (custom name) and FGU supports IMMUNE: (condition) - no extensions the condition check is not case sensitive - I trust you are not using extensions in the above problem? EXTENSIONS = RISK!

    AURA: 10; test; Blinded
    IMMUNE: Blinded (won't work)

    AURA: 10; test; blinded
    IMMUNE: blinded (will work)
    Free(Forums/Forge) Extension(FGU 5E):
    Paid (Forge) Extension(FGU 5E):

  4. #4
    The screenshot shows there are no extensions loaded.
    Thanks for pointing out the condition Dazed was a bad one to use in the example, that was indeed my issue!
    I'm so used to using that as an example in Pathfinder, I didn't even consider it.

  5. #5
    to confirm, it only works for blocking effects that contain ONLY the condition?
    so "test2; Frightened" will not be blocked but "Frightened" will be?

  6. #6
    Quote Originally Posted by bmos View Post
    to confirm, it only works for blocking effects that contain ONLY the condition?
    so "test2; Frightened" will not be blocked but "Frightened" will be?
    I can only speak for 5E but

    test2; IMMUNE: blinded

    will block the Blinded condition when I drag it onto the CT entry with that defined.

    [It would be pretty shocking if it did not as that would break oh so many effects that have a condition tacked onto it someplace in the string]

    [note if you drop "test3; blinded" as a custom effect it will still block the condition - just not the word "test3; "]
    Last edited by SilentRuin; December 20th, 2022 at 20:27.
    Free(Forums/Forge) Extension(FGU 5E):
    Paid (Forge) Extension(FGU 5E):

  7. #7
    Quote Originally Posted by SilentRuin View Post
    I can only speak for 5E but

    test2; IMMUNE: blinded

    will block the Blinded condition when I drag it onto the CT entry with that defined.
    This thread is about 5E. That is what I am talking about.

    But I think I'm not being clear about where the 'test2' part is.
    When it comes to actually blocking the condition (when the condition is included as an effect component) it doesn't seem to work.
    For example:

    I have two actors.
    Actor 1 has the effect IMMUNE: Frightened
    Actor 2 has a spell with an effect set up that says test2; Frightened
    Actor 2 applies the effect from their Powers section
    Nothing happens to indicate Actor 1's immunity and the effect is added.

    I just wanted to make sure that was normal, because I thought I remembered it stripping out that component from the full effect label in the past. That would have left it as "test2;"

  8. #8
    Quote Originally Posted by bmos View Post
    This thread is about 5E. That is what I am talking about.

    But I think I'm not being clear about where the 'test2' part is.
    When it comes to actually blocking the condition (when the condition is included as an effect component) it doesn't seem to work.
    For example:

    I have two actors.
    Actor 1 has the effect IMMUNE: Frightened
    Actor 2 has a spell with an effect set up that says test2; Frightened
    Actor 2 applies the effect from their Powers section
    Nothing happens to indicate Actor 1's immunity and the effect is added.

    I just wanted to make sure that was normal, because I thought I remembered it stripping out that component from the full effect label in the past. That would have left it as "test2;"
    As I put in correction - if I make a "test3; blinded" as a custom effect and drop it in - or have some gigantic string with blinded tacked onto it that drops onto the CT entry with IMMUNE:blinded in its effects somewhere it will only strip out that condition from the string. Its how all that stuff can work in large strings. Just like the sheet entry for conditional immunities work if you put "blinded" in there.
    Free(Forums/Forge) Extension(FGU 5E):
    Paid (Forge) Extension(FGU 5E):

  9. #9

  10. #10
    Ahhh, so it has to be all lowercase, not just case sensitive as in "the same"
    Got it. Thanks all for the help.
    Last edited by bmos; December 20th, 2022 at 20:36.

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