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  1. #341
    Closing the loop here.

    It appears to be something with the Aura effect extension. The PC has Aura of Protection active on the CT, and when applying the Hex effect to the creature, I get that error. When I removed the Aura of Protection effect from the player in the CT, and add the Hex effect to the creature, it works as intended.

  2. #342
    Game Rules: D&D 5E
    Active Extensions: Better Combat Effects Gold
    - I had had a lot more active, but disabled them and re-tested, then tested without BCEG

    Situation: I created a series of effects based on the Olothec (a monster in the Flee Mortals! preview documents). The effect is supposed to get worse each round (assuming the actor continues to fail their saving throws).

    Effect 1 (applied by monster, 0 Rnd): DegenerativeSlime00; SAVEA: 19 CON (R); SAVEADD: DegenerativeSlime01
    Effect 2 (applied by above on fail, 2 Rnd): DegenerativeSlime01; SAVEE: 19 CON (R); SAVEADD: DegenerativeSlime02; ATK: -1d4; TURNRS
    Effect 3 (applied by above on fail, 2 Rnd): DegenerativeSlime02; SAVEE: 19 CON (R); SAVEADD: DegenerativeSlime03; ATK: -1d6; TURNRS
    - this continues through Slime05 where each subsequent effect applies the increasingly worse penalty die to attacks (up to -1d12).

    My Conundrum #1: The first head-scratcher (as I've learned during testing) remains unsolvable. The new effect cannot remove the old effect, only time can do that. Neither can a failed saving throw remove the propagating effect while applying the new effect (well, it can't remove it in general). So, I added the TURNRS in case I forget to manually remove the previous effect. Ultimately, there's a risk (during opportunity attacks) that the poor victim would have two penalties applied, if I didn't manually remove the previous one.

    My Conundrum #2: The TURNRS is supposed to remove it at the start of their turn (if the duration is 1 round). It was not. It did not remove it at all, and they kept stacking up.

    My Conundrum #3: The duration for each effect is 2 Rounds (so it lasts until the end of the current round, then depreciates to 1, so the TURNRS will remove it at the start of the suffering actor's turn. (Assuming that was working). However, each time I add the effect (with BCEG active), the duration is bumped UP to 3. The duration doesn't seem to count down, each time the next effect is added, the duration seems to be reset to 3, so they never fall off.

  3. #343
    MrDDT's Avatar
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    Quote Originally Posted by estrolof View Post
    Game Rules: D&D 5E
    Active Extensions: Better Combat Effects Gold
    - I had had a lot more active, but disabled them and re-tested, then tested without BCEG

    Situation: I created a series of effects based on the Olothec (a monster in the Flee Mortals! preview documents). The effect is supposed to get worse each round (assuming the actor continues to fail their saving throws).

    Effect 1 (applied by monster, 0 Rnd): DegenerativeSlime00; SAVEA: 19 CON (R); SAVEADD: DegenerativeSlime01
    Effect 2 (applied by above on fail, 2 Rnd): DegenerativeSlime01; SAVEE: 19 CON (R); SAVEADD: DegenerativeSlime02; ATK: -1d4; TURNRS
    Effect 3 (applied by above on fail, 2 Rnd): DegenerativeSlime02; SAVEE: 19 CON (R); SAVEADD: DegenerativeSlime03; ATK: -1d6; TURNRS
    - this continues through Slime05 where each subsequent effect applies the increasingly worse penalty die to attacks (up to -1d12).

    My Conundrum #1: The first head-scratcher (as I've learned during testing) remains unsolvable. The new effect cannot remove the old effect, only time can do that. Neither can a failed saving throw remove the propagating effect while applying the new effect (well, it can't remove it in general). So, I added the TURNRS in case I forget to manually remove the previous effect. Ultimately, there's a risk (during opportunity attacks) that the poor victim would have two penalties applied, if I didn't manually remove the previous one.

    My Conundrum #2: The TURNRS is supposed to remove it at the start of their turn (if the duration is 1 round). It was not. It did not remove it at all, and they kept stacking up.

    My Conundrum #3: The duration for each effect is 2 Rounds (so it lasts until the end of the current round, then depreciates to 1, so the TURNRS will remove it at the start of the suffering actor's turn. (Assuming that was working). However, each time I add the effect (with BCEG active), the duration is bumped UP to 3. The duration doesn't seem to count down, each time the next effect is added, the duration seems to be reset to 3, so they never fall off.
    Few things here

    1) Don't use SAVEA; it's used to automate stuff, and this is a save before you apply an effect like you would a spell so do so as such. Using SAVEA will simply cause issues.
    It's meant for things like a trap or a trigger like that. Simply, roll the save, if they fail apply the effect just like most 5E saves should be done.
    2)Don't set the turns to 2 with TURNRS, set it to 1, it will put it to 2 automatically, if you set it to 2, it will put it to 3.
    3)The issue is that when you fail a roll, it keeps the old effect on because the (R) removes it on a successful roll, well you want it removed on both a successful roll AND on a failed one, only on the failed one you also want to apply the next tier of effects. So that's one issue you will have to overcome.

    What I would do is this if I were DMing this. I would roll a save to apply the first effect. Don't use the SAVEA one at all, so first one is roll save, 19 or higher they succeed and don't get the effect, fail you apply effect
    Code:
    DegenerativeSlime01; SAVEE: 19 CON (R); SAVEADD: DegenerativeSlime02; ATK: -1d4; TURNRS
    (set to 1 round)
    you can also use
    Code:
    DUR:2
    if you want to manually set it with the coding however, just setting it to 1 round works because TURNRS puts it to 2 anyways.

    If they fail the save, simply remove the 01 effect, it will have already applied the next effect which should be
    Code:
    DegenerativeSlime02; SAVEE: 19 CON (R); SAVEADD: DegenerativeSlime03; ATK: -1d6; TURNRS
    (set to 1 round) again

    Keep doing this for all your effects last one should be
    Code:
    DegenerativeSlime05; SAVEE: 19 CON (R); ATK: -1d12; TURNRS
    (set to 1 round)
    Another option is changing the monster slightly and simply just add a -1 ATK and stack the effects until successful saves.
    Or start with a -1d4, then each new effect adds another -1d4, or something. Setting the duration for however long it lasts, which it looks like no more than 6rounds.
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  4. #344
    Thanks (as always) for the thorough walk-through!

  5. #345
    Azbandar's Avatar
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    Two questions, one I hope is an easy one, one head scratcher:

    1) Is there anything that works like DUSE, but removes? I'm doing some testing on my re-write and here's what I have:
    Code:
    Spell Effect - Motivational Speech; IF: TEMPHP; TDMGADDT: Motivated
    Customer Effect - Motivated; ADVATK; DUSE
    The issue, this lasts for 1 minute (C) and every time my test character gets hit, the effect goes on properly, disables properly, BUT if I hit them every round, the effects tab just starts stacking up! If I turn off the option "Allow Duplicate Effects" it doesn't allow more to activate, unfortunately, it doesn't reactivate it either, and adding STACK gives the same issue (stacks of the same effect, all disabled). I have even tried setting the duration to 1, unfortunately, this has 2 negatives, one, it removes the advantage if the character doesn't use it on their next turn and 2, when disabled, it doesn't remove it.
    The basics of the spell; If the target has temphp from the spell and takes damage, they have advantage on their next attack roll. I tried [ROLL] in the custom effect, but it shows up in the CT as the following so I can't use it:
    Code:
    Motivated; ADVATK; -1
    2) This isn't removing when damage is done:
    Code:
    Sleep; Unconscious; DMGRT
    That is the actual copy and paste code from the read me. I was testing it with something else and it wasn't working, so I thought I'd go direct to the source and test a copy paste job.

  6. #346
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    Quote Originally Posted by Azbandar View Post
    Two questions, one I hope is an easy one, one head scratcher:

    1) Is there anything that works like DUSE, but removes? I'm doing some testing on my re-write and here's what I have:
    Code:
    Spell Effect - Motivational Speech; IF: TEMPHP; TDMGADDT: Motivated
    Customer Effect - Motivated; ADVATK; DUSE
    The issue, this lasts for 1 minute (C) and every time my test character gets hit, the effect goes on properly, disables properly, BUT if I hit them every round, the effects tab just starts stacking up! If I turn off the option "Allow Duplicate Effects" it doesn't allow more to activate, unfortunately, it doesn't reactivate it either, and adding STACK gives the same issue (stacks of the same effect, all disabled). I have even tried setting the duration to 1, unfortunately, this has 2 negatives, one, it removes the advantage if the character doesn't use it on their next turn and 2, when disabled, it doesn't remove it.
    The basics of the spell; If the target has temphp from the spell and takes damage, they have advantage on their next attack roll. I tried [ROLL] in the custom effect, but it shows up in the CT as the following so I can't use it:
    Code:
    Motivated; ADVATK; -1
    2) This isn't removing when damage is done:
    Code:
    Sleep; Unconscious; DMGRT
    That is the actual copy and paste code from the read me. I was testing it with something else and it wasn't working, so I thought I'd go direct to the source and test a copy paste job.
    Second question first;

    Use:

    Code:
    Sleep; Unconscious; DMGRT: all

    First question second;

    Questions about it.

    So let me understand this right so I know what is going on.

    You want to have it set to the source of the spell effect takes damage they get an effect if they have Temp HP that gives them ADV on their next attack roll.

    How long does the first part last? Also, how many rounds does the second one last if they don't make an attack roll?

    Or just give me the whole spell verbiage and let me work from there =P
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  7. #347
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    I posted this on discord.

    Motivational Speech; IF: TEMPHP; IFN: CUSTOM(Motivated); TDMGADDT: Motivated
    Set to 1 HR

    Effect in the Effects list

    Motivated: ADVATK
    Set to action; 1 HR

    This requires Equipped Effects; Better Combat Effects Gold; and Untrue Effects extensions.

    Untrue effects is needed only to stop the stacking issues.
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  8. #348
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    Quote Originally Posted by MrDDT View Post
    I posted this on discord.

    Motivational Speech; IF: TEMPHP; IFN: CUSTOM(Motivated); TDMGADDT: Motivated
    Set to 1 HR

    Effect in the Effects list

    Motivated: ADVATK
    Set to action; 1 HR

    This requires Equipped Effects; Better Combat Effects Gold; and Untrue Effects extensions.

    Untrue effects is needed only to stop the stacking issues.
    Setting the tag to "Action" vs adding the [ROLL] to the effect worked. That was the fix you mentioned on discord, thanks!!!

  9. #349
    I'm trying to automate this, but cant seem to get the syntax right.

    Any creature that starts its turn within 5 feet of the darakhul must make a successful DC 13 Constitution saving throw or be poisoned until the start of its next turn. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the darakhul's Stench for the next 24 hours. A darakhul using this ability can't also benefit from Master of Disguise.
    For support with any of my extensions, visit my #mattekure-stuff channel on Rob2e's discord https://discord.gg/rob2e

  10. #350
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    Quote Originally Posted by mattekure View Post
    I'm trying to automate this, but cant seem to get the syntax right.

    Any creature that starts its turn within 5 feet of the darakhul must make a successful DC 13 Constitution saving throw or be poisoned until the start of its next turn. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the darakhul's Stench for the next 24 hours. A darakhul using this ability can't also benefit from Master of Disguise.
    Here you go.

    Code:
    Stinky; AURA: 5 all; Stinky; IF: FACTION(notself);Stinky; Poisoned; SAVES: 13 CON (R); EXPIREADD: ImmuneStink
    Then in the effects window you want.

    Code:
    ImmuneStink; IMMUNE: CUSTOM(Stinky)
    Set to 24h
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