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November 7th, 2024, 19:14 #91Zealot
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Thank you very much. I hope the creator knows, if not perhaps its something to add in
(Wishful thinking).
The NIFTAG worked a dream. You've actually solved many problems by making me think about that tag!
I did come across another weird one. Not sure if I am using the correct syntax or if the code doesn't do what I think it does.
I've been trying to use DMGAT from BCE to create a healing effect when taking damage one time. I have tried many variations but cant seem to get it to activate. I have tried some of the following:
DMGAT: HEAL: 5d6
DMGAT; Heal: 5d6
HEAL: 5d6; DMGAT
Regardless it doesn't work the way I think it should. Any tips for something like that?
Apologies for my relentless questions of which I no doubt will have more later XD
***Quick update
I have something kinda working. I did this:
TDMGADDT: Auto-Cure
The custom condition being this:
Auto-Cure; REGENA: 5d6+10
Technically the spell calls for 5d6 [CL], however, if you put CL in the custom condition code, it can't resolve it because it had no idea what the CL is and simply breaks the code. This obviously isn't ideal. If anyone has a better way to do this let me know XD Damned CL requirements >.<Last edited by Rhydion; November 7th, 2024 at 20:15.
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November 7th, 2024, 20:26 #92
I do not see a DMGAT command I only have these DMG commands from BCE
DMGA (D) [damage type]* Add Effect Apply damage when the effect is added
DMGDT (-) Damage Deactivate effect when damage is taken
DMGOE (D) [damage type]* Ongoing Damage Apply ongoing damage at the END of the Actor's turn
DMGR (D) or (.N) [damage type] * ,all, [range] * Damage Reduce the raw damage (before resistances) by (D) or when a decimal between 0-1 reduce raw damage by percentage
DMGRT (-) Damage Remove effect when damage is takeMy 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
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November 7th, 2024, 20:34 #93Zealot
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It's listed on his forge page under modifiers: DMGAT (-) Activate effect when damage is taken
https://forge.fantasygrounds.com/shop/items/76/view
However I did just find a way to get an auto heal working. Providing the dice on the heal do NOT change such as in the spell I am using. You can do this:
TDMGADDT: Auto-Cure; HEAL: [CL] [WIS]
Custom Condition: Auto-Cure; REGENA: 5d6
This will apply the bonus of the CL and the modifier to the next healing roll which is the regeneration. Allowing for an auto-heal on hit
Update*
Added IF statement so the bonus heal doesn't apply to other healing:
TDMGADDT: Auto-Cure; IF: CUSTOM(Auto-Cure); HEAL: [CL] [WIS]Last edited by Rhydion; November 7th, 2024 at 21:00.
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November 7th, 2024, 23:13 #94Zealot
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Me again.
I can't seem to get on going saves on any kind to actually work. I think I'm completely misunderstanding the layout. I have tried using effect builder and tried what seems to be every option under the sun.
How would you get the following coded to auto save at the start of a turn?
"Creatures inflicted with this status take 1d6 + spell level fire damage, and an additional 1d6 + spell level (Fire III inflicts 1d6+3) at the beginning of each subsequent round.
Burning creatures may attempt to make a Reflex save (equal to initial DC) to end the burning status at the beginning of their turns before the subsequent damage would take place."
Side note: can't find anyway to notation spell level in code form but that can be worked around easily. They key here should be: DMGO: 1d6+3 fire (Save at start of turn)
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March 21st, 2025, 20:38 #95Adept
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- Apr 2017
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Capture d’écran 2025-03-21 153319.png
Ranger's Class feats "Quarry". Can't find an effect for automatic Critical confirm, so I put a +100 bonus to confirm.
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March 21st, 2025, 21:38 #96
That looks good, I would also make an individual 1 time use effect for the SKILL bonus in cases where you are using the skill but not targeted on the quarry itself
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
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March 21st, 2025, 22:19 #97Adept
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- Apr 2017
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Sure, I was wondering how to have the skill check call as the quarry active as target. The one time effect might be more user friendly for everyone, both GM and player.
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March 25th, 2025, 02:52 #98
Fiendish Template
Does anyone have any suggestions for automating the Fiendish (or Celestial) simple template. Specifically the Spell Resistance, Elemental Resistances, and Damage Resistance?
Spell Resistance is defined as CR +5. As far as I know there is not a CR tag to key off of.
Resistances and DR are variable based off level but I could not figure out a formula to create them.
The Specification is:
Hit Dice Resist Cold and Fire DR 1-4 5 --- 5-10 10 5/good 11+ 15 10/good Last edited by dllewell; March 25th, 2025 at 02:58.
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March 25th, 2025, 22:10 #99Zealot
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- Mar 2018
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Hi dll!
As far as I am aware there is no code for CR or to automate hit dice coding. To the best of my knowledge you would have to create 3 separate effects for each hit die ratio. I think this is probably left to ye olde standard: RESIST: 10 fire; RESIST: 10 cold; DR: 5 good
If anyone else can jump in here and tell me otherwise then I have a lot of re-coding to do >.<
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March 26th, 2025, 04:18 #100
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