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  1. #751
    Version update 4.37
    Fixed: PFRPG not picking up Advanced Effects that now supports PFRPG

  2. #752
    I would like to add a effect when another effect expires.
    This works well
    Speed boost; SPEED: 50; SKILL: 20, acrobaticsjump; EXPIREADD: Fatigued

    Now I get fatigued when the effect expires, but I want the new effect Fatigued to have a set duration, is that possible?
    I did try something like
    Speed boost; SPEED: 50; SKILL: 20, acrobaticsjump; EXPIREADD: Fatigued; DUR: 1d4
    But this did not work. Are there any way of doing it?

  3. #753
    Quote Originally Posted by Svandal View Post
    I would like to add a effect when another effect expires.
    This works well
    Speed boost; SPEED: 50; SKILL: 20, acrobaticsjump; EXPIREADD: Fatigued

    Now I get fatigued when the effect expires, but I want the new effect Fatigued to have a set duration, is that possible?
    I did try something like
    Speed boost; SPEED: 50; SKILL: 20, acrobaticsjump; EXPIREADD: Fatigued; DUR: 1d4
    But this did not work. Are there any way of doing it?
    The only way you can do this is to create a custom effects.

    Create: "custom; Fatigued"

    Change: Custom effect time length

    Change: "Speed boost; SPEED: 50; SKILL: 20, acrobaticsjump; EXPIREADD: custom; Fatigued;"

    At present you cannot use a duration based on a roll while using expireadd or its other variants. It simply won't work. You can only create the custom effect and give it a set duration.

  4. #754
    Quote Originally Posted by Rhydion View Post
    The only way you can do this is to create a custom effects.

    Create: "custom; Fatigued"

    Change: Custom effect time length

    Change: "Speed boost; SPEED: 50; SKILL: 20, acrobaticsjump; EXPIREADD: custom; Fatigued;"

    At present you cannot use a duration based on a roll while using expireadd or its other variants. It simply won't work. You can only create the custom effect and give it a set duration.
    Thank you, that is what I feared.

  5. #755
    Having a bit of an issue, not sure if it's known but I couldn't find reference to it searching the thread. The SDMGADDS (Add effect on dealing damage) only works when dragging damage dice onto a target, not when targetting someone and clicking the damage button. This is a problem not just for efficiency but also some of my players use laptops and don't have mice, and dragging dice is really awkward and unreliable on trackpads. Any help would be really appreciated, and thanks so much for the mod itself!

  6. #756

    Join Date
    Apr 2020
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    Helsinki, Finland
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    Just did some testing and noticed that Better Combat Effect somehow prevents "overnight rest" from CT removing spells with duration from character in CT.

    error.png

  7. #757
    Hi, I can't seem to find the right words to search all 76 pages of this thread, to see if you have answered it already.
    I'm looking at your README, and I understand a fair amount of what you have written.
    FOR EG: I know that this stanza applies "Strength Drain"
    Shadow; SDMGADDT: Strength Drain
    and that this is the definition for "Strength Drain"
    Strength Drain; STR: -1d4; STACK; RESTL


    But what is not clear to me (and it appears obvious to others), where does this text go ? Does the first one go in the weapon properties ?
    It would be nice if you added that to the README, so you can not have to explain this repeated to newbies.

    Thanks
    Peter

  8. #758
    MrDDT's Avatar
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    Nov 2018
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    Disney World, FL
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    Quote Originally Posted by xyllywyt View Post
    Hi, I can't seem to find the right words to search all 76 pages of this thread, to see if you have answered it already.
    I'm looking at your README, and I understand a fair amount of what you have written.
    FOR EG: I know that this stanza applies "Strength Drain"
    Shadow; SDMGADDT: Strength Drain
    and that this is the definition for "Strength Drain"
    Strength Drain; STR: -1d4; STACK; RESTL


    But what is not clear to me (and it appears obvious to others), where does this text go ? Does the first one go in the weapon properties ?
    It would be nice if you added that to the README, so you can not have to explain this repeated to newbies.

    Thanks
    Peter
    Code:
     Shadow; SDMGADDT: Strength Drain
    This needs to be on the attacker. It should stay on them as long as the attacks they are doing applies when they do damage. If they are doing an attack that shouldn't apply Strength Drain effect, then turn this off/disable it for that attack.


    Code:
    Strength Drain; STR: -1d4; STACK; RESTL
    This coding needs to go in the custom effect list in the top right of FG VTT.

    The first code will trigger the second code to be applied to anything that takes damage from that attacker.
    -MrDDT
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    PLEASE VOTE FOR THESE FEATURES VERY IMPORTANT!!!

  9. #759
    I think as of the latest patch 4.8.1, it looks like the (d) value functionality for effects is broken. I've tested a few different (d) variable values and they're not rolling to apply a value anymore.

  10. #760
    MrDDT's Avatar
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    Quote Originally Posted by FGMax View Post
    I think as of the latest patch 4.8.1, it looks like the (d) value functionality for effects is broken. I've tested a few different (d) variable values and they're not rolling to apply a value anymore.

    Can you give me an example that is not working.

    I tested this using.

    Code:
    Test; DMGR: 1d10 all
    and it seems to be working fine for me.
    -MrDDT
    Discord @mrddt
    Grim Press Discord (Publishing/Extensions/Modules)
    Bethica Discord (West Marches RPG)

    PLEASE VOTE FOR THESE FEATURES VERY IMPORTANT!!!

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