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  1. #731
    MrDDT's Avatar
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    Quote Originally Posted by GKEnialb View Post
    SNEAKATK isn't working correctly after the latest FGU update. With only BCEG loaded, after sneak attack is deactivated because of being used, it no longer activates when moving to the next turn in the combat tracker. Manually reactivating the effect works.
    It's working for me. Make sure you have ATS set for the change state.
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  2. #732
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    Thanks - it looks like it ATS got unset somehow. Tried it from scratch and it works as expected.

  3. #733
    Quote Originally Posted by DMLars View Post
    Hey Ryan,

    Thanks for adding the Critical Hit functionality, works great!

    I found something that isn't working correctly. When using "TATKHDMGS: 5 cold,melee" the return damage is not activating. If I remove the "melee" tag it works. Also does not work with the "ranged" tag.

    No other extensions loaded.

    Thanks again.
    Quote Originally Posted by rhagelstrom View Post
    Thanks for the report. I'll take a look at it and get a fix in.
    Hi! It seems that the functionality in the post above is still not working. Adding either a "melee" or "ranged" tag deactivates the damage. When that tag is removed, the damage works as it should.

    Thanks again for everything you are doing!

  4. #734
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    Quote Originally Posted by obo View Post
    Hi! It seems that the functionality in the post above is still not working. Adding either a "melee" or "ranged" tag deactivates the damage. When that tag is removed, the damage works as it should.

    Thanks again for everything you are doing!

    I tested all 3 versions.
    TATKHDMGS: 5 cold
    TATKHDMGS: 5 cold, melee
    TATKHDMGS: 5 cold, ranged


    All are working exactly as expected.

    Can you post more information?
    -MrDDT
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  5. #735
    Quote Originally Posted by MrDDT View Post
    I tested all 3 versions.
    TATKHDMGS: 5 cold
    TATKHDMGS: 5 cold, melee
    TATKHDMGS: 5 cold, ranged


    All are working exactly as expected.

    Can you post more information?
    You are absolutely right! I don't know what I did wrong when I was testing the other day, but I have restarted FG since then, and all tests works ok now. Sorry for the inconvenience and thank you for your quick reply :-)

  6. #736
    Hi everyone! I'm having an issue with ADVCOND: Turned. Specifically with only BCEG, Auras, and Equipped Effects loaded when a ghoul and ghast are subject to turning the effect works on the ghast but not the ghoul. I originally tried implementing this with an aura but then tried just applying "ADVCOND: Turned" to the ghoul and it does not grant advantage when my PC targets them with a saving throw with Turned in the effects, nor does dropping the turning defiance effect from the effect menu.

    This is the aura i tried: Turning Defiance Aura; IFT: NAME(Ghoul); AURA: 30; ADVCOND: Turned
    It works to apply the aura to a ghoul but when forced to save against turning does not apply advantage. The effect works on the ghast properly. Any ideas what I'm doing wrong?

    Thanks!

    Edit: I tried again with only BCEG loaded and took a screenshot. Screenshot 2025-09-15 at 9.36.03 PM.png
    Last edited by charmov; September 16th, 2025 at 02:38. Reason: Additional Info

  7. #737

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    Hello there!

    Is there any way to check "IF: DMGTYPE(*specific element*)"? I was... researching (I'm a lazy mf that wanted to automate the Oil flask dousing a creature effect) and didn't find any way to make it work PROPERLY with the SDMGADDT nor with the TDMGADDT, as I was trying to make it add an affect that apply DMGA: 5 fire (1 use only, I already chain killed a PC for missing this xD)
    I imagine that the game has some way to check what DMGTYPE has done damage, as it deactivates things like regen or undead fortitude (I may have another extention for this last one, idk)

    Ty in advance!

  8. #738
    Good day,

    Sorry if I've missed it but I'm trying to automate the Oath of Glory Paladin's Aura of Alacrity and I currently have the following: Aura of Alacrity; AURA: 10 ally,Prot,sticky; Aura of Alacrity; Speed +10

    This seems to apply the speed effect to allies but then it seems to stay forever, when it should disappear from the ally at the end of their next turn. Any ideas on how to fix that?

    Thanks in advance

  9. #739
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    Quote Originally Posted by k4071c0 View Post
    Good day,

    Sorry if I've missed it but I'm trying to automate the Oath of Glory Paladin's Aura of Alacrity and I currently have the following: Aura of Alacrity; AURA: 10 ally,Prot,sticky; Aura of Alacrity; Speed +10

    This seems to apply the speed effect to allies but then it seems to stay forever, when it should disappear from the ally at the end of their next turn. Any ideas on how to fix that?

    Thanks in advance

    You can't set it to end at the set time, it's either while in the aura, or until removed from something (could be a save, or manually or whatever)
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  10. #740
    I'm getting an error with IFT: !TYPE(demon). I'm trying to automate the Alkilith's Foment Confusion. While I'm here, is there a way to add an effect based on whether the target fails by 5 or more? Other extensions in use are Auras and Equipped Effects.

    Foment Confusion. Any creature that isn't a demon that starts its turn within 30 feet of the alkilith must succeed on a DC 18 Wisdom saving throw, or it hears a faint buzzing in its head for a moment and has disadvantage on its next attack roll, saving throw, or ability check.

    If the saving throw against Foment Confusion fails by 5 or more, the creature is instead subjected to the confusion spell for 1 minute (no concentration required by the alkilith). While under the effect of that confusion, the creature is immune to Foment Confusion.
    Here are the effects I'm trying to use that throw the error.
    Foment Confusion; IFT: !TYPE(demon); AURA: 30; SAVES: 18 WIS; SAVEADD: BUZZING ALKILITH
    BUZZING ALKILITH; DISATK; DISSAV; DISCHK
    Thanks for any help!

    Screenshot 2025-09-29 at 7.53.33 AM.png

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