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  1. #761

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    Yeah, I thought it set the init not set an effect to an init. Thanks for letting me know.

  2. #762
    Hi there,

    is there a possibility to add to SDC the option, to change this value by roles?

    Example: SDC: +1d12;

    This would be great for max-chaotic encounters.

    Greetings,
    -Yawgmath

  3. #763
    MrDDT's Avatar
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    Quote Originally Posted by Yawgmath View Post
    Hi there,

    is there a possibility to add to SDC the option, to change this value by roles?

    Example: SDC: +1d12;

    This would be great for max-chaotic encounters.

    Greetings,
    -Yawgmath

    Do you have a use case for it? or just homebrew?
    -MrDDT
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  4. #764
    I was thinking about homebrew, because I like buffing or debuffing Effect with randomness.

    I would like to have, that the creature with this effect gets each roll a different DC bonus or malus. I am thinking about an analog case to 'ATK: +1d12;'

    I know, that your to-do-list is very long because of the PHB2024, but perhaps you could add my wish to your to-do-list?

  5. #765
    MrDDT's Avatar
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    Quote Originally Posted by Yawgmath View Post
    I was thinking about homebrew, because I like buffing or debuffing Effect with randomness.

    I would like to have, that the creature with this effect gets each roll a different DC bonus or malus. I am thinking about an analog case to 'ATK: +1d12;'

    I know, that your to-do-list is very long because of the PHB2024, but perhaps you could add my wish to your to-do-list?

    We can put it on the list. Thank you for your suggestion.

    Please note this author is currently away on business for a while and we are in the mode of just maintaining exts at this time while others are working on 2024 coding effects.
    -MrDDT
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    PLEASE VOTE FOR THESE FEATURES VERY IMPORTANT!!!

  6. #766

    Silvery Barbs Effect

    I'm trying to create an effect for silvery barbs. I need it to apply advantage to the next ability roll, saving throw, or attack. I have this effect set to expire on next action. ADVATK; ADVSAV. I just cant figure out how to apply advantage to an ability roll. Can't seem to find the right modifier for ability rolls

  7. #767

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    Quote Originally Posted by pencerman View Post
    i'm trying to create an effect for silvery barbs. I need it to apply advantage to the next ability roll, saving throw, or attack. I have this effect set to expire on next action. Advatk; advsav. I just cant figure out how to apply advantage to an ability roll. Can't seem to find the right modifier for ability rolls

    advchk

  8. #768
    This is probably being caused by a conflict in my extensions, but before I go fiddling with that I thought I'd check in here to make sure I'm not doing something stupid.

    I'm trying to give an NPC an effect that, when they make a melee weapon attack, will add 1d4 damage and force the target to make a STR save or be knocked prone. First thing I tried is:

    IF: ATK(weapon, melee); DMG: 1d4; SAVEONDMGT: 16 STR; SAVEADD: Prone

    I also tried specifying "DMG: 1d4 melee" and moving the IF to just apply to the SAVEONDMGT, but what actually happens is the extra damage gets added, and the save gets rolled, but Prone doesn't get applied on a failed save. Any ideas?

    Besides BCEG, I'm also using kentmccullough's Aura Effects, Grimlore's Generic Actions, rhagelstrom's Pets, and Theogeek's Improved Critical, if anyone just knows off the top of their head if there's some sort of conflict that could be causing my issue here.

  9. #769
    Zacchaeus's Avatar
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    I suspect your issue is that FGVTT won't recognize a weapon attack on an NPC. As far as it's concerned a claw, bite, and shortsword attack are all the same. It'll work on a PC since they have a defined weapon section but NPCs simple have an action section which could be anything. Your effect will work if you miss out the weapon part in the ATK statement. I'm also unsure if this will work like you think it's going to work anyway. You are testing for an attack but even if no attack is made the damage and subsequent bit will work following any damage done, since all you are looking for is whether the actor has a melee weapon attack available. (In other words you don't have to actually make an attack for this effect to work).

    Now having said that this is just from my quick testing. It's entirely possible that I'm missing something about the way this extension works that might work for you.
    If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php

  10. #770
    Interesting!

    So from my testing, changing it to just IF: ATK(melee) *does* cause the Prone condition to be added on a failed save. However, like you were saying, it also causes the extra damage to be applied to the NPC's other abilities (spells etc.) that happen to target adjacent creatures.

    I do think there's some sort of additional functionality in the extension, though. If I change it to just IF: ATK(weapon), it correctly identifies which NPC actions are weapons and which ones aren't. But it doesn't apply Prone on a failed save.

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