Thread: 5E - Better Combat Effects Gold
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June 7th, 2026, 16:29 #841
Hi Moon Wizard,
I think this recent update may have broken the SAVEADD effect. Here is a breakdown of what i found in the code:
The Issue
In the updated manager_action_save_dnd_bce.lua, the save resolution callbacks are still invoking the function as:
This passes the arguments as (target, source).Code:BCEManager.addEffectFromCompData(rActor, rOrigin, tCompData)
The Cause
- addEffectFromCompData passes those arguments directly to notifyAddEffect.
- However, notifyAddEffect now expects (source, target).
- Because of this, the arguments are currently swapped for save resolutions in the update.
The Impact
This breaks SAVEADD effects on saves. Instead of applying the effect to the save-rolling creature who failed, it applies it to the caster.Last edited by Henix; June 7th, 2026 at 16:32.
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June 7th, 2026, 17:18 #842SmiteWorks
Supreme Deity
- Join Date
- Mar 2007
- Posts
- 23,276
Thanks for the heads up and the sleuthing. I've swapped the calls for SAVEADD, SAVEADDP, and EXPIREADD to match the new format. It was messed on in *DMGADD*, which I was working on yesterday.
Please run a new Check for Updates.
Regards,
JPG
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Yesterday, 06:15 #843Templar
- Join Date
- Apr 2020
- Posts
- 136
This is part of the Witch ability "Rending Hex" from Tales of the Valiant, and it looks really tricky to code so I thought I would ask if anyone wants to take a crack at it.
It looks like nested conditionals - IF hexed, and IF bloodied - then force a save, and on a fail apply an aura that gives enemies ADVATK?
"Each time a creature with one of your Hex dice starts its turn with less than half its hit point maximum, you can force the target to make a CON save against your spell save DC (no action required, and you can’t use the Hex die to reduce this save). On a failure, creatures within 5 feet of the target have advantage on attack rolls against it until the start of the target’s next turn."
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Yesterday, 10:20 #844
Looks like DMGR is not working.
When I use: Deflect Attacks; DMGR: 1d10 [DEX] [MONK], piercing, slashing, bludgeoning; DMGRT; (RCT) it comes on DMGR: 1d10 [DEX] [MONK], piercing, slashing, DMGRT; (RCT)
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Yesterday, 10:53 #845Code:
Rending Hex; IF: CUSTOM(hexed); IF: Bloodied; SAVES: [SDC] CON (M); SAVEADD: Rended Hex
Code:Rended Hex; AURA: 5 all, !self; AoE Rended Hex; IFT:CUSTOM(Rended Hex); ADVATK
First one, apply to target that need this effect is being applied to and needs to make a save. This target should also be Hexed effect on them at some point else it will never trigger.
This target also will need to be both Bloodied and Hexed at some point when its the start of their turn else this will never trigger.
Second one, needs to go in the custom effect list. Make sure the duration is set to the correct amount of time.-MrDDT
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Yesterday, 10:56 #846-MrDDT
Discord @mrddt
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PLEASE VOTE FOR THESE FEATURES VERY IMPORTANT!!!
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