DICE PACKS BUNDLE
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  1. #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:
    Code:
    BCEManager.addEffectFromCompData(rActor, rOrigin, tCompData)
    This passes the arguments as (target, source).

    The Cause
    1. addEffectFromCompData passes those arguments directly to notifyAddEffect.
    2. However, notifyAddEffect now expects (source, target).
    3. 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.

  2. #842
    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

  3. #843
    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."

  4. #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)

  5. #845
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    Code:
    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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  6. #846
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    Quote Originally Posted by nephranka View Post
    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)

    I can confirm, this is not working

    TestingDMGR; DMGR: 10 all

    Chat says "REDUCED: 10" but it doesn't reduce it.
    -MrDDT
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  7. #847
    I have spent the last hour trying to figure out how to use DMGAT and SAVEONDMG. What I am trying to code is a weapon that is cursed, if the PC is damaged from an attack, the PC will have to make a Wisdom Saving Throw with a DC 15, if failed they become Berserk. I tried DMGAT with no luck, not sure if I am doing that right. I can get SOD to roll the save, but that is it, it will not populate Berserk in the CT. Please Advise, thank you.

  8. #848
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    Code:
    Berserk Check; SAVEONDMG: 15 WIS; SAVEADD: Berserk

    Code:
    Berserk; dosomethingeffectcodinghere
    Effect in the custom effect list


    Now this will trigger every time they have the Berserk Check effect on and take damage.

    Let me know if you need more help.
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  9. #849
    MrDDT: Thank you again. I do have another issue with SAVEA and ATKFADD, nothing major just that when I click Action Only it doesn't work. When I uncheck it, it works for all weapons and not that single one.

    Weapon A; ATKFADD: PCheck

    PCheck; SAVEA 10 CON (R); Poisoned

    Thanks again.

  10. #850
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    Quote Originally Posted by Lord Skrolk View Post
    MrDDT: Thank you again. I do have another issue with SAVEA and ATKFADD, nothing major just that when I click Action Only it doesn't work. When I uncheck it, it works for all weapons and not that single one.

    Weapon A; ATKFADD: PCheck

    PCheck; SAVEA 10 CON (R); Poisoned

    Thanks again.

    "ACTION ONLY" Feature is from another EXT. Called Advanced Effects so it sounds like a conflict with those 2 features. Having said that, I also see a conflict with another ext that I'm using that does this exact feature "ACTION ONLY" and it's having issues.

    So I think something has changed with BCEG or 5E or something to cause an issue with when this is triggered.

    It's been reported to Moon Wizard to look for whats up. We will see.
    -MrDDT
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