#Roll Bonuses
1 messages ยท Page 1 of 1 (latest)
Good idea
This conditional modifier doesn't affect anything, only DC in the notes, even if not toggled
Can you take a screenshot of how it's configured?
I've created a special item instead of adding it to Elemental Bond in order to create a seperate conditional, as Elemental Bond works smoothly for fire spells atm
And merged it with Elemental Focus
Interesting. What I'm seeing is that it's added once to the "Info DC", regardless or whether it's activated. And then when it is activated it's being added twice (on top of the once it already did to "Info DC")
Well on my side it stays the same no matter if activated or not
What spell are you using?
Lightning Bolt
And this is a spell in your spell book right? Not a feature that's created to be like Lightning Bolt?
Exactly
Fun fact, this time it's about Intense Spells, as I've tried throwing different spells to see if it is all the same for this conditional, I've noticed that damage from Intense Spells is added but only sometimes
E.g. Snowball
But only when said conditional is turned off, as when it was turned on it goes without damage
Some crazy things are going on
@polar owl did you figure out something?
Not yet. There's something going on with Conditional Modifiers but I havent' been able to figure out the cause
Sometimes damage is included, and sometimes it isn't. But I haven't been able to spend enough to dig into why yet
Sure, just wanted to know if you decided it's too much to handle or if it's something that can be managed in the more or less near future
Fingers crossed, good luck!
It probably won't be fixed before the weekend
Yeah I could definitely see that it's a pretty peculiar problem. Sorry I can't really help with that
No worries, I can reproduce it, so I just need to have time to dig into it
Ok I believe I figured out what's going on. At the very least, I figured out a problem and I'm 98% sure it was the cause. I should have a fix for this in the next update. For the DC issue you were running into, that is. The way I was doing things -- if you had three conditionals, the first one was being added three times, the second one twice, and the last one once.
So if you only have one conditional, it'd be fine. But the moment they start being added to the same thing, all of them except the last were being multiplied.
I'm still not certain why damage only seems to be adding sometimes, but one problem at a time ๐
Great news! So the limit of number of conditionals applies to target item? I.e. one item has to have only one conditional to be working properly, but I can have many conditionals for many different targets?
Also the conditions in topic are only those from your mod or conditionals in general? So if I would have e.g. item with one conditional from your mod and one conditional from the item itself it will be a problem or not?
Any number of "normal conditionals" or "exactly one" Roll Bonus conditional (not a mix of both). But hopefully I'll have a fix out by this weekend for it
Thanks!
Ok it just clicked with me what exactly is happening
- if you are using "real" Conditional Modifiers, then those will be added again for any "Roll Bonus Conditional Modifier" you add
- if you have have multiple "Roll Bonus Conditional Modifiers" defined on a single item, then those will be multiplied as I explained above (e.g. for 3 on a single item that are all activated - first is 3x, second is 2x, last is 1x)
- If you are using no "real" Condtional Modifiers, and the only "Roll Bonus Conditional Modifiers" you have one per item, then they won't be multiplied and everything works as intended
- Or if you're using only "real" ones no "roll bonus" ones, then that's also fine
(this is separate from the "DC" being added a single extra time to the chat card "info", that's a separate issue)
Ok figured out the damage issue. Spells/Abilities that do damage only without an attack roll, can't receive Conditional Modifier bonuses that grant "non-crit damage" bonuses. While it kinda makes sense because they can't crit so they can't receive any "crit related" bonuses, it definitely makes sense for them to apply in this case, so I've patched my conditional modifiers as they're being applied to "damage only" abilities so that both "normal" and "non-crit" damage is added instead of only "normal".
So I've got a fix for that and I also sorted out the DC chat card info issue as well.
@wise needle update is released
Nice, you're really amazing fixing things up in such short time, thanks!
Please let me know if you see anything else weird going on ๐
Just checked and everything seems to work just fine. Once again, thank you
@wise needle hey random question, why did you configure your CL bonus as a conditional modifier instead of just using Roll Bonuses's CL bonus?
Or even with its "Elemental CL" Specific Bonus?
Because this CL bonus only applied to fire-type spells, and I could change almost any energy-type evocation spell to fire with Versatile Evocation
For a typical fire-type spells I had used Elemental CL specific bonus
Oh right, it's because of the energy-change ๐
Yes exactly that was the tricky part in this one ๐
I wonder.. I could probably create an "admixture" Bonus that can alter the primary damage type
But actually that probably wouldn't help with what you're doing because the admixture would happen after other bonuses like CL/DC so I probably shouldn't do that since they wouldn't be compatible ๐
Unless you can change priorities of alteration
But it's work totally fine now, I was worried that such extent of automation won't be possible on pf1e, yet your module made it
There is no priority for this. That would essentially be the same as asking to put the roof in place before the walls go up. This if very different than the system's changes where most of them are applied at the same time and can be added in various orders.