#AC5e disadvantage all flag
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Okay
AC5e disadvantage all flag
So
I don't think I did, I made a heal activity, and under its effects I created an applied effect
And then you apply the effect on a target
Yup, when the activity is used by the actor, the effect is placed on them
Make sure that the flag is correct.
flags.automated-conditions-5e.all.disadvantage
the mode can be whatever, it doesn't matter, but I suggest to use Custom
Does the actor happen to have advantage maybe for some reason at the same time?
Even fully copy/pasting it, same result
No, this sheet is largely empty. Just a few test items, none which affect advantage/disadvantages
If you hover over the highlighted button, does it show anything like mine?
OK, just open up a character sheet by selecting a token on the map and pressing C.
Go to Effects tab, create a new one, add the flag as above, save it and then try rolling from that same actor character sheet
Oh that's odd, it works when I do it like that
I did the exact same thing to the one I'm working on too and it didn't work, but with one on the map, it did
You need to have tokens on the map to work properly
Oh, ok. I'll place the one I'm testing with down
It will be changed to some extent on a future v14 release, to work with sidebar actors too without tokens placed, but that by definition will be lacking in functionality.
That's peculiar, I wonder why it's required. Might be a gaming mindset I'm not used to with tokens on a specific map having different effects than the same characters tokens on another map
I do wonder though, if it were to last for my entire next turn, is this a good thing to set?
You need 1 round and 1 turn
It is required because this is how the module has been built.
There are specific data, like distance or visibility checks, which are only available when there are tokens on the map.
Hmm, it works now, but I'm having some other oddities. When I apply the feat to myself, despite being created in the feats activity, it auto-enables the effect onto the character. If I set it to suspend effect, it doesn't activate even if I use the activity, and if I uncheck apply to actor, it just doesn't apply at all
So that has to do with how you want to apply the effect on the target
The system deals with effects like Rage, which are meant to be applied to self, by checking the Apply to actor and suspending them
So the user will need to unsuspend it to get the bonuses of the Rage effect
If you look at something like Bless for example, which is a temporary effect, it is linked to an activity and is meant to be applied using the effect application tray on the "targets" of that activity
Hm, so one has to manually unsuspend the effect for something like rage?
That is the intention yes
I notice it's structured similarly to how I set my feat up, albeit via the use activity rather than heal
Fair enough. Does this mean that there's not really a way to automatically unsuspend effects via activities?
Hmm. Let me actually check the PHB Rage as I don't recall the setup
Yeah you can use the activity and then use the application tray to unsuspend it
Application tray? (I know ya mentioned it regarding bless, but I'm not actually familiar with it)
Oh, I hadn't even noticed that
Oh wow, that's awesome actually
And it'll automatically re-suspend after the allotted time?
it deletes the temporary if you use something like Times Up for combat encounters or modules like Calendaria for time keeping (modules)
We don't have those, but we do have Carousel combat tracker
Looking at AC5e in general, honestly pretty cool stuff here
Some of the documentation is a teeny bit confusing though. Some more examples would be nice, trying to get flags.automated-conditions-5e.all.extraDice.bonus=x2 to work, but I think I'm doing it wrong
Oh I'm silly, the bonus bit is the value
Ty very much for your help for this. I appreciate it a ton
I am working on some v14 additions which will make it easier to deal with those, but there are too many stuff to properly document in the WIKI.
Document in a way that is understandable by everyone at least ๐
It's definitely decently documented overall, I just couldn't discern that some things were a value vs part of the key
The flag keys are mostly of the type:
flags.automated-conditions-5e.ACTIONTYPE.MODE
flags.automated-conditions-5e.aura.ACTIONTYPE.MODE
flags.automated-conditions-5e.grants.ACTIONTYPE.MODE
with some exceptions like the modifyAC, range
Then the conditions and the explicit bonus/modifier/set etc go into the effect change's value
If you use DAE module and its active effects sheet, the keys will be auto completed
(For v14 in one of the next releases, the autocompletion will be done by AC5e itself when DAE is not active.)
Auto completed?
And from the looks of it, we do not currently have DAE present
Oh, that's neat
Also, is there a way to modify existing flat bonuses? Or to multiply the overall values (dice and flats) akin to a critical, but using a custom multiplier?
I may have missed it but haven't seen it in the github page yet
flags.automated-conditions-5e.damage.modifier with modifier=*2 for example?
If you want, join my discord (link in my profile), where I have more examples of functionality too
Seems to work, although it removes the "+ #" bit in the roll results
I'd consider it if discord had a higher server limit >_>
lol
It's only 100, 200 with nitro, but I lack it and I'm very bad at leaving servers
(Speaking of, I set my pfp to this for new years, but discord changed it so you can't even select gifs without nitro, so I can't revert to my normal one xd)
Oh, I just realized too, the *2 becomes a *4 if I select crit, lmao
so 1d10 *2 becomes 2d10 *4
does it? ๐ค
Seems to
That's strange.
Yes, I believe so. Might be able to once the GM is available
I'm trying to see if doing 1.5 would round it and it keeps rolling numbers that can be wholly multiplied by 1.5...
Actually I may be being silly, I'm looking at it from a "add all of this up, /2 then add to total" outlook, it's structured to "/2 + total" each value, so that's probably why lol
No rounding is happening on the module's side, just multiplication or division in a kind of basic way to deal with it
Nah I figure, I'm mainly just experimenting
Though, hmm...
2 10 3 10, + 3 and 4
3 15 ? 15, + ? and 6. So that's 39 + ?+?
If 3 rounds down, it'd be 1+3 + 1+3 = 8, 39+8 = 47, which is wrong
if 3 rounds up, it'd be 2+3 + 2+3 = 10, 39+10 = 39, which is wrong.
I guess it doesn't actually round after all, cause 1.5+3 + 1.5+3 = 9, and 39+9 = 48
Math is weird
Oh, try selecting critical without it prompting for a critical
that's how this roll was set up
Maybe