reyzor1991 / foundry-vtt-pf2e-action-support

Apache License 2.0
0 stars 4 forks source link

The effect of Bane allways applies effect (feature request/bug) #14

Closed Fabrice-Schoeneberger closed 1 year ago

Fabrice-Schoeneberger commented 1 year ago

When you cast Bane you get the bane effect on the casting charakter. This effect applies the -1 to attack rolls to all Enemy charakters. Normaly those enemies get a Will Save to not be affected. I don't know if its possible to make this save automaticly with appling the effect/being the aura, but maybe that is something possible for the future. For now maybe make an option the the module menu to turn individual effects off or even edit then on the local end

reyzor1991 commented 1 year ago

I think it's possible, I will add immunity to bane

reyzor1991 commented 1 year ago

Done

Fabrice-Schoeneberger commented 1 year ago

It doesn't do the auto roll for me tho. I only see the new immunity effect. That works as intended when manually applied. So that is nice

reyzor1991 commented 1 year ago

socketLib is active? Locally for me all is ok. Is Alliance -opposition of NPC?

Fabrice-Schoeneberger commented 1 year ago

socketLib is on and Alliance is on enemy. It does just apply the effect, but only to opposition of the respective groupe

reyzor1991 commented 1 year ago

Yes, if PC casts - effect should apply to opposition If NPC - to party

Fabrice-Schoeneberger commented 1 year ago

Hmmm ok now something diffent has happend. When I cast the spell from a player acc, all enemies within 5 ft. make a save. The ones that make it get the immune effect, the other ones get nothing. not even the normal bane effect. Also the rolls are made from the player, not the DM so the player can see all rolls and modifiers

Fabrice-Schoeneberger commented 1 year ago

The effect also doesn't retrigger a save for all previewesly not affected targets when widening the range.

Fabrice-Schoeneberger commented 1 year ago

Also the bless spell is broken and doesn't apply the effect anymore ... I don't know if I can reproduce the bug better. If I get something I write again

reyzor1991 commented 1 year ago

https://github.com/reyzor1991/foundry-vtt-pf2e-action-support/assets/6688366/fe126542-bbbd-4169-af03-a2045bf5a44d

reyzor1991 commented 1 year ago

Bless add aura from workbench

reyzor1991 commented 1 year ago
Screenshot 2023-08-20 at 23 40 25
Fabrice-Schoeneberger commented 1 year ago

Ok I got it working as intended. I needed to restart the server for it. Now everything works. Now the only things left are:

  1. Make it so that the autosavingthrows are made by the GM, or at least use his roll settings, so that the rolls and modifiers are possibly hidde from the players
  2. New enemies entering the area for the first time, either because the area expanded or someone moves, need to make the saving throw
  3. Maybe (just maybe) make the icon for the immunity and the icon for the bane effect slight different to better see which enemy did it and which didn't
reyzor1991 commented 1 year ago

Will change roll to blind I will find a new icon When aura radius are changed – all who don't have immunity or bane should roll again But if npc move in radius — now it's hard to track

Fabrice-Schoeneberger commented 1 year ago

Yea so much I thought with the hard to track. I mean ... I'm new to working with effects but I immagine that you could make something like: When a character that failed the save leaves the area, you could remove the normal effect and give him an effect instead that just says "failed save to bane". When a character then enters the area you could check if it has this effect. If yes take it away an apply the bane effect. If no and also no immune, make save, then handle outcome. I think this might be the most elegant solution without confusing ppl too much.

The only thing I'm thinking now is ... how the hell would it be handled if multiple sources cast bane, like 2 PC or 2 NPCs like 2 Mitfit on the first level on gauntlight ...