PDA

View Full Version : Effects in 5e with Fantasy Ground Unity



Natalya Roscata
April 17th, 2020, 15:01
Hi,

I don't know if it is the right place, but i didn't find anything else near the subject I wanted to discuss so forgive me if I'm not in the right subject. Also I'm a french canadian and english is my second language so forgive me for any english errors that you may find. :)

First I just bought Fantasy Ground Unity Ultimate and never played with the classic version, so I'm new with this. I've been playing RPG for over 35 years and I'm also very good at programming and I understand the logic behind it. I've been reading the wiki for the effects automation over 5 times now and I was wondering if there is a way to check more conditions or variables of any PC's or monster sheet than what it says in the wiki.

Is there a way to check:

- If a PC receives damage and the amount of it to make the warding bond spell ?
- The CR of a monster so I can make the Destroy effect for turn undead ?
- Is there a way to put the wounded, heavy or dead status on a creature with an effect without forcing the damage?
- If I want to make the AID spell correctly and I don't want it to add temporary HP but real HP, is there's a way to add/reduce de HP max automatically ? Since we can check any ability, AC etc... I wonder why the HP wasn't part of that.
- Is there a manual that writes down all of the effects terms that are available for programming or the wiki writes them all ?


Thank you

Zacchaeus
April 17th, 2020, 16:40
1) Check how much damage was done in chat.
2) Click on the link fro the monster on the CT to bring up it's sheet.
3) No
4) Edit the spell to be hit points instead of temporary hit points
5) https://fantasygroundsunity.atlassian.net/wiki/spaces/FGU/pages/884913/5E+Effects+for+Advanced+Automation
And some videos here https://www.fantasygrounds.com/forums/showthread.php?41478-Effects-Videos-for-5E

MOD: Moved to 5E Forums

Natalya Roscata
April 18th, 2020, 03:09
Thank you very much for you quick response and your help.

1) Yes I was hoping there was a way to know when a character gets hit without looking into the chat. Since the program knows how much damage it is doing and applies it to the wounds then I was hoping we could read that variable into the effect code. But seems we can't. ;)

2) I was also hoping to be able to read the CR characteristic from a monster into the effect code but it seems we can't. I was trying to write something like:

Turn or destroy undead; IFT: TYPE(undead);Turned;IFT: CR<=1;DMG:100000


4) So if I understand your answer there is no way that I can code an effect like:

Aid; HP: 5 or
Aid; [HP]:5 etc...

cause there is no HP keyword into the coding effect wiki. They don't let you read or modify that attributes of the PC.

And if I use real HP into the existing AID spell instead of temporary HP, it only heals it and don't max up your HP by 5 like in 5e AID spell does. So to do it correctly I need to add it manually. The current AID spell in FGU adds temporary HP to a character but it doesn't stack with Inspiring leader and cannot heal it etc... Anyway it really seems FGU didn't think about a player changing real HP into combat with spells. I hope it could be done on a futur upgrade or maybe it is just a bug into the FGU version.

5) I've read it 5 times and was hoping there were some coding that were not there.

And thanks I'm watching the videos but, unfortunately, they don't answer all my questions. So I hope that the FGU programmers would read my comment and think of a way to let us read and write more characteristics of a PC into the effect code. Unless i'm doing it wrong....

Zacchaeus
April 18th, 2020, 10:11
4. There is a HEAL keyword but all that does is add healing to a healing spell. So for example HEAL: 2 would add 2 points to any healing done via a spell.

As far as the Aid spell is concerned it doesn't actually do any healing - it only adds temporary hit points and temporary hit points don't stack. So a character who gets the benefit of Aid and Inspiring leader will only get the highest number of temporary hit points that you could get from either (so in other words if Aid gave 4 temp hp and Inspiring leader gave 5 then the player would get 5 maximum temporary hit points and the aid spell would be wasted).

If you want Aid to heal then add a new healing line to the spell and instead of temporary hit points make them real ones.

Natalya Roscata
April 18th, 2020, 15:13
Yes I know that and that's not what AID is supposed to do. That is what my concern was about the FGU program that makes it temporary HP. I think it was temporay HP in older version of D&D but not in 5e.

AID is not a temporary HP buffer in 5e but real HP that can be healed and it does stack with you regular HP and temporary HP.

Never in the AID spell it says that it is temporary HP and Jeremy Crawford clarified that in a tweet.


https://www.dndbeyond.com/spells/aid

https://www.sageadvice.eu/2016/12/27/can-the-spell-aid-stabilize-downed-players/


So i'll continue writing it down manually but since the FGU has so much good automation in it that is more complex than that. I was only wondering if I didn't miss something. Only hope for Smiteworks to upgrade that in a futur release by adding a variable that will show : HP BUFF, beside the HP total, HP temp and Wounds.

Thanks for your time and help.

Have a nice week-end !

Zacchaeus
April 18th, 2020, 16:46
Hmm, ok. I hadn't seen that clarification. I think the only way to handle it will be manually then since there's no way to increase maximum hit points other than changing the actual hit points. A heal will just heal any wounds so that's not a solution either.

JayLiaster
October 16th, 2021, 11:28
Yes I know that and that's not what AID is supposed to do. That is what my concern was about the FGU program that makes it temporary HP. I think it was temporay HP in older version of D&D but not in 5e.

AID is not a temporary HP buffer in 5e but real HP that can be healed and it does stack with you regular HP and temporary HP.

Never in the AID spell it says that it is temporary HP and Jeremy Crawford clarified that in a tweet.


https://www.dndbeyond.com/spells/aid

https://www.sageadvice.eu/2016/12/27/can-the-spell-aid-stabilize-downed-players/


So i'll continue writing it down manually but since the FGU has so much good automation in it that is more complex than that. I was only wondering if I didn't miss something. Only hope for Smiteworks to upgrade that in a futur release by adding a variable that will show : HP BUFF, beside the HP total, HP temp and Wounds.

Thanks for your time and help.

Have a nice week-end !

I solved in this way:
open a GMnote with total HP each player have
modify the Max HP of the caracther when aid is cast. subtract when aid is gone...
I don't know any other solution

jrowsey1
October 17th, 2021, 02:06
Check out this extension for the Aid spell. You can add an adjustment to HP in addition to temporary HP.
https://forge.fantasygrounds.com/shop/items/42/view