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rhagelstrom
November 25th, 2021, 23:39
This has nothing to do with BCE, this has to do with FGU.

If you using a ranged attack from the NPC sheet, it will not understand ranged/melee damage.

It's only after it's parsed that it does it.

You will notice that the NPC sheet will NEVER (On the NPCs turn or not) give you a ranged effect in chat. It' not until after it's parsed that it has the show ranged, this is standard FGU.

You can tell it's a ranged damage, it will say "DAMAGE (R)" whereas any attack from the NPC sheet, will say "DAMAGE"

Yes this seems to be what is going on. Damage from the NPC sheet isn't typed ranged/melee. It might be the reason why there isn't ranged/melee damage support in FGU for IMMUNE, RESIST, and the like. This is probably something out of scope to fix for BCE and people will just have to do piercing/melee from the CT and not the NPC sheet.

0m0n
November 25th, 2021, 23:44
This has nothing to do with BCE, this has to do with FGU.

If you using a ranged attack from the NPC sheet, it will not understand ranged/melee damage.

It's only after it's parsed that it does it.

You will notice that the NPC sheet will NEVER (On the NPCs turn or not) give you a ranged effect in chat. It' not until after it's parsed that it has the show ranged, this is standard FGU.

You can tell it's a ranged damage, it will say "DAMAGE (R)" whereas any attack from the NPC sheet, will say "DAMAGE"

Thanks MrDDT. I've been using FGU for over a year and never noticed that. Only ever noticed the (R) on the attack roll. Will have to remember that or just keep the offense expanded so when I forget. At least I'm not crazy and it was happening it was just expected behaviour for FGU. Thanks again.

Kelrugem
November 26th, 2021, 12:30
I did think about this and wasn't sure if FG handed that or not vanilla. That might be a future add.

FG can handle it (if I understood the conversation; just skimming), but one has to know the syntax. One usually has to use spaces in order to tell FG to sum something, for example d10 [DEX]. If one wants to add other stuff to it, then one has to delimit them by a comma as in d10 [DEX], [MONK] :)

rhagelstrom
November 26th, 2021, 23:20
Version Update 2.17
Fixed - Some ongoing saves were not respecting conditionals properly
Fixed - Special tags now fully supported, and summation
Added - Support for damage reduction to 4E

I updated the documentation for Deflect Missiles and Interception Fighting Style. The new coding is

Interception Fighting Style; DMGR: 1d10 [PRF],all
Deflict Missles; DMGR: 1d10 [MONK],[DEX],ranged,bludgeoning,piercing

eporrini
November 30th, 2021, 17:22
When I apply the effect "Dodge; TURNRS" 1 RND it throws an error after it expires each time, it works correctly otherwise. It's one of the custom effects that was already created. Any idea why or how to best update?

rhagelstrom
November 30th, 2021, 17:39
When I apply the effect "Dodge; TURNRS" 1 RND it throws an error after it expires each time, it works correctly otherwise. It's one of the custom effects that was already created. Any idea why or how to best update?

That is a bug. I just pushed a fixed for this. Version update: 2.18

BlazingAzureCrow
December 1st, 2021, 08:10
Strange bug happening. When I scroll over certain entries the chat gives back an odd result. It's hard to explain, so I decided to just record it. This is in a session with only BCE on.

https://www.youtube.com/watch?v=2d1-o-1GnQc

Rewe
December 1st, 2021, 16:31
50160

Hello, since last night update, each time i open a new NPC, i get a long stream of "Programing Text" ? on the chat.

I tried removing each extension, and find out that "Better Combat Effect" is doing it.

Thank you

rhagelstrom
December 2nd, 2021, 01:33
50160

Hello, since last night update, each time i open a new NPC, i get a long stream of "Programing Text" ? on the chat.

I tried removing each extension, and find out that "Better Combat Effect" is doing it.

Thank you

Well that is embarrassing

Version update 2.19 - Fixed embarrassing

spoonhead
December 2nd, 2021, 18:10
Strange bug happening. When I scroll over certain entries the chat gives back an odd result. It's hard to explain, so I decided to just record it. This is in a session with only BCE on.

https://www.youtube.com/watch?v=2d1-o-1GnQc

I'm glad I'm not the only one. Odd that it's just started for me.

spoonhead
December 2nd, 2021, 18:17
Version 2.19 not loading for me, still on 2.18 even after an update.


https://www.fantasygrounds.com/forums/attachment.php?attachmentid=50180&stc=1&d=1638469380

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=50179&stc=1&d=1638469374

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=50181&stc=1&d=1638469572

BushViper
December 2nd, 2021, 18:27
I'm glad I'm not the only one. Odd that it's just started for me.

Out of curiosity, I decided to test that and I'm having exactly the same issue. 50182

rhagelstrom
December 2nd, 2021, 18:59
Try check for updates

spoonhead
December 2nd, 2021, 19:00
I just did. Just rebooted FG and ran updates again. Still showing 2.18, and still getting the odd hat messages.

BlazingAzureCrow
December 2nd, 2021, 21:36
Updated to 2.19 and the problem seems to have stopped~!

BushViper
December 2nd, 2021, 22:05
The update seems to have fixed the errors appearing in the chat box.

Thank you.

rhagelstrom
December 5th, 2021, 00:37
Version update: v2.20

Added Automatic Powers Parsing 5E:
Will automatically parse Powers (NPC sheets and spells) and automatically setup up some effects using BCE codings. This is defaulted to off in the options menu. Spells that have already been added to a PC must be deleted and re-added to take advantage of this feature.

This should eliminate the need to use some 3rd party effects codings or the headache of setting them up yourself. I think once you play around with this you will see what it is doing. Some example suggestions of NPCs to try but there are many more: Gauth, Gelatinous Cube, Adult Black Dragon. This is a work in progress to be expanded on so any feedback is good.

BushViper
December 5th, 2021, 01:10
Version update: v2.20

Added Automatic Powers Parsing 5E:
Will automatically parse Powers (NPC sheets and spells) and automatically setup up some effects using BCE codings. This is defaulted to off in the options menu. Spells that have already been added to a PC must be deleted and re-added to take advantage of this feature.

This should eliminate the need to use some 3rd party effects codings or the headache of setting them up yourself. I think once you play around with this you will see what it is doing. Some example suggestions of NPCs to try but there are many more: Gauth, Gelatinous Cube, Adult Black Dragon. This is a work in progress to be expanded on so any feedback is good.

I haven't tinkered with this update yet, but I know exactly what you're shooting for and once it gets thoroughly fleshed out, it will be a MASSIVE boon to players and DM, alike.

Amazing, thank you for continuing to improve upon an already fantastic addition to FG.

Drogo210
December 5th, 2021, 13:37
version update: V2.20

added automatic powers parsing 5e:
Will automatically parse powers (npc sheets and spells) and automatically setup up some effects using bce codings. This is defaulted to off in the options menu. Spells that have already been added to a pc must be deleted and re-added to take advantage of this feature.

This should eliminate the need to use some 3rd party effects codings or the headache of setting them up yourself. I think once you play around with this you will see what it is doing. Some example suggestions of npcs to try but there are many more: Gauth, gelatinous cube, adult black dragon. This is a work in progress to be expanded on so any feedback is good.

omg!!!!

plap3014
December 5th, 2021, 15:15
Hi, just would like to confirm what i have to do, to have the following coding in the NPC and when added to combat tracker it will be already there:

Shadow; SDMGADDT: Strength Drain, only Strength drain appear on the combat tracker.
50202

plap3014
December 5th, 2021, 15:24
Hi, just would like to confirm what i have to do, to have the following coding in the NPC and when added to combat tracker it will be already there:

Shadow; SDMGADDT: Strength Drain, only Strength drain appear on the combat tracker.
50202

i have answer my question, just add an action on the NPC with the name Shadow....

BushViper
December 5th, 2021, 20:40
Hi, just would like to confirm what i have to do, to have the following coding in the NPC and when added to combat tracker it will be already there:

Shadow; SDMGADDT: Strength Drain, only Strength drain appear on the combat tracker.
50202


i have answer my question, just add an action on the NPC with the name Shadow....

It seems there's a bit of a language barrier here, and I apologize, but I'm not sure what the exact problem or the solution was. I'm trying to get a handle on how this new functionality works, so can someone help me understand this?

plap3014
December 5th, 2021, 20:42
It seems there's a bit of a language barrier here, and I apologize, but I'm not sure what the exact problem or the solution was. I'm trying to get a handle on how this new functionality works, so can someone help me understand this?

on the NPC, i add an Action call: Shadow after, just add an Effect in custom effect list Shadow; SDMGADDT: Strength Drain.

now when the NPC is add to the combat tracker, both effect appear.

Ulric
December 8th, 2021, 16:22
I have the BCE extension loaded but I don't see where I can create custom effects. What am I missing or overlooking? Is it the Custom List that is show when you click the EFFECTS button in FGU?

Aridhro
December 8th, 2021, 18:15
Yes, that is it. Click plus sign and add one. Rounds is auto set to 1.
So watch out for that.

MrDDT
December 8th, 2021, 19:26
Version update: v2.20

Added Automatic Powers Parsing 5E:
Will automatically parse Powers (NPC sheets and spells) and automatically setup up some effects using BCE codings. This is defaulted to off in the options menu. Spells that have already been added to a PC must be deleted and re-added to take advantage of this feature.

This should eliminate the need to use some 3rd party effects codings or the headache of setting them up yourself. I think once you play around with this you will see what it is doing. Some example suggestions of NPCs to try but there are many more: Gauth, Gelatinous Cube, Adult Black Dragon. This is a work in progress to be expanded on so any feedback is good.

Holy moly!
This is crazy awesome! This is a lot of work.

Drogo210
December 9th, 2021, 14:32
Hi,
Is there a way to remove an effect such Charge_Goat; SDMGADDT: Goat Charge after the target have rolled the ST?

On roll does not work as already reported because it's not roll on the Source but on the Target...I assume.

The best way I found is the following:
Charge_Goat; SDMGADDT: Goat Charge; DMG: 1d4; STURNRE

rhagelstrom
December 9th, 2021, 15:53
Hi,
Is there a way to remove an effect such Charge_Goat; SDMGADDT: Goat Charge after the target have rolled the ST?

On roll does not work as already reported because it's not roll on the Source but on the Target...I assume.

The best way I found is the following:
Charge_Goat; SDMGADDT: Goat Charge; DMG: 1d4; STURNRE

Add at (R) in the save clause.

Yeah the expend options for roll don't work at all for BCE stuff. It is known I just haven't figured out how to resolve it yet.

Drogo210
December 9th, 2021, 16:16
Add at (R) in the save clause.

Yeah the expend options for roll don't work at all for BCE stuff. It is known I just haven't figured out how to resolve it yet.

SDMGADDT does not require a save. I can remove the SAVEA (did it) but not the SDMGADDT.

I assume it's not easy that one :). Thanks

rhagelstrom
December 9th, 2021, 17:30
SDMGADDT does not require a save. I can remove the SAVEA (did it) but not the SDMGADDT.

I assume it's not easy that one :). Thanks

I think this works. There is probably another way or two

Goat_Charge; SDMGADDT: Goat Charge; DMG: 1d4 bludgeoning; STURNRE
Goat Charge;SAVEA: STR 10 (R); Prone

Drogo210
December 10th, 2021, 12:28
The function EXPIREADD applies the effect twice.

I Have also noticed that

SAVEADD: [effect] Add Effect from custom effects list on a failed ongoing save.

SAVEADDP: [effect] Add Effect from custom effects list on a passed ongoing save.

as for example 'Petrification Ray; restrained; SAVEE: DEX 16 (M)(R); SAVEADDP: Become Petrified', roll the save when the effect is applied (same of SAVEA). I am not sure if this is right function...If it is, they may be helpful to code some spell but would be possible to add an effect that does trigger with ongoing save, only and not when the effect is added?

Bonkon
December 13th, 2021, 23:30
Good Day Rhaglestrom :)
I love the effects you have working in this extension!
I tried your Frightful Presence effect (Drag and drop from the effects that come with the MOD) and it rolls at the end of turn, as expected, but it does not remove on a successful save (It has the SAVEE command in it). This was with no other extensions running.

Not sure if I screwed something up or not :)
Thanks :)

rhagelstrom
December 14th, 2021, 00:06
The function EXPIREADD applies the effect twice.



That is odd. I looked into this a bit and FG seems to be calling removeEffect twice. Might be a FG bug but I'll try a work around


I Have also noticed that

SAVEADD: [effect] Add Effect from custom effects list on a failed ongoing save.

SAVEADDP: [effect] Add Effect from custom effects list on a passed ongoing save.

as for example 'Petrification Ray; restrained; SAVEE: DEX 16 (M)(R); SAVEADDP: Become Petrified', roll the save when the effect is applied (same of SAVEA). I am not sure if this is right function...If it is, they may be helpful to code some spell but would be possible to add an effect that does trigger with ongoing save, only and not when the effect is added?

I'll take a look. I had a similar report and I think this is the same bug as one on my list to fix this week

rhagelstrom
December 14th, 2021, 00:09
Good Day Rhaglestrom :)
I love the effects you have working in this extension!
I tried your Frightful Presence effect (Drag and drop from the effects that come with the MOD) and it rolls at the end of turn, as expected, but it does not remove on a successful save (It has the SAVEE command in it). This was with no other extensions running.

Not sure if I screwed something up or not :)
Thanks :)

Can you post the effect string here just to make sure we are on the same page?

rhagelstrom
December 14th, 2021, 00:13
This has nothing to do with BCE, this has to do with FGU.

If you using a ranged attack from the NPC sheet, it will not understand ranged/melee damage.

It's only after it's parsed that it does it.

You will notice that the NPC sheet will NEVER (On the NPCs turn or not) give you a ranged effect in chat. It' not until after it's parsed that it has the show ranged, this is standard FGU.

You can tell it's a ranged damage, it will say "DAMAGE (R)" whereas any attack from the NPC sheet, will say "DAMAGE"

I submitted a FG Bug report on this issue.

Bonkon
December 14th, 2021, 01:09
Can you post the effect string here just to make sure we are on the same page?

Ooops, Sorry I meant to do that, wife was rushing me out the door!! :)
50316

I drag and dropped from here. :)

rhagelstrom
December 14th, 2021, 02:02
Add a (R) to the end of that and it will remove it
Frightful Presence; Frightened; SAVEE: WIS 16 (R)

rhagelstrom
December 14th, 2021, 04:03
Version update 2.21

Couple of bug fixes, I'll try to get to EXPIREADD later this week

Fixed - SAVEADD* was rolling when added
Fixed - DMGA SAVEA and REGENA where not playing nice with each other

Bonkon
December 14th, 2021, 04:24
Good Day Rhagelstrom :)
Ahhh, I will try that, Thanks! :)

Necessarius
December 15th, 2021, 06:27
I absolutely love this extension and have found so many uses for it and crafting gimmick weapons when combining this mod with Advanced Effects.

One small problem I'm currently having is I want to make a weapon pair. when you attack a target with either weapon it passes a temporary flag to that target. lets call this flag "Effect1".
Both weapons will also add a hidden effect if they attack a target that has already acquired the flag this turn from the OPPOSITE weapon. the example i have here is "SDMGADDT: Effect1; IF: CUSTOM(Effect2): produce result"

The problem I've had is that attacking with ANY weapon passes the flags from BOTH weapons, instead of a specific flag for a specific weapon. applying ActionOnly doesn't seem to affect the outcome

rhagelstrom
December 15th, 2021, 22:45
It looks like SW fixed the untyped damage when rolling from the NPC sheet. Your monks should now be able to catch missiles no matter if the GM rolls from the CT or the NPC sheet.

anathemort
December 16th, 2021, 23:11
@rhagelstrom looks like the 5e dominate spells are being auto-parsed incorrectly. Coming through as

Dominate Person; Charmed; STURNRE; (C)
when they should be (your example from the forge)

Dominate Person; SAVEONDMG: WIS [SDC] (R)

LordOfPandemonium
December 17th, 2021, 17:21
It seems that the update has broken some features of Better Combat Effects. For example I have added the effect Cloak of Displacement; GRANTDISATK; TURNAS; DMGDT to a character and hwen I do damage to that character it is not turn off the cloak like it used to. This is the only extension loaded.

50421

rhagelstrom
December 17th, 2021, 17:26
It seems that the update has broken some features of Better Combat Effects. For example I have added the effect Cloak of Displacement; GRANTDISATK; TURNAS; DMGDT to a character and hwen I do damage to that character it is not turn off the cloak like it used to. This is the only extension loaded.

50421

Thanks I have that fixed but haven't pushed out a new version yet.

rhagelstrom
December 17th, 2021, 21:45
Version update v2.22

Fixed - tags with no remainder : at the end of the effect not processing properly
Fixed - EXPIREADD was adding the effect twice
Feature - Add Prone effect whenever Unconscious is added (5E)
Feature - Expanded REGEN tags to now also support temp HP regeneration

MrDDT
December 18th, 2021, 07:36
Version update v2.22

Fixed - tags with no remainder : at the end of the effect not processing properly
Fixed - EXPIREADD was adding the effect twice
Feature - Add Prone effect whenever Unconscious is added (5E)
Feature - Expanded REGEN tags to now also support temp HP regeneration

Thanks for the update already using the temp regen tag for the Twilight Sanctuary TEMP HP each round at the end of their turn within the area of effect, works like a charm.

Svandal
December 18th, 2021, 18:56
Version update v2.22

Fixed - tags with no remainder : at the end of the effect not processing properly
Fixed - EXPIREADD was adding the effect twice
Feature - Add Prone effect whenever Unconscious is added (5E)
Feature - Expanded REGEN tags to now also support temp HP regeneration

A question. I am not quite familiar with 5e, but a quick search revealed that they do not stack. And in pathfinder temporary hit points do not stack from the same source.
Would it then be possible to have the REGEN temp hit points dont stack, but take the largest one? Or even better for pathfinder rules at least, only take the largest one from each effect (but it might be difficult to get that right when you take damage, maybe it can be done with a "bonus" to the temp hit points like enchantment or similar?

Speaking for myself that would be helpful, but I am not sure if this is helpful for 5e rules?

Edit: Just wanted to say this is really nice, I have been looking for a temporary hit points effect for some time now.

nephranka
December 18th, 2021, 19:04
I was posting to ongoing temp hps and noted this ext has solved the temp hps at the end of the turn and Kelrugem asked if you do the ROLLON part of his ext too and if so he would drop his ext. I said I pass it along since it seems like something that would fit this ext as well.
https://www.fantasygrounds.com/forums/showthread.php?56194-Extension-Ongoing-temporary-hitpoints

MrDDT
December 18th, 2021, 19:20
A question. I am not quite familiar with 5e, but a quick search revealed that they do not stack. And in pathfinder temporary hit points do not stack from the same source.
Would it then be possible to have the REGEN temp hit points dont stack, but take the largest one? Or even better for pathfinder rules at least, only take the largest one from each effect (but it might be difficult to get that right when you take damage, maybe it can be done with a "bonus" to the temp hit points like enchantment or similar?

Speaking for myself that would be helpful, but I am not sure if this is helpful for 5e rules?

Edit: Just wanted to say this is really nice, I have been looking for a temporary hit points effect for some time now.

They are not stacking to me. What is the issue?

I've tested this a few times and no one is getting more than the highest Temp HP roll. So example. Someone has 6 THP, they get another 7 THP, then their total would be 7 THP. If they had 3 THP, and got 1 THP, their total would be 3 THP.

Are you not seeing this? I use 5E so not sure about pathfinder.

MrDDT
December 18th, 2021, 19:20
I was posting to ongoing temp hps and noted this ext has solved the temp hps at the end of the turn and Kelrugem asked if you do the ROLLON part of his ext too and if so he would drop his ext. I said I pass it along since it seems like something that would fit this ext as well.
https://www.fantasygrounds.com/forums/showthread.php?56194-Extension-Ongoing-temporary-hitpoints

One thing to note is that Kelrugem said if you use his coding, you would need to make sure the EXT stays free. So keep that in mind.

Kelrugem
December 18th, 2021, 19:37
One thing to note is that Kelrugem said if you use his coding, you would need to make sure the EXT stays free. So keep that in mind.

But the code is simple enough, so, it is not a matter of copyright :) It is more like that I prefer that the small things of my extension are freely available. If someone would decide to add it to a paid extension, then I'd still maintain my version for an alternative free version :)

(so, in other words it would be okay if the code is implemented in a paid extension, but I would then not stop maintaining my extension. The condition about free was mainly speaking about what has to happen, that I start thinking about abandoning my version :D)

Svandal
December 18th, 2021, 20:02
They are not stacking to me. What is the issue?

I've tested this a few times and no one is getting more than the highest Temp HP roll. So example. Someone has 6 THP, they get another 7 THP, then their total would be 7 THP. If they had 3 THP, and got 1 THP, their total would be 3 THP.

Are you not seeing this? I use 5E so not sure about pathfinder.

I am using pathfinder, and it stacks.
I am guessing that it is an ruleset issue then. In pathfinder temporary hit points do stack, but not from the same source.

rhagelstrom
December 26th, 2021, 22:22
I am using pathfinder, and it stacks.
I am guessing that it is an ruleset issue then. In pathfinder temporary hit points do stack, but not from the same source.

I looked at the rules and yes PF temp HP stack but only from different sources. FG has no concept of the source/amount of the Temp HP increase so the default behavior is everything stacks. It seems there was a discussion on this: https://www.fantasygrounds.com/forums/showthread.php?22328-Temp-Hit-Point-Question The problem could be solved but it isn't a quick fix.

rhagelstrom
December 27th, 2021, 00:07
Version update: 2.23-rc1

Fixed - Expend on dice options should now work as expected
Fixed 5E - Go prone with unconscious

This update is a pretty significant change to just about everything under the hood. Given that so much has changed I'm going to slow roll this one out instead of throwing it up on the forge right away. I believe everything works, but you may find issues and if you do please report them.

plap3014
December 27th, 2021, 18:17
Version update: 2.23-rc1

Fixed - Expend on dice options should now work as expected
Fixed 5E - Go prone with unconscious

This update is a pretty significant change to just about everything under the hood. Given that so much has changed I'm going to slow roll this one out instead of throwing it up on the forge right away. I believe everything works, but you may find issues and if you do please report them.

it will be push to forge soon?

rhagelstrom
December 27th, 2021, 20:27
it will be push to forge soon?

I had a couple people report they used it in game with no issues. It'll probably be up in a couple of days.

rhagelstrom
December 29th, 2021, 01:57
Version Update 2.23

Fixed - Expend on dice options should now work as expected
Fixed 5E - Go prone with unconscious

The new version is now live in the Forge

Svandal
December 29th, 2021, 08:52
I have a question about the automatically rolled saves with effects (SAVEE, and the others provided in this extension)
I also have an extension that uses tags
https://forge.fantasygrounds.com/shop/items/29/view

So I can have extra saves versus spells, or spells from conjuration school, or with the compulsion tag.
This is pathfinder, so example an elf gets +2 save vs enchantment school. If I throw a hold person vs an elf he would roll will save with a +2 bonus, a hold person would also get a save each round if he fails the first. This would be the effect:

Hold person; paralyzed; SAVEE: 19 will (R)

This makes the elf roll a will save vs dc 19 at the end of each round, but he does not get a +2 on the save.
Is there any way to keep tags from spells with this extension?
Maybe @Kelrugem could provide more details if this explanation was not clear.


It would be great if it is possible, but I do not know if it is.

rhagelstrom
December 30th, 2021, 00:10
I have a question about the automatically rolled saves with effects (SAVEE, and the others provided in this extension)
I also have an extension that uses tags
https://forge.fantasygrounds.com/shop/items/29/view

So I can have extra saves versus spells, or spells from conjuration school, or with the compulsion tag.
This is pathfinder, so example an elf gets +2 save vs enchantment school. If I throw a hold person vs an elf he would roll will save with a +2 bonus, a hold person would also get a save each round if he fails the first. This would be the effect:

Hold person; paralyzed; SAVEE: 19 will (R)

This makes the elf roll a will save vs dc 19 at the end of each round, but he does not get a +2 on the save.
Is there any way to keep tags from spells with this extension?
Maybe @Kelrugem could provide more details if this explanation was not clear.


It would be great if it is possible, but I do not know if it is.

I have an idea what is going on. I think this is a pretty easy fix.

elfmage
December 31st, 2021, 00:01
Hi. I'm trying to setup an effect using 'STURNRS' and it seems to be removing the effect as soon as the next player turn starts, not the beginning of the sources next turn, which I thought is what it was suppose to do. (The effect properly displays which character applies the effect in combat tracker)

What I would like to do is give another player in the combat tracker advantage on a check until the beginning of the sources next turn. So I made this effect but it doesn't fully work:
"Help Ability; ADVCHK; STURNRS"

The ADVCHK removes as expected if I the player uses an ability check during the sources players turn however once they end the turn it removes right away.

I created a simple test: "Test; STURNRS" just to see when 'Test' would remove in case there was a conflict with something and it also removes at the beginning of the next persons initiative and not at the beginning of the sources next initiative.

Am I missing something or is this a bug/feature? I'm using the 5e ruleset and only have Aura Effects, this extension and some language ones applied. I'm not certain if this is meant for only Core RPG ruleset but that ruleset seems to behave in the same way.

MrDDT
December 31st, 2021, 01:16
Hi. I'm trying to setup an effect using 'STURNRS' and it seems to be removing the effect as soon as the next player turn starts, not the beginning of the sources next turn, which I thought is what it was suppose to do. (The effect properly displays which character applies the effect in combat tracker)

What I would like to do is give another player in the combat tracker advantage on a check until the beginning of the sources next turn. So I made this effect but it doesn't fully work:
"Help Ability; ADVCHK; STURNRS"

The ADVCHK removes as expected if I the player uses an ability check during the sources players turn however once they end the turn it removes right away.

I created a simple test: "Test; STURNRS" just to see when 'Test' would remove in case there was a conflict with something and it also removes at the beginning of the next persons initiative and not at the beginning of the sources next initiative.

Am I missing something or is this a bug/feature? I'm using the 5e ruleset and only have Aura Effects, this extension and some language ones applied. I'm not certain if this is meant for only Core RPG ruleset but that ruleset seems to behave in the same way.

Having this issue also. Only being caused since this last update of BCE.

rhagelstrom
December 31st, 2021, 03:03
Version Update: 2.24

Fixed - STURNRS, STURNRE we removing on the targets turn not the source
Saves - Changed saves/mod handler to fall more in line with FG and work better with other extensions
Fixed - Some tags had issues with some conditionals
Fixed - Changed some flags for some tags to work as intended as a targeted effects


Hi. I'm trying to setup an effect using 'STURNRS' and it seems to be removing the effect as soon as the next player turn starts, not the beginning of the sources next turn, which I thought is what it was suppose to do. (The effect properly displays which character applies the effect in combat tracker)

What I would like to do is give another player in the combat tracker advantage on a check until the beginning of the sources next turn. So I made this effect but it doesn't fully work:
"Help Ability; ADVCHK; STURNRS"

The ADVCHK removes as expected if I the player uses an ability check during the sources players turn however once they end the turn it removes right away.

I created a simple test: "Test; STURNRS" just to see when 'Test' would remove in case there was a conflict with something and it also removes at the beginning of the next persons initiative and not at the beginning of the sources next initiative.

Am I missing something or is this a bug/feature? I'm using the 5e ruleset and only have Aura Effects, this extension and some language ones applied. I'm not certain if this is meant for only Core RPG ruleset but that ruleset seems to behave in the same way.

You are right. That is a bug and I just pushed a fix for this

@Svandal This one might fix your issue. PM me if not.

MrDDT
December 31st, 2021, 04:05
Thanks for the fast fix and updates.

Svandal
December 31st, 2021, 08:58
Version Update: 2.24

Fixed - STURNRS, STURNRE we removing on the targets turn not the source
Saves - Changed saves/mod handler to fall more in line with FG and work better with other extensions
Fixed - Some tags had issues with some conditionals
Fixed - Changed some flags for some tags to work as intended as a targeted effects



You are right. That is a bug and I just pushed a fix for this

@Svandal This one might fix your issue. PM me if not.

50635

This does sadly not fix the issue. Here is a screenshot with the latest version of your extension.

Here is a screenshot. I have only loaded this extension and this extension (Extended automation and overlays ):
https://forge.fantasygrounds.com/shop/items/1/view

As you can see in the screenshot the spell hold person has the tags: "spell, enchantment, compulsion, mindaffecting and two"
The "enemy tester" has bonus save vs "spell", "enchantment", and "compulsion" which works when I first throw a save vs it, but with the "SAVEE" automatic roll it does not register the tags.

Svandal
December 31st, 2021, 09:06
There is a problem with the new version of this extension with the "SAVEDMG" effect.
A couple of days ago this effect worked as intended, but in this version it does not work anymore.
It is this effect:
Acidic Spray; SAVES: reflex 23 (R); SAVEDMG: 7d6, acid

Problem 1:
It does roll the save, but it does not remove the effect on a successfull save

Problem 2:
If the save is a failure it does not get any damage (and no damage dice gets rolled either)

Edit:
Pathfinder 1 ruleset
No other extensions loaded

Kelrugem
December 31st, 2021, 12:32
50635

This does sadly not fix the issue. Here is a screenshot with the latest version of your extension.

Here is a screenshot. I have only loaded this extension and this extension (Extended automation and overlays ):
https://forge.fantasygrounds.com/shop/items/1/view

As you can see in the screenshot the spell hold person has the tags: "spell, enchantment, compulsion, mindaffecting and two"
The "enemy tester" has bonus save vs "spell", "enchantment", and "compulsion" which works when I first throw a save vs it, but with the "SAVEE" automatic roll it does not register the tags.

I doubt that this can be easily adjusted since the tags information of the original spell is not contained in the effect and hence does not activate the IFTAG operator (equivalently, this operator will just return false). The information about the tags is in the spell itself because every spell/action has different tags and traits, but the information about the specific casted spell itself is lost in later rounds once BCE's effects are activated :) It would be a bit tedious (but not difficult, I think) to save the tags in the effect itself in order to activate trait/tag specific effects

I personally plan to add ongoing saves etc. also for 3.5E/PF1 in my extension which can then make use of my other effects' abilities like IFTAG, but I am a bit occupied with my job right now, so, may take a while until I can look at that :)

elfmage
December 31st, 2021, 19:25
Version Update: 2.24
Fixed - STURNRS, STURNRE we removing on the targets turn not the source


Hi rhagelstrom,

Thanks for looking into this. The new build seems to work more favorably - thanks.

Just as a heads up based on my testing you seem to add a round on application of the effect for TURNRS to work around the CT removing a round from the effect at the start of a round. TURNRE, STURNRS & STURNRE do not apply this extra round in the same way to work around this. I tested this for [TARGET] & [SELF] on the 4 effects. Just wanted to point this out in case your intention was to apply this for all custom your effects.

Either way, I can easily work around this issue by making the duration 2 vs 1 rd.

BlazingAzureCrow
January 2nd, 2022, 08:11
Kent McCullough & Rob Twohy's Automatic Save Advantage is having a conflict with this extension. When both are on, "SAVEE" effects won't roll. Tested in a campaign with only them on. The dice doesn't roll, and the error returned when it tries to roll it is

"[Script execution error: [string "scripts/manager_action_save_asa.lua"]:79:attempt to index local 'sourceNode' (a nil value)"

Additionally, it has a conflict with Rob Twohy's Status Indicators extension when only those two are loaded, which causes the "SAVEE" effect (and possibly others, but this is the one I found) to not return a result after it rolls, but gives the error

" Handler error: [string "scripts/manager_action_save_asa.lua"]:143:attempt to index local 'rSource' (a nil value)'

I'm not sure if you can fix either of these on your end, but I suspect it's the result of some change within FGU itself breaking something.

nephranka
January 2nd, 2022, 13:55
[QUOTE=BlazingAzureCrow;633351]Kent McCullough & Rob Twohy's Automatic Save Advantage is having a conflict with this extension. When both are on, "SAVEE" effects won't roll. Tested in a campaign with only them on. The dice doesn't roll, and the error returned when it tries to roll it is

"[Script execution error: [string "scripts/manager_action_save_asa.lua"]:79:attempt to index local 'sourceNode' (a nil value)"/QUOTE]

I can confirm this error. Not sure when it broke.

mattekure
January 2nd, 2022, 16:57
Kent McCullough & Rob Twohy's Automatic Save Advantage is having a conflict with this extension. When both are on, "SAVEE" effects won't roll. Tested in a campaign with only them on. The dice doesn't roll, and the error returned when it tries to roll it is

"[Script execution error: [string "scripts/manager_action_save_asa.lua"]:79:attempt to index local 'sourceNode' (a nil value)"

Additionally, it has a conflict with Rob Twohy's Status Indicators extension when only those two are loaded, which causes the "SAVEE" effect (and possibly others, but this is the one I found) to not return a result after it rolls, but gives the error

" Handler error: [string "scripts/manager_action_save_asa.lua"]:143:attempt to index local 'rSource' (a nil value)'

I'm not sure if you can fix either of these on your end, but I suspect it's the result of some change within FGU itself breaking something.

I found and resolved the issue with Indicators. the next update should have it fixed. no changes to BCE required for that one.

MrDDT
January 2nd, 2022, 18:06
Awesome peoples. Thanks for the update Mattekure.

rhagelstrom
January 2nd, 2022, 22:18
Version Update 2.25
fixed: Issue with Source tags not properly resolving
fixed: Error with Automatic Save Adv


[QUOTE=BlazingAzureCrow;633351]Kent McCullough & Rob Twohy's Automatic Save Advantage is having a conflict with this extension. When both are on, "SAVEE" effects won't roll. Tested in a campaign with only them on. The dice doesn't roll, and the error returned when it tries to roll it is

"[Script execution error: [string "scripts/manager_action_save_asa.lua"]:79:attempt to index local 'sourceNode' (a nil value)"/QUOTE]

I can confirm this error. Not sure when it broke.

rhagelstrom
January 2nd, 2022, 22:36
I looked at this and I'm going to say it is working as intended. Yes it does add 1 rnd to TRUNRS to get around the auto decrement initiative. I know at one point someone had a request for a effect that ended at the end of their turn, the same turn it was applied. The bottom line to remember is it will get removed when the tag fires at 1 rnd duration.


Hi rhagelstrom,

Thanks for looking into this. The new build seems to work more favorably - thanks.

Just as a heads up based on my testing you seem to add a round on application of the effect for TURNRS to work around the CT removing a round from the effect at the start of a round. TURNRE, STURNRS & STURNRE do not apply this extra round in the same way to work around this. I tested this for [TARGET] & [SELF] on the 4 effects. Just wanted to point this out in case your intention was to apply this for all custom your effects.

Either way, I can easily work around this issue by making the duration 2 vs 1 rd.

nephranka
January 2nd, 2022, 23:30
Thank you!

elfmage
January 3rd, 2022, 01:09
I looked at this and I'm going to say it is working as intended. Yes it does add 1 rnd to TRUNRS to get around the auto decrement initiative. I know at one point someone had a request for a effect that ended at the end of their turn, the same turn it was applied. The bottom line to remember is it will get removed when the tag fires at 1 rnd duration.

Sure thing, I only pointed it out due to the inconsistency someone may be confused due to it.

Thanks for looking at/fixing the other stuff though, much appreciated.

EisenF
January 3rd, 2022, 03:16
Trying to use the DMGR: effect in 5e for interception.

The effect itself works fine, only issue I've encountered is that it seems to be ignoring the `Expend on next Roll/Action`, so it's staying on the target as if it was set to `Expend: Never`



Ignore me, I was using the effect completely wrong, applying it to the one dealing the damage instead of the target of the hit

BlazingAzureCrow
January 3rd, 2022, 05:36
Version Update 2.25
fixed: Issue with Source tags not properly resolving
fixed: Error with Automatic Save Adv

[QUOTE=nephranka;633366]

Thank you so much~!

Svandal
January 3rd, 2022, 05:58
There is a problem with the new version of this extension with the "SAVEDMG" effect.
A couple of days ago this effect worked as intended, but in this version it does not work anymore.
It is this effect:
Acidic Spray; SAVES: reflex 23 (R); SAVEDMG: 7d6, acid

Problem 1:
It does roll the save, but it does not remove the effect on a successfull save

Problem 2:
If the save is a failure it does not get any damage (and no damage dice gets rolled either)

Edit:
Pathfinder 1 ruleset
No other extensions loaded

This is still a problem in this version of this extension.
I have tried this effect in 5e, and it works.
Acidic Spray; SAVES: DEX 23 (R); SAVEDMG: 7d6, acid

But for pathfinder ruleset it does not work, something in version 2.24 broke the SAVE effects for pathfinder 1st ruleset.

rhagelstrom
January 8th, 2022, 01:59
This is still a problem in this version of this extension.
I have tried this effect in 5e, and it works.
Acidic Spray; SAVES: DEX 23 (R); SAVEDMG: 7d6, acid

But for pathfinder ruleset it does not work, something in version 2.24 broke the SAVE effects for pathfinder 1st ruleset.

Can you send me a sample campaign and I'll take look. It's a little hard for me since I don't have any of the source books to test a lot of normal things

rhagelstrom
January 8th, 2022, 02:04
Version Update 2.26

Feature - Conditions are now searched first and then the custom effects list when using tags such as SAVEADD
Fixed - The SAVEADD family (SAVEADD, SAVEADDP), all effects with these tags on an actor would process on a failed save, success in SAVEADDP case. These are now bound the the effect if a BCE tag that makes an ongoing save proceeds it.
Fixed - DMGRT was not being removed on damage

Svandal
January 8th, 2022, 07:00
Can you send me a sample campaign and I'll take look. It's a little hard for me since I don't have any of the source books to test a lot of normal things

Sure I can send you something, but I dont know what is useful. If you are more specific I can do that

For this bug you can just start a new campaign with your extension loaded, add a npc or pc in the combat tracker with no stats. No source books needed.

Then add your effects into the combat tracker.
For pathfinder use will, reflex or fortitude instead of dex etc.
So the effect I made as an example.
Acidic Spray; SAVES: reflex 23 (R); SAVEDMG: 7d6, acid

It will not roll damage on a failed save
It will not remove on a failed save
It will roll the save and tell if it is a failure or success.
No errors are thrown.

BlazingAzureCrow
January 9th, 2022, 08:54
The 5E status indicators extension is having an odd conflict with the Better Combat Extension. When a creature puts a SAVEE effect on another creature to force them to make ongoing saving throws, when they make it it forces the creature that put the effect on the creature to make it instead but also does some weird stuff where it still might remove the effect from them. This was tested in a campaign with only it and Better Combat Effects on. Leaving this where both extension creators can see it

https://cdn.discordapp.com/attachments/713512492944457789/929659200550862889/unknown.png

Rebecca
January 9th, 2022, 13:21
I've run into an issue using BCE, when BCE is loaded (forge version) ADVSAV: [ability] does not function (concentration does) disabling the extension allows the effect to work properly.

Other extensions (forge and otherwise) i have loaded include;
5E - Advanced Effects
5E - Automatic Mirror Image
5E - Polymorphism FGU
Feature: Aura Effects
Feature: Theogeek's Improved Critical

MrDDT
January 9th, 2022, 14:45
I've run into an issue using BCE, when BCE is loaded (forge version) ADVSAVE: [ability] does not function (concentration does) disabling the extension allows the effect to work properly.

Other extensions (forge and otherwise) i have loaded include;
5E - Advanced Effects
5E - Automatic Mirror Image
5E - Polymorphism FGU
Feature: Aura Effects
Feature: Theogeek's Improved Critical

What is "ADVSAVE: [ability]" coding?
This is not part of BCE, nor is it part of base FGU.
You might mean "ADVSAV: [ability]" if that is the case, this is correctly working for me (and it's part of base FGU), while I use BCE.

Rebecca
January 9th, 2022, 14:54
What is "ADVSAVE: [ability]" coding?
This is not part of BCE, nor is it part of base FGU.
You might mean "ADVSAV: [ability]" if that is the case, this is correctly working for me (and it's part of base FGU), while I use BCE.

Excuse me, made a typo, ADVSAV: [ability] (example, "ADVSAV: wisdom") is not working for me while BCE is loaded
A little extra testing, looks like stuff like "Magic Resistance" also does not work while BCE is loaded

MrDDT
January 9th, 2022, 15:30
Excuse me, made a typo, ADVSAV: [ability] (example, "ADVSAV: wisdom") is not working for me while BCE is loaded
A little extra testing, looks like stuff like "Magic Resistance" also does not work while BCE is loaded

All this is working for me, maybe you using another ext also that is conflicting?

In the picture, you can see only BCE loaded, and the first roll was without "ADVSAV: strength", the second was when I applied the effect.

Rebecca
January 9th, 2022, 15:41
All this is working for me, maybe you using another ext also that is conflicting?

In the picture, you can see only BCE loaded, and the first roll was without "ADVSAV: strength", the second was when I applied the effect.

I doubt it's another ext, but i haven't tested yet, i'll do that when i'm back at my PC

MrDDT
January 9th, 2022, 15:44
I doubt it's another ext, but i haven't tested yet, i'll do that when i'm back at my PC

I use 3 of those 5 exts you listed. I do not use AURA or CRIT one, however, the reason I don't use AURA one is because it does have some conflicting coding with a few of the other exts I use (I use 70+ exts).
In the picture above I only used BCE.
It is working with my other exts.

I would suggest make sure you using the most updated version, and try turning off the other exts and see if it still does it. I would start with AURA one.

Rebecca
January 9th, 2022, 16:50
I just tested the extensions i'm using.
Any extension paired with BCE, ADVSAV didn't work.
BCE by itself, ADVSAV didn't work.
Tested Aura Effects by itself, ADVSAV worked.
Ran update.
Tested BCE by itself, ADVSAV worked.
Tested all extensions at once, ADVSAV worked.
FGU was last updated yesterday by fiance.
I have no goddamn idea what's what anymore, i'm doubting whether i got the coding wrong before i made my initial post, but i had 2 people help me with those before, anyway, it works.

digimatt
January 9th, 2022, 16:57
Somewhat similar issue, with BCE enabled I can't apply adv/dis to ANY saves, using the modifier buttons, effects, or any other method. I've tried disabling all other extensions but no luck.

Rebecca
January 9th, 2022, 16:58
Somewhat similar issue, with BCE enabled I can't apply adv/dis to ANY saves, using the modifier buttons, effects, or any other method. I've tried disabling all other extensions but no luck.

Update, worked for me, somehow, i'm not going to question the magic anymore.

digimatt
January 9th, 2022, 17:47
Thanks, an additional update took care of it for me too.

BushViper
January 9th, 2022, 17:49
I just tested the extensions i'm using.
Any extension paired with BCE, ADVSAV didn't work.
BCE by itself, ADVSAV didn't work.
Tested Aura Effects by itself, ADVSAV worked.
Ran update.
Tested BCE by itself, ADVSAV worked.
Tested all extensions at once, ADVSAV worked.
FGU was last updated yesterday by fiance.
I have no goddamn idea what's what anymore, i'm doubting whether i got the coding wrong before i made my initial post, but i had 2 people help me with those before, anyway, it works.

The FG updater is a fickle beast. Occasionally, I've found that I have to run the updater several times for the updates to stick. It may be that the published updates haven't made it through the 'approval' process, but whatever the problem is, running an update a few times has solved many a problem for me.

mattekure
January 9th, 2022, 18:11
The 5E status indicators extension is having an odd conflict with the Better Combat Extension. When a creature puts a SAVEE effect on another creature to force them to make ongoing saving throws, when they make it it forces the creature that put the effect on the creature to make it instead but also does some weird stuff where it still might remove the effect from them. This was tested in a campaign with only it and Better Combat Effects on. Leaving this where both extension creators can see it

https://cdn.discordapp.com/attachments/713512492944457789/929659200550862889/unknown.png

I've pushed a fix for this.

MrDDT
January 9th, 2022, 21:32
I've pushed a fix for this.

Thanks not getting this error anymore so thats great.

BlazingAzureCrow
January 9th, 2022, 22:53
I've pushed a fix for this.

Thank you! Already said over on your Discord, but I really appreciate your work.

Rebecca
January 10th, 2022, 11:31
The FG updater is a fickle beast. Occasionally, I've found that I have to run the updater several times for the updates to stick. It may be that the published updates haven't made it through the 'approval' process, but whatever the problem is, running an update a few times has solved many a problem for me.

You know that does make sense and would neatly explain the issue, probably just safest to update before every game.

rhagelstrom
January 11th, 2022, 03:52
I just saw this thread and it blew up. Everyone seems good with things working?

Rebecca
January 11th, 2022, 09:43
Indeed, no issues here, apologies for blowing up the thread

rhagelstrom
January 13th, 2022, 18:43
Version Update: 2.27
Fixed - 5E - SDC correctly accounting for bonuses from power group settings

Nebs
January 14th, 2022, 17:46
50977

Still having an issue with the add-on causing weird bonus calculations. I'm using the 2.27 update as you can see in the screenshot, and I'm on the latest version of FGU. BCE is the only extension I have enabled.
The image shows a character with proficiency bonus of 6 and charisma bonus of 3 with a DC of 26 that should only be 17 for their Hold Person save.

Thanks for all of your work��

anathemort
January 14th, 2022, 20:55
I can second the findings from Nebs with a 5E campaign and no other extensions besides BCE 2.27. It appears to be related to proficiency. Here's a level 1 character with a Save DC of 18, when it should be 15.
50981

Removing proficiency from the Save DC reduces by 4, instead of 2:
50982

And with BCE disabled, no other extensions, to show what is expected:
50983

rhagelstrom
January 14th, 2022, 21:49
Version Update 2.28
Fixed - 5E - Fix for bonehead screwup accounting for bonuses from power group settings
Fixed - 5E - BCE Tags that are associated with an attack action are now compatible with Advance Effects extension's Action Only

Somehow I ended up calling the eval function twice! Sorry for the inconvenience


50977

Still having an issue with the add-on causing weird bonus calculations. I'm using the 2.27 update as you can see in the screenshot, and I'm on the latest version of FGU. BCE is the only extension I have enabled.
The image shows a character with proficiency bonus of 6 and charisma bonus of 3 with a DC of 26 that should only be 17 for their Hold Person save.

Thanks for all of your work��

BlazingAzureCrow
January 15th, 2022, 01:36
I have no idea what the conflict is, but when BCE is on I'm getting an issue when I roll tables, where the following error occurs and nothing rolls:

"Script execution error: [string "scripts/manager_effect_bce5E.lua"]:112:attempt to index local 'rActor' (a nil value)"

I'm trying to figure out in a test campaign what other extensions are interacting to cause it because it's not BCE on its own. Since it calls out "BCE" in the error line I figured I'd drop it here just in case something was obvious that I don't have the knowledge to notice. This error has only been happening as of today.

rhagelstrom
January 15th, 2022, 01:58
I have no idea what the conflict is, but when BCE is on I'm getting an issue when I roll tables, where the following error occurs and nothing rolls:

"Script execution error: [string "scripts/manager_effect_bce5E.lua"]:112:attempt to index local 'rActor' (a nil value)"

I'm trying to figure out in a test campaign what other extensions are interacting to cause it because it's not BCE on its own. Since it calls out "BCE" in the error line I figured I'd drop it here just in case something was obvious that I don't have the knowledge to notice. This error has only been happening as of today.

I just pushed a fix for this. 2.29

BlazingAzureCrow
January 15th, 2022, 02:05
Fixed! Thank you!

Drogo210
January 15th, 2022, 15:10
I have an issues with SAVEONDMG. it seems not work. (Only BCE on)

rhagelstrom
January 15th, 2022, 22:29
Version Update: 2.30
Fixed - SAVEONDMG not working


I have an issues with SAVEONDMG. it seems not work. (Only BCE on)

ReelaK
January 16th, 2022, 14:42
I'm having an issue where my NPC is not adding it's Con save bonus on a SAVES role.

Setup:
1. NPC has a +2 to constitution, and is proficient in constitution saving throws for a total of a +6. (Used an aboleth to test)
2. Applied the following effect to the NPC--> Searing Smite (C); SAVES: CON [SDC] (R); SAVEDMG: 1d6 fire
3. Once applied, [SDC] resolves to 15

At the start of the NPC's turn, FG roles the saving throw, but it only roles a d20 and does not include the +6 in the saving throw role.

MrDDT
January 16th, 2022, 17:02
I'm having an issue where my NPC is not adding it's Con save bonus on a SAVES role.

Setup:
1. NPC has a +2 to constitution, and is proficient in constitution saving throws for a total of a +6. (Used an aboleth to test)
2. Applied the following effect to the NPC--> Searing Smite (C); SAVES: CON [SDC] (R); SAVEDMG: 1d6 fire
3. Once applied, [SDC] resolves to 15

At the start of the NPC's turn, FG roles the saving throw, but it only roles a d20 and does not include the +6 in the saving throw role.

Having the same issues. NPCs or PCs.
It's not just limited to SAVES either

Also another issue, is that SAVEA doesn't seem to be working when its applied, its not forcing the save when the effect is applied.

BlazingAzureCrow
January 16th, 2022, 21:25
I can also confirm that proficiency bonuses aren't being added to ongoing saves.

rhagelstrom
January 16th, 2022, 22:17
Version update. 2.31
fixed - proficiency bonus among other things not being applied to ongoing saves. incorrect actor passed
fixed - SAVEA not processing. Removed from AE evaluation
update - Documentation update

anathemort
January 17th, 2022, 00:36
I had an issue where Requested Rolls were not going to the owning PC when I added from the Effects window and added a BCE tag after the fact (described here (https://www.fantasygrounds.com/forums/showthread.php?70407-5E-Requested-Rolls&p=636010&viewfull=1#post636010)). Should I look for that to be fixed with 2.31, "incorrect actor passed"?

rhagelstrom
January 17th, 2022, 01:38
I had an issue where Requested Rolls were not going to the owning PC when I added from the Effects window and added a BCE tag after the fact (described here (https://www.fantasygrounds.com/forums/showthread.php?70407-5E-Requested-Rolls&p=636010&viewfull=1#post636010)). Should I look for that to be fixed with 2.31, "incorrect actor passed"?

I don't think it'll fix the issue. But I'll take a look at what is going on.

skorski
January 20th, 2022, 03:24
Is this project open source? I'd like to see how the machinery works to better understand what some of the features do, and help out here and there if I can.

rhagelstrom
January 20th, 2022, 03:40
Is this project open source? I'd like to see how the machinery works to better understand what some of the features do, and help out here and there if I can.

The .ext is secretly a zip file. it is located in your fantasy grounds/extension directory. If you rename it to .zip you can browse the source.

skorski
January 20th, 2022, 03:48
I knew that....but did not put 2 and 2 together.

DISSAV: intelligence; RESTL

MrDDT
January 20th, 2022, 03:50
I knew that....but did not put 2 and 2 together.

DISSAV: intelligence; RESTL

Get some rest, it will be awesome to see if this can get better under the hood.

I know I was talking to some people and it seems like FGU is starting to work harder and harder as the EXT increase.

rhagelstrom
January 23rd, 2022, 05:10
Everyone:

II’ve partnered with Grim Press and together we have released Better Combat Effects Gold for 5E (https://forge.fantasygrounds.com/shop/items/155/view) which tightly integrates with 5e Automatic Effects (https://www.dmsguild.com/product/352166/Fantasy-Grounds-5E-Automatic-Effects--All-Rule-Books-BUNDLE&affiliate_id=1549348&src=GrimPress). By partnering with Grim Press, I knew that our products would greatly complement each other and that additional time working with the team would also be needed. I am continuing to offer Better Combat Effects free and will support it with bug fixes, SW changes. New features for 5E will happen in BCEG. Future work for Better Combat Effects will focus on stability, and fixes for 3.5E/PFRPG/4E for better compatibilty. I hope that you will agree with me and continue to support the extension as you always have.

spoonhead
January 23rd, 2022, 10:19
In the description of BCEG, it mentions a module for all the instructions, but I can't seem to find it in the module list.

knorbet77
January 23rd, 2022, 10:42
In the description of BCEG, it mentions a module for all the instructions, but I can't seem to find it in the module list.

See here https://www.fantasygrounds.com/forums/showthread.php?72284-5E-Better-Combat-Effects-Gold&p=637014&viewfull=1#post637014

rhagelstrom
January 24th, 2022, 02:11
Version update: 2.32
Fixed - DMGAT,DMGRT,DMGDT - not working when Advanced Effects extension is loaded
Fixed - effects with , then space was inadvertently removing the space @TheoGeek should fix the issue with Equipped Effects


In the description of BCEG, it mentions a module for all the instructions, but I can't seem to find it in the module list.

Sorry there was a bad upload where it was missed. It is live now or you can download it straight from in the BCEG thread in paid

TheoGeek
January 24th, 2022, 03:00
That did the trick, thanks!

Svandal
January 25th, 2022, 16:27
For your information rhagelstrom, this is an effects builder, it is really nice. And it can work with other extensions, but requires some work:
https://www.fantasygrounds.com/forums/showthread.php?72159-Effect-Builder

Also, my bug report with (https://www.fantasygrounds.com/forums/showthread.php?68831-Better-Combat-Effects&p=634485&viewfull=1#post634485) pathfinder ruleset with SAVEDMG and everything related to the SAVExxx effects does not work. It rolls save, but it does nothing more after it rolls (it does nothing on either failed or success on the save)

rhagelstrom
January 27th, 2022, 01:47
For your information rhagelstrom, this is an effects builder, it is really nice. And it can work with other extensions, but requires some work:
https://www.fantasygrounds.com/forums/showthread.php?72159-Effect-Builder

Also, my bug report with (https://www.fantasygrounds.com/forums/showthread.php?68831-Better-Combat-Effects&p=634485&viewfull=1#post634485) pathfinder ruleset with SAVEDMG and everything related to the SAVExxx effects does not work. It rolls save, but it does nothing more after it rolls (it does nothing on either failed or success on the save)

Yes I was looking at the effect builder and am planning to support it at some point. The Pathfinder saves issue is now at the top of my issue list.

rhagelstrom
January 27th, 2022, 01:52
Version update: 2.33
Fixed - Conflict with Requested Rolls where the GM would get roll requests for the PC on ongoing saves
Fixed - Conflict with Automatic Shield Master

A bit about requested rolls. It won't ask the player to roll for ongoing saves. This might be revisited at some point. My thought right now on it is that when a NPC such as a dragon performs frightful presence, Requested Rolls isn't asking the PC for that save either, which is exactly the type of functionality ongoing saves is automating. Now it may be user error on my end and it does ask the PC for that save but I couldn't get it to work.

elfmage
January 27th, 2022, 15:26
Hello,

I think an update broke the DMGA function. This used to apply damage on application of the effect now it just applies the effect as expected and removes itself after the duration has expired. I have a barbarian that uses Storm Aura where this used to work a couple weeks ago: "Storm Aura; AURA: 10 all; Storm Aura; IF: FACTION(notself); DMGA: 3 fire"

I tried both simply "DMGA: 1d6 fire"/ "DMGA: 3 fire" and the one references in the forums "AURA: 10 all; Barbarian Raging Storm Desert; DMGA: 2 fire" all apply the effect then remove once the duration is finished but none apply damage.

I am only using the AURA Effects and Better Combat Effects extensions.

rhagelstrom
January 27th, 2022, 16:53
Hello,

I think an update broke the DMGA function. This used to apply damage on application of the effect now it just applies the effect as expected and removes itself after the duration has expired. I have a barbarian that uses Storm Aura where this used to work a couple weeks ago: "Storm Aura; AURA: 10 all; Storm Aura; IF: FACTION(notself); DMGA: 3 fire"

I tried both simply "DMGA: 1d6 fire"/ "DMGA: 3 fire" and the one references in the forums "AURA: 10 all; Barbarian Raging Storm Desert; DMGA: 2 fire" all apply the effect then remove once the duration is finished but none apply damage.

I am only using the AURA Effects and Better Combat Effects extensions.

I'll give this a test.

alvaconklin
February 6th, 2022, 17:23
Has conflict with Automatic Death Resistance Extension

MrDDT
February 6th, 2022, 18:46
Has conflict with Automatic Death Resistance Extension

Whats the conflict?
Can you give examples? I use both.

alvaconklin
February 6th, 2022, 18:52
When a creature with one of the automatic death resistance effects or the Zombie is dropped to 0 HP they are revived but with the prone condition.51342

MrDDT
February 6th, 2022, 18:55
When a creature with one of the automatic death resistance effects or the Zombie is dropped to 0 HP they are revived but with the prone condition.

Yep, I can see this issue.

Something I deal with when using both. Not sure anything either ext person can do but good to note.

alvaconklin
February 6th, 2022, 19:17
I think that I found the conflict. It isn't a conflict per se. BCE appears to add prone to a creature dropped to 0 HP. Fantasy Grounds doesn't handle a creature dropping prone in this way. FG only adds the unconscious condition to a creature that drops to 0 HP.

Digging even deeper, if the unconscious effect is added to a creature for any reason. eg from a spell (sleep, eyebite...) the prone effect is added.

MrDDT
February 6th, 2022, 19:50
I think that I found the conflict. It isn't a conflict per se. BCE appears to add prone to a creature dropped to 0 HP. Fantasy Grounds doesn't handle a creature dropping prone in this way. FG only adds the unconscious condition to a creature that drops to 0 HP.

Digging even deeper, if the unconscious effect is added to a creature for any reason. eg from a spell (sleep, eyebite...) the prone effect is added.

BCE adds prone when a creature is unconscious as while it's unconscious FGC/FGU also give the prone effect wrapped in unconscious, however, if you remove unconscious in FGU vanilla they are no longer prone. However, in normal use they should still be prone as just being awake does not make one no longer prone they need to use 1/2 movement (on their turn most likely) to stand up. So BCE made it when you get unconscious you also become prone as to help with this issue.

To be honest automatic death resistance should likely need to detect that it would cause them to be 0 and instead of letting them be 0, they would instead be 1 as the trait states. I don't think this is really possible. As the rule is if a creature is unconscious they also become prone. So BCE is doing it correctly however do to limitations of FGU Auto Death Resistance is not able to not prevent them from becoming unconscious it is instead giving them +1 HP. Which also could cause conflicts with other effects too.

alvaconklin
February 6th, 2022, 20:38
I see what your saying for the Automatic Death Resistance. It removes concentration as well. That's actually a pretty big drawback, though i guess it would be the case anyway when knocked to 0 HP.

It's really nice for running Zombie Hordes though.

rhagelstrom
February 6th, 2022, 23:42
I can probably make that prone effect an option so people can toggle if they want it or not.

rhagelstrom
February 7th, 2022, 01:23
Version Update: 2.34
Fixed - DMGA not working as intended
Feature (5E) - Added option to options menu to add prone or not when unconscious
Fixed - BCE Saves not working

Svandal
February 7th, 2022, 20:27
Version Update: 2.34
Fixed - DMGA not working as intended
Feature (5E) - Added option to options menu to add prone or not when unconscious
Fixed - BCE Saves not working

Thank you, Saves now work as intended in pathfinder ruleset. Just in time for my game tomorrow :)

Arnagus
February 15th, 2022, 19:32
@Svandal - on the issue of SAVExxx in Pathfinder (or 3.5e, which I am using): are you using the small letter save abilities (reflex, fortitude, will)? The BCE descriptions refers to the 5e abilities and states "SAVEA: CON 10", but this is indeed for 5e only. E.g. for 3.5e, the Ghoul Touch equivalent requires: "GOTU; Paralyzed; SAVEA: fortitude 12 (R); SAVEE: fortitude 12 (R)"

Kelrugem
February 15th, 2022, 19:42
@Svandal - on the issue of SAVExxx in Pathfinder (or 3.5e, which I am using): are you using the small letter save abilities (reflex, fortitude, will)? The BCE descriptions refers to the 5e abilities and states "SAVEA: CON 10", but this is indeed for 5e only. E.g. for 3.5e, the Ghoul Touch equivalent requires: "GOTU; Paralyzed; SAVEA: fortitude 12 (R); SAVEE: fortitude 12 (R)"

Not sure to which save issue you reply to: But the remaining incompatibility which Svandal mentioned is with respect to my extension (the advanced automation one for 3.5E/PF1). This extension adds the ability that one can code effects in such a way that they only apply with respect to certain actions, like IFTAG: spell; SAVE: 3 (save bonus of +3 only against spells), or IFTAG: apple; AC: 2 (AC bonus of 2 against attacks with tag apple :D) etc.

However, BCE adds ongoing saves if I understood correctly, and so one may try to combine ongoing saves with IFTAG, but that won't work currently :)

Arnagus
February 15th, 2022, 21:03
I see. I am indeed combining quite a lot of extensions (yes, I know, I should not...) like Extended Automation, Aura Effects, Better Combat Effects, Advanced Effects, and Combat Modifier Calculation - many of them originally written for 5e and ported to 3.5e - to automate spells, abilities & feats. The description is not always exactly matching, which also has caused me some head-ache. ABILITY saves, Capitalization (or lack thereof) and missing whitespace are one common issue, so I wanted to point it out as first debug step.

Kelrugem
February 15th, 2022, 23:00
I see. I am indeed combining quite a lot of extensions (yes, I know, I should not...) like Extended Automation, Aura Effects, Better Combat Effects, Advanced Effects, and Combat Modifier Calculation - many of them originally written for 5e and ported to 3.5e - to automate spells, abilities & feats. The description is not always exactly matching, which also has caused me some head-ache. ABILITY saves, Capitalization (or lack thereof) and missing whitespace are one common issue, so I wanted to point it out as first debug step.

No worries, I understand you :D

daddyogreman
February 16th, 2022, 05:40
Just a quick FYI - for BCE Gold the module explaining the modifier tags has a typo - instead of TREGENA for applying a one time regeneration to temporary hit points, it says the tag is TRGENA.

rhagelstrom
February 18th, 2022, 22:14
Version Update: 2.35
Fixed - Issue with damage tags such as SDMGADDT were not working when applied to a player's PC

rhagelstrom
February 18th, 2022, 22:15
Just a quick FYI - for BCE Gold the module explaining the modifier tags has a typo - instead of TREGENA for applying a one time regeneration to temporary hit points, it says the tag is TRGENA.

Thanks I have that fixed in the next push

alvaconklin
February 18th, 2022, 23:43
Effects such as SDMGADDT

Is there something special that I need to do to get this to work? Otherwise it doesn't seem to be fixed.

Arnagus
February 19th, 2022, 14:40
I also either found another bug or do not understand correctly the ability score modification syntax with [aaa-X]. The example for BCE details "Belt of Frost Giant Strength; STR: 19-X;" which should put the strength of the PC to 19. When I apply the effect (via "Advanced Effects") to a PC with strength: 10, the effect "Belt of Frost Giant Strength; STR: 9" is added. This corresponds to a bonus of +9 to strength - but not to a change of the ability strength to 10+9=19.
Did I get this wrong?

alvaconklin
February 19th, 2022, 14:59
I also either found another bug or do not understand correctly the ability score modification syntax with [aaa-X]. The example for BCE details "Belt of Frost Giant Strength; STR: 19-X;" which should put the strength of the PC to 19. When I apply the effect (via "Advanced Effects") to a PC with strength: 10, the effect "Belt of Frost Giant Strength; STR: 9" is added. This corresponds to a bonus of +9 to strength - but not to a change of the ability strength to 10+9=19.
Did I get this wrong?

STR: 19-X
19 is the Strength score that you want. I think here it is the Gauntlets of Ogre Power, but it could be 21 as an example for the Belt of Hill Giant Strength.

X is the Characters base strength score.

rocketvaultgames
February 19th, 2022, 20:17
I can't seem to get Deflect Missiles to work...

Deflect Missiles; DMGR: 1d10 [MONK], [DEX],ranged,bludgeoning,piercing

DMGR works with numbers (Heavy Armor Master is fine but doesn't seem to work with dice/class/ability.

MrDDT
February 19th, 2022, 20:35
I can't seem to get Deflect Missiles to work...

Deflect Missiles; DMGR: 1d10 [MONK], [DEX],ranged,bludgeoning,piercing

DMGR works with numbers (Heavy Armor Master is fine but doesn't seem to work with dice/class/ability.

This should be coded as


Deflect Missiles; DMGR: 1d10, [MONK], [DEX], ranged, bludgeoning, piercing


After the 1d10 it needed a ,

rocketvaultgames
February 19th, 2022, 20:49
Thank you for the fast reply. It still does not work after adding that comma... maybe another extension is conflicting with it.

"1d10" by itself or "[MONK]" by itself or "[DEX]" by itself or in combination do not work, but a number value such as "3" does.

MrDDT
February 19th, 2022, 20:53
Thank you for the fast reply. It still does not work after adding that comma... maybe another extension is conflicting with it.

"1d10" by itself or "[MONK]" by itself or "[DEX]" by itself or in combination do not work, but a number value such as "3" does.

I've tested it with just BCEG loaded.

Can you give me a screen shot? Or hop on discord and maybe we can work it out.

Testing this out more.

Which part is not working?

Is it not reducing the damage? Is it not adding it up correctly?

Is it not removing the effect?

rocketvaultgames
February 19th, 2022, 21:27
I just started a new campaign with only BCEG loaded and I have the same issue... I'm hopeful it's syntax and not an extension conflict at this point.

Copy/pasted effect from your suggestion: no damage reduction.
51560

Changed "1d10, [MONK], [DEX]" to "3": reduces the damage correctly.
51561

Arnagus
February 19th, 2022, 21:37
Since the last update, applying damage in a 3.5e campaign does not work anymore. Fresh 3.5 test campaign with only BCE attached, it only contains a PC and a goblin. Hit the goblin with the dagger, then try to apply damage, and the error occurs. No Effects even used:
[ERROR] Handler error: [string "scripts/manager_action_damage.lua"]:1217: attempt to compare nil with number

This seems to be the following line from the 3.5e ruleset package:
elseif nDamage < 0 the
from the
function decodeDamageText(nDamage, sDamageDesc)

I have to admit that I cannot find the location where the function is called.
51564

MrDDT
February 19th, 2022, 21:41
I just started a new campaign with only BCEG loaded and I have the same issue... I'm hopeful it's syntax and not an extension conflict at this point.

Copy/pasted effect from your suggestion: no damage reduction.
51560

Changed "1d10, [MONK], [DEX]" to "3": reduces the damage correctly.
51561

Are you typing the effect as a DM? or are you applying it to the target?

Because it needs to be applied and not typed in the CT.

rocketvaultgames
February 19th, 2022, 21:58
I was just typing it. I had fundamentally misunderstood how it worked...

I thought it would roll the die in response to the damage roll, but I see now that it rolls upon applying the effect (hence it can't be typed, but a number value can be)

Unfortunately, that seems a little less useful.


Sincere thanks for your help with this though!!

MrDDT
February 19th, 2022, 22:20
I was just typing it. I had fundamentally misunderstood how it worked...

I thought it would roll the die in response to the damage roll, but I see now that it rolls upon applying the effect (hence it can't be typed, but a number value can be)

Unfortunately, that seems a little less useful.


Sincere thanks for your help with this though!!

I don't see it being less useful.

I would like to note that if you use another DMGR, they do not stack using the same types. IE, Heavy Armor Mastery; DMGR: 3 slashing, piercing, bludgeoning. Coupled with this skill, DMGR: 1d10, [MONK], [DEX], slashing, piercing, bludgeoning, ranged.
This will cause an issue that only 1 of the effects will work. Much like using RESIST: 3 all, couple with RESIST: 4 all, will not work add up to 7 resist all.

Also, I suggest because you using this with 5E rules, that you add slashing into your damage types for this effect as there are other ranged missile weapons that fall into this (like hand axes).

rhagelstrom
February 19th, 2022, 22:41
Version Update 2.36
Fixed - Issue with Advanced Effects and Action Only
Fixed - Issue with Advanced Effects and potential for script error

rhagelstrom
February 19th, 2022, 22:42
Since the last update, applying damage in a 3.5e campaign does not work anymore. Fresh 3.5 test campaign with only BCE attached, it only contains a PC and a goblin. Hit the goblin with the dagger, then try to apply damage, and the error occurs. No Effects even used:
[ERROR] Handler error: [string "scripts/manager_action_damage.lua"]:1217: attempt to compare nil with number

This seems to be the following line from the 3.5e ruleset package:
elseif nDamage < 0 the
from the
function decodeDamageText(nDamage, sDamageDesc)

I have to admit that I cannot find the location where the function is called.
51564

Thanks I'll take a look

Arnagus
February 20th, 2022, 12:20
In case it might help in the debug:
the function "decodeDamageText" is only called (in manager_action_damage.lua from 3.5e ruleset) to fill the "rDamageOutput". "nDamage" - which is causing the error - receives its input from "nTotal", which is the last parameter of a function you are replacing (I don't know to code LUA, so I need to take a guess here).

Original:


1277: function applyDamage(rSource, rTarget, bSecret, sRollType, sDamage, nTotal)


In manager_effect_bceDnD.lua:


204: function customApplyDamage(rSource, rTarget, bSecret, sDamage, nTotal)


with a swap afterwards:


-- save off the originals so we play nice with others
applyDamage = ActionDamage.applyDamage
ActionDamage.applyDamage = customApplyDamage


It looks like the "sRollType" parameter is missing, so when "applyDamage" is called e.g. in 3.5E/ct/ct_host.xml, it gets a wrong value:


ActionDamage.applyDamage(nil, rActor, CombatManager.isCTHidden(node), "number", draginfo.getDescription(), draginfo.getNumberData());

Might also be directly in the ruleset (although I believe this is calling the original function) at 3.5E/scripts/manager_action_damage.lua:


applyDamage(rSource, rTarget, (tonumber(msgOOB.nSecret) == 1), msgOOB.sRollType, msgOOB.sDamage, nTotal);


---- Edited (2) ----
There is still an incompatibility with the "Extended automation and overlay" extension - it looks like IMMUNE is no longer working when both extensions are loaded. Still investigating - sorry.

---- Edited (1) ----
I believe I found the fix, but it caused an incompatibility with the "Extended automation and overlay" extension which needs to be fixed there (it does not gently catch calling a replaced function without the additional parameters).



*** BetterCombatEffects/scripts/manager_effect_bceDnD.lua.ORIG
--- BetterCombatEffects/scripts/manager_effect_bceDnD.lua
***************
*** 201,207 ****
return true
end

! function customApplyDamage(rSource, rTarget, bSecret, sDamage, nTotal)
local bDead = false
local nodeSource = nil
local nodeTarget = nil
--- 201,207 ----
return true
end

! function customApplyDamage(rSource, rTarget, bSecret, sRollType, sDamage, nTotal)
local bDead = false
local nodeSource = nil
local nodeTarget = nil
***************
*** 215,221 ****
local nTempHPPrev, nWoundsPrev = getTempHPAndWounds(rTarget)
-- Play nice with others
-- Do damage first then modify any effects
! applyDamage(rSource, rTarget, bSecret, sDamage, nTotal)

-- get temp hp and wounds after damage
local nTempHP, nWounds = getTempHPAndWounds(rTarget)
--- 215,221 ----
local nTempHPPrev, nWoundsPrev = getTempHPAndWounds(rTarget)
-- Play nice with others
-- Do damage first then modify any effects
! applyDamage(rSource, rTarget, bSecret, sRollType, sDamage, nTotal)

-- get temp hp and wounds after damage
local nTempHP, nWounds = getTempHPAndWounds(rTarget)
***************
*** 417,423 ****
end

local nTotal = tonumber(msgOOB.nTotal) or 0;
! customApplyDamage(rSource, rTarget, (tonumber(msgOOB.nSecret) == 1), msgOOB.sDamage, nTotal);
end

-- only for Advanced Effects
--- 417,423 ----
end

local nTotal = tonumber(msgOOB.nTotal) or 0;
! customApplyDamage(rSource, rTarget, (tonumber(msgOOB.nSecret) == 1), msgOOB.sRollType, msgOOB.sDamage, nTotal);
end

-- only for Advanced Effects


I have cross-posed to Kelrugem for the update required in his code: https://www.fantasygrounds.com/forums/showthread.php?50895-Kelrugem-s-extensions&p=640933#post640933


*** "Full OverlayPackage with alternative icons/scripts/manager_action_damage.lua.ORIG"
--- "Full OverlayPackage with alternative icons/scripts/manager_action_damage.lua"
***************
*** 1224,1229 ****
--- 1224,1236 ----
bApplyIncorporeal = true;
end

+ if not bImmune then
+ bImmune = {};
+ end
+ if not bFortif then
+ bFortif = {};
+ end
+
-- IF IMMUNE ALL, THEN JUST HANDLE IT NOW
-- KEL add new output
if bImmune["all"] then

Kelrugem
February 20th, 2022, 19:15
In case it might help in the debug:
the function "decodeDamageText" is only called (in manager_action_damage.lua from 3.5e ruleset) to fill the "rDamageOutput". "nDamage" - which is causing the error - receives its input from "nTotal", which is the last parameter of a function you are replacing (I don't know to code LUA, so I need to take a guess here).

Original:


1277: function applyDamage(rSource, rTarget, bSecret, sRollType, sDamage, nTotal)


In manager_effect_bceDnD.lua:


204: function customApplyDamage(rSource, rTarget, bSecret, sDamage, nTotal)


with a swap afterwards:


-- save off the originals so we play nice with others
applyDamage = ActionDamage.applyDamage
ActionDamage.applyDamage = customApplyDamage


It looks like the "sRollType" parameter is missing, so when "applyDamage" is called e.g. in 3.5E/ct/ct_host.xml, it gets a wrong value:


ActionDamage.applyDamage(nil, rActor, CombatManager.isCTHidden(node), "number", draginfo.getDescription(), draginfo.getNumberData());

Might also be directly in the ruleset (although I believe this is calling the original function) at 3.5E/scripts/manager_action_damage.lua:


applyDamage(rSource, rTarget, (tonumber(msgOOB.nSecret) == 1), msgOOB.sRollType, msgOOB.sDamage, nTotal);


---- Edited (2) ----
There is still an incompatibility with the "Extended automation and overlay" extension - it looks like IMMUNE is no longer working when both extensions are loaded. Still investigating - sorry.

---- Edited (1) ----
I believe I found the fix, but it caused an incompatibility with the "Extended automation and overlay" extension which needs to be fixed there (it does not gently catch calling a replaced function without the additional parameters).



*** BetterCombatEffects/scripts/manager_effect_bceDnD.lua.ORIG
--- BetterCombatEffects/scripts/manager_effect_bceDnD.lua
***************
*** 201,207 ****
return true
end

! function customApplyDamage(rSource, rTarget, bSecret, sDamage, nTotal)
local bDead = false
local nodeSource = nil
local nodeTarget = nil
--- 201,207 ----
return true
end

! function customApplyDamage(rSource, rTarget, bSecret, sRollType, sDamage, nTotal)
local bDead = false
local nodeSource = nil
local nodeTarget = nil
***************
*** 215,221 ****
local nTempHPPrev, nWoundsPrev = getTempHPAndWounds(rTarget)
-- Play nice with others
-- Do damage first then modify any effects
! applyDamage(rSource, rTarget, bSecret, sDamage, nTotal)

-- get temp hp and wounds after damage
local nTempHP, nWounds = getTempHPAndWounds(rTarget)
--- 215,221 ----
local nTempHPPrev, nWoundsPrev = getTempHPAndWounds(rTarget)
-- Play nice with others
-- Do damage first then modify any effects
! applyDamage(rSource, rTarget, bSecret, sRollType, sDamage, nTotal)

-- get temp hp and wounds after damage
local nTempHP, nWounds = getTempHPAndWounds(rTarget)
***************
*** 417,423 ****
end

local nTotal = tonumber(msgOOB.nTotal) or 0;
! customApplyDamage(rSource, rTarget, (tonumber(msgOOB.nSecret) == 1), msgOOB.sDamage, nTotal);
end

-- only for Advanced Effects
--- 417,423 ----
end

local nTotal = tonumber(msgOOB.nTotal) or 0;
! customApplyDamage(rSource, rTarget, (tonumber(msgOOB.nSecret) == 1), msgOOB.sRollType, msgOOB.sDamage, nTotal);
end

-- only for Advanced Effects


I have cross-posed to Kelrugem for the update required in his code: https://www.fantasygrounds.com/forums/showthread.php?50895-Kelrugem-s-extensions&p=640933#post640933


*** "Full OverlayPackage with alternative icons/scripts/manager_action_damage.lua.ORIG"
--- "Full OverlayPackage with alternative icons/scripts/manager_action_damage.lua"
***************
*** 1224,1229 ****
--- 1224,1236 ----
bApplyIncorporeal = true;
end

+ if not bImmune then
+ bImmune = {};
+ end
+ if not bFortif then
+ bFortif = {};
+ end
+
-- IF IMMUNE ALL, THEN JUST HANDLE IT NOW
-- KEL add new output
if bImmune["all"] then


Thank you very much about investigating this and the incompatibility with my extension :) Sadly, your mentioned approach may not fix the compatibility with my extension as I wrote here: https://www.fantasygrounds.com/forums/showthread.php?50895-Kelrugem-s-extensions&p=640941&viewfull=1#post640941

(I link it here, too, such that Ryan can read it, too, if desired :) In short: For compatibility with my extension any damage application has to go through onDamage, not applyDamage)

rhagelstrom
February 21st, 2022, 02:15
(I link it here, too, such that Ryan can read it, too, if desired :) In short: For compatibility with my extension any damage application has to go through onDamage, not applyDamage)

Well I had all that in onDamage but the thing is onDamage is never called by the player or the server when a damage roll is made by the player, which is what got us into this mess in the first place. I could be missing something though if you want to educate.

Arnagus - yes I was going to suggest that fix until I can get it sorted out in the meantime. It is a ruleset difference.

Arnagus

Kelrugem
February 21st, 2022, 08:47
Well I had all that in onDamage but the thing is onDamage is never called by the player or the server when a damage roll is made by the player, which is what got us into this mess in the first place. I could be missing something though if you want to educate.

Oh, are you sure? That would be certainly a difference between 3.5E/PF1 and 5E; in 3.5E/PF1 players call that function, too. onDamage will activate an OOB messaging procedure for handling applying damage such that also clients can adjust the wound fields etc. :) Maybe 5E does not have that OOB messaging in the same place? In 3.5E/PF1 onDamage is one of the first functions called when rolling damage via the typical handlers activated by the roll type (here damage) :)

rhagelstrom
February 21st, 2022, 15:16
Oh, are you sure? That would be certainly a difference between 3.5E/PF1 and 5E; in 3.5E/PF1 players call that function, too. onDamage will activate an OOB messaging procedure for handling applying damage such that also clients can adjust the wound fields etc. :) Maybe 5E does not have that OOB messaging in the same place? In 3.5E/PF1 onDamage is one of the first functions called when rolling damage via the typical handlers activated by the roll type (here damage) :)

I'm rolling BCE back to 2.34 until I can figure out what is actually happening.

Kelrugem
February 21st, 2022, 17:39
I'm rolling BCE back to 2.34 until I can figure out what is actually happening.

Thank you, and sorry for the trouble :)

If you need help, let me know, I can also look at it; I am just a bit occupied right now (moving to Taipei) :)

skester
February 21st, 2022, 18:15
Hi,

I was just wondering if I could get a screenshot of how to set up the effects on a GHOUL on the NPC sheet for FGU? I'm just starting to get into the more than basic usage of FGU.

Thanks,

Arnagus
February 21st, 2022, 20:57
Many thanks - confirmed that IMMUNE is working again in 3.5e (and the script error is gone).

Arnagus
February 21st, 2022, 21:16
@skester - here you go (3.5e version of saves):
51611
51612
51613
Keep in mind that this is still the 5e behavior of Ghoul Claws (save when applying, save every round after) instead of 3.5e behavior (save when applying, stays for 1d4+1 rounds) as there is (to my knowledge) no way to set a duration.

Svandal
March 11th, 2022, 20:18
Latest fantasy grounds unity. Windows 10. Better combat effect v 2.34. Pathfinder 1 ruleset (PFRPG)
No other extensions.
I think all (or most) these find did work before, it might have been all the way back to version 2.23 since BCE was broken in version 2.24 for pathfinder for a while :)
I have tested everything else, so what I did not report here works as intended for pathfinder ruleset unless I missed something.


SAVEA does not work at all. Example:
SAVEA: will 10
This does nothing. It only says Effect ..... expired without rolling anything


SAVEONDMG does not work. Example:
SAVEONDMG: reflex 10
effect is placed on character A
When character A takes damage no roll is made.


SDMGOS does not work with dice. Example:
"SDMGOS: 2d6" does not work
"SDMGOS: 2" does work
"DMGOE: 2d6" does work
"SDMGOE: 2d6" does work


STACK This effect also work in Pathfinder. It only says 5E in forge

Arnagus
March 13th, 2022, 17:07
I guess you need to add the following to your list of effect components no longer working (and actually throwing an error):

ability: value-X (e.g. STR: 19-X)

This seems to be caused by the CoreRPG function (manager_dice.lua): convertStringToDice

Suggested Fix:

*** rulesets/CoreRPG/scripts/manager_dice.lua.ORIG
--- rulesets/CoreRPG/scripts/manager_dice.lua
***************
*** 233,238 ****
--- 233,240 ----
for i = 1, nDieCount do
table.insert(tDice, sDieType);
end
+ elseif vTerm and vTerm == "-X" then
+ nMod = 0;
end
end
end

*** Update 2022-03-20 ***
I have put above fixed function into a small extension (to avoid repeated correction of updated CoreRPG and for an easy "take over" by Ryan) and attached it to this post. Just drop into the usual FGU\extensions folder until Ryan fixed BCE.

*** Update 2022-05-04 ***
May the fourth... be with you. I have removed the package again as Ryan fixed BCE.


*** For reference reasons, I keep below alternative, however, with the attached package, it is no longer needed ***

If this is not feasible, it can be also fixed in BCE, however, this would change the syntax as a space in-between the value and the "-X" would be needed:

ability: value -X (e.g. STR: 19 -X)


Here the alternative:

*** extensions/BetterCombatEffects/scripts/manager_effect_bceDnD.lua.ORIG
--- extensions/BetterCombatEffects/scripts/manager_effect_bceDnD.lua
***************
*** 325,339 ****
if(rEffectComp.remainder[1]:match("%-X")) then
local sMod = rEffectComp.remainder[1]:gsub("%-X", "")
local nMod = tonumber(sMod)
if nMod ~= nil then
if(nMod > nAbility) then
nAbility = nMod - nAbility
else
nAbility = 0
end
--Exception for Mad Nomads effects display extension
local sReplace = rEffectComp.type .. ":" ..tostring(nAbility)
! local sMatch = rEffectComp.type ..":%s-%d+%-X"
rNewEffect.sName = rNewEffect.sName:gsub(sMatch, sReplace)
end
end
--- 325,340 ----
if(rEffectComp.remainder[1]:match("%-X")) then
local sMod = rEffectComp.remainder[1]:gsub("%-X", "")
local nMod = tonumber(sMod)
+ if nMod == nil then nMod = rEffectComp.mod; end
if nMod ~= nil then
if(nMod > nAbility) then
nAbility = nMod - nAbility
else
nAbility = 0
end
--Exception for Mad Nomads effects display extension
local sReplace = rEffectComp.type .. ":" ..tostring(nAbility)
! local sMatch = rEffectComp.type ..":%s-%d+%s?%-X"
rNewEffect.sName = rNewEffect.sName:gsub(sMatch, sReplace)
end
end

Lengthy Explanation:
STR: 19-X will be passed from BCE manager_effect_bceDnD.lua in function replaceAbilityScores to the CoreRPG (manager_effect.lua) function parseEffectCompSimple. It is split into 19 and "-X", where "-X" is (with the updated CoreRPG function) processed into a dice component with a minus and dropped (there is no "X" die) but the 19 makes it into a modification value rEffectComp.mod.
As from the dice processing a modification value is returned, the string is considered parsed and not added in his original form "19-X" to the "rEffectComp.remainders" (which are picked up by replaceAbilityScores to process the ability replacement - this is why my preferred fix simply drops the rEffectComp.mod so the string is considered unparsed). The return of an rEffectComp.mod causes the error as replaceAbilityScores expects such a rEffectComp.remainder to arrive, instead it is empty.
The preferred option is obviously to make the dice processing aware of the "-X". Alternatively make "-X" a separate effect component (with a space in-between 19 and "-X") - but this will require update of all effects using the original syntax.

keill_undead
March 20th, 2022, 06:55
Can u add effect to make deal half damage lake weakens?

Svandal
March 25th, 2022, 15:24
I have a request that would help me out with my automation in my games. (Pathfinder 1st edition ruleset, but might also apply for other rulesets)
Can you cap temporary hit points at minimum 0 (which means that if an effect would apply negative temporary hit points it will not go below 0 temporary hit points)

I am pretty sure there is no such thing as negative temporary hit points in pathfinder? And if I have 20 hit points and -100 temporary hit points I am still not dead in the game, so it does not look like negative temporary hit points is supported in the ruleset.

And it would help me out if temporary hit points can not go below 0. I have an ability that lets me get temporary hit points each round that only lasts 1 round. So I would like to code it as an effect like this:
Berserk; TREGENS: -5; TREGENS: +5
That way the temporary hit points will never go above 5.

Bonkon
March 31st, 2022, 01:06
Good Day Rhagelstrom :)
Love this extension! So many improvements to FG! :)
I have not used the Aura effect for a bit due to the cleric not casting Spirit Guardians for a few sessions. We had some issues of multiple targeting and damage. I opened a fresh test campaign with only Aura Effects and Better Combat Effects extensions and using following effect on the caster:

AURA: 15 foe; Spirit Guardians; IF: FACTION(notself); SAVEA: WIS [SDC] (M)(H); SAVES: WIS [SDC] (M)(H); SAVEDMG: 3d8 radiant,spell,magic (C)

Upon entering the aura it targets a creature multiple times (from 2 to 4) rolling saves and damage and the damage shows untyped. Plus it adds another effect and rolls saves and damage for every step taken.

The applied effect is:

FROMAURA; Spirit Guardians; IF: FACTION(notself); SAVES: WIS 14 (M)(H); SAVEDMG: 3d8 radiant,spell,magic (C)

When leaving the aura it was not removing the effect and adds more if the NPC moves back in.

When only running the Aura extension it adds and removes the effect correctly.

Thanks :)

keill_undead
April 5th, 2022, 03:08
Headband of Intellect; INT: 19-X
Belt of Frost Giant Strength; STR: 19-X


this don"t work

Arnagus
April 5th, 2022, 06:35
Headband of Intellect; INT: 19-X
Belt of Frost Giant Strength; STR: 19-X


this don"t work

Work-around in post #420 https://www.fantasygrounds.com/forums/showthread.php?68831-Better-Combat-Effects&p=643789#post643789

Bonkon
April 18th, 2022, 21:31
Good Day Rhagelstrom :)
Love this extension! So many improvements to FG! :)
I have not used the Aura effect for a bit due to the cleric not casting Spirit Guardians for a few sessions. We had some issues of multiple targeting and damage. I opened a fresh test campaign with only Aura Effects and Better Combat Effects extensions and using following effect on the caster:

AURA: 15 foe; Spirit Guardians; IF: FACTION(notself); SAVEA: WIS [SDC] (M)(H); SAVES: WIS [SDC] (M)(H); SAVEDMG: 3d8 radiant,spell,magic (C)

Upon entering the aura it targets a creature multiple times (from 2 to 4) rolling saves and damage and the damage shows untyped. Plus it adds another effect and rolls saves and damage for every step taken.

The applied effect is:

FROMAURA; Spirit Guardians; IF: FACTION(notself); SAVES: WIS 14 (M)(H); SAVEDMG: 3d8 radiant,spell,magic (C)

When leaving the aura it was not removing the effect and adds more if the NPC moves back in.

When only running the Aura extension it adds and removes the effect correctly.

Thanks :)

Good Day All :)
Am I the only one having issues like this one? I have spent the last couple weeks trying to figure out how to not have issues with Spirit Guardians. It applies multiple times upon entering, making saves and damage each time. Then every step moved into it adds another effect. And moving out of the aura does not drop the effects.
Thanks :)

nephranka
April 18th, 2022, 22:17
Good Day All :)
Am I the only one having issues like this one? I have spent the last couple weeks trying to figure out how to not have issues with Spirit Guardians. It applies multiple times upon entering, making saves and damage each time. Then every step moved into it adds another effect. And moving out of the aura does not drop the effects.
Thanks :)

I used: AURA: 15 foe; Spirit Guardians; IF: FACTION(notself); SAVES: WIS 15 (M)(H); SAVEA: WIS 15 (M)(H); SAVEDMG: 3d8 radiant,spell,magic and it is working (I changed [SDC] for ease of testing).

With some notes:
1. You need to flip the order of SAVEA vs SAVES or you will get a dbl roll
2. There will be excessive chat spam but as long as one die is rolled it is good.
3. Drop the (C). With Auras if you keep dropping auras on things the concentration rules will think you are casting different spells and end the old one (assuming you are using the option to enforce concentration). I have my players add an effect like SG; (C) to track duration.
4. This will hit creature in the area when it is first cast (or when the caster moves into a new area) which is not RAW (I believe) so SAVEA will have to be watched when it comes out.
5. I silence all aura notifications.

I split my up so that if a creature runs into it they hit it with a SAVEA otherwise the SAVES book keeps the round to round.

I hope this helps.

Bonkon
April 20th, 2022, 09:29
I used: AURA: 15 foe; Spirit Guardians; IF: FACTION(notself); SAVES: WIS 15 (M)(H); SAVEA: WIS 15 (M)(H); SAVEDMG: 3d8 radiant,spell,magic and it is working (I changed [SDC] for ease of testing).

With some notes:
1. You need to flip the order of SAVEA vs SAVES or you will get a dbl roll
2. There will be excessive chat spam but as long as one die is rolled it is good.
3. Drop the (C). With Auras if you keep dropping auras on things the concentration rules will think you are casting different spells and end the old one (assuming you are using the option to enforce concentration). I have my players add an effect like SG; (C) to track duration.
4. This will hit creature in the area when it is first cast (or when the caster moves into a new area) which is not RAW (I believe) so SAVEA will have to be watched when it comes out.
5. I silence all aura notifications.

I split my up so that if a creature runs into it they hit it with a SAVEA otherwise the SAVES book keeps the round to round.

I hope this helps.

Good Day nephranka :)
Thank you for the info. Apparently my issue is with the SAVEA. No matter what I try I end up with 2-3 rolls and damage. I copy/pasted your effect and still got 2 saves and damage upon entry and continual rolls and damage for all moves inside the aura. The weird thing is it kept stacking effects up until I moved out of the aura range. The effects were still there and I had to manually had to remove them. (My poor Aarakocra had 15 on him once!)
If I remove the SAVEA the round to round with SAVES works fine.
I will have the player manually do the entry rolls. :)

nephranka
April 20th, 2022, 10:52
Good Day nephranka :)
Thank you for the info. Apparently my issue is with the SAVEA. No matter what I try I end up with 2-3 rolls and damage. I copy/pasted your effect and still got 2 saves and damage upon entry and continual rolls and damage for all moves inside the aura. The weird thing is it kept stacking effects up until I moved out of the aura range. The effects were still there and I had to manually had to remove them. (My poor Aarakocra had 15 on him once!)
If I remove the SAVEA the round to round with SAVES works fine.
I will have the player manually do the entry rolls. :)

I see, you are correct. I can recreate this with BCE. My mistake was I was using BCEG which does not have this behavior. In BCEG the order is all that matters otherwise you could put them together. At least could work around it by splitting the SAVEA and SAVES up.

dbachen
April 21st, 2022, 16:32
BCE Community:
As you may know, Grim Press has partnered with Ryan Hagelstrom, the author of Better Combat Effects, to publish Better Combat Effects Gold.

Unfortunately, something has interrupted our previously excellent communication with Ryan, and we've not heard from him for some time. We hope that he is physically ok and that it is something in real life which is keeping him from his hobby. His presence is missed.

Thanks for your understanding and patience as we work through this unexpected event.

For additional support, please join our Discord server @ https://discord.gg/grimpress

Q: What does this mean for BCEG?
A: WeezelD and deltadave, both members of the Grim Press admin team have taken up the burden of learning LUA, understanding Ryan's code, and providing bugfix releases for the existing codebase. Several bugs have already been fixed (some with the assistance of the community).

Q: What does this mean for BCE?
A: Active development on BCE was halted with the release of BCEG. Some of the bugs exist in both BCEG and BCE, but since BCE isn't published on the Forge under our publishing account, we do not have the ability to release any updates. At this time, the fixes are being added to BCEG only. We will be discussing options such as forum release (pre-forge), but no decisions have been made at this time.

Kelrugem
April 21st, 2022, 17:13
I hope everything is okay with Ryan

Bonkon
April 21st, 2022, 20:06
Good Day All :)
Here is hoping everything is OK with Ryan and he finds the opportunity to return soon. :)

Bonkon
April 21st, 2022, 20:07
I see, you are correct. I can recreate this with BCE. My mistake was I was using BCEG which does not have this behavior. In BCEG the order is all that matters otherwise you could put them together. At least could work around it by splitting the SAVEA and SAVES up.

Good Day nephranka :)
Thanks for verifying this. I will upgrade to BCEG as soon as I can and help support the developers! :)

Svandal
April 22nd, 2022, 22:19
I hope everything is ok with Ryan and that we will hear from him soon.

bmos
April 23rd, 2022, 23:07
Don't worry folks, I just heard from Ryan and he's been really busy lately.

Arnagus
April 24th, 2022, 08:18
Good! Thanks for sharing
Isn't it a crazy world that you can find easily several reasons why to expect the worst? And it's not even unrealistic?

dbachen
April 26th, 2022, 13:19
BCE Community: Following up on my post from last week, I'm happy to say that Ryan H. has escaped the Tarrasque of life and is back with us, so things should be returning to normal.

rhagelstrom
April 29th, 2022, 00:19
The Reports of My Death Have Been Greatly Exaggerated

Anyhow trying to sort out the issues. I think I have the ones captured since late feb and working though them. If you have any more please let me know.

nephranka
April 29th, 2022, 02:28
The Reports of My Death Have Been Greatly Exaggerated

Anyhow trying to sort out the issues. I think I have the ones captured since late feb and working though them. If you have any more please let me know.

Welcome back!

rhagelstrom
April 29th, 2022, 03:03
Version update 2.37

Fixed Issue where aura effects with , in them where adding over and over
Fixed CoreRPG updated broke -X from working properly
Fixed Feedback loop when using EXPIREADD and things that fire on add like REGENA
Fixed README.md was not displaying nicely on github
Fixed Code cleanup with luacheck. Removed a bunch of warnings and all extra whitespace

Morenu
April 30th, 2022, 23:33
Pathfinder 1E

We went to play today and Damage and healing would not apply in automated way (spells, melee, NPC to PC, PC to NPC...) (so any Hp adjustments) and had to be manually dealt with on the CT. everything was working around 2 weeks ago when tested last.

This is the error:
Handler error: [string "scripts/manager_action_damage.lua"]:2005: attempt to compare nil with number

We run ALOT of extensions and removing yours makes everything work. I will try and take the time to find the other extension it is probably conflicting with. I have a list of most of my extensions in my signature.

rhagelstrom
May 1st, 2022, 14:33
Version Update 2.38
Fixed 3.5E script error manager_action_damage.lua due to ruleset change
Fixed 3.5E ongoing saves such as SAVEA not working correctly
Added STACK to 3.5E Documentation
Cleanup of onClose

rhagelstrom
May 1st, 2022, 14:40
Latest fantasy grounds unity. Windows 10. Better combat effect v 2.34. Pathfinder 1 ruleset (PFRPG)
SDMGOS does not work with dice. Example:
"SDMGOS: 2d6" does not work
"SDMGOS: 2" does work
"DMGOE: 2d6" does work
"SDMGOE: 2d6" does work


Could not reproduce. SDMGOS won't fire however if the effect is on the actor who applied the effect (self).

Morenu
May 1st, 2022, 16:05
that was quick :)

well the error message changed but the HP effect (or lack there of ) remained the same

Error now says....Handler error: [string "scripts/manager_action_damage.lua"]:1230: attempt to index local 'bimmune' (a nil value)

Kelrugem
May 1st, 2022, 18:09
that was quick :)

well the error message changed but the HP effect (or lack there of ) remained the same

Error now says....Handler error: [string "scripts/manager_action_damage.lua"]:1230: attempt to index local 'bimmune' (a nil value)

@rhagelstrom: I might be able to help in that regard: bImmune is a variable added by me (if I recall correctly), so, it sounds like an incompatibility of my extension with BCE(G) :) Maybe it helps to push the loadorder? My extensions are below loadorder 50

bmos
May 1st, 2022, 18:43
@rhagelstrom: I might be able to help in that regard: bImmune is a variable added by me (if I recall correctly), so, it sounds like an incompatibility of my extension with BCE(G) :) Maybe it helps to push the loadorder? My extensions are below loadorder 50Or it's just a typo. Variables are case-sensitive and it says bimmune :)

Kelrugem
May 1st, 2022, 19:24
Or it's just a typo. Variables are case-sensitive and it says bimmune :)

Yeah, or that, I also wondered about that, though I thought it may be due to the console :) But indeed, sounds like a typo then :) (the error still sounds like an incompatibility with my extension since it wants to index the bimmune; but there is then probably also an error in the base code where bImmune is a boolean variable)

Svandal
May 1st, 2022, 20:23
that was quick :)

well the error message changed but the HP effect (or lack there of ) remained the same

Error now says....Handler error: [string "scripts/manager_action_damage.lua"]:1230: attempt to index local 'bimmune' (a nil value)


@rhagelstrom: I might be able to help in that regard: bImmune is a variable added by me (if I recall correctly), so, it sounds like an incompatibility of my extension with BCE(G) :) Maybe it helps to push the loadorder? My extensions are below loadorder 50

Pathfinder 1st ruleset.
I can confirm that this error happens to me also when I only use "better combat effects" and your "extended automation and overlay" extension Kel.
It did not throw this error before, so it should be something to do with this latest update.
And it does not happen when only "better combat effect" is loaded.

This happens when I have this effect:
SDMGOS: 2d6
This effect does 2d6 damage at the start of the turn of the source of the effect.
When it is the start of the turn of the source of the effect (when the effect triggers) it throws this error, the damage dice are rolled in the chat, but the damage is not applied to the target.

Svandal
May 1st, 2022, 20:24
Could not reproduce. SDMGOS won't fire however if the effect is on the actor who applied the effect (self).

This works for me now.

rweiher
May 1st, 2022, 22:57
I also identified that it was the Feature: Better Combat Effects extension that is causing errors on damage and heal rolls. Here is my console log if that helps.

[5/1/2022 2:52:15 PM] EXTENSION: Version 1.0
[5/1/2022 2:52:15 PM] EXTENSION: (LINK)\rExtraplanar Containers v1.10-hotfix.2:\rThis extension provides support for extraplanar containers by ignoring the weight of carried (but not equipped) items in supported contaners ('quiver of ehlonna', 'efficient quiver', 'handy haversack', 'portable hole', 'extraplanar', 'weightless', 'of holding', 'donkey','horse', or 'mule').
[5/1/2022 2:52:15 PM] EXTENSION: (LINK)\nPFRPG Malady Tracker v2.3:\nThis extension helps track the duration, saves, effects, and other information relating to maladies. To access it, click the pill bottle button next by the character's hitpoints.\nTo have saving throws rolled automatically based on the in-game clock, you must also be using the Time Manager extension.
[5/1/2022 2:52:15 PM] EXTENSION: Hero Points for CoreRPG Extension v0.1\rCreated by DIE Hard Gaming\r\nMore great resources at \r\(LINK)
[5/1/2022 2:52:15 PM] EXTENSION: Extension (Remove Effect Tag) loaded.
[5/1/2022 2:52:15 PM] EXTENSION: Theme: Pathfinder - Official\rCopyright 2017 Paizo Inc.\rCopyright 2017 SmiteWorks USA, LLC.
[5/1/2022 2:52:15 PM] EXTENSION: Extension (Feature: Harrow Deck) loaded.
[5/1/2022 2:52:15 PM] EXTENSION: Window Saver X v3.4.0 by Zack 'Gkjsdll' Winchell.\r (special credit to James 'lokiare1' Holloway)
[5/1/2022 2:52:15 PM] EXTENSION: (LINK)\nDrain and Permanent Bonuses v1.1:\nThis extension simplifies tracking permanent ability bonuses and abiltiy drain in PF1e
[5/1/2022 2:52:15 PM] EXTENSION: (LINK)\rPFRPG Spell Formatting v1.6:\rThis extension allows full formatting of the spell descriptions linked from the actions tab.
[5/1/2022 2:52:15 PM] EXTENSION: (LINK)\rAdvanced Effects - PFRPG and 3.5E v1.10\rby Celestian, 2017-2021\rported to PFRPG/3.5E by rmilmine with improvements by bmos and SoxMax.
[5/1/2022 2:52:15 PM] EXTENSION: Extended automation, dated at 9 April 2022, for 3.5E and PFRPG rulesets, v. 4.1.16. Copyright 2022 Smiteworks.\rBy darrenan, mr900rr, phixation, tahl_liadon, bmos, DCrumb, RabidPaladin, SoxMax, Cristmo and Kelrugem.
[5/1/2022 2:52:15 PM] EXTENSION: (LINK)\nPFRPG Extra Stat to Saves v2.6-rc.1:\nThis extension adds a second set of ability cyclers on the combat tab so that classes like paladins can add CHA (or any other ablity mod) to their saves
[5/1/2022 2:52:15 PM] EXTENSION: Constant Effect Apply v1.02 for Fantasy Grounds PFRPG ruleset. Copyright 2021 Smiteworks. By darrenan
[5/1/2022 2:52:15 PM] EXTENSION: (LINK)\nPFRPG - Extra Actions v1.1
[5/1/2022 2:52:15 PM] EXTENSION: Enhanced Items v4.4\rFor Fantasy Grounds v3.3+\rOriginal extension by sciencephile with updates by Jwguy, Llisandur, and rmilmine\rAdds useful fields to various types of items.
[5/1/2022 2:52:15 PM] EXTENSION: Advanced Character Inventory Manager v1.4\nThis extension takes consumables added to inventory and adds them to the action tab.
[5/1/2022 2:52:15 PM] EXTENSION: Advanced Item Actions v1.4\nThis extension takes consumables equipped in the inventory and adds them to the action tab.
[5/1/2022 2:52:15 PM] EXTENSION: (LINK)\rPFRPG Live Hitpoints v2.3:\rThis extension automates changes to hitpoints based on an ability score.
[5/1/2022 2:52:15 PM] EXTENSION: 3.5E/PFRPG Enhanced Skills - v1.0 \rby Zarestia, 2021\r---
[5/1/2022 2:52:15 PM] EXTENSION: Has Initiative Indicator v1.5 - CoreRPG+ version.\rBy Celestian, 2018
[5/1/2022 2:52:15 PM] EXTENSION: PFRPG Next Level XP Automation - for Fantasy Grounds\r--v1.0 by Ktz
[5/1/2022 2:52:15 PM] EXTENSION: Better Combat Effects v2.38\rby Ryan Hagelstrom\rContribution MeAndUnique 2021-2022
[5/1/2022 2:52:15 PM] EXTENSION: (LINK)\rCoreRPG - Party Item Identified v1.4\nFor Fantasy Grounds v3.3+\nBy Llisandur, updated by bmos.\rAdds identify buttons to party sheet and parcels.
[5/1/2022 2:52:15 PM] EXTENSION: PFRPG - Raccourcis Actions (v3.3.3_A)\nTeam CQFG - Suivez notre travail sur :\(LINK)
[5/1/2022 2:52:15 PM] EXTENSION: (LINK) \r Attack on Hit Effects v0.3.2 \r Allows attacks to apply effects on hit
[5/1/2022 2:52:16 PM] MEASURE: LOAD - PART 2 - 168.6463592
[5/1/2022 2:53:11 PM] [ERROR] Handler error: [string "scripts/manager_action_damage.lua"]:1230: attempt to index local 'bImmune' (a nil value)

Kelrugem
May 2nd, 2022, 04:26
I also identified that it was the Feature: Better Combat Effects extension that is causing errors on damage and heal rolls. Here is my console log if that helps.

[5/1/2022 2:52:15 PM] EXTENSION: Version 1.0
[5/1/2022 2:52:15 PM] EXTENSION: (LINK)\rExtraplanar Containers v1.10-hotfix.2:\rThis extension provides support for extraplanar containers by ignoring the weight of carried (but not equipped) items in supported contaners ('quiver of ehlonna', 'efficient quiver', 'handy haversack', 'portable hole', 'extraplanar', 'weightless', 'of holding', 'donkey','horse', or 'mule').
[5/1/2022 2:52:15 PM] EXTENSION: (LINK)\nPFRPG Malady Tracker v2.3:\nThis extension helps track the duration, saves, effects, and other information relating to maladies. To access it, click the pill bottle button next by the character's hitpoints.\nTo have saving throws rolled automatically based on the in-game clock, you must also be using the Time Manager extension.
[5/1/2022 2:52:15 PM] EXTENSION: Hero Points for CoreRPG Extension v0.1\rCreated by DIE Hard Gaming\r\nMore great resources at \r\(LINK)
[5/1/2022 2:52:15 PM] EXTENSION: Extension (Remove Effect Tag) loaded.
[5/1/2022 2:52:15 PM] EXTENSION: Theme: Pathfinder - Official\rCopyright 2017 Paizo Inc.\rCopyright 2017 SmiteWorks USA, LLC.
[5/1/2022 2:52:15 PM] EXTENSION: Extension (Feature: Harrow Deck) loaded.
[5/1/2022 2:52:15 PM] EXTENSION: Window Saver X v3.4.0 by Zack 'Gkjsdll' Winchell.\r (special credit to James 'lokiare1' Holloway)
[5/1/2022 2:52:15 PM] EXTENSION: (LINK)\nDrain and Permanent Bonuses v1.1:\nThis extension simplifies tracking permanent ability bonuses and abiltiy drain in PF1e
[5/1/2022 2:52:15 PM] EXTENSION: (LINK)\rPFRPG Spell Formatting v1.6:\rThis extension allows full formatting of the spell descriptions linked from the actions tab.
[5/1/2022 2:52:15 PM] EXTENSION: (LINK)\rAdvanced Effects - PFRPG and 3.5E v1.10\rby Celestian, 2017-2021\rported to PFRPG/3.5E by rmilmine with improvements by bmos and SoxMax.
[5/1/2022 2:52:15 PM] EXTENSION: Extended automation, dated at 9 April 2022, for 3.5E and PFRPG rulesets, v. 4.1.16. Copyright 2022 Smiteworks.\rBy darrenan, mr900rr, phixation, tahl_liadon, bmos, DCrumb, RabidPaladin, SoxMax, Cristmo and Kelrugem.
[5/1/2022 2:52:15 PM] EXTENSION: (LINK)\nPFRPG Extra Stat to Saves v2.6-rc.1:\nThis extension adds a second set of ability cyclers on the combat tab so that classes like paladins can add CHA (or any other ablity mod) to their saves
[5/1/2022 2:52:15 PM] EXTENSION: Constant Effect Apply v1.02 for Fantasy Grounds PFRPG ruleset. Copyright 2021 Smiteworks. By darrenan
[5/1/2022 2:52:15 PM] EXTENSION: (LINK)\nPFRPG - Extra Actions v1.1
[5/1/2022 2:52:15 PM] EXTENSION: Enhanced Items v4.4\rFor Fantasy Grounds v3.3+\rOriginal extension by sciencephile with updates by Jwguy, Llisandur, and rmilmine\rAdds useful fields to various types of items.
[5/1/2022 2:52:15 PM] EXTENSION: Advanced Character Inventory Manager v1.4\nThis extension takes consumables added to inventory and adds them to the action tab.
[5/1/2022 2:52:15 PM] EXTENSION: Advanced Item Actions v1.4\nThis extension takes consumables equipped in the inventory and adds them to the action tab.
[5/1/2022 2:52:15 PM] EXTENSION: (LINK)\rPFRPG Live Hitpoints v2.3:\rThis extension automates changes to hitpoints based on an ability score.
[5/1/2022 2:52:15 PM] EXTENSION: 3.5E/PFRPG Enhanced Skills - v1.0 \rby Zarestia, 2021\r---
[5/1/2022 2:52:15 PM] EXTENSION: Has Initiative Indicator v1.5 - CoreRPG+ version.\rBy Celestian, 2018
[5/1/2022 2:52:15 PM] EXTENSION: PFRPG Next Level XP Automation - for Fantasy Grounds\r--v1.0 by Ktz
[5/1/2022 2:52:15 PM] EXTENSION: Better Combat Effects v2.38\rby Ryan Hagelstrom\rContribution MeAndUnique 2021-2022
[5/1/2022 2:52:15 PM] EXTENSION: (LINK)\rCoreRPG - Party Item Identified v1.4\nFor Fantasy Grounds v3.3+\nBy Llisandur, updated by bmos.\rAdds identify buttons to party sheet and parcels.
[5/1/2022 2:52:15 PM] EXTENSION: PFRPG - Raccourcis Actions (v3.3.3_A)\nTeam CQFG - Suivez notre travail sur :\(LINK)
[5/1/2022 2:52:15 PM] EXTENSION: (LINK) \r Attack on Hit Effects v0.3.2 \r Allows attacks to apply effects on hit
[5/1/2022 2:52:16 PM] MEASURE: LOAD - PART 2 - 168.6463592
[5/1/2022 2:53:11 PM] [ERROR] Handler error: [string "scripts/manager_action_damage.lua"]:1230: attempt to index local 'bImmune' (a nil value)

Thank you :) And also thanks to Svandal and Morenu for their reports :)

Ah, so, it does not look like a typo, @Bmos and @rhagelstrom :) Indeed an incompatibility with my extension ("Extended automation and overlays")

bImmune is a table of boolean variables in my extension, Rhagelstrom. It is not a single boolean variable; it assigns damage dice whether or not there is immunity against them. I do not know your code yet, but can your code be rewritten in such a way that it takes that into account? But I may need to check your code first, because even if the error gets fixed, there might be a chance that some features of our extensions won't work if both are loaded :)

rhagelstrom
May 2nd, 2022, 15:00
Thank you :) And also thanks to Svandal and Morenu for their reports :)

Ah, so, it does not look like a typo, @Bmos and @rhagelstrom :) Indeed an incompatibility with my extension ("Extended automation and overlays")

bImmune is a table of boolean variables in my extension, Rhagelstrom. It is not a single boolean variable; it assigns damage dice whether or not there is immunity against them. I do not know your code yet, but can your code be rewritten in such a way that it takes that into account? But I may need to check your code first, because even if the error gets fixed, there might be a chance that some features of our extensions won't work if both are loaded :)

Should have a fix for this. Its in my development branch but needs testing. Should be out soon

Kelrugem
May 2nd, 2022, 15:03
Should have a fix for this. Its in my development branch but needs testing. Should be out soon

Nice, thank you very much :)

rhagelstrom
May 2nd, 2022, 15:41
Version Update 2.39
Fixed - 3.5E conflict with Kelrugem's Extended Automation and Overlays

Morenu
May 2nd, 2022, 16:22
Woo HOO! Thank You! testing... BTW, any chance the gold version could me made for PF?

Edit...
Damage and Healing works! Thank You!

rhagelstrom
May 3rd, 2022, 14:59
BTW, any chance the gold version could me made for PF?
!
Short answer, probably not.

A lot of the BCEG additions are 5E specific. I feel it would be a maintenance headache to support PF explicitly and I probably wouldn't do it justice. That being said one could probably gain some of its benefits by adding 35E to the extension.xml file to open it up for the PF ruleset. The base is BCE with extra stuff put on top. I believe it should run although I haven't tested it and officially it would be unsupported although simple issues might be resolved with a DM. :)

edit: Actually I know currently it won't work from an issue with BCE and Advanced Effects working properly together but that is on my list of things to resolve

kevininrussia
May 3rd, 2022, 23:14
I'm now getting an error in the 4E ruleset on damage. Was not getting this error before.

Ruleset 4e
Only Better Combat Effects extensions loaded
Add effect DMGO: 5 to character
Next actor button to get to character with effect applied.
Should deduct 5hp but instead get pop up error:
[ERROR] Handler error: [string "scripts/manager_action_damage.lua"]:1393: attempt to concatenate local 'nDamage' (a nil value)

rhagelstrom
May 3rd, 2022, 23:52
Version update: 2.40
Fixed - 4E script error applyDamage

Morenu
May 4th, 2022, 01:09
My DM asked me to post this:

"As an FYI, 'SAVES' and 'SAVEE' uses [ability] for the recurring saves. Listed below, [ability] = STR, CON, DEX, INT, WIS, CHA but you can also use fortitude, reflex, will. Maybe those last three should be added to the list."

He was going to ask me to ask if you regular saves could be added... I suggested he try reflex first just to make sure and they worked. :)

rhagelstrom
May 4th, 2022, 02:00
My DM asked me to post this:

"As an FYI, 'SAVES' and 'SAVEE' uses [ability] for the recurring saves. Listed below, [ability] = STR, CON, DEX, INT, WIS, CHA but you can also use fortitude, reflex, will. Maybe those last three should be added to the list."

He was going to ask me to ask if you regular saves could be added... I suggested he try reflex first just to make sure and they worked. :)

Fair. I'll add them. that is easy as it doesn't even require a version bump

Morenu
May 4th, 2022, 02:50
ok, can I get a hand on syntax for the ongoing save options? I am specifically trying to automate Quasit poison, and possibly multiple failures to save vs the same poison.

Quasit Poison: fort DC13 save, DEX: -1d2 a round until 2 successful saves (does not need to be in a row), duration 6 rounds.

I have an initial save roll at DC13, on a failure I apply:

MULTI: DEX[-1d2]
SAVES: fortitude 13 (R) (6 round duration)

so right now this sort of works. I have to reapply the DEX negative for each failed save. If they save I have to reapply the auto save and "watch" the remaining duration correctly.

I see SAVEADD and assume this is what I should use instead of SAVES but I can not get anything to do it (and It still won't handle the need for 2 saves let alone the poisons that require 2 saves in a row).

I want to do something like this
SAVES: fortitude 13 (R); MULTI: DEX[-1d2]
so if the save is made it stops but if it doesn't, it continues on like an IF statement. (and even better it continues after 1 save and stops after 2nd)

AND... lol

If the same poison is in a persons system the next hit means the DC increases by 2 (stacks) AND if they fail to save vs the new application, then the total duration adds 50% (so 6 becomes 9rnds) I assume there is no mechanics for this?

Thanks for any help :)

Arnagus
May 4th, 2022, 20:44
That being said one could probably gain some of its benefits by adding 35E to the extension.xml file to open it up for the PF ruleset. The base is BCE with extra stuff put on top. I believe it should run although I haven't tested it and officially it would be unsupported although simple issues might be resolved with a DM.

I would really appreciate if you do (as BCEG is encrypted, I cannot do it myself). This way, it would load - with BCE functionality only for 3.5e/PF1 - which is fine by me.

daddyogreman
May 4th, 2022, 21:14
I would really appreciate if you do (as BCEG is encrypted, I cannot do it myself). This way, it would load - with BCE functionality only for 3.5e/PF1 - which is fine by me.

BCEG isn't vaulted - should be sitting right in your extensions directory. "BetterCombatEffectsGold.ext"

Arnagus
May 4th, 2022, 22:02
BCEG isn't vaulted - should be sitting right in your extensions directory. "BetterCombatEffectsGold.ext"

:eek::confused: No comment. It sits right beside "BetterCombatEffects.ext" - and I somehow always thought it sits in the vault. I must have overlooked it 1000 times. :facepalm:

daddyogreman
May 4th, 2022, 22:14
:eek::confused: No comment. It sits right beside "BetterCombatEffects.ext" - and I somehow always thought it sits in the vault. I must have overlooked it 1000 times. :facepalm:

Been there.
;)

Morenu
May 5th, 2022, 00:13
:eek::confused: No comment. It sits right beside "BetterCombatEffects.ext" - and I somehow always thought it sits in the vault. I must have overlooked it 1000 times. :facepalm:

EDIT- Never mind, I bought it and am trying it out (although I would still take that beer and any input you find)

You obviously own it and I would buy it if it adds something useful to PFRPG.

Can you test it and see if this Off Label use of BCEG works error free (mostly) and if any functionality is lost? and maybe what it adds? and maybe get me a beer while you're at it? :)

rhagelstrom
May 5th, 2022, 17:23
ok, can I get a hand on syntax for the ongoing save options? I am specifically trying to automate Quasit poison, and possibly multiple failures to save vs the same poison.

Quasit Poison: fort DC13 save, DEX: -1d2 a round until 2 successful saves (does not need to be in a row), duration 6 rounds.

I have an initial save roll at DC13, on a failure I apply:

MULTI: DEX[-1d2]
SAVES: fortitude 13 (R) (6 round duration)

so right now this sort of works. I have to reapply the DEX negative for each failed save. If they save I have to reapply the auto save and "watch" the remaining duration correctly.

I see SAVEADD and assume this is what I should use instead of SAVES but I can not get anything to do it (and It still won't handle the need for 2 saves let alone the poisons that require 2 saves in a row).

I want to do something like this
SAVES: fortitude 13 (R); MULTI: DEX[-1d2]
so if the save is made it stops but if it doesn't, it continues on like an IF statement. (and even better it continues after 1 save and stops after 2nd)
Thanks for any help :)

If I understand this right you want something like the following but playing with there is an issue. Not sure how it seems to work with 5E maybe it doesn't but I'll push a fix.

Quasit Poison; SAVES: fortitude 13 (R); MULTI: DEX[-1d2]; SAVEADDP: Quasit Poison2
Quasit Poison2; SAVES: fortitude 13 (R); MULTI: DEX[-1d2]




AND... lol

If the same poison is in a persons system the next hit means the DC increases by 2 (stacks) AND if they fail to save vs the new application, then the total duration adds 50% (so 6 becomes 9rnds) I assume there is no mechanics for this?

Thanks for any help :)

No there isn't.

rhagelstrom
May 5th, 2022, 17:41
Version Update: 2.41
Fixed - Update documentation for Ability 3.5E
Fixed - Ongoing save effects with (R) and (D) where being removed/disabled before the following tags were evaluated

Morenu
May 5th, 2022, 21:37
If I understand this right you want something like the following but playing with there is an issue. Not sure how it seems to work with 5E maybe it doesn't but I'll push a fix.

Quasit Poison; SAVES: fortitude 13 (R); MULTI: DEX[-1d2]; SAVEADDP: Quasit Poison2
Quasit Poison2; SAVES: fortitude 13 (R); MULTI: DEX[-1d2]



I am playing PF1e. When I use those, the save rolls and removal works (although It can remove both in the same round I believe). But the stacking DEX "damage" is not happening at all. hmm..

On that note, the STACK command note says "Multiple of this effect is allow to be applied. The option "Allow Duplicate Effects" must be set to off" and my DM and I can not find that under options anywhere.

I also tried adding a : after DEX with no change->

Quasit Poison; SAVES: fortitude 13 (R); MULTI: DEX:[-1d2]; SAVEADDP: Quasit Poison2
Quasit Poison2; SAVES: fortitude 13 (R); MULTI: DEX:[-1d2]

Thanks

Kelrugem
May 6th, 2022, 01:36
I am playing PF1e. When I use those, the save rolls and removal works (although It can remove both in the same round I believe). But the stacking DEX "damage" is not happening at all. hmm..

On that note, the STACK command note says "Multiple of this effect is allow to be applied. The option "Allow Duplicate Effects" must be set to off" and my DM and I can not find that under options anywhere.

I also tried adding a : after DEX with no change->

Quasit Poison; SAVES: fortitude 13 (R); MULTI: DEX:[-1d2]; SAVEADDP: Quasit Poison2
Quasit Poison2; SAVES: fortitude 13 (R); MULTI: DEX:[-1d2]

Thanks

Is the [-1d2] added by BCE? Usually you cannot have such effects in native FG, so, no rolled but then fixed value. But I know that you also use my Extended Automation and Overlays where this gets added :) However, as usual when you use square brackets in effects, you need to apply such an effect from the action tab of an (N)PC, and you need to have loaded my extension (in case BCE does not also add it), otherwise [-1d2] won't be replaced with the rolled value :) Or did you do it correctly?

Morenu
May 6th, 2022, 02:25
Is the [-1d2] added by BCE? Usually you cannot have such effects in native FG, so, no rolled but then fixed value. But I know that you also use my Extended Automation and Overlays where this gets added :) However, as usual when you use square brackets in effects, you need to apply such an effect from the action tab of an (N)PC, and you need to have loaded my extension (in case BCE does not also add it), otherwise [-1d2] won't be replaced with the rolled value :) Or did you do it correctly?

I use BCE and extended automations. this is what I have been testing in the actions tab (its messy due to testing)

52664

Quasit poison -> DC 13 Fort save. Dex -1d2 per round for 6 rounds OR until 2 saves are made.

And this is where I start getting more confused figuring out what can be used where. I am trying to sort it out and write it down. thx for the patience and time52668

rhagelstrom
May 6th, 2022, 04:50
I use BCE and extended automations. this is what I have been testing in the actions tab (its messy due to testing)

52664

Quasit poison -> DC 13 Fort save. Dex -1d2 per round for 6 rounds OR until 2 saves are made.

And this is where I start getting more confused figuring out what can be used where. I am trying to sort it out and write it down. thx for the patience and time52668

My knowledge of 3.5E is limited. I didn't know what MULTI: DEX:[-1d2] was. I poked around and not in the ruleset. I see you run PF Effect Removal Extension. I see that also has a tag called STACK. That extension might conflict with BCE. I still need to look at STACK and how it works in 3.5E currently, but regardless still might conflict.

Kelrugem
May 6th, 2022, 06:02
Yup, good point; MULTI and STACK are from the PF Effect Removal Extension; so, it could be indeed an incompatibility with BCE, Morenu, as rhagelstrom wrote :)

Morenu
May 6th, 2022, 11:25
well crud. I really like the remove command. I will turn that off and switch multi to stack and try it.

Morenu
May 6th, 2022, 12:27
Is the [-1d2] added by BCE? Usually you cannot have such effects in native FG, so, no rolled but then fixed value. But I know that you also use my Extended Automation and Overlays where this gets added :) However, as usual when you use square brackets in effects, you need to apply such an effect from the action tab of an (N)PC, and you need to have loaded my extension (in case BCE does not also add it), otherwise [-1d2] won't be replaced with the rolled value :) Or did you do it correctly?

If I do

DEX:[-1d2]

It will generate either DEX: -1 or DEX: -2 and I confirmed it gives a -1 AC effect when it totals -2 or -3

Right now, after removing PF Effect Removal Extension STACK: DEX:[-1d2] does not roll 1d2

Edit:
I turned off PF Effect Removal Extension and and STACK: DEX:-2 does nothing (no Dex -2). The STACK note says "The option "Allow Duplicate Effects" must be set to off" but I do not see that option in the Options list, but it is allowing STACK: DEX:-2 to show up multiple times.

Kelrugem
May 6th, 2022, 15:11
If I do

DEX:[-1d2]

It will generate either DEX: -1 or DEX: -2 and I confirmed it gives a -1 AC effect when it totals -2 or -3

Right now, after removing PF Effect Removal Extension STACK: DEX:[-1d2] does not roll 1d2

Edit:
I turned off PF Effect Removal Extension and and STACK: DEX:-2 does nothing (no Dex -2). The STACK note says "The option "Allow Duplicate Effects" must be set to off" but I do not see that option in the Options list, but it is allowing STACK: DEX:-2 to show up multiple times.

Maybe this may be another incompatibility with BCE and Extended automation and overlays :) If I find time, I will check this, too, but currently working a lot

Morenu
May 6th, 2022, 15:45
Maybe this may be another incompatibility with BCE and Extended automation and overlays :) If I find time, I will check this, too, but currently working a lot

no worries, let me turn off your ext and try again.

EDIT:

with Extended automation and overlays, and PF Effect Removal off:
STACK: DEX: -2
added multiple time to a creature with no effect

52678

So I think this is something with BCE and another EXT. will load up BCE by itself and try things later...

Edit 2:

So I loaded a test PFRPG server and BCE is the only ext (I turned on a few library items to make things easy)

DEX:[-1d2]
does not work

DEX:-2
works but does not stack (normal)

STACK: DEX:-2
can be added to the same creature multiple times BUT the DEX:-2 is not working

tested at this point with the photo below, then added an AC-5 to just make sure the DEF EFFECT was showing (see the pic below)

52679

Hope that helps (and hopefully I am not just making a mistake and all this is unneeded)

rhagelstrom
May 8th, 2022, 13:23
no worries, let me turn off your ext and try again.

EDIT:

with Extended automation and overlays, and PF Effect Removal off:
STACK: DEX: -2
added multiple time to a creature with no effect

52678

So I think this is something with BCE and another EXT. will load up BCE by itself and try things later...

Edit 2:

So I loaded a test PFRPG server and BCE is the only ext (I turned on a few library items to make things easy)

DEX:[-1d2]
does not work

DEX:-2
works but does not stack (normal)

STACK: DEX:-2
can be added to the same creature multiple times BUT the DEX:-2 is not working

tested at this point with the photo below, then added an AC-5 to just make sure the DEF EFFECT was showing (see the pic below)

52679

Hope that helps (and hopefully I am not just making a mistake and all this is unneeded)


Looking at this it looks like you are doing STACK: instead of STACK; STACK doesn't take any parameters.
I tested STACK out and it appears to be working as intended in my limited testing with 3.5E. So I can't reproduce without more specific information

52701

edit: I'll also say that settings param isn't there for 3.5E because 5E allows duplicates by default while 3.5E does not so that setting option doesn't apply to 3.5E.

Arnagus
May 8th, 2022, 13:46
Version update 2.37
[...]
Fixed CoreRPG updated broke -X from working properly
[...]

New issue with [Ability-X] . My original patch does not fix this either - there was some major changes in the code to capture -X in effects, but they seem to not work in 3.5e. Only modules loaded are AE and BCE (and AE because it makes easy to equip/unequip effects with items). Error is also the same if I only load BCE and pull an effect from the effect list, but then you don't see what's causing it.
Side note: no error in BCEG (when made loadable for 3.5e). There it works with correct value.

52703

52704

52705

Morenu
May 8th, 2022, 14:22
OY ok, and this is why I want a better way to learn all this without bugging the creators..

STACK;DEX: [-1d2]

works perfectly. thank you

Kelrugem
May 8th, 2022, 15:40
OY ok, and this is why I want a better way to learn all this without bugging the creators..

STACK;DEX: [-1d2]

works perfectly. thank you

I think the confusion came from that the PF Effect Removal extension also introduces a STACK effect which needs a colon :)

rhagelstrom
May 8th, 2022, 17:25
Version update: 2.42
Fixed - Script error -X 3.5E/4E

rhagelstrom
May 10th, 2022, 16:29
Version update: 2.43
Fixed - Apply type not transfered from custom effects list when tags that add effect fire

timberbeast
May 14th, 2022, 03:59
I can't seem to get an effect added after an IFT. When I use this:

TDMGADDS: confusion

it works fine - adds the custom confusion effect to the target that caused the damage to the PC. When I try this:

IFT: ALIGN(lawful);TDMGADDS: confusion

it won't add the effect to the target that caused the damage (yes, the attacker was lawful, so the IFT fired)

3.5e ruleset, not using any other extensions. BCE and FGU both at latest version.

rhagelstrom
May 18th, 2022, 05:32
Version update: 2.44
Support for Effect Builder Extension by @SoxMax (5E/3.5E/PFPRG)
Fixed - Tags DMGAT,DMGDT,DMGRT were missing from documentation
Fixed - EXPIREADD still needed additional attention
Fixed - TDMGADDS was not working as intended with IFT

If you want to use the effect builder you will need both the effect builder extension and the effect builder extension for your ruleset.

RicMcPain
May 20th, 2022, 05:11
Where can I find this extension? I only get the full documentation but I could not find the file for downloading?

rhagelstrom
May 20th, 2022, 18:17
Where can I find this extension? I only get the full documentation but I could not find the file for downloading?

https://forge.fantasygrounds.com/shop/items/76/view

timberbeast
May 20th, 2022, 18:57
Thanks for the update! My Cloak of Chaos spell effect work great now.

I have another question I hope someone can help me with. I'm trying to create an effect for the Cloudkill spell (3.5e). This is what I have so far:

Spell effect for targets under 6HD (if the initial save fails they die, if it passes they take -1d4 CON each round, no additional save): Cloudkill < 6HD; SAVES: FORT 17; SAVEADDP: cloudkill; SAVEADD: cloudkill
(Note: I couldn't find a way to add the effect each round without making a save, so I just used the SAVES and applied the same effect regardless of whether the target saved or not).

Spell effect for target over 6HD (they get a save each round for 1/2 dmg): Cloudkill > 6HD; SAVES: FORT 17; SAVEADDP: cloudkillhalf; SAVEADD: cloudkill

These are the custom effects that get added:
cloudkill;CON: -1d4; STACK
cloudkillhalf;CON: -1d2; STACK

The effect works pretty good, but it only fires on the targets turn. The spell says the save and damage are supposed to happen on the caster's turn - is there a way to make that happen?

Second, the save DC is hard-coded into the effect. Is there a way to grab the caster's spell save DC and insert into the effect?

Neither of these are critical to make the effect work, just wondering if they were possible. Also, if someone has a better way to apply these effects, I'd like to hear your thoughts.

rhagelstrom
May 20th, 2022, 19:06
Thanks for the update! My Cloak of Chaos spell effect work great now.

I have another question I hope someone can help me with. I'm trying to create an effect for the Cloudkill spell (3.5e). This is what I have so far:

Spell effect for targets under 6HD (if the initial save fails they die, if it passes they take -1d4 CON each round, no additional save): Cloudkill < 6HD; SAVES: FORT 17; SAVEADDP: cloudkill; SAVEADD: cloudkill
(Note: I couldn't find a way to add the effect each round without making a save, so I just used the SAVES and applied the same effect regardless of whether the target saved or not).

Spell effect for target over 6HD (they get a save each round for 1/2 dmg): Cloudkill > 6HD; SAVES: FORT 17; SAVEADDP: cloudkillhalf; SAVEADD: cloudkill

These are the custom effects that get added:
cloudkill;CON: -1d4; STACK
cloudkillhalf;CON: -1d2; STACK

The effect works pretty good, but it only fires on the targets turn. The spell says the save and damage are supposed to happen on the caster's turn - is there a way to make that happen?

Second, the save DC is hard-coded into the effect. Is there a way to grab the caster's spell save DC and insert into the effect?

Neither of these are critical to make the effect work, just wondering if they were possible. Also, if someone has a better way to apply these effects, I'd like to hear your thoughts.

SSAVES would roll on the casters turn but that is BCEG only which doesn't support 3.5E. SDC would do dynamic save DC but if I recall there was some issue with it 3.5E that I need to look at. To fix that I need to sit down and better understand 3.5E

bmos
May 20th, 2022, 22:30
Kelrugem's Extended Automation extension has an effect to increase spell DCs in 3.5E

rhagelstrom
May 21st, 2022, 05:04
Version update: 2.45
Fixed - Exhausted conflict when using Advanced Effects
Fixed - Client script error using Requested Rolls with ongoing saves 3.5E/5E

plap3014
May 22nd, 2022, 14:31
Celric Emboldening Bond

''bond creatures within 30 ft of you and give them bonuses once per turn if within 30 ft of other bonded creature''

- # Emboldening Bond; ATK: 1d4; CHECK: 1d4; SKILL: 1d4

Any one have coded this one with BCE and Aura?

thanks

rhagelstrom
May 22nd, 2022, 15:43
Celric Emboldening Bond

''bond creatures within 30 ft of you and give them bonuses once per turn if within 30 ft of other bonded creature''

- # Emboldening Bond; ATK: 1d4; CHECK: 1d4; SKILL: 1d4

Any one have coded this one with BCE and Aura?

thanks

Isn't an aura effect since you only get to apply it to a certain number of creatures. Since the recipient gets to choose what they get the bonus to, the entire thing isn't really something that can be automated

plap3014
May 22nd, 2022, 15:50
understand! thanks for your quick reply.

timberbeast
May 23rd, 2022, 03:36
Trying to create a string of effects for the Heat Metal spell (3.5E) so that once the initial effect is placed on the spell target, it will progress each round without any need for player/DM intervention. I'm having trouble with the EXPIREADD effect;

Initial spell effect: Heat Metal; warm no damage; EXPIREADD: Heat Metal R2 (duration 1 round)
round 2 effect: Heat Metal R2; DMGA: 1d4 fire; EXPIREADD: Heat Metal R3 (duration 1 round)
round 3 effect: Heat Metal R3; DMGA: 2d4 fire; EXPIREADD: Heat Metal R4 (duration 1 round)....etc

When the first EXPIREADD effect triggers, it adds the second effect twice. Also, when I added the third custom effect to the chain, the first EXPIREADD triggers ALL of the subsequent effects at the same time - and all of them twice. It doesn't exhibit this behavior if I use the standard conditions in the added effect, nor does it do this with custom effects when I include standard effects, for instance if the second effect is written like this: Heat Metal R2; AC: 2; EXPIREADD: Heat Metal R3 then it gets added only once and the rest of the effects in the chain don't fire. As soon as I add one of the effects from BCE (such as DMGA, SAVEA, etc.) though, it wants to add the new effect twice.

Hoping someone can tell me if I'm doing something wrong here.

I'm running other extensions, but I tested without them and it does the same thing.

Edit: Figured I should add what shows up in the chat log when this happens (all this happens as soon as the initial spell effect expires):

Effect ['Heat Metal R2; DMGA: d4 fire; EXPIREADD: Heat Metal R3'] -> [to Greenblade] [by Wizard]

Effect ['Heat Metal R2; DMGA: d4 fire; EXPIREADD: Heat Metal R3'] -> [SINGLE MOD USED] [on Greenblade]

Effect ['Heat Metal R2; EXPIREADD: Heat Metal R3'] -> [SINGLE MOD USED] [on Greenblade]

Effect ['Heat Metal R3; DMGA: 2d4 fire; EXPIREADD: Heat Metal R4'] -> [to Greenblade] [by Wizard]

Effect ['Heat Metal R3; DMGA: 2d4 fire; EXPIREADD: Heat Metal R4'] -> [SINGLE MOD USED] [on Greenblade]

Effect ['Heat Metal; EXPIREADD: Heat Metal R2'] -> [EXPIRED] [on Greenblade]

Effect ['Heat Metal R2; DMGA: d4 fire; EXPIREADD: Heat Metal R3'] -> [to Greenblade] [by Wizard]

Effect ['Heat Metal R2; DMGA: d4 fire; EXPIREADD: Heat Metal R3'] -> [SINGLE MOD USED] [on Greenblade]

Effect ['Heat Metal R2; EXPIREADD: Heat Metal R3'] -> [SINGLE MOD USED] [on Greenblade]

Effect ['Heat Metal R3; DMGA: 2d4 fire; EXPIREADD: Heat Metal R4'] -> [to Greenblade] [by Wizard]

Effect ['Heat Metal R3; DMGA: 2d4 fire; EXPIREADD: Heat Metal R4'] -> [SINGLE MOD USED] [on Greenblade]

Falco1029
May 30th, 2022, 09:57
Version update: 2.44
Support for Effect Builder Extension by @SoxMax (5E/3.5E/PFPRG)
Fixed - Tags DMGAT,DMGDT,DMGRT were missing from documentation
Fixed - EXPIREADD still needed additional attention
Fixed - TDMGADDS was not working as intended with IFT

If you want to use the effect builder you will need both the effect builder extension and the effect builder extension for your ruleset.

STURNRE, STURNRS, and TURNRE (possibly others, I just know those for sure) also don't work with IFT

bmos
May 30th, 2022, 12:25
Isn't an aura effect since you only get to apply it to a certain number of creatures. Since the recipient gets to choose what they get the bonus to, the entire thing isn't really something that can be automatedYou could technically do it by setting the aura to OFF on all creatures that you don't want to effect, but that sounds like a lot of work.

rhagelstrom
May 30th, 2022, 16:29
STURNRE, STURNRS, and TURNRE (possibly others, I just know those for sure) also don't work with IFT

I'll need a specific example on these. Might be intended.

Falco1029
May 30th, 2022, 21:57
I'll need a specific example on these. Might be intended.


For example:

Cascading Blast; IFT: CUSTOM(WHATEVER); SAVE: -1; STURNRE

does not work, but

Cascading Blast; SAVE: -1; STURNRE

does.

Though, to be clear, the former does work in that it causes the save to be penalized against someone with that Custom condition, but it does not end at the proper time per STURNRE

rhagelstrom
May 31st, 2022, 14:48
For example:

Cascading Blast; IFT: CUSTOM(WHATEVER); SAVE: -1; STURNRE

does not work, but

Cascading Blast; SAVE: -1; STURNRE

does.

Though, to be clear, the former does work in that it causes the save to be penalized against someone with that Custom condition, but it does not end at the proper time per STURNRE

I'm still unclear. SAVE isn't a targetable tag and neither is STURNRE. What is the text of what you are trying to accomplish?