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rhagelstrom
March 24th, 2025, 14:27
Version update 4.37
Fixed: PFRPG not picking up Advanced Effects that now supports PFRPG

Svandal
April 28th, 2025, 20:14
I would like to add a effect when another effect expires.
This works well
Speed boost; SPEED: 50; SKILL: 20, acrobaticsjump; EXPIREADD: Fatigued

Now I get fatigued when the effect expires, but I want the new effect Fatigued to have a set duration, is that possible?
I did try something like
Speed boost; SPEED: 50; SKILL: 20, acrobaticsjump; EXPIREADD: Fatigued; DUR: 1d4
But this did not work. Are there any way of doing it?

Rhydion
April 30th, 2025, 12:16
I would like to add a effect when another effect expires.
This works well
Speed boost; SPEED: 50; SKILL: 20, acrobaticsjump; EXPIREADD: Fatigued

Now I get fatigued when the effect expires, but I want the new effect Fatigued to have a set duration, is that possible?
I did try something like
Speed boost; SPEED: 50; SKILL: 20, acrobaticsjump; EXPIREADD: Fatigued; DUR: 1d4
But this did not work. Are there any way of doing it?

The only way you can do this is to create a custom effects.

Create: "custom; Fatigued"

Change: Custom effect time length

Change: "Speed boost; SPEED: 50; SKILL: 20, acrobaticsjump; EXPIREADD: custom; Fatigued;"

At present you cannot use a duration based on a roll while using expireadd or its other variants. It simply won't work. You can only create the custom effect and give it a set duration.

Svandal
April 30th, 2025, 17:08
The only way you can do this is to create a custom effects.

Create: "custom; Fatigued"

Change: Custom effect time length

Change: "Speed boost; SPEED: 50; SKILL: 20, acrobaticsjump; EXPIREADD: custom; Fatigued;"

At present you cannot use a duration based on a roll while using expireadd or its other variants. It simply won't work. You can only create the custom effect and give it a set duration.

Thank you, that is what I feared.

CassMerry
May 18th, 2025, 20:23
Having a bit of an issue, not sure if it's known but I couldn't find reference to it searching the thread. The SDMGADDS (Add effect on dealing damage) only works when dragging damage dice onto a target, not when targetting someone and clicking the damage button. This is a problem not just for efficiency but also some of my players use laptops and don't have mice, and dragging dice is really awkward and unreliable on trackpads. Any help would be really appreciated, and thanks so much for the mod itself!

Tantrum
May 31st, 2025, 19:45
Just did some testing and noticed that Better Combat Effect somehow prevents "overnight rest" from CT removing spells with duration from character in CT.

64499

xyllywyt
June 9th, 2025, 22:39
Hi, I can't seem to find the right words to search all 76 pages of this thread, to see if you have answered it already.
I'm looking at your README, and I understand a fair amount of what you have written.
FOR EG: I know that this stanza applies "Strength Drain"
Shadow; SDMGADDT: Strength Drain
and that this is the definition for "Strength Drain"
Strength Drain; STR: -1d4; STACK; RESTL


But what is not clear to me (and it appears obvious to others), where does this text go ? Does the first one go in the weapon properties ?
It would be nice if you added that to the README, so you can not have to explain this repeated to newbies.

Thanks
Peter

MrDDT
June 9th, 2025, 23:02
Hi, I can't seem to find the right words to search all 76 pages of this thread, to see if you have answered it already.
I'm looking at your README, and I understand a fair amount of what you have written.
FOR EG: I know that this stanza applies "Strength Drain"
Shadow; SDMGADDT: Strength Drain
and that this is the definition for "Strength Drain"
Strength Drain; STR: -1d4; STACK; RESTL


But what is not clear to me (and it appears obvious to others), where does this text go ? Does the first one go in the weapon properties ?
It would be nice if you added that to the README, so you can not have to explain this repeated to newbies.

Thanks
Peter


Shadow; SDMGADDT: Strength Drain
This needs to be on the attacker. It should stay on them as long as the attacks they are doing applies when they do damage. If they are doing an attack that shouldn't apply Strength Drain effect, then turn this off/disable it for that attack.



Strength Drain; STR: -1d4; STACK; RESTL
This coding needs to go in the custom effect list in the top right of FG VTT.

The first code will trigger the second code to be applied to anything that takes damage from that attacker.

FGMax
August 18th, 2025, 17:15
I think as of the latest patch 4.8.1, it looks like the (d) value functionality for effects is broken. I've tested a few different (d) variable values and they're not rolling to apply a value anymore.

MrDDT
August 18th, 2025, 20:30
I think as of the latest patch 4.8.1, it looks like the (d) value functionality for effects is broken. I've tested a few different (d) variable values and they're not rolling to apply a value anymore.


Can you give me an example that is not working.

I tested this using.


Test; DMGR: 1d10 all

and it seems to be working fine for me.

FGMax
August 19th, 2025, 01:38
Can you give me an example that is not working.

I tested this using.


Test; DMGR: 1d10 all

and it seems to be working fine for me.

So I'll be more specific; 3.5e ruleset and I just tried again using an effect like Poison; STR: -1d4; STACK and nothing occurs when I drop the effect onto a PC or NPC in the combat tracker. So for me it's specific to attribute (d) effects so far at least.

MrDDT
August 19th, 2025, 03:39
So I'll be more specific; 3.5e ruleset and I just tried again using an effect like Poison; STR: -1d4; STACK and nothing occurs when I drop the effect onto a PC or NPC in the combat tracker. So for me it's specific to attribute (d) effects so far at least.


I can confirm this is happening on BCE now.

I know the author is currently away on business.

kmdietri
November 15th, 2025, 19:37
Is there any list of all effects this extension supports in 3.5?

rmilmine
November 15th, 2025, 22:05
Is there any list of all effects that the 3.5 ruleset supports?

https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996643237/PFRPG+and+3.5E+Effects

rmilmine
November 15th, 2025, 22:10
So I'll be more specific; 3.5e ruleset and I just tried again using an effect like Poison; STR: -1d4; STACK and nothing occurs when I drop the effect onto a PC or NPC in the combat tracker. So for me it's specific to attribute (d) effects so far at least.

Stack is supported by, https://forge.fantasygrounds.com/shop/items/407/view
It's possible that isn't working.
I'm not at a computer, so i cannot verify.

kmdietri
November 15th, 2025, 22:18
Sorry, I mean a list of effects this extension supports in 3.5.

rmilmine
November 15th, 2025, 22:54
Sorry, I mean a list of effects this extension supports in 3.5.

This has the list, for Better Combat Effects.

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

kmdietri
November 16th, 2025, 19:35
This has the list, for Better Combat Effects.

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

Thanks!

Farratto
February 7th, 2026, 20:59
2026-02-05 version of CoreRPG broke a bunch of extensions. Here's a fix for BCE:

https://github.com/Farratto/BetterCombatEffects/releases

charmov
February 7th, 2026, 21:48
2026-02-05 version of CoreRPG broke a bunch of extensions. Here's a fix for BCE:

https://github.com/Farratto/BetterCombatEffects/releases

Thanks for this! I'm guessing this doesn't fix BCEG? I'll try running this version of BCE and see how it goes.

Farratto
February 8th, 2026, 17:55
Thanks for this! I'm guessing this doesn't fix BCEG? I'll try running this version of BCE and see how it goes.

Ya, it does not fix BCEG. Unfortunately I can't make that freely available because it is not a free extension. If you private message me with a screen shot of proof of ownership of BCEG I'll send you a copy of the fixed BCEG. But hopefully, we can get a more permanent fix going soon.

tim2w2
February 9th, 2026, 01:39
In 3.5E the effect TREGENA is only working once per character sheet. As in only once ever per character sheet. I can make a new character and apply the effect in the combat tracker and it adds the temporary hit points. After that it never works again on that sheet.

Elaith
February 25th, 2026, 12:32
Hello,

I just started trying to use this mod, cannot believe I did not see this mod before, as I would love it if it could automate my ongoing poison saves. I have got everything to work for poison saves, but there is a unique situation where an ancient relic gives my player's class ability an extra poison ability. So the class ability does xd6 of acid damage, then applies a poison effect if they fail there save. I apologize if this was posted somewhere already, I have looked through the docs and this forum as best I can. Is there any way to flag an ongoing save as a certain type (poison, disease, etc.)? I want the ongoing save to trigger any racial abilities that give bonuses to saves vs diseases/poisons/etc.

Thanks,
-Elaith

Edit: I should add this is for a Pathfinder 1E effect.

Chivalrous1
February 25th, 2026, 13:13
Hello,

I just started trying to use this mod, cannot believe I did not see this mod before, as I would love it if it could automate my ongoing poison saves. I have got everything to work for poison saves, but there is a unique situation where an ancient relic gives my player's class ability an extra poison ability. So the class ability does xd6 of acid damage, then applies a poison effect if they fail there save. I apologize if this was posted somewhere already, I have looked through the docs and this forum as best I can. Is there any way to flag an ongoing save as a certain type (poison, disease, etc.)? I want the ongoing save to trigger any racial abilities that give bonuses to saves vs diseases/poisons/etc.

Thanks,
-Elaith

Edit: I should add this is for a Pathfinder 1E effect.

Try adding
IF: poisoned

Accela101
February 27th, 2026, 22:21
I'm not an experienced coder and have been fighting with this all night. I would really appreciate it if someone could tell me what I'm doing wrong.

I'm using 5E with Aura Effects and Better Combat Effects. I have some meenlocks with the fear aura:
Any beast or humanoid that starts its turn within 10 feet of the meenlock must succeed on a DC 11 Wisdom saving throw or be frightened until the start of the creature's next turn.

I tried to replicate this with the following code:

Fear Aura; AURA: 10 enemy; Fear Aura; IF: FACTION(enemy); SAVES: 11 [WIS]; SAVEADD: Frightened


Doing this does not prompt any saving throws or proc the status effect, just applies a block of text to the affected PC. The effect also disappears from the meenlock at the start of its turn. What am I missing? I would greatly appreciate some help.

nephranka
February 28th, 2026, 00:55
Try: Fear Aura; AURA: 10 enemy; Fear Aura; IF: FACTION(!self); SAVES: 11 WIS; SAVEADD: Frightened

Accela101
February 28th, 2026, 11:40
Thank you, but unfortunately that still didn't work. Is the !self command something that only works with BECG?

In the end, I can at least apply an aura effect and request the players roll saves at the start of their turn. I was just hoping to automate that.

nephranka
February 28th, 2026, 12:40
No it is part of auras. It works for me. You might check your other extentions for conflict. Also you will need to change the added effect to something else so you can get it to set to your duration.

Meenlock fear; frightened
Dur =1
Remove start of turn

https://forge.fantasygrounds.com/shop/items/32/view

FACTION() Conditional Operator
This operator expands the functionality of IF/IFT conditions by evaluating factional relationships.

ally: True if the source and target factions match.
enemy: True if the source faction is “foe” and the target faction is “friend” (or vice versa).
foe: True if the faction is “foe”.
friend: True if the faction is “friend”.
neutral: True if the faction is “neutral”.
none: True if the faction is “none”.
self: True if the actor is the source of the effect.
notself: Legacy, same as !self, True if the actor is not the source.
Use ! or ~ to negate the result (e.g., !self, ~ally).

nephranka
February 28th, 2026, 12:44
Also this is set to go at the start of the turn so nothing happens until they get close to get the aura then you cycle to their next turn.

nephranka
February 28th, 2026, 13:07
Here it is working.

Accela101
February 28th, 2026, 13:42
Oh my god it worked! Thank you so much! I have been fighting with this for two days!

nephranka
February 28th, 2026, 14:09
You are welcome.

Moon Wizard
April 27th, 2026, 02:25
Just pushed an update to Better Combat Effects to work with all the changes in the Test channel. Would appreciate any testing.

Note that there are several changes to tags to match CoreRPG native support and patterns. See below for combined Better Combat Effects / Better Combat Effects Gold notes.

Removal of Core Native Effects (BCE -> Core)

HDMG -> DMGHALF
MDMG -> DMGMAX
NORESTL -> NOREST: long
RESTS -> expire = "restshort"
RESTL -> expire = "restlong"
ROLLON -> TABLEO
EXPIREADD -> AFTER
GRANTATK -> @ATK
HEAL: temp -> TEMP
HEAL: max -> HEALMAX
(STAT): #-X -> BSTR # / BDEX # / BCON # / BINT # / BWIS # / BCHA #
STACK -> (same)
DMGR -> (same)
OR -> (IF: x OR x)


Rename of Effects (For consistency with Core)

TREGENS -> TEMPO
TREGENE -> TEMPOE
STREGENS -> STEMPO
STREGENE -> STEMPOE
TREGENA -> TEMPA


Regards,
JPG

Rhydion
April 27th, 2026, 11:18
Hi Moon Wizard,

Thanks for keeping things updated! 1 question & 1 request;

First, "BSTR: 1 enhancement" etc I assume replaces "STR:1 enhancement" etc? Also, what are the differences between these two if any?

As for my request, is it AT ALL possible to have the damage reduction "DMGR" work for pathfinder? I run a game where we have resistances of 25% 50% etc to specific damage types, having this would be amazing.

Thank you for your work <3

Moon Wizard
April 28th, 2026, 06:12
BSTR,BCON,... are specific tags to replace the actor's "base" ability score, not adjust it.

The STR,CON,... tags still remain as "adjustments" to the ability score.

For DMGR, that's already included in the Core layer, which should work for any D&D ruleset.

Regards,
JPG

Verstek09
May 6th, 2026, 01:31
Getting a new error that causes no effects to work.

This error pops up when I try to apply any effects. The effect does not apply and the error pops up after.

[5/5/2026 8:28:50 PM] [ERROR] Script execution error: [string "BetterCombatEffects:..anager_effect_bce.lua"]:128: bad argument #1 to 'pairs' (table expected, got nil)

This is for Pathfinder 1e Better Combat Effects

Moon Wizard
May 6th, 2026, 01:46
I was helping out with this extension since the developer is away. I've just pushed a new update that I believe should fix this.

Regards,
JPG

Verstek09
May 6th, 2026, 01:57
Thank you!

It worked!

You're the best

Is there a code for reducing damage by a set percent?

I.E. Target receives and/or deals 80% less damage?

FGMax
May 6th, 2026, 02:23
Hi everyone,

I was just testing this extension with the latest live patch and it seems dice variables don't work with stat effects. For example Test; STR: +1d6. Has this been changed in any way?

Verstek09
May 6th, 2026, 02:27
Try: STR: [1d6]

For Pathfinder it works.

For 5e I know STR: 4 works if you want to roll a random d6 before

FGMax
May 6th, 2026, 02:40
Try: STR: [1d6]

For Pathfinder it works.

For 5e I know STR: 4 works if you want to roll a random d6 before

I just jumped on and tried Test; STR: [1d6] but it doesn't fire any roll, at least in 3.5 to be specific.

PureHatred
May 11th, 2026, 19:58
Hello,

Not sure if this extension is still being maintain or not, but I thought I would ask how to enable this on PF2e remastered? It doesn't pop up as an option to enable in my campaign.

Chivalrous1
May 11th, 2026, 21:14
Hello,

Not sure if this extension is still being maintain or not, but I thought I would ask how to enable this on PF2e remastered? It doesn't pop up as an option to enable in my campaign.

This is something that needs to be loaded prior to starting your campaing.

67449

CrispyC
May 11th, 2026, 22:58
I've been getting some weird errors trying to apply effects to characters. I've tried to uninstall the extension then reinstall it and removing my other modules/ extensions but no dice. This is the error whenever I try to apply an effect

Handler error: [string "BetterCombatEffects:..anager_effect_bce.lua"]:106: attempt to index global 'ActionSaveDnDBCE' (a nil value)

Moon Wizard
May 12th, 2026, 02:36
It looks like you might be running on 4E ruleset. I've added a patch to enable that script to be defined on 4E. Please run a new Check for Updates.

Regards,
JPG

CrispyC
May 13th, 2026, 20:44
That worked, Thank you so much! you saved my next 4e game session lol

celebrindal
May 17th, 2026, 22:12
Just doing some testing in PF1e and while I'm at the moment not getting any errors some of the effects do seem broken.
FORT works for a save but FORT(R) will not trigger.
As posted by someone above my dice rolling effects no longer seem to trigger either..
COND2; Poison;CON:[-1d2]; STACK -- so the 1d2 of con damage is no longer applying.

Moon Wizard
May 18th, 2026, 04:26
@celebrindal,

Make sure to put a space between FORT and (R). Will push update shortly with the other fix.

Regards,
JPG

Moon Wizard
May 18th, 2026, 04:31
Just pushed the other fix. Make sure to run a new Check for Updates.

Regards,
JPG

celebrindal
May 18th, 2026, 05:03
FYI I had created these spells up several months ago so the space is something new??
And have verified that all of the above is working again. Thanks for the quick response.


@celebrindal,

Make sure to put a space between FORT and (R). Will push update shortly with the other fix.

Regards,
JPG

FGMax
May 18th, 2026, 22:05
Wanted to chime in appreciation and say that things are working again as well in the 3.5 ruleset, thanks!

Rhydion
May 20th, 2026, 23:05
Possibly triggered alongside Live Hitpoints

Hi Moon,

I had a script error occur in a Fantasy Grounds Unity Pathfinder 1E campaign while running Better Combat Effects. I’m not certain whether the issue is entirely inside BCE or was caused by another extension triggering a BCE code path, but the logged error points directly to BCE.

Environment

Fantasy Grounds Unity: v5.1.9, 2026-05-15
Ruleset: PFRPG / Pathfinder 1E, 2026-05-19
Campaign: PFRPG campaign
Better Combat Effects: v6.0
Live Hitpoints: v2.18 was also enabled at the time

Error

[5/20/2026 10:29:59 PM] [ERROR] Script execution error:
[string "BetterCombatEffects:..anager_combat_bce.lua"]:68:
attempt to index global 'EffectManager5E' (a nil value)

Other BCE-related warning during load

[WARNING] windowclass: Window class (advanced_effect_editor_main) defined with merge attribute, but asset name does not match existing asset. [core/classes_core.xml]

[B]Observed behaviour

The error occurred while running the PFRPG ruleset. I removed Live Hitpoints v2.18, and the error no longer seemed to occur afterward. My suspicion is that Live Hitpoints may be triggering an HP/stat/effect recalculation that causes BCE to hit a code path referencing EffectManager5E.

However, since this is a PFRPG campaign, EffectManager5E appears to be unavailable/nil, so the immediate failing point seems to be BCE referencing a 5E-specific global while running under PFRPG.

Possible cause

BCE may have a ruleset guard missing around EffectManager5E, or a shared combat/effect handler may be calling a 5E-specific manager in non-5E rulesets.

Attached logs/state

console.log
Player.log
extensionstate.xml

Thanks for taking a look.

I'll submit a report dllwell for Live Hitpoints as well.

Moon Wizard
May 21st, 2026, 01:26
Thanks for the report and logs. I just pushed an update to BCE/BCEG to remove all references to EffectManager5E. Please run a new Check for Updates.

Regards,
JPG

Rhydion
May 21st, 2026, 04:24
Thanks Moon,

Was just finishing up some custom extensions. Can confirm your update seems to have resolved the issue <3

frozzzt
May 21st, 2026, 05:24
hi, I'm using with 5e ruleset "Better Combat Effects" and "Advanced Effects".

and while I have "better combat effects" loaded, it's completely shut down the "Advanced Effects", none of the tags/codes in any item, feat, etc works. i'm using only the advanced effects now.

anyway, I dont know if anyone have the same issue. thx

Paperclipkiller
May 24th, 2026, 05:06
I am have an issue where the "Remove at end of Source Turn" of an effect is not respecting the remaining turn count. This is important regarding a Stunning Strike from a monk ending at the end of their next turn. If set to remove the following turn, right now it is just removing instantly at the end of the current characters turn who applied it. Anyone else having this issue?

EDIT: Nevermind, doing the effect has changed since I last looked at it and there was a new way.